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Magic underpowered? Think again! ~+~+OVER-HAULED~+~+


warrior5024

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DISCLAIMER: This is not a guide that will explain what levels are which spells, where the teleports take you to, or how to complete “Desert Treasure.” This is a guide of advanced tactics, dealing with bringing out the full potential of these devastating spells, to blow your opponent out of the water. It is not a pictorial guide, containing only a handful of screenshots, but is mostly pages of pure text. Weaponry and armor also have their place within this guide, but all of this information is centered around using ancient magicks to kill your enemy, no matter who he is, her level, or how many team-mates they have.

 

 

 

Index:

 

I. The Spells

 

- 1.1 Overview of useful spells

- 1.2 – Base Maximums and True Maximum Hits

- 1.3 Spell Choice

- 1.4 Auto-Cast

 

II. Weapons and Armor

 

- 2.1 Armor

- 2.2 Weapons

- 2.2.1Primary

- 2.2.2 Aid/ Secondary

- 2.2.3 Melee Weapons

 

III. Tactics

 

- 3.1 Refreezing Turns

- 3.2 Multi-combat

- 3.3 Proper Staff of Light usage

-

IV. Scenario Tactics

 

- 4.1 Fists of Guthix

- 4.2 Castle Wars

- 4.3 Duel Tournaments

- 4.4 Fight Pits

- 4.5 PvP Worlds

 

V. Magic Aid

 

- 5.1 Prayer

- 5.2 Magic Boosts

 

VI. Hybrid Tactics

 

- 6.1 Magic + Melee

- 6.2 Magic + Range

 

VII. Closing Words

 

 

 

I. The Spells:

 

Here are explanations of the spells you will be using in combat. Note that a freezing/ice spell greatly aids your combat abilities, so the BARE MINIMUM magic level you should have in order to use these tactics effectively would be 82, while a higher level of Magic will allow you to utilize all corners of this guide. Barrages and their multi-combat uses will be discussed in section 3.2.

 

 

1.1 - Overview of useful spells

 

[hide=]-Ice Blitz (82): This is one of the less accurate spells, being a lower leveled spell. It has a base max hit of 260, and freezes your opponent for up to 15 seconds. Basically a poor-man’s ice barrage. Don’t use this if you can Ice Barrage.

 

2 Death runes, 2 Blood runes, 3 Water runes

 

 

 

Smoke Barrage (86): Smoke barrage is a great spell, as it poisons your opponent (48 damage for poison) and has a base max hit of 270. and is a slower spell. This spell is the most accurate spell out of all the Ancient Magick selection.

 

 

4 Death runes, 2 Blood runes, 4 Fire runes, 4 Air runes

 

 

Shadow Barrage (88): Shadow spells are very devastating, lowing attack by 15%. It has a base max hit of 280, but are not thee most accurate. Combined with Ahrim’s set effect, these spells can lower up to 15 attack levels, and 5 strength. (See more under section 2.2.1)

 

 

4 Death runes, 2 Blood runes, 4 Air runes, 3 Soul Runes

 

 

Blood Barrage (92): This in a rather inaccurate spell, but it is still very useful. It heals you by ¼ of the damage you inflict with it. This won’t be enough to sustain you in 1vs1 duels, but it can help avoid KO’s, especially in large group battles. It has a base max of 290.

 

4 Death runes, 4 Blood runes, 1 Soul rune

 

 

 

Ice Barrage (94): A fairly accurate spell, has a base max of 300, and freezes your opponent for up to 20 seconds, so they cannot move, but they can attack. It is also fairly accurate. Never move to far away from your enemy, as they will become unfrozen if you do. Also note that your opponent cannot be re-frozen right after they thaw out, you must wait one or two attack turns.

4 Death runes, 2 Blood runes, 6 Water runes

 

 

 

Miasmic Barrage (97): With the introduction of PvP worlds, Magicians were granted a new set of spells. They require Zuriel’s staff, either corrupt or normal, which, as for now, carries a hefty price tag. (More Information in Section 2.2) I have not tested this new spell myself, but I do have reliable information. This spell is about blitz accuracy, with a base max of 320, and has the devastating effect of making your opponent’s weapons twice as slow. This effect lasts for 48 seconds. This spell is amazing, but it isn’t the most practical to use.

 

4 Blood runes, 4 Soul runes, 4 Earth runes, Zuriel’s staff.

 

 

Fire Surge (95): The newest combat set of spells, the ‘Surges’ are only on the normal/modern spellbook. Fire Surge, being the most powerful of the surges, has a base max of 280 and is widely regarded as THE most accurate spell ingame, surpassing even Smoke Barrage. Being on the default spellbook, you’d need other support spells such as Entangle to hold enemies, and you can’t utilize multi-combat tactics.

 

1 Blood rune, 1 Death rune, 7 Air runes, 10 Fire Runes.

[/hide]

 

 

 

1.2 – Base Maximums and True Maximum Hits [hide=] This section was previously named “Slow and Instant Spells,” but recent updates have made it so that it is no longer possible to use that specific tactic.

 

While reading about the spells in the previous section, you should have seen something called a “base max,” for a spell. This number represents the max you can hit with that spell without any boosts. Since the introduction of the extra digit in the combat system, it has been hard to determine the TRUE base maximums of spells, but these are still the best estimate to go by.

There are many tools a magician can use to boost the maximum hit of the spells, which will all be discussed in later sections. However, this section will be an estimated guess of the current maximum hits with the maximum boost of Wolteringer/Extreme Mage Pot, 21% Magic Boost (Section 5.2) and Staff of Light, with 15% boost (Section2.2.1).

 

There are the “True” estimated maximum hits for the following spells. Remember to always round down when it comes to a decimal. These estimates are taken off of the boosts NOT stacking on one another, but off the base maximum.

 

Ice Blitz – 361.79 Damage

Smoke Barrage – 375.7 Damage

Shadow Barrage – 389.6 Damage

Blood Barrage – 403.5 Damage

Ice Barrage – 417.4 Damage

Miasmic Barrage* – 425.9 Damage

Fire Surge – 389.6 Damage

 

* Since Zuriel’s staff is required to cast Miasmic Barrage, it cannot use the 15% Staff of Light boost.

[/hide]

 

 

 

1.3 - Spell Choice [hide=]- Now, onto which spells you should use, and when you should use them. All spells are useful, and each has their own place.

