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Messages - Eddie1408

Pages: 1 2
1
Suggestions & Ideas / Staking fee (dumpbox idea)
« on: July 30, 2016, 08:50:14 am »
There's been a lot of talk lately about our economy and the necessary implementation of staking fees/taxes. Since I've been quite active myself on the matter and more than 1 person has requested in-depth explanation of my suggestion, I decided to summarise it here.

As many of you might know, we have a problem with items leaving from the game. This problem will only deepen, because the items are very easy to get, since we have so many high-level players. Lowering the droprates or increasing PvM difficulty are not necessary, however we should add some ways to decrease the amount of items we have.
This topic will only deal with only Staking fees, other item sink suggestions are not welcome here.

Since most of our economy goes through duel arena, this is the best place to start.
Another reason why arena and stakers should be affected by it, is because most of those items end up in their banks. It becomes problematic when stakers suddenly need fast cash, which results in item dumping and price crashes. Because of the item overflow, selling becomes nearly impossible for less rich players, because there are already tons of those items waiting to be sold with prices much lower than they used to be.

Most of the staking fee ideas have only incorporated cash fees, however they do not sink items. If we add cash staking fees, we will only encourage item dumping. That's why I have come up with Dumpbox and Arena Credits (from here on referred to as AC).

The idea behind dumpbox is quite simple: you can deposit items or cash, in order to get AC. The items will be converted into AC according to GE prices. Yes some prices may be off, however you are able to see item value before you confirm the deposit. The chest can be similar Party Room's chest, so you still have an opportunity to take them out before depositing. Only addition what's required is the price indicator for each item, so people wouldn't deposit items, which have almost no value in GE (rarely sold items, e.g. Sigils).
As far as overpriced items are concerned, you shouldn't worry as well. For example, Arcane spirit shield is currently 115M in Ge, while in reality it's max 85m. Such differences would be positive for the market (items are actually bought) and for the stakers as well (they get more out of depositing).

Once items/cash are deposited and converted into AC, they're irretrievable.
Each time a stake takes place, a % of either player's stake pot will be credited from their AC. If atleast one of the stakers doesn't have enough AC for their current stake pot, they're unable to stake that high. They would have to lower their respective stake pots or deposit more items/cash to Dumpbox.
As far the % itself is concerned, I'm aiming quite high. My initial suggestion is 5-10%, which is quite high, but since the problem is quite severe, drastic measures should be applied.
If the situation starts to stabilise we can always lower the %.

The dumpbox is so far the best way to implement staking fees, since it can directly sink items and cash.

The only problem with this idea right now is GE. Prices of rarely sold items can be easily manipulated, so you could get a ton of AC by just increasing item prices in GE.
We could fix this by only allowing certain items to be deposited (for example GWD armours, spirit shields, 3rd age armours, high-end weapons etc). If we limit this to certain items, we could also just preset the prices, which definitely removes the possibility of abuse.
The full list of the named items can be compiled, if this idea has been approved.


To make it more clear, I'll bring an example:

Player 1 stakes 100M cash with Player 2, who stakes 105M worth of items (GE value).
Let's use a staking fee of 10%.
10M will be credited from Player 1's AC, 10.5M will be credited from Player 2's AC.
If one of them has a lower amount of AC on their account, they can't stake that high.
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2
Games / Re: Pokemon Go;
« on: July 11, 2016, 08:11:45 am »
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3
Introductions & Farewells / Blue Bird has flown away.
« on: June 18, 2016, 10:25:09 am »
My time has come to an end and I'm resigning from the staff team, This will also be my quitting topic.
After I finished college, practical mechanic maritime engineering (specializing in ships), I have been recruited to the military for almost 5 years and 3 of them are mandatory.
R.I.P life indeed. About my military, I'll be in the navy, can't say anything further than that, little bit classified ;)
Being a player of emps world was indeed one of the best times I had during my college :P ::).
It was fun and I enjoyed playing while being at work :kappa:.
Being a staff member was nice, it gave me a chance to help players, although that can be annoying sometimes.
Special thanks to all the staff members & ex-staff, and especially to my friends, which I won't name, they know that i luv em' <3  :-*
Before the military I'm going to travel a bit. My first destination will be Amsterdam, my second will be Bucharest, my third will be in south of Israel, Eilat.
My military start at the 14th of July, until then I'll be traveling here and there pretty much  8)
It was nice being an admin, oh wait :kappa:
luv ya all guys, and I'll be visiting the forums every once in a while and the game if i can.
wish ya all the best  :)
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4
Screenshots / Re: oi
« on: May 27, 2016, 11:45:05 am »
no pet  >:(
nobody wants that crap anyway
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5
Screenshots / Re: Emps-World Meme Center
« on: May 17, 2016, 10:54:13 pm »
theres prolly a better emps related meme for this one

http://i.imgur.com/raJJwgz.png

fixd

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6
Suggestions & Ideas / Balancing droptables
« on: May 05, 2016, 11:43:34 am »
Many of our monsters have droptables that generate a very high amount of cash in the form of alch drops. This might be a problem because more cash gets generated than sinked and thus cash slowly but surely inflates. My idea is to take a look at each droptable and simply balance them in terms of the amount of cash they can generate. I don't expect this topic to get a lot of positive reactions, since it's gonna make people earn less money, but I'd appreciate constructive feedback on the topic.

