Casting spells can be quite simple, even to a new Magician, but there are still several things that you need to know before you begin.
The Spell Book
This is where you'll be casting all of your magical spells from; the Spell Book. By clicking on the book icon to the right of your screen, it will bring up a list of all your magic. Depending on how many spells you've learned and the number of runes you're holding, you may see 2 different colored symbols:
Colored-in Icon: You have a high enough magic level and the required Runes to cast the spell.
Blacked-out Icon: You can't use the spell until you reach a high enough level, oryou don't have the required Runes.
Blacked-out Icon: You can't use the spell until you reach a high enough level, oryou don't have the required Runes.
When you hover over a spell's icon, you will see some important info about it, such as the required Runes to cast it, a description of the spell, and the needed magic level to cast it. In the picture, it shows how many runes I'm holding at the time, and how many I need to cast the spell. The first number is how many Runes I have, and the second is how many are needed to use the spell. I have 5 Nature, 5 Water, and 5 Earth Runes.
RuneStones, or Runes for short, are imbued with magical powers from the land, and they were created many ages ago by the ancestors of RuneScape. When you hold enough of a specific combination of Runes, you can cast a magical spell. Runes can be found throughout RuneScape, lying on the ground, looted from enemies, and crafted using your RuneCrafting skill. They can also be bought from Magic Stores such as the ones in Varrock, Port Sarim and the Magic Guild.
RuneStones | ||
Picture | Rune | Locations |
---|---|---|
Air | Bought: Varrock, Port Sarim, Magic Guild & Mage Arena. Respawn: West of Lumbridge; behind Luthas' house on Karamja. | |
Water | Bought: Varrock, Port Sarim, Magic Guild & Mage Arena. Respawn: Al Kharid mine. | |
Mist | Craft: At level 6 Runecrafting with air and water Runes. | |
Earth | Bought: Varrock, Port Sarim, Magic Guild & Mage Arena. Respawn: North of Varrock; Varrock Sewer. | |
Dust | Craft: At level 10 Runecrafting, with Air and Earth Runes. | |
Mud | Craft: At level 13 Runecrafting with Water and Earth Runes. | |
Fire | Bought: Varrock, Port Sarim, Magic Guild & Mage Arena. Respawn: Al Kharid mine; Karamja Volcano. | |
Smoke | Craft: At level 15 Runecrafting with Air and Fire Runes. | |
Steam | Craft: At level 19 Runecrafting with Water and Fire Runes. | |
Cosmic | Respawn: Wilderness Ice Plateau in level 48 Wilderness. | |
Law | Bought: Mage Arena. | |
Nature | Bought: Mage Arena. Respawn: An island in level 45 Wilderness; treasure chest in Ardougne; island north of Rellekka. | |
Mind | Bought: Varrock, Port Sarim, Magic Guild & Mage Arena. Respawn: Lumbridge Castle. | |
Body | Bought: Varrock, Port Sarim, Magic Guild & Mage Arena. Respawn: West of Varrock Castle; Varrock Sewers, 2nd floor of the Al Kharid Scimitar Shop, level 6-8 Wilderness. | |
Lava | Craft: At level 23 Runecrafting with Earth and Fire Runes. | |
Chaos | Bought: Varrock, Port Sarim & Magic Arena. Respawn: Level 36-38 Wilderness; sledding mountain during the Troll Romance Quest; Dark Knights' Castle in level 15 Wilderness. | |
Death | Bought: Varrock, Port Sarim & Magic Arena. Respawn: Southwest of Yanille. | |
Blood | Respawn: Treasure chest in the Chaos Druid Tower. | |
Astral | Bought: Baba Yaga's Magic shop in Lunar Isle. Reward: Lunar Diplomacy Quest. | |
Soul | Bought: Magic Guild. |
Rune Notes
- Combination Runes - these include the Mist, Dust, Mud, Smoke, Steam and Lava Runes. They are Members-Only, and are made by combining Runes. More info can be found in the RuneCrafting - Combination Runes section.
There are a variety of magical items that can help to make your magic stronger, and your spells more likely to succeed, including robes, staffs, and amulets.