When on the Ancient spellbook, you will ALWAYS want to bring Ice barrage, if nothing else. It only takes up three inventory spaces and freezes, which is one of the most useful effects of any spell. However, that doesn’t mean to only focus on one spell. Smoke Barrage is a very reliable spell, dealing accurate damage and poisoning, there are some cases when these spells are enough. Against meleer’s though, Shadow Barrage is unmatched. The 15% Attack loss greatly hinders any melee weapon, especially faster ones. I find Blood Barrage’s healing effect to be to little to be worth the hassle mostly, except in Multi-combat situations (See Section3.2). Miasmics, while very expensive, are incredible useful against any enemy, the only downsides being both the cost and having to equip the staff each time you want to cast.

To be more specific, Ice Barrage and Smoke Barrage are great go-to spells, while keeping Shadow ready will greatly aid you aswell. Focus on efficient inventory space and usefulness of the spells.

 

For the modern spellbook, Fire Surge is the only way to go. The downsides of this: The damage is slightly less, Entangle only holds for 15 seconds, and the space it uses is incredible. While Fire Surge itself only uses four runes, entangle uses another three, and put a Teleblock in there and you are up to 9 spaces for just runes. [/hide]

 

 

 

 

1.4 – Auto-Cast

 

 

[hide=]One rather recent feature of Magic is the ability to auto-cast any spell, wielding any weapon, just by clicking on the spell in the SpellBook tab. Originally I was less than thrilled with this update, but with the removal of Spell stacking, and my better F-key available fingers, I’ve changed my mind. The feature is quick useful, as it allows you to Mage and focus on eating, prayer, new armor/weapons[/hide]

 

 

 

 

 

II. Weapons and Armor

 

I’m not going to post any pictures, stating,” This is the perfect set-up.” I won’t do this simply because there is no perfect set-up. I’ll show you some weapons, guidelines, and uses for everything, but decide for yourself.

 

 

 

2.1 - Armors

 

[hide=]While a high magic attack bonus is important, don’t let it take precedent over all your defensive bonuses. Here is a good thing to remember: If your opponent is frozen, they cannot hit you. This means keep your magic high, as focusing on defensive items, such as dragon boots, could cause you to splash less, and letting your opponent hit you more. Inversely, if you fail to freeze your opponent, you don’t want to be left completely defenseless.

 

Ahrim’s robe top and bottoms are one of the best choices out there, as they add both great magic offensive stats, as well as defensive melee stats, better than that of Karil’s armor. However, if you feel yourself still to open to attacks, Verac’s Brassard is a great tanking piece. DON’T use Verac skirt, or any other piece. Verac’s Brassard has the best magic penalty per defense point, but make sure to have on Ahrim’s Robe Bottom, as you need some offensive capabilities. Zuriels can be used in high-risk, high-gain situations.

 

Amulet spots are pretty specific: if you are risking anything, use Magic Amulet, other than that, Fury. Phoenix necklace can be sued in PvP situations, as it healing abilities make up for magic losses. 3rd Age also has its place (read on).

 

When it comes down to the helmet and shield spots, it varies a lot. These will be the only sources of range defense, which is very important, but also, these play a big part in magic attacks. The difference between Ahrim’s Hood and Torags/Veracs/Guthans Helm is +11 magic bonus, but nearly +60 defense in all melee stats.

 

 

The same goes for the Mage’s Book, and the Dragonfire Shield. If a Dragonfire Shield is out of your reach, the crystal shield shines in its place. It does have a minus ten to magical attacks, but, when fully charged, its range defense trumps that of the Dragonfire Shield, making it a great choice to use against rangers. The Blessed Spirit Shield is a great, fairly priced shield, that has a great set of defense bonuses (not as good as the DFS), but mostly shines because it has no range or Mage penalties. I find that the 10 Magic difference between this shield and the DFS is worth the defense loss. This is the second best Magical shield ingame. But, if the usage of an Arcane Shield is optional, use it in all cases, as it’s balance of defense and attack bonuses make it the greatest item in a Magician’s shield slot. Some might be tempted to use a Mage’s Book for it’s amazing offensive bonuses, but you are also losing massive defense bonuses. I’ve almost never used my Mage’s Book.

 

If you are lucky, or rich, enough to afford the 3rd Age Armors, the Amulet and Mage Hat actually have the best magic offensive magic bonuses. However, because the amulet and Hat provide no defense against other weapons, use them wisely, and don’t leave yourself completely open to attack.

 

 

 

Rings used to be cheap and only a handful, but with the intoduction of Mobalising Armies, the number of rings that aid Magic grew significantly. First, I’ll list the non-MA rings. The Beacon Ring is obtainable from Zaff after What Lies Below, and provides a +2 to Magic offense. Since the replacement is free, it beats the Lunar ring, which has the same bonuses for 2,000 coins. A normal Seers ring has a +4 Magic boost to offense and defense, and is a great choice to use, until you look at the MA rings.

Now, the MA rings have the disadvantage of costing reward credits, which can be used up very quickly, and hard to get back. The Imbued Lunar and Dragonstone ring have the same offensive bonus with +5, Onyx has +6, and the Seers is king with its +8 Bonus. All are very costly in terms of reward credits, so they might not be the best option for risk situations, but any serious Magician wants a nice bonus, so they can help.

 

In terms of gloves, Barrows Gloves from “Recipe for Disaster,” is your best choice, as it provides the best magic attack and the best bonuses for your secondary weapons. Infinity gloves are tied with Dragon Gloves for 2nd place, and Rune Gloves are the bare minimum you should use.

 

The cape is the final slot, and there is only 1 option a good magician should use: God Capes from Mage Arena. Now, the Fire Cape does provide great defenses, but, the +10 Magic Attack the God Cape provides is to much bonus to be lost to a measly 11 Defense points. You’ll freeze more often with the extra magic bonus.

 

Now, some might ask about the Void Knight Armor. I own every helm, and have gotten the set back 3 or more times, so I do have some experience with it. Alone, even with it's range defense, it is no-where near as accurate, or defensive, as the classic Ahrim's + Verac Helm set-up. However, Void Knight is ridiculously easy to hybrid in, as you only need to switch the Helms and your weapon, great if you need to exploit all of your enemies weaknesses. Don't use Void Knight if you are focused on Magic as a primary, but it is great if you only use freezing spells then switch to another corner of the combat triangle.