The problem
Let's take one of the most killed monsters as an example; blue dragons. This is their current droptable:


There are a few things you may have noticed: There are a whopping 30 items in it's droptable, 19 of which are likely either gonna be alched or sold to the general store in order to generate cash. It has 3 guarranteed drops, which all have a use in terms of skilling. For something that already has good guarranteed drops it has way too big of a droptable.

Let's do some math shall we. For this, we'll assume the droprates are absolute and in 1000 kills we get the exact amount that is the droprate. This won't happen in practise but it's done for the sake of statistics. In 1000 kills we get the following: 1 Dragon hatchling, 40 half keys, 200 herbs, 5 d skirt, 5 d legs, 5 shield left half, 5 shield right half, 5 d med helm, 6 d scims, 6 d 2hs, 7 dds, 7 d spear, 7 d long and 7 d mace. This leaves us with 694 common/uncommon drops. I do not know the rate at which these drop so I am going to take the average amount of cash that a common/uncommon drop would generate. This is 13,616 gp. The value of 694 common/uncommon drops is 9,449,504 gp. The value of the dragon drops is 4,493,535 gp. That makes 13,943,039 gp total, divide that by 1000 and we have our average of 13,943 gp generated per blue dragon killed.

It takes no less than 10 seconds to kill a blue dragon in decent gear, and with the amount of people killing them a ton of cash is being generated. While something like thieving (which is supposed to be generating cash) gets nowhere close to that number.

There's also the fact that dragon items are more attractive to alch than to sell. I remember selling my dragon weapons/armour in scape, I do think I'm not the only one that misses them having an actual value.

So what should we do?
  • Less alchable items and more variety among them, quite a few monsters have the full sets of a metal armour in their droptable
  • This isn't gonna be liked, but more junk. There is quite a lack of bad drops in a lot of places. Lower level darts/javelins/knives, barb bolt tips, runes, black & mithril drops could all be proper bad drops.
  • Decrease the max amount of coins per drop. A blue dragon would still be fine with 11k max instead of 22k.
  • Flat out remove a lot of dragon items from droptables. A single monster should not drop more than 2-3 of them.
Once again, feedback is appreciated.
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7
Casting spells when not in range
Whenever you're not in range of your target and you cast a spell on them, instead of running towards them untill you are in range AND cast the spell you run towards them and freeze when in range. It doesn't always happen but when it does it's very annoying, especially when chasing somebody.

https://gyazo.com/6d6701ece0bd1605a88fc6d234f56ed3

Onyx bolts (e) vs dragon bolts (e)
Max bonus damage of onyx (e) effect is 20.
Max bonus damage of dragon (e) effect is 25.

Current pros of onyx (e):
-Heals 20% of the damage dealt when the special effect triggers.
-The special effect cannot be blocked
-The normal hits do the same amount of damage as dragon bolts and the special effect does only 5 less max damage.

Current cons of onyx (e):
-Special effect deals 5 less max damage than dragon (e)

Current pros of dragon (e):
-Special effect does 5 more max damage than onyx (e)

Current cons of dragon (e):
-Special effect can be blocked entirely

In my opinion the dragon bolts are far inferior to onyx bolts in both pvm and pvp situations. They obviously are inferior in pvm because they don't heal. They are inferior in pvp because of several reasons:
1) DFS is very common because it's one of the best shields and very cheap. I would say 50% of the mains in edgeville use a dfs, which means 50% of the time your dragon bolt effect is nullified.
2) The damage increase is very small.
3) Onyx bolts provide much more survivability, this isn't very important in edgeville but it is in deep wilderness. (also dfs is common in deep wilderness too)

Possible solutions:
1) Nerf the special effect damage of onyx (e) by a considerable amount (e.g. max damage bonus 10, min damage bonus 5)
2) Nerf the ability of the dfs and antifire potions to nullify the effect of dragon bolts (e) (e.g. a 50% chance to nullify when 1 is used, 100% when both are used)
3) A combination of 1 and 2

In my opinion solution 1 is undesirable because it would also heavily nerf the pvm aspect of the bolts. (I still want onyx (e) to be the best bolts for pvm). Solution 2 isn't enough of a buff. (would you rather have a guaranteed damage bonus of 10-20 that also heals you OR a 50% chance of a damage bonus of 10-25) Therfore I believe nerfing the maximum damage bonus of onyx bolts to 15 + nerfing the dfs and antifire potions as described above is the best solution. This would result into the dragon bolts (e) being the obvious choice when no dfs/antifire is being used and a pretty much even choice between the 2 when a dfs or antifire is being used. You have to choose between consistent bonus damage+heals versus KO potential.

The range of godbows
Currently their range is insane. I don't understand why it's needed because they're already very strong. IMO a max range (when using rapid/accurate) equal to the max range of spells would be sufficient.

Attacking someone who is already under attack freezes your character
It's hard to explain but try to image the following situation.

You're deep pking with your mate at spectrals. Your mate is the designated tber (which is pointless already but more on that later) and you are the barrager. You find yourselves a target. Your mate teleblocks him and gets off so you can take over. You start following the now running target. You can't attack him yet because he is still under the effect of the pj timer (cuz your friend attacked him a few seconds ago). Whenever you think you are able to attack him you try to barrage him. Unfortunately you can't attack him yet. This is where the problem arises. Instead of continuing to follow your target, trying to attack him (and failing) caused your character to stop moving. This can be