Amulets
Amulets are worn around your neck and will offer additional magic bonuses. Most of them can be crafted with gold and cut gems, and then must be enchanted in order to make them powerful. The exceptions are with the Lunar Ring, Lunar Amulet (both obtained during Lunar Diplomacy), and the Third Age Amulet (Treasure Trails reward)
Jewelry | ||
Jewelry & Picture | Magic Attack Bonus | Magic Defense Bonus |
---|---|---|
Third Age Amulet | 15 | 10 |
Amulet of Glory | 10 | 3 |
Amulet of Fury | 10 | 15 |
Amulet of Magic | 10 | 0 |
Amulet of Power | 6 | 6 |
Lunar Ring | 2 | 2 |
Lunar Amulet | 1 | 1 |
Clothing & Armor
Some articles of clothing such as robes, and hats will increase your magic. These are the best types of armor for Mages, since they allow your magical energy to "flow" freely. Some can be looted from Wizards, and others can be bought in a magic shop. Still, other kinds of magic armor can be made, or obtained by other various methods.
Clothing, Robes, & Magical Armors | |||
Item & Picture | Magic Attack Bonus | Magic Defense Bonus | Where to Obtain |
---|---|---|---|
Dragonfire Shield | 0 | 2 | From Duke Horacio in Lumbridge Castle, while doing the Dragon Slayer Quest. |
Black Robe | 3 | 3 | Dark Wizards |
Wizards Hat | 2 | 2 | Dark Wizards; Bought in Port Sarim Magic Shop. |
Wizards Robe | 3 | 3 | Wizards |
Wizards Hat | 2 | 2 | Wizards; Bought in Port Sarim Magic Shop. |
Wizard Boots | 4 | 4 | Treasure Trail reward. (level 20 Magic) |
Robe of Zamorak | 2 | 3 | Necromancer |
Robe of Zamorak | 2 | 3 | Necromancer |
Gnome Hat | 3 | 3 | Bought in Tree Gnome Stronghold Clothing Shop. |
Farseer Helm | 6 | 6 | Bought from the Helmet Shop in Rellekka after completing the Fremennik Trial Quest. |
Mystic Robe | 20 | 20 | Bought for 120,000gp in the Magic guild. (level 20 Defense & 40 Magic) |
Mystic Robe | 15 | 15 | Bought for 80,000gp in the Magic guild. (level 20 Defense & 40 Magic) |
Mystic Hat | 4 | 4 | Bought for 15,000gp in the Magic guild. (level 20 Defense & 40 Magic) |
Mystic Gloves | 3 | 3 | Bought for 10,000gp in the Magic guild. (level 20 Defense & 40 Magic) |
Mystic Boots | 3 | 3 | Bought for 10,000gp in the Magic guild. (level 20 Defense & 40 Magic) |
God Capes | 10 | 10 | Obtained from defeating Kulodion in the Wilderness Mage Arena. |
Splitbark Helm | 2 | 3 | Bought from the wizard in the tower near Port Sarim. Requires 2 pieces of Fine Cloth, Bark & 6,000gp. (level 20 Defense & 40 Magic) |
Splitbark Top | 8 | 15 | Bought from the wizard in the tower near Port Sarim. Requires 4 pieces of Fine Cloth Bark & 37,000gp. (level 40 Defense & 40 Magic) |
Splitbark Legs | 6 | 10 | Bought from the wizard in the tower near Port Sarim. Requires 3 pieces of Fine Cloth Bark & 32,000gp. (level 40 Defense & 40 Magic) |
Splitbark Gauntlets | 1 | 2 | Bought from the wizard in the tower near Port Sarim. Requires 1 piece of Fine Cloth Bark & 1,000gp. (level 40 Defense & 40 Magic) |
Splitbark Greaves | 1 | 2 | Bought from the wizard in the tower near Port Sarim. Requires 1 piece of Fine Cloth Bark & 1,000gp. (level 40 Defense & 40 Magic) |
Elemental Shield | 0 | 6 | Reward from the Elemental Workshop Quest. |
Elemental Helm | 0 | 4 | Reward from the Elemental Workshop II Quest. |
Mind Shield | 0 | 9 | Reward from the Elemental Workshop II Quest. |
Mind Helm | 0 | 6 | Reward from the Elemental Workshop II Quest. |
Ahrim's Hood | 6 | 6 | Found in the Barrows. |
Ahrim's Robetop | 30 | 30 | |
Ahrim's Robeskirt | 22 | 22 | |
Infinity Hat | 6 | 6 | Bought from the Rewards guardian in the Mage Training Arena using Pizzaz Points (level 25 Defense & 50 Magic) |