 

One final set of armor is more practical then any other, as they will save a fraction of the runes you use, and will save about half when conjoined with a Staff of Light. This set of Robes is, of course, the Battle Robes from Fists of Guthix. It’s offensive and defensive bonuses are similar to Ahrim’s and are a good choice for the frugal magician. However, it is only worth it if you do use the Staff of Light with it, and NEVER use it when there is a risk of losing items.

 

It is up to you which one to pick. As we get more into tactics, and things become more situational, there will be obvious better items, but for now, it all falls onto personal preference.[/hide]

 

 

 

2.2 - Weapons

 

Because this is such a wide subject, I will split it into two sections. “Primary weapons” deals with normal mage-friendly, while “Secondary weapons” focuses on more unorthodox items.

 

 

 

2.2.1 - Primary Weapons

 

[hide=]I’m not going to make this introduction fancy or anything, I’ll just list and explain average weapons that a mage should and shouldn’t use.

 

 

 

Staves/Wands

 

- Ancient staff: Previously, I despised this weapon, and suggested avoiding it as you would a man who asks for “One Small Favor,” but recent updates have changed my mind upon it. It has 15 Magic attack, and adds 10% damage to any spell you can with it. It is also fairly cheap, making it a decent option for risky spots. Trumped by Master Wand, but for the potential dangerous situation.

 

- Master Wand: With the highest magic attack of any weapon in game, this should be owned by any serious magician. The +20 magic attack and defense make it very reliable for doing a lot of damage. It also boasts the extra 10% damage to all spells when wielded.

 

- Staff of Light: This is the trump of all current Magical weapons. While it only boasts a +17 Magic attack bonus, its special effects make it the greatest tool in a Mage’s arsenal. It adds 15% damage to any spell you cast, 5% higher than any other weapon and will save 1/8 of the runes you cast, and will save 50% of the runes in conjunction with Battle Robes (See Section 2.1). The selling point of this item is it’s special attack however. It is the first Magical weapon to have one, and, though it is a 100% drain, it is groundbreaking when used correctly. When you use the special attack, all melee damage done to you in the next minute will be halved. Huge bonus, especially combined with Miasmic spells. Its only downside is that the effect only lasts a minute, so use it wisely in long battles.

 

- Ahrim’s Staff: On its own, this weapon is seriously lacking. It is two handed, has only a +15 magic attack, and degrades. However, when combined with the rest of the Ahrim’s set (Hood, Robe Body, Robe Bottoms) it has the effect of lowering your enemies’ strength level by 5% EACH TIME THE SPECIAL ACTIVATES, about 1 in every three spells. This is very devastating to a warrior, especially if shadow barrage is cast with it, lowering them 15 attack levels. This is most effective in long fights, such as PK’ing, or when food is being used, as the strength drain is much more deadly when it hits 3-4 times, while, in short fights, the -5 strength is negligible. Be careful when using this weapon though, as it leaves you very open to rangers. Once again, another staff that boosts your damage by 10%.

 

- Elemental Staves (Air, Water, Earth, Fire, Mud, Steam): The runes these can save don’t make these worth using, as you are only using 4-6 elemental runes per cast. Never go into combat with these.

 

- Zuriel’s Staff – This staff, if you choose to use it, decays within an hour of wielding it. Only equip this staff to cast a single Miasmic spell, and then switch back to your primary, unless Pk’ing in Zuriel’s Robes already, or in a deadly situation. This staff is another that increases your damage dealt by 10%.

 

 

 

 

Range Weapons

 

- Rune Crossbow – Very accurate, decent speed, and power behind it, as well as it being long range make this one of the best options for any mage.

 

- Obsidian Rings (Tok-xil-ul) – Against low defense opponents, these work wonders. They aren’t the most accurate of weapons, but they hit hard, and fast.

 

- Crystal bow – With the introduction of crossbows, this formerly great bow has been left behind. However, it still has one great attribute: it’s distance. The crystal bow hits further than any other range weapon, and is the only weapon to hit at the same distance as magic hits.

 

- Magic Short Bow – When using rune arrows, this can deal damage as fast as an opponent can eat, plus, with it’s snap-shot special, it can make your opponent start sweating.

 

- Karil’s Crossbow – This unorthodox Ranged Weapon is a great option for any ancient mage. On long range, it can hit targets the same distance your spells hit, shoots very quickly, and is fairly accurate, unless you are shooting high Defense Barrows Armor. [/hide]

 

 

 

 

 

2.2.2 – Secondary Weapons

 

[hide=]These are weapons used to help, or aid, your normal weapons, tactics, and spells.

 

- Seercull – While “Seercull” does mean “Mage death,” it has a very useful special. It lowers your opponent’s magic level by what you hit. Since Magic level also determines your magic defense, if you lower your opponents, you will splash less, if you manage a good spec.

 

 

- Dark Bow – This slow, inaccurate, and expensive weapon deals one of the most powerful special attacks in-game, dealing at least 16 damage, and up to 96 damage. Previously I said to avoid this weapon. I now disagree after using it more. It is very possible, and easy, to deal massive damage with this weapon, and is very easy to hybrid with. It is a great finisher, or just a damage dealer.

 

 

- Zanik's Crossbow - Fairly fast and accurate, it has a -5 prayer bonus, but it's special attack can deal good damage. Damage is added for every prayer your opponent uses, or for every piece of God Armor that they wear. If you have somebody Protecting from Magic constantly, two specials from these will deal great damage on them.[/hide]

 

 

 

2.2.3 - Melee Weapons

 

[hide=]Melee has the distinct disadvantage of not being able to hit your opponent from a long distance, nullifying one aspect of magic, but they can deal massive damage within a short amount of time, especially against rangers. However, when using melee weapons, magic seems to become more of a secondary skill, so I won’t delve to far into them, only give you an overview.

 

- The Godswords – These mighty weapons can be conjoined with magic to quickly decimate your enemies. Their high hit rates, accuracy, and specials make them very powerful. The most common, and effective, technique to Ko’ing your opponent, quickly and easily, revolves around casting a slow spell, mostly Ice Blitz, then running up to your opponent, and, hopefully, delivering the killing blow. The Armadyl and Bandos Godswords shine with this, as their special attacks increase the damage they do, meaning bigger hits. The Saradomin Godsword can heal half of what you hit on your opponent, but that can also be done with a Blood Barrage. Perhaps the most useless Special Attack to use with Ancients would be the Zamorak Godsword, as it is basically an Ice Barrage with a sword.

