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Goobore

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Everything posted by Goobore

  1. Exactly right. Defense and HitPoint both contribute 1/4 of a combat level and Prayer contributes 1/8. That's right. If Magic is your dominant fighting stat, then each magic level contributes about 0.48 of a combat level. Keep in mind though, that a low HP mage with no melee armor is not gonna last long in the wildy. You should consider teaming with melee tank of some kind so that your individual weaknesses are made up by the other's strengths. Hope this helps.
  2. The easiest way is to autocast the highest exp spell that you can. But that's gonna be expensive. A cheap way is to buy Body runes, Water runes, and an earth staff. Wear any full armor with green vambraces and do fail cursing. (Varrock sewers is good for that) Cheapest way is to make your own runes for Curse. Hope this helps.
  3. I haven't done lobsters for awhile but I used to fish lobsters and then teleport to Lumbridge. I would then run to Al-Kharid and cook them on the range in the kebob shop. Then I would bank them and then run southeast to the Shantay pass. I would then get Shantay to teleport me to the Port Sarim jail and then catch the boat back to Karamja. So that method might save you time. Hope this helps.
  4. It depends on if you want HP exp as you cast. It's very cheap to raise magic using Body rune based spells (Confuse, Weaken, and Curse) But, if you want HP exp and/or want to autocast, then use Mind rune based spells (Strike). Hope this helps.
  5. It depends on how you raise your magic level. If you raise your magic with spells like Curse, teleport, lo-alch, etc then you won't earn HP exp. If you raise it with mind, chaos, and death rune based spells, then you will earn HP exp. Hp exp is always Hit*4/3 Melee exp is Hit*4 when training in a single style and Mage exp is Base + Hit*2 when not using a Staff in Def style. Once you know how you plan to raise your Mage stats, then it's very easy to figure out your earned HP exp. After that use one of the combat calcs to compute your overall level. Or you could just ignore HP exp earned from mage and just figure that the majority of it will come from getting 99 strength. Hope this helps.
  6. Well, here are a few things to consider... (Mind/auto) Fire strike averages about 18 mage exp per cast (Body) Curse always gives 29 exp per cast. (Chaos/auto) Fire bolt averages about 34 per cast (Chaos) Crumble Undead averages about 39 (Death/auto) Fire blast averages about 49 (Law) Falador teleport gives 47 (Nature) Hi-alch gives 65 (Cosmic) Power ammy enchanting gives 67 So, the best spell to use depends on what runes you already have, your runecrafting level, time available, and on how much cash you are willing to spend. Curse is probably the best exp per gp spent on runes. But, it can't be autocast and gives no HP exp. Strike, Bolt, and Blast spells (mind, chaos, death) can be autocast and give HP exp. Chaos and Death can't be made in F2P so you will earn exp faster, but it will cost you a lot more. Crumble undead gives good exp but can't be autocast in F2P. Teleport (Law) can give good exp but can be expensive. Alching, and Enchanting (Nature, Cosmic) can give very good exp but you have to have the needed materials to work with. Gathering/making the needed materials can take time and/or money. So, for F2P, -- if you want to do it cheaply, then do failed Curses -- if you want to do it faster and spend a some cash, then do Crumble Undead -- if you have enough smithing products then do Hi-Alching You can also look at Tip It's magic exp chart for more info. Hope this helps.
  7. Fly fishing Trout/Salmon in Shilo for P2P or Barbarian village for F2P
  8. We need to know a few things first... 1) Will you be picking up your arrows? 2) What bow will you be using and does it boost the arrow's max hit. 3) Will you be using any range boosting gear and/or potions? You may want to study this post. The final master formula can be used to calculate the exp that you will earn ExpEarned = IronArrows*MaxHit*2/(1-p) + SteelArrows*MaxHit*2/(1-p) where p is the portion of arrows that you pick up and MaxHit depends on arrow type and Ranging level.
  9. Pictures by DroolMAN
  10. What is your magic attack stat? With full armor, dragon vambraces, and a water staff I get -65. That is enough for me, at level 80 magic, to always fail Curse. I like to cast in multi-combat zones just in case a Curse does hit. So, I use the Varrock sewers. You can cast from the key room across the water into the 4 zombie ladder room. Or, try the red spiders at the end of the sewers. Hope this helps.
  11. AFAIK, the nature runes spawn in 2 piles on the little island guarded by Lesser Demons just south of the Greater Demon ruins. There are 3 and 4 nats in each pile. The island is surrounded by lava and is located in about level 43, far east side, F2P wildy. You can see the island here, just south of the north-eastern teleporter. (wildy image from the Jagex Knowledge base manual)
  12. That depends on what you mean when you say "best" ;) But, Curse is a very cost effective way to raise magic. (Mind) Fire Strike averages about 18 mage exp per cast (Body) Curse always gives 29 mage exp in every cast (Chaos) Fire bolt averages about 34 mage exp per cast (Chaos) Crumble Undead averages about 38 mage exp per cast (Death) Fire blast averages about 49 mage exp per cast If you look at the price of all the runes involved, you will see that Curse gives you about 1 mage exp per gp spent. None of the other runes can come close to that. If you can make better runes and/or have lots of valuable things to Hi-alch, then many players prefer other spells (Teleport, Hi-alch, etc). But then your "cost" is in time. That is, you spend a lot of time runecrafting or gathering/making finished products. So if you compare mage exp to the total time spent with the other methods, then Curse is still very good in terms of mage exp per hour. The down side of using Curse is that -- you can't auto-cast it with a staff -- you get no Hit point exp with it. That kinda depends on what your other goals are. If you plan on raising Runecrafting that you can use the runes you make to raise magic. If you plan on raising fletching and/or smithing then you will Hi-alch the final products. So in summary, Curse is very good if other skills are low and/or you want a very cost effective way to raise mage. Hope this helps.