Infinity Top | 22 | 22 | |
Infinity Bottom | 17 | 17 | |
Infinity Gloves | 5 | 5 | |
Infinity Boots | 5 | 5 | |
Mage's Book | 15 | 15 | |
Ghostly Hood | 3 | 3 | From the Ghostly Robes Mini-Quest |
Ghostly Cloak | 5 | 5 | |
Ghostly Top | 5 | 5 | |
Ghostly Bottom | 4 | 4 | |
Ghostly Gloves | 2 | 2 | |
Ghostly Boots | 2 | 2 | |
Lunar Helmet | 3 | 2 | Can be bought from the Oneiromancer after completing the Lunar Diplomacy Quest (level 40 Defense and 65 Magic). |
Lunar Cape | 0 | 0 | |
Lunar Body | 10 | 12 | |
Lunar Legs | 7 | 9 | |
Lunar Gloves | 4 | 2 | |
Lunar Boots | 2 | 2 | |
Enchanted Hat | 4 | 4 | A possible reward from level 3 Treasure Trail clues (20 Defense and 40 Magic). |
Enchanted Top | 20 | 20 | |
Enchanted Bottom | 15 | 15 | |
Skeletal Helmet | 2 | 3 | Obtained from killing Wallasakis in the Waterbirth Island dungeon and collecting specific pieces. See the Waterbirth Island guide for more info. |
Skeletal Body | 8 | 15 | |
Skeletal Legs | 6 | 10 | |
Skeletal Gloves | 0 | 0 | |
Skeletal Boots | 0 | 0 | |
Moon Clan Helm | 3 | 3 | Can be bought during the Lunar Diplomacy Quest for 1,000gp per piece. |
Moon Clan Hat | 3 | 3 | |
Moon Clan Cape | 2 | 2 | |
Moon Clan Armour | 5 | 5 | |
Moon Clan Skirt | 5 | 5 | |
Moon Clan Gloves | 2 | 2 | |
Moon Clan Boots | 2 | 2 | |
Third Age Mage Hat | 8 | 8 | Treasure Trails reward. (30 Defense and 65 Magic) |
Third Age Robe Top | 19 | 19 | |
Third Age Robe Bottom | 19 | 19 | |
Staffs
Staffs can be a Wizard's best friend during battles (and for walking long distances!). There are 3 main kinds of Staffs: Elemental Staffs, Battle Staffs, and Mystic Staffs. There are also special Staffs that you can obtain from monsters or other quests.
Before explaining those kinds of staffs, there is some info that you should know. First, there are 2 basic staffs: Staffs and Magic Staffs. Staffs are just like a regular carved stick, and they add no bonuses to your stats. Magic Staffs add a slight amount of Magic Attack & Defense, but they have no special abilities.
All Staffs will allow you to continually use an attack spell on your enemy until it dies, or you run out of Runes. To use this option, go into your Fighting Style menu while you are wielding your staff. Near the top on the right side you'll see a spell button; click it to select your choice of several elemental attack spells, ranging from low to high. You'll now attack with that spell, rather than with a melee attack.
Elemental Staffs include Air, Water, Earth and Fire. They can be bought at Zaff's Staff Shop in the northwest part of Varrock for 1,500gp each, and they will be equal to an infinite number of that type of Rune when the staff is wielded. So, if you use a lot of one type of Rune, it would be wise to buy that kind of staff. Each of these add 10 to both your Magic Attack and Defense bonuses.
Battle Staffs are much like regular Elemental Staffs, but they have a Charged Orb attached to them. Battle Staffs are much stronger than regular staffs, and they will still allow you to use an unlimited number of Runes of that type. The Orb can be Crafted with glass, and then you need to cast the appropriate Charge spell on its Obelisk to power it up. Then just attach the Orb to the Staff to get a Battle Staff.
Mystic Staffs are actually just enchanted Battle Staffs. They are much stronger than normal staffs (comparable to a Rune Longsword), and still take the place of a Rune. To get a Battle Staff enchanted into a Mystic Staff, you first need to complete the Scorpion Catcher Quest. Thormac the Wizard, located south of the Seers Village, will enchant your staff for 40,000gp.