The most important thing to remember is that, special attacks aside, all Godswords have the same stats. The type you need varies entirely on the situation you are in.

 

- Verac's Set – Verac's has the ability to ignore your enemies armor and defense, making the hits very accurate. It is hard to hybrid in, since you need to switch 2-4 items, but it is great against weakened/cursed Meleers. (See section 6.1)

 

- Whip + Defender – With maxed melee stats, this combination of items deals the most damage per second, over any other weapon, and regardless of armor, for the most part. It rips rangers to shreds, but it leaves you open, as you aren't using a defensive shield. Use this smartly.

 

- Dharok’s set – Dharok’s set has the ability to hit higher as your HP is lower. It I a risky set to utilize, especially when maging, but can become very effective. Like Veracs, it requires you to switch 2-3 items, and leave you very open to Magical attacks, and is even more dangerous with the low HP factor, but the high chance for a KO on your opponent might out-weight these negatives. Make sure you are well practiced before taking this set out.[/hide]

 

 

 

 

 

 

 

III. Tactics

 

Here comes the meat of this guide, and what you will actually use in battle. While I cannot explain every aspect and trick (Would make this even longer than it already is) I can give you great approaches to eliminating your foes.

 

 

 

3.1 – Refreezing Turns

 

[hide=]Previously this section was reserved for the Safe-spotting tactic, which has been removed. While this was a major loss for Magicians versing Rangers, the Triangle is a bit more balanced I suppose.

Nostalgia aside, this section will now deal with knowing when to re-freeze your opponent, whether with an Entangle, or Ice Barrage. It might seem like a no-brainer to refreeze when your opponent is able to move again, there are techniques to becoming an effective Ice Barrager.

First, you must realize that after an enemy thaws(They are no longer frozen), they are temporarily immune to holding spells. This basically means that you cannot just spam cast Ice Barrage and hold your opponent in place, he will be able to move eventually. In order to minimize this effect, you should know when your enemy becomes un-frozen, and prepare to cast then. This does NOT mean you should count out 1… 2… 3… each time you freeze, as that is both tedious and unreliable. However, there is another way to measure and calculate when you need to refreeze your opponent, and all you need is your weapon.

Each weapon/spell has a specific speed, this is commonly known. You can use this to your advantage when using Ice barrage/Entangle by simply measuring/testing how many attacks it takes before your enemy is unfrozen. It is easy to do, reliable, consistent, and effective. This can be done with any kind of attack; Crossbow, whip, other spells ect. By using this technique, you can prevent Melee’ers from ever getting close to you, or hold a retreating target in place with minimal movement. If an enemy is trying to reach you, and you count out your attack turns, you know when they will thaw, so you can run away from them until they can be re-frozen.

Here is a table of a few commonly used weapons and the attack turns they can deal in the time your target is held in place.

 

Abyssal Whip:

Entangle – 5 Attack turns

Ice Barrage – 7 Attack turns

 

Rune crossbow (Rapid):

Entangle – 4 Attack turns

Ice Barrage – 6 Attack Turns

 

Karil’s Crossbow (Rapid):

Entangle – 7 Attacks

Ice Barrage – 10 Attacks

 

Other spells:

Entangle – 5 Attack turns

Ice Barrage – 7 Attack Turns

 

Always get ready to cast another Holding Spell once you’ve counted don to one attack left. Remembering this will greatly aid your magical combat and keep your opponents a safe distance away from you. [/hide]

 

 

 

3.2 – Multi-Combat

 

[hide=]The usefulness of these barrage spells peak in multi-combat areas. Each barrage spell can hit up to 9 enemies at once, if they are clustered tightly together, or if they are stacked. This makes all the barrages much more deadly: Blood Barrage can heal over 70 hp, ice barrage can stop clans, shadow barrage greatly handicaps everybody, and smoke can poison each enemy, causing secondary damage. However, because you have many people on you, the risks are higher, and a slight pause could kill you. Landscape, good hits, opponents, are formations are all major factors when fighting against many players, and I can’t cover them all, so here are a few key points.

 

First thing is first, make sure your opponents are in a position so that you can attack them all at once. This may seem hard, as many people like to spread out, but it is very simple to get people clustered. Mostly a team of people, when they see you, will all rush towards you. If they are close-range fighters, they will all stack around you, then cast ice barrage, followed by blood, then run away. Easy. If rangers are involved, freeze them first, then move out of their range, while the warriors follow you, and just cast against them. Blood and Ice barrage are the choices for fighting many people, as it restricts the amount of people who can reach you, and also can heal you in large quantities, if you are casting on a large number of people.

 

Make sure you are prepared to Tank the hits, don’t walk in there with maxed Mage gear and hardly any defence. Use a Melee Helm, Shield, and even Verac’s Brassard to prevent to much damage befalling you.

 

Perhaps the most efficient way to take out large groups of enemies is simply to group then around you, slap of Soul split or a Protection Prayer (See Section5.1) and cast Blood Barrage repeatedly. The healing power should keep you topped off, so long as there are plenty of enemies around you. The downside of this: if you panic, misclick, or miss an attack in any sort of way, the damage will add up quickly. You can use walls, trees, and other landscape features to further prevent rangers from hitting you, as well as people who might be chasing you. Remember, always try to keep groups together; don’t let them split off. Try to freeze the whole bunch before running off. It is easier for you to cast one ice spell on 5 people, then 5 ice spells on 5 people. If you can, try to lure them into small crevices, or doors, for easier freezing.

When grouping and clustering doesn’t work, hit-and-run is a less attractive alternative. Basically, you freeze opponents as they come at you, run back, and keep casting them or others that come towards you. This is bad however, because, as you move away from your targets, they become unfrozen if you move a certain distance away, leading to more running. Eventually, everybody will catch up to you, but you’ll have done some damage.

 

One more thing to remember: Damage boosters, such as Wolpertinger/Magic Potions (Section 5.2) and Staves (Section 2.2.1) will only affect ONE target when fighting multiple foes. Always make sure you attack the highest level-ed player or the toughest one when using such boosts, but overall, it won’t make much difference.[/hide]

 

 

 

3.3 – Proper Staff of Light Usage

 

[hide=]With the Staff of Light quickly becoming the most popular and effective Magical weapon, it is crucial to know how to effectively utilize its Special Attack, Rune-saving capabilities, and it’s hefty price tag.