  13. You will want to curse any monster in a multi-combat zone. The Varrock sewers are a popular place for that. You will always get 29 mage exp with every curse. Wearing your armor and dragon vambraces can (with a staff) give you -65 for your magic attack. That is (usually) enough to make you fail and then you can keep on cursing the same monster.
  14. Goobore replied to a post in a topic in Help and Advice
    Newbie money raising. Thessalia in Varrock buys (Al Kharid) silk also, you make, IIRC, a poison removal cleaning cloth with silk and Karamja island rum. AFAIK, it's the only member object that a free player can make. Maybe a few other uses too.
  15. IMHO, that's a scary attitude for a fan site to take. It sounds like elitetism in that only a select few get to know the good secrets of training. It's almost like "you" are hoarding the technique to keep it to yourself or to avoid drawing Jagex's attention to it (and hence nerf it). I think that game bugs should not be published but information about how to play the game the way Jagex designed it is exactly the sort of thing that should be included on a fan website. To "hold back information on any training technique" doesn't seem to be in the spirit of providing help and information to all players of our favorite game...
  16. Just north of the goblin village, at the edge of the wilderness is the zammy monk altar. There is a spawn of the wine inside that is guarded by the monks. If you try and take it, they will stop you, curse you, and then attack you. So, if you want to take it, you (and friends) need to kill all of the monks first. IIRC, their curses will stack on you so you can be weakened very quickly. Or, just telegrab it. But then you are using a law rune to grab something that might not be worth that much. Zammy wine is used in some P2P potions. I always figured that it wasn't worth the bother to get it. Btw, IIRC, if you talk to the monk first then he won't curse you. Instead, he just attacks you. Hope this helps.
  17. Actually it's from the Shield of Arrav quest. You get it when you kill Jonny the Beard in the Blue Moon Inn.
  18. Goobore replied to Smoolik's topic in Help and Advice
    Here's what Wikipedia has to say about Sod's Law
  19. The maximum hit for F2P arrows is about (round down) Bronze = (Range + 14)/9 Iron = (Range + 15)/9 Steel = (Range + 14)/8 Mith = (Range + 13.5)/7.5 Addy = (Range + 16)/7 If you don't want to compute stuff then, look here, to see the approximate maximum hit by arrow type and Range level. I usually find that the more expensive arrows don't really hit that much harder so, IMHO, I don't really think that they are worth the cost. I biggest thing that you can do to help your ranging is to pick up your arrows. If you pick up 75% of them then you can get 4 times as many shots out of them. My last 7000 arrows used were Bronze against Lesser demons. But that was mainly because I had about 10,000 saved from Pirate drops :D Hope this helps.
  20. Goobore replied to Smoolik's topic in Help and Advice
    It's a random event to stop teleport autoers. Any teleporter can sometimes get it. Examine the levers and activate the lever that is somehow "different" from the others. It could be in a different position or have a different color, or, ...
  21. You're welcome. Btw, you can return to Crandor at any time by just reversing the previous directions. (No need to do the whole boat thing again) The key is that secret door that can only be opened after you have reached Crandor Island.
  22. That depends on what you mean when you say "Curse"... If you mean "Cast Curse and have it work" then the answer is no. If you mean "Cast Curse and have it fail" then the answer is yes. Either way, Casting Curse will always give you 29 mage exp. Good advice Then just fail the Curse to be able to "Curse" them again! That's why you always want to fail when you cast it. Wear full armor with dragon vambraces. With an elemental staff equipped you will have -65 for magic attack. That is enough to "always" fail the Curse. Hope this helps.
  23. Go to the top of the island where the 2 lessers are, run south Go down the hole into the room full of skellies, run south. Keep running south until you pass the next set of lessers. You will reach a south wall with a secret door, open it. You are now under the Karamja Island volcano, run south-east. You will find a rope hanging down, climb it. You are now on Karamja Island. Go east to reach the boat to Port Sarim. Hope this helps.
  24. Graci... :D Vous ̮̻̉̉tes bienvenu Oh, btw, the Tip It magic exp table does have a few errors in it.
  25. I think that part of your confusion is because you are getting advice from 2 different Runescape eras. In RSC, the idea was to kill the other guy as fast as possible since they couldn't run until 3 rounds of combat happened. Hence, you wanted to out-damage the other guy with high Strength and Good attack. You didn't need much Defense if the other guy is already dead from 3 of your hits. In RS(2), players can run away as soon as combat starts. There are not automatically stuck for 3 rounds anymore. So, if a player plans to PK, he has to be prepared for an enemy that is not gonna die in 3 rounds. Hence, he "needs" some defense if he's gonna stay around and fight. Now different PKers have different strategies and styles and some want Defense and others do not. I suggest that you try PKing with low defense for awhile and see how well it works for you. If you don't like the results, then go ahead and get some Defense levels and try again. Each 4 Defense levels give 1 combat level, each 4 HitPoint levels give 1 combat level, and each 8 Prayer levels give 1 combat level. Hope this helps.

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