Special Staffs can be obtained from a quest or a monster.
- Staff of Iban - Received after completing the Underground Pass Quest. This allows you to use the Iban Blast spell when equipped. Adds 10 to your Magic Attack and Defense bonuses.
- God Staffs - These include the Staff of Saradomin, Zamorak and Guthix, and you can choose one after defeating Kolodion in the Mage Arena. When wielded, you have the ability to use their specific God spell: Saradomin Strike, Flames of Zamorak, or Claws of Guthix. They also add 6 to your Magic Attack and Defense bonuses.
- Lava Staff - This staff is a rare drop from the Kalphite Queen, and it will give you an unlimited amount of Fire and Earth Runes.
- Mud Battlestaff - This staff is a rare drop from the Dagganoth Kings on Waterbirth Island, and it will give you an unlimited supply of Earth and Water Runes.
- Steam Battlestaff - This staff is a rare drop from K'ril Tsutsaroth and his bodyguards in the God Wars Dungeon, and it will give you an unlimited supply of Fire and Water Runes.
- Slayer Staff - Bought from any Slayer Master. Used to cast Magic Dart to kill specific Slayer Monsters. Provides 12 to your Magic Attack and Defense bonuses.
- Ancient Staff - Can be bought from Elbis for 80,000gp after completing the Desert Treasure Quest. Provides 15 to your Magic Attack and Defense bonuses.
- Ahrim's Staff - Part of Ahrim the Blighted's set. Requires 70 Attack and Magic to use. Provides 15 to your Magic Attack and Defense bonuses.
- Obsidian Staff (Toktz-mej-tel) - You can buy this using TokKul from the Fight Pit equipment shop for 52,500 TokKul.
- Lunar Staff - Can be bought from the Oneiromancer after completing theLunar Diplomacy Quest. Allows for autocasting attack spells, and it has better magic attack than regular Elemental staffs (+13 Magic Attack), as well as a +3 Prayer bonus.
- Void Knight Mace - This weapon can auto-cast Claws of Guthix, and can be bought from Pest Control for 250 Pest Points.
Wands are another type of Mage weapon, which you can buy from the Mage Training Arena using Pizazz Points. These are particularly useful, as they give decent Magic Attack and Defense bonuses, and you can autocast regular spells with them.
One particular note about wands, is that you must own them in order before being able to move onto the next one. for instance, you can't use a higher-up wand before using a Beginner Wand.
Here are the Wands in order:
- Beginner Wand - Adds 5 to your Magic Attack and Defense bonus. Requires level 45 Magic.
- Apprentice Wand - Adds 10 to your Magic Attack and Defense bonus. Requires level 50 Magic.
- Teacher Wand - Adds 15 to your Magic Attack and Defense bonus. Requires level 55 Magic.
- Master Wand - Adds 20 to your Magic Attack and Defense bonus. Requires level 60 Magic.
Drinks & Potions
If you want to temporarily raise your magic level by 2-3 points, you can buy a Wizard's Mind Bomb from the Rising Sun bar in Falador. Depending on your Magic level, it may raise your Magic 2 or 3 points. It will cost 2gp and it only lasts a short while, but if you need an extra magic level it can help.
You can also mix your own Magic Essence Potion with your Herblore skill, which adds +3 to your Magic level temporarily. It can be made at level 57 by mixing a Starflower and a Gorak Claw in a vial.
Magic Potions can be made using your Herblore skill as well, and it adds +4 to your Magic level for a short time. It requires level 72, and can be made with Lantadyme and Potato Cactus.
Before you begin to use some Magic, you should gather all the Runes you need to cast the spell you want to use, by either buying them, making them with your RuneCrafting skill, or fighting enemies. You should also bring any magic items discussed before, if you want those bonuses. Now once you've found a target, choose your attack spell and click on your opponent to cast the spell.
When Spells Don't Work
Sure, everyone has a bad spell-casting day once in awhile, and if you're trying to cast a newly-learned spell, you may miss your enemy and the spell won't work. If this happens, you will still use the Runes needed to cast the spell, and you will earn the experience for trying to use it.