First off is the Staff’s incredible special attack. It is a 100% drain, and not so much an attack as an effect. When activated, it will reduce all melee damage done to you by half, for an entire minute. Now, when this weapon was first introduced, many claimed that they hadn’t lost a single duel with it. While this is true, you must remember, duels tend to last less than a minute. The Staff of Light has a great special, but it also must be used well, to maximize the damage reduced. Even before that, however, you need to realize the basics of using the Staff of Light’s special.

To determine if you even want to use the special, you must value it against other special attacks. For example, while 1 minute of reduced damage might seem incredible, is it worth it to lose the potential power of two Claw attacks, or a Hand Cannon’s Aimed shot?

The next part is crucial, and not really a tactic so much as a mantra that you should never forget, and that is:

THE STAFF OF LIGHT’S SPECIAL WILL CEASE BEFORE ITS TIMER WHEN YOU UNEQUIP THE STAFF.

It will not start again if you put it right back on either. This can be a burden, especially against fast-switching hybrids, and can lead to a waste of a Special Attack. Make sure you cast a Miasmic Barrage THEN use the Special, but we’ll get into that tactic later.

 

Knowing the basics of the effect, we can get into such things as the perfect time for optimal damage resistance and how to make said resistance even more drastic.

 

 

Now, activating the special at the right time is tricky, and it is often hard to predict the best time, but there are a few key tricks to remember, such as recognizing a weapon switch, or up-coming special attack. When in short fights, it’s best to activate the special as soon as possible, since the object in those is simply to inflict damage as fast as possible, and since food isn’t commonly used. There isn’t much else to say for this, but the real issues come with the longer, more intense fights.

In healing/food fights, most players focus on higher hits to eliminate their foe before they have a chance to eat, in simple words, a KO, or knock-out. You will want to activate the special when your opponent attempts to KO you, since, when their KO power is gone (which comes mostly from Special attacks), they become greatly under-powered. You can tell when an enemy will try to finish you off when you are getting to low HP, they will often switch to a different weapon, such as a Dragon Dagger, Dragon Claws, Vesta’s Longsword ect. Those are fairly decent give-away, and should be ready to activate the special as soon as they appear. However, weapons such as Godswords are harder to predict, since no swap occurs. Your best bet in these instances is to use the special when you have are low HP, or need extra time to heal.

Another great time to use the special is when you are both close to low HP, and you need to continue attacking without healing. The Staff of Light is perfect in those scenarios, which are rather frequent in many PvP settings.

In multi-combat situations, the tactic might seem skew, but it does infact make sense. When fighting large groups on Melee’ers who are grouped up to you, then Blood Barrage should be able to sustain you perfectly. However, once the numbers dwindle down, or they start to separate, you’ll want to activate the special then, since your damage, and therefore healing, will be drastically cut down.

 

The final piece of this incredible Special comes with just a little helping hint to enhance its’ already astounding ability. It might seem obvious, but if you utilize other Curse-type spells before using the Special, you can decrease a players’ offensive power by 80%. This is achievable with the use of Miasmic spells, and, though it is less noticeable, Shadow Barrage. While you will need to swap between Zuriel’s Staff and the Staff of Light, the effects are incredible. Not only will any Melee’er hit only half damage, but also at half the speed as well. Put a Shadow Barrage on top of this, and that’s an additional 15% off of their Attack level, directly affecting their accuracy. It is quiet a devastating, amusing, and effective combination of spells and specials, so use it well.

 

A quick note concerning the Staff of Light with Battle Robes: Not for PvP. Perhaps fun, safe circumstances, but rune cost shouldn’t be a huge issue when trying to eliminate your enemies. Save it for monsters.[/hide]

 

 

 

 

 

 

 

IV. Scenario Tactics

 

Here are some direct examples and ideas of how to use these tactics in actual, specific situations, and what to use in each different game. These are not written in stone, as it varies from person to person, and use what you find most efficient.

 

 

 

4.1 – Fists of Guthix

 

[hide=]As a Hunter in Fists of Guthix, items to boost your Magical attack are completely UNNESSECARY. Since your opponents stats are drained, you can effectively cast spells in Karil’s armor and expect them to never splash, unless you are against Magic Prayer. Using Magic in Fists is great, and not for just free exp. Auto-cast feature is best used here since the center is so crowded, and you’ll want to be attacking your target constantly. My tactic is very simple: Start off attacking with Magic and, if they swap to Magic Prayer, pull out a Spec Weapon for the KO. If not, keep Maging. Smoke Barrage is my favorite here, as it is very accurate, and the poison helps with kills if your opponent should escape you.[/hide]

 

 

 

4.2 Castle Wars

 

[hide=]Ice Barrage is the main spell of choice within this game, as it holds Flag Holders, allowing them to be surrounded, stops swarms of people to help defend either your castle, your teams Flag-Holder, or yourself. Smoke Barrage is a useless spell here, despite the fact that the damage it inflicts is great, as poison is cured by bandages. Shadow Barrage really does cut deep wounds in the opposing team however, as a few well placed spells can cost a team a chunk of their Attack, and, therefore, their weapon accuracy. Blood Barrage is a commonly used spell, as many mages will simply go to the enemy’s castle, up to the respawn room, and kill all the men they can, to distract the team, so that the Flag Catchers can get by more easily. Blood Barrage, combined with bandages and a good number of enemies, can keep the mage sustained for long periods of time, even under constant attack. If you intend to do this however, Verac’s Brassard is a good chest option, as it provides prayer bonus and great defense. You need this, as you cannot use a helmet, which would provide much of your defense that your Robe’s do not. Ice Barrage should be the main focus however, since the Flag is the deciding factor of winning, not the number of kills you get. [/hide]

 

 

 

4.3 Duel Tournaments

 

[hide=]Duel tournaments are rather fun, enjoyable, and require the usage of smarts and tactics to outwit and beat those who would kill you in three hits with their Godswords and Dragon Daggers. Basically, you have to fight through many rounds of combat, each time 1vs1 with an opponent, until all opponents are gone. The rules set for each tournament is different, sometimes food and potions are activated, on occasion prayer is allowed, obstacles can be on the terrain, and all armor can be taken off. But these are decided by the game coding, so be ready to wait for the rules that you desire. In order to mage and emerge victorious within the Tournaments, you must utilize every spell that you have, as well as bring a change of combat clothes, and weapons. Before the tournament starts, try to stay away from the register, as if players see that you are a magician, they will rush to the bank to retrieve their bows and Dragonhide, not exactly what you want. When it starts, be prepared to cast Ice Barrage, followed by a Shadow Barrage. This is incase your target does not become frozen, his accuracy is down, so you will be hit less. Continue to cast Ice Barrage until he/she is frozen, then run out of their range, and continue casting. If you can quick, you can get up to 3 spells on your opponent before they start switching armor/weapons, if they brought them. Swap armors to resist their weapons, change weapons, and move out to attack them. This should be the main tactic for beating hybrids, just be ready to swap armor/weapons fast, and cast spells swiftly. Blood Barrage would be a good idea in no-heal fights when you opponent has only melee armor, but it will not be enough to keep you alive throughout all the rounds of fighting. Use a crystal bow here as well, as, if you’ve frozen a ranger who has a different bow, you can hit them, but they cannot hit you[/hide]

 

4.4 Fight Pits

 

[hide=]This game makes you fully utilize the multi-target spells and tactics, as, if people see you are a magician, you WILL be teamed. Just stay clam, and make them cluster, and cast an Ice Barrage, with a Blood/Shadow afterwards. Make sure to time it right, as there are usually 2-3 groups of people, so make sure that the first group you attack will die, then you can focus on the others. Rangers are a problem, as you have little defense, and they can tank mage hits, but, thankfully, there are columns that you can dash around, to avoid damage from them. Also, the Viewing Orbs within the Pit can be used as safe-spots against the rangers (Section 3.1). Once the group thaws out, they should be rather weak, poisoned, but spread out. Hit and run from this point on, especially if there are only a few men left. Once the level 22’s start spawning, you can cast Blood Barrage on them to both kill them and keep your prayer points, and also heal yourself for the rest of the fighters to come and get you. Use the landscape to your advantage: Sulfur vents can be used as safe-spots to shoot over if the swordsmen are trying to rush you. Also, if using hit-and-run method of multi-combat (3.2), make sure to utilize the walls. Just run around them so you aren’t off screen, but those frozen will have to move a long ways before they can attack you, making them vulnerable to more freezing.[/hide]

 

 

 

 

 

 

 

4.5 PvP Worlds

 

[hide=]Magic updates have greatly increased the Power of Magicians in PvP situations. 0-item worlds, Anti-Pj’ing coding, 10% spell bonuses, teleport penalties, and every tactic you’ve ever used prepare you for the battlefield of you against the World.

 

I suggest 0-item worlds, as there are more rushers then Pk’ers in Bounty Hunter, you have more of a chance of a fight in the World, and the risk you take will be rewarded by the masses of players unready to fight a Mage.

 

In high-risk situations such as this, I would suggest PvP armor, as its bonuses will help immensely, and Zuriel’s is cheaper then Ahrim’s, should you fall. Other then that, make sure to pick economical choices for armor. Torag’s or a Neitiznot Helm are your best options, along with a Granite Shield or Dragon Sqaure. Mystic Boots, Beacon ring, the cheap stuff, and Phoenix necklaces, for KO prevention.

 

Always bring a secondary, as most players will Pray against a Magician. Zanik’s crossbow shines in that scenario, so just watch for prayer-flipping, armor swaps, and always try to exploit your enemies weaknesses. No rules in the PvP world.

 

Best of luck out there, not much else to say. Keep them frozen to prevent them from Attacking, retreating, and use Miasmic to decimate any offensive capabilities they had.[/hide]

 

 

 

 

 

V. Magic Aid

 

These are skills beside the obvious (Defense, Hit Points) that help an ancient magician, but not his enemy. They should be used whenever possible, but used smartly, as not to waste them.

 

 

 

5.1 Prayer

 

[hide=]Prayer is very important to a magician, as it acts as an additional defense that your armor may not provide. The “Protect from Missiles,” prayer is one of the most useful, as it will decrease the amount a ranger will hit on you by around 40%, making them much less deadly to you. Also, damage reduction means less chance to die, more time to attack, and a better chance of safe-spotting or killing them. Another great addition that comes with prayer is “Mystic Might,” which increases your accuracy by 15%, which is good, while, as it doesn’t increase your max hit, it will aid your consistency. Use these when fighting and there is a ranger anywhere around: Three lucky diamond bolts can destroy you.

“Protect from Melee,” is a great prayer to reduce damage when fighting many stacked opponents, especially in places like Fight Pits and Castle Wars. Just slap it on, and cast away. As melee can deal a lot of damage, this is great to avoid quick KO’s after they thaw out as well. Don’t feel dishonorable for turning on protection prayers. Odds are your opponent has them on if you are maging, and they will save your life

Quick-Prayer is helpful for any need to, well, switch prayers quickly. I normally keep my secondary attack style ready, so when I switch, I can be attacking with full power.

In some situations, Redemption is also a great prayer. Slap it on, and keep Maging. Combined with Phoenix necklaces, it can prevent many different Ko’s, and give you just enough time to heal up for the next attack.

 

 

However, with the return of Zaros, Magicians are offered with a far superior set of prayers, being the Curses after the Temple of Senntisten quest. While the bonuses seem to be inferior, and at higher levels, they actually are a huge aid to the Magician, tough you still need a high Prayer to make it worthwhile.

Leech curses are where the true power of these prayers comes out. While Leech Mage is only 10% verses the 15% boost of Mystic Might, Leech drains your enemies Magic level, making them both more venerable to your spells, and making theirs less powerful. Combine with Leech Special Attack and Energy, and your opponent will not be able to retreat or KO you easily. Don’t forget, you can use other Leeches to drain their offensive power as well.

For multicombat, nothing beats Soul Split tied with Blood Barrage though. The loss of protection prayers is negligible when you are healing roughly half of what you hit on large groups of people. So long as your rune supply holds steady, there shouldn’t be any force to reckon or counter your massive HP gain.

[/hide]

 

 

 

 

 

5.2 Magical Boosts

 

[hide=]Recent updates have brought Magic up and down, but perhaps the most fun/useful update has been the ability to boost Maximum damage, both through Staves (Section) and Herblore and Summoning. This section will focus on the lat two.

There have always been ways to boost your magic level temporarily, but now each level boosted is an additional 3% increase to your max hit. This might not seem large at first, but, as the boosts get large, the maximum hits increase greatly. These bonuses do NOT stack with one another, so you cannot use a Magic potion and a Wolpertinger to increase your max by 33%.