Other Types of Spells
Of course, there are other different kinds of magic spells to use, but you need to reach a high enough level to cast them. Depending on the kind of spell, you need to use it on a specific target. For instance, you can only cast Teleport spells on yourself, and an Enchant spell is only used on rings and amulets. For more info about different kinds of magic, check the Other Kinds of Spells section.
There are a great number of spells to use in the RuneScape world, some of which can only be used by Members. For your reference, here is a list of magical spells with their important information.
Attack Spells
This type of spell is what you'll probably be using in combat (if you're a Mage). It's best to wear gear such as Robes or any of the equipment outlined above, which is specifically designed for a Mage. Wearing armor such as Platebodies and Helmets not only make you more suceptible to magical attacks, but will decrease your ability to use your own attack spells.
Attack Spells | ||
Magic Level | Magic Spell | Runes |
---|---|---|
1 | Wind Strike | 1 Air, 1 Mind |
3 | Confuse | 3 Water, 2 Earth, 1 Body |
5 | Water Strike | 1 Water, 1 Air, 1 Mind |
9 | Earth Strike | 2 Earth, 1 Air, 1 Mind |
10 | Mobilising Armies | 1 Air, 1 Water, 1 Law |
11 | Weaken | 3 Water, 2 Earth, 1 Body |
13 | Fire Strike | 3 Fire, 2 Air, 1 Mind |
17 | Wind Bolt | 2 Air, 1 Chaos |
19 | Curse | 3 Earth, 2 Water, 1 Body |
20 | Bind | 3 Earth, 3 Water, 2 Nature |
23 | Water Bolt | 2 Water, 2 Air, 1 Chaos |
29 | Earth Bolt | 3 Earth, 2 Air, 1 Chaos |
35 | Fire Bolt | 4 Fire, 3 Air, 1 Chaos |
39 | Crumble Undead | 2 Earth, 2 Air, 1 Chaos |
41 | Wind Blast | 3 Air, 1 Death |
47 | Water Blast | 3 Water, 3 Air, 1 Death |
50 | Iban Blast | 5 Fire, 1 Death, Iban Staff |
50 | Magic Dart | 4 Mind, 1 Death, Slayer Staff |
50 | Snare | 4 Earth, 4 Water, 3 Nature |
53 | Earth Blast | 4 Earth, 3 Air, 1 Death |
59 | Fire Blast | 5 Fire, 4 Air, 1 Death |
60 | Saradomin Strike | 4 Air, 2 Fire, 2 Blood, Staff of Saradomin |
60 | Claws of Guthix | 4 Air, 2 Blood, 1 Fire, Staff of Guthix |
60 | Flames of Zamorak | 4 Fire, 2 Blood, 1 Air, Staff of Zamorak |
62 | Wind Wave | 5 Air, 1 Blood |
65 | Water Wave | 7 Water, 5 Air, 1 Blood |
66 | Vulnerability | 5 Earth, 5 Water, 1 Soul |
70 | Earth Wave | 7 Earth, 5 Air, 1 Blood |
73 | Enfeeble | 8 Earth, 8 Water, 1 Soul |
75 | Fire Wave | 7 Fire, 5 Air, 1 Blood |
79 | Entangle | 5 Earth, 5 Water, 4 Nature |
80 | Stun | 12 Earth, 12 Water, 1 Soul |
80 | Charge | 3 Fire, 3 Blood, 3 Air |
81 | Wind Surge | 1 Blood, 1 Death, 7 Air |
85 | Water Surge | 1 Blood, 1 Death, 7 Air, 10 Water |
90 | Earth Surge | 1 Blood, 1 Death, 7 Air, 10 Earth |
95 | Fire Surge | 1 Blood, 1 Death, 7 Air, 10 Fire |
Alchemy & Conversion Spells
These spells allow you to turn an ordinary item, such as armor or bones into gold or other items.
Alchemy & Conversion Spells | ||
Magic Level | Magic Spell | Runes |
---|---|---|
15 | Bones to Bananas | 2 Earth, 2 Water, 1 Nature |
21 | Low Level Alchemy | 3 Fire, 1 Nature |
43 | Superheat Item | 4 Fire, 1 Nature |
55 | High Level Alchemy | 5 Fire, 1 Nature |
60 | Bones to Peaches | 2 Nature, 4 Water, 4 Earth |
Bones to Bananas will cause any bones in your inventory to become edible Bananas. This is useful for when you're low on health and need some food in a hurry, although it isn't a very commonly used spell.