 

First up are the potions:

Magic Essence Potion: These handy little potions are untradable, and can be made after Fairy Tale part II. They are easily made from Gorak Claws and Starflowers, and give a 3 level boost, or a 9% max hit increase. Being cheap and easy, these are a good choice for any situation that doesn’t require massive boosts.

 

Magic potion: This is the average Mage’s pot, since extremes and Wolpertingers aren’t accessible by most people. It raises Magic level by 5 levels, giving a 15% boost.

 

Extreme Magic Pot: This untradable wonder can only be made at 91 Herblore, making it very exclusive. It offers a massive +7 Magic boost, for a 21% damage increase. The only downside to this potion, besides its inaccessibility, is that it cannot be used on a PvP world.

 

 

Now for the only familiar that actually helps Magic, the Wolpertinger.

The Wolpertinger can be summoned by level 92 Summoners. While that is a huge requirement, the bonuses are definitely worth it. It deals Magic damage when in combat, offers a 10% Magic Defense to the summoner, and it’s scroll increases Magic level by 7 for a 21% boost. This is one of the best extra tools for a serious magician.[/hide]

 

 

 

VI. Hybrid Tactics

 

While Magic is deadly enough on it's own, you might want to have a back-up plan or fall-back combat style should you want one. Here are a few more advanced tactics dealing with Magic. Remember, I don't have all my secrets in here, there are to many, but I will give you a good over-view on what to use.

 

 

 

6.1 Magic + Melee

 

[hide=]When using melee with magic, you lose the tactical advantage that freezing gives you, since you are up close with your weapon. Some might say, "Freezing then halberd." NO! Halberd is slow and inaccurate beyond measure. You are better off continually Maging or taking damage with a short-range melee weapon.

 

that out of the way, Magician + Melee hybrids are mostly focused against Meleer's, with ranger's being another good target. The spells that this type of hybrid should focus on are Smoke and Shadow, as Smoke is poison your enemy, and Shadow can weaken them, as valuable asset when you fight toe-to-toe. In terms of weaponry, look under Section 2.2.3 and you'll see that Godswords, Abyssal Whip, and Verac's set are your best options. Verac's would be the first choice if you are against higher leveled opponents. Start off the fight in mage gear, and cast an Ice Barrage to hold, then combo cast Smoke-shadow barrages until your enemy swaps armor. If they don't, just continue to cast spells. If he does swap, change into your Verac's and Attack.. Shadow Barrage would have taken their Attack down 15%, and Verac's ignores Defense, so, even if they are a significantly higher level, you can still wreck them. This is very effective, even if they are heavily armored.

 

Some might say, "Blitz + AGS is the only way to kill with magic." The average AGS + Blitz combo will hit around 30-50 HP, not factoring in the target's defense and Magic levels. Save Godswords and Whips for when Rangers are after you, but in Ahrim's, don't leave yourself open to attack.[/hide]

 

 

 

6.2 Magic + Range

 

[hide=]Ah, my personal favorite. As much fun as bashing maxed players with Verac's Flail is, I find range to be a fine compliment to Magic. While range is used in the Triple Stack Combo, that is the tip of the iceberg. Range let's you utilize the tactical advantage of freezing, while still dealing terrific damage. There are many weapons to use (See Section 2.2) but I tend to stick with two: Karil's Crossbow, and the Dark Bow. Most would reach straight for a Rune Crossbow, but I find that Karil's can be far more deadly because of its speed and combo possibilities. Using bolt racks, you can deal a slow attack before you shoot, or an instant spell after you shoot, or both. It is easy to switch out, and you won't lose an attack turn because of it's speed. Rune cross might be more accurate, but you don't need much accuracy to hit on Dragonhide Armor. If they are in metal armor, you ought to mage anyways.

 

Dark Bow is for the special, of course. If your opponent slaps on Mage Protection, pull out Dark Bow BUT DON'T ATTACK YET. Keep casting spells, as when the see the Dark Bow, they will switch to Range Prayer. Once they switch back to Magic Protection, then fire. Dark Bow hit's fine against nearly any armor, so no worries there. This same tactic works well with any weapon, especially Zanik’s. As long as you learn to adapt to your opponents prayer/armor switching, Mage + Range can win many victories.[/hide]

 

 

 

 

 

 

 

 

 

VII. Closing Words

 

Magic is a very versatile skill, one which cannot all be explained and dissected within one guide. This is only a small portion of information, having to do with combat, and using these spells to their full potential. A massive part of this guide is up to how you perceive and use it. Magic and combat are very flexible, and can be altered to aid you in the best way for you. Test it out for yourself, make yourself familiar with using these combat tactics. Experiment, do-it-yourself, and have fun.

 

 

 

I would like to thank the following people for their hand in creating this guide:

 

Death_Dude74 (Max) – Provided pictures and gave me extra ideas/input while writing the guide.

 

Muggiwhplar - Gave me inspiration to use ancient magicks in combat, gave me feedback for the guide, and introduced me to the original guidelines for magic. Also for providing a video of his max Ice Blitz + Shadow combo damage.

 

Compfreak847 – Provided information regarding Miasmic spells.

 

Pirate Felix - Providing filming and a lovely banner.

 

Ali Radeon X - Made a film demostrating some of the tactics described in this guide.

 

DutchMagick – Providing inspiration to get-off-my-[wagon] and update this guide, as well as attack turns idea.

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So, Lone Star, now you see that evil will always triumph because good is dumb.

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Ok guide. going very new.

 

 

 

The Ancinet staff is very good. It does not drain prayer, and autocast feature is very useful.

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Ok guide. going very new.

 

 

 

The Ancinet staff is very good. It does not drain prayer, and autocast feature is very useful.

 

 

 

It lowers your prayer bonus by -1, is what he meant.

 

 

 

Autocasting is alright for FOG, but outside of that you'll want to be chaining your spells and you'll be hybriding, so usually autocast isn't worth it. Besides, master wands beat the bonuses of the ancient staff hands down for magic attack.

 

 

 

Great guide =D

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Ok guide. going very new.

 

 

 

The Ancinet staff is very good. It does not drain prayer, and autocast feature is very useful.

 

 

 

In crowded areas the Auto-cast feature is more useful. However, with combination spells (in section 1.2) it is better to inflict more damage with extra mouse strokes. Also, master wands wins for the best magic weapon slot, and it isn't expensive.

 

 

 

We needed a guide on this, very good job. \'

 

 

 

Thank you, looks like it was good enough to make you come back.

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So, Lone Star, now you see that evil will always triumph because good is dumb.