Bones to Peaches is similar to the "Bones to Bananas" spell. It will turn any bones in your inventory into Peaches, which heal 8 hitpoints. Although, you can only use this spell once you've bought the Bones to Peaches spellbook from the Mage Training Arena.
Low Level Alchemy will turn an item into the amount of gold it sells for in a General Store, while High Level Alchemy will yield the amount of gp it sells for in a specialty shop. If you're trying to High Alchemize large amounts of a certain item, it's best to put the item into Bank Notes and cast the spell on the notes. It only alchemizes 1 item at a time, but it's much faster than having to run back to the bank!
Superheat Item will act as a Furnace and smelt a bar of ore for you. Just cast the spell on the ore of the bar you wish to make (if you want to make a Mithril Bar, cast it on a Mithril Ore).
Enchantment Spells
This kind of spell can be cast on Rings, Amulets, and certain Necklaces with gems inside. First just craft the item, and then cast the correct Enchant spell on it:
- Level 1 Enchant - Sapphire Rings, Amulets, Necklaces and Bracelets.
- Level 2 Enchant - Emerald Rings, Amulets, Necklaces and Bracelets.
- Level 3 Enchant - Ruby Rings, Amulets and Bracelets.
- Level 4 Enchant - Diamond Rings, Amulets and Bracelets.
- Level 5 Enchant - Dragonstone Rings, Amulets and Bracelets.
- Level 6 Enchant - Onyx Rings, Amulets and Bracelets.
After you enchant your Amulet, Ring, Necklace or Bracelet, it will be powered up, bringing out magical abilities.
Enchantment Spells | ||
Magic Level | Magic Spell | Runes |
---|---|---|
7 | Enchant Lvl-1 Jewelry | 1 Water, 1 Cosmic |
27 | Enchant Lvl-2 Jewelry | 3 Air, 1 Cosmic |
49 | Enchant Lvl-3 Jewelry | 5 Fire, 1 Cosmic |
57 | Enchant Lvl-4 Jewelry | 10 Earth, 1 Cosmic |
68 | Enchant Lvl-5 Jewelry | 15 Water, 15 Earth, 1 Cosmic |
87 | Enchant Lvl-6 Jewelry | 20 Fire, 20 Earth, 1 Cosmic |
Most jewelry containing gems have the ability to be enchanted to have special effects when worn.
Enchantment Properties | ||
Picture | Enchanted Jewelry | What it Does |
---|---|---|
Ring of Recoil | Effect: 10% of the damage inflicted on you is inflicted back to your enemy. Limit: 40 Damage. | |
Games Necklace | Effect: Teleports you to the Burthorpe Games Room or Barbarian Assault Minigame when used. Limit: Eight Uses. | |
Bracelet of Clay | Effect: Allows you to mine Soft Clay instead of Hard Clay. Limit: 28 Clay. | |
Amulet of Magic | Effect: +10 To Magic Limit: None. | |
Ring of Duelling | Effect: Teleports you to the Duel Arena or Castle Wars Arena when used. Limit: Eight Teleports. | |
Necklace of Binding | Effect: 100% chance of combining Runes. Limit: 15 Uses. | |
Castlewars Bracelet | Effect: Wielder does 20% added damage to any opponent carrying his or her teams flag. Bandages heal 50% more. Limit: Three Charges (one charge lost per Castlewars game). | |
Amulet of Defense | Effect: +7 To Defense. Limit: None. | |
Amulet of Nature | Effect: Allows you to check on the status of your crops at a farming patch. Limit: None. | |
Ring of Forging | Effect: 100% chance of smelting Iron. Limit: 140 Uses. | |
Bracelet of Inoculation | Effect: Protects against Disease. Limit: 275 damage limit. | |
Amulet of Strength | Effect: +10 To Strength. Limit: None. | |
Ring of Life | Effect: Teleports you to your chosen respawn location (initially Lumbridge) once your hits fall below 10%. Limit: One Use. | |
Phoenix Necklace | Effect: While wearing it, if your hitpoints drop below 20% of their max, the hitpoints will then be restored to 30% of their max. Limit: One use. | |