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Nice, it was about time :P

 

 

 

Now I can just link to this instead of typing up a whole thing on how to fight with ancients whenever one of the 'magic sucks' threads pop up.

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Drops: 1x Draconic Visage, 56x Abyssal Whip, 5x Demon Head, D Drops: 37, Barrows Drops: 43, DK Drops: 29

GWD drops: 14,000x Bars, 1x Armadyl Hilt, 2x Armadyl Skirt, 4x Sara Sword, 1x Saradomin Hilt, 8x Bandos Hilt, 8x Bandos Platebody, 9x Bandos Tassets, 4x Bandos Boots, 43x Godsword Shard, 82x Dragon Boots

Dry streak records: Saradomin 412 kills Bandos 988 kills Spirit Mages 633 kills - Slayer Sucks

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Well, the -1 prayer isint much.

 

 

 

But the auto-cast does have another benefit. If you are in a big fight, and have to chase people, people will often pray. If you use a Master's Wand, then your hands are tyed down casting. You won't be able to run forward, and change between karils and a Rune Xbow, to Whip/DDS and fighter's torso, to Ahrims and staff.

 

 

 

Although you might be tempted to cast all those spells, the only one that is practical is ice. In a deep wildy fight, you just can't afford to hold that many runes which take up your invent. It is true that the master wand has more bonuses, but again, in those deep wildy fights, you just don't have time to auto-cast when you've got a few people rushing at you with a DDS.

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Dungeoneering isn't a skill.

I'm faster than bots at Sorceress Garden.

PM me if you want to chat. My PM is always off.

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Well, the -1 prayer isint much.

 

 

 

But the auto-cast does have another benefit. If you are in a big fight, and have to chase people, people will often pray. If you use a Master's Wand, then your hands are tyed down casting. You won't be able to run forward, and change between karils and a Rune Xbow, to Whip/DDS and fighter's torso, to Ahrims and staff.

 

 

 

Although you might be tempted to cast all those spells, the only one that is practical is ice. In a deep wildy fight, you just can't afford to hold that many runes which take up your invent. It is true that the master wand has more bonuses, but again, in those deep wildy fights, you just don't have time to auto-cast when you've got a few people rushing at you with a DDS.

 

 

 

Have you fought using these tactics? You can just as easily run and cast manunally. Also, as your bring up, if prayer is going to be used, then all the more reason not to auto cast. If you swap weapons, you'll want to be able to still know how to cast, and, if you equip staff back on, you won't rush up to knock your enemy with it.

 

And the only spell to use is ice? I'm sorry, but if you bring along a handful of souls, you already have an instant spell with you, making combinations possible.

 

To auto-cast a spell (using ancient staff) makes combinations impossible, requires you to place your spell on the auto-cast option after you swap weapons, and has significantly worse bonuses than a very cheap master wand. In risky situations, it might be good, but it is mostly a feature for the lazy.

 

You can easily hybrid, switch weapons/armor and prayer, and still be able to cast.

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So, Lone Star, now you see that evil will always triumph because good is dumb.

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Well, the -1 prayer isint much.

 

 

 

But the auto-cast does have another benefit. If you are in a big fight, and have to chase people, people will often pray. If you use a Master's Wand, then your hands are tyed down casting. You won't be able to run forward, and change between karils and a Rune Xbow, to Whip/DDS and fighter's torso, to Ahrims and staff.

 

 

 

Although you might be tempted to cast all those spells, the only one that is practical is ice. In a deep wildy fight, you just can't afford to hold that many runes which take up your invent. It is true that the master wand has more bonuses, but again, in those deep wildy fights, you just don't have time to auto-cast when you've got a few people rushing at you with a DDS.

 

It takes a lot of practice and some serious mouse-mashing. I'd suggest cursor sensitivity on high.

 

http://www.cracked.com/video_16777_network-rogue-cursor.html

 

(yeah, random I know, but it made me laugh and it's remotely related...)

 

 

 

 

 

We needed a guide on this, very good job. \'

 

Wewet, your back! Someone else to field the stupid posts in H&A, I'd almost given up :P

DeviledEgg24.png

Drops: 1x Draconic Visage, 56x Abyssal Whip, 5x Demon Head, D Drops: 37, Barrows Drops: 43, DK Drops: 29

GWD drops: 14,000x Bars, 1x Armadyl Hilt, 2x Armadyl Skirt, 4x Sara Sword, 1x Saradomin Hilt, 8x Bandos Hilt, 8x Bandos Platebody, 9x Bandos Tassets, 4x Bandos Boots, 43x Godsword Shard, 82x Dragon Boots

Dry streak records: Saradomin 412 kills Bandos 988 kills Spirit Mages 633 kills - Slayer Sucks

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Good job, covered everything =D>

 

 

 

82ne2xy.gif

 

 

 

[/bragging] :P

 

 

 

B-E-A-ufitul.

 

Couldn't have made this guide without you ::'

 

 

 

I assume you haven't played FOG much, but besides that awesome guide. All non ice spells are greatly underrated, hopefully this'll help a bit.

 

 

 

You are right. I only have 1k rating, i find all the people so annoying.

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So, Lone Star, now you see that evil will always triumph because good is dumb.

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lol.

 

I blew my rating. Needed like 10k exp to lvl, no more alch runes. Had to fail train at FoG.

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Dungeoneering isn't a skill.

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PM me if you want to chat. My PM is always off.

My keyboard is on fire. Want some?

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Monday, January 5th

 

~ Fixed a handful of typo's

 

~ Changed title, hopefully to get more posts or views, which ever -.-

 

 

 

If there is anything you'd like to discuss, argue, or change about the guide, please tell me and post. I'm very open minded and won't simply shut you out.

 

please post, there is a plethora of information here, I'd hate to see it wasted.

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So, Lone Star, now you see that evil will always triumph because good is dumb.

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Do you have like a magician PK video? I'd like to see one of those from you.

 

 

 

I'm sorry, I do not. Muggi might have some of old wilderness, but I'm not 100% sure, I only remember his clips, but I do recall him having some video's on his very very old blog.

 

 

 

how bout wizard?

 

Wizard boots, being around 300k, are a decent option, but you might as well just earn yourself some infinity boots if you are to frugal to buy them.

 

And if you were referring to the clip: Wizard boots were rather costly when that was shot, so they weren't such a viable option for risky situations.

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So, Lone Star, now you see that evil will always triumph because good is dumb.

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