Forinthry Bracelet | Effect: Prevents the wearer from being 'skulled' when entering the Abyss. The charges will also counter any Teleblock spells casted on the wearer. Limit: 5 Charges. | |
Amulet of Power | Effect: +6 To Attack Stats, +6 To Defense Stats +6 To Strength, +1 To Prayer. Limit: None. | |
Ring of Wealth | Effect: Increases the drop rate of rare items. Limit: None. | |
Bracelet of Combat | Effect: Allows you to teleport to the Champions',Warriors', Ranging, and Prayer (Monastery) Guild. Updates the wearer with new Slayer totals after every tenth creature killed. Limit: 4 Charges; Recharged at the totem in the Legends' Guild. | |
Necklace of Skills | Effect: Allows you to teleport to the Cooking, Crafting,Fishing and Mining Guild. Increases the chance of getting a Casket while fishing. Limit: 4 Charges; Recharged at the totem in theLegends' Guild. | |
Amulet of Glory | Effect: +10 to Attack Stats; +3 to Defense Stats; +6 To Strength' +3 To Prayer; Increased Chance of Finding Gems; 4 Teleport Uses to Al Kharid, Draynor Village, Edgeville, and Karamja. Limit: 4 Charges; Recharged at the Heroes' Guildfountain. | |
Ring of Stone | Effect: Morphs the wearer into stone. Limit: None. | |
Bracelet of Regeneration | Effect: Cuts your hitpoint recovery in time in half. Limit: None. | |
Berserker Necklace | Effect: -10 to Stab, Slash and Crush Attacks; -20 Stab, Slash, Crush, Magic and Ranged Attacks; +7 Strength; +20% Damage dealt when wielding an Obsidian melee weapon. Limit: None. | |
Amulet of Fury | Effect: Increases Attack, Defense, Strength, Ranged & Magic. Limit: None. |
Teleportation Spells
There are 2 different kinds of Teleportation spells: regular Teleport spells, and Members-Only Teleother spells. Teleport spells will teleport you to a location, while Teleother spells will teleport another player to a location. Teleport spells that require a quest include:
- Ardougne Teleport - You must have already finished the Plague City Quest.
- Watchtower Teleport - You need to complete the Watchtower Quest.
- Trollheim Teleport - You need to complete the Eadgar's Ruse Quest.
- Ape Atoll Teleport - You must complete Awogowei's dish from Recipe for Disaster.
Teleother Spells are only available on Members servers and will allow a player to teleport you to another location. Of course, you need to give permission for them to use the spell on you, and you must have the Accept Aid option (in your controls menu) set to "Yes" for it to work. A menu will pop up asking if you want the other player to teleport you and you'll be able to choose "yes" or "no."
There is also the Telekinetic Grab spell. Although it doesn't teleport a player, it instead allows you to "grab" an item that you can see but can't reach.
Teleportation Spells | ||
Magic Level | Magic Spell | Runes |
---|---|---|
0 | Lumbridge Home Teleport | None (30 minute cooldown) |
10 | Mobilising Armies Teleport | 1 Air, 1 Water, 1 Law |
25 | Varrock Teleport | 3 Air, 1 Fire, 1 Law |
31 | Lumbridge Teleport | 3 Air, 1 Earth, 1 Law |
32 | Bounty Locate | 1 Air, 1 Fire, 1 Law |
33 | Telekinetic Grab | 1 Air, 1 Law |
37 | Falador Teleport | 3 Air, 1 Water, 1 Law |
40 | House Teleport | 1 Earth, 1 Air, 1 Law |
45 | Camelot Teleport | 5 Air, 1 Law |
51 | Ardougne Teleport | 2 Water, 2 Law |
58 | Watchtower Teleport | 2 Earth, 2 Law |
61 | Trollheim Teleport | 2 Fire, 2 Law |
64 | Ape Atoll Teleport | 2 fire, 2 Water, 2 Law and 1 Banana |
74 | Teleother Lumbridge | 1 Earth, 1 Law, 1 Soul |
82 | Teleother Falador | 1 Water, 1 Law, 1 Soul |
85 | Teleblock | 1 Law, 1 Chaos, 1 Death |
90 | Teleother Camelot | 2 Soul, 1 Law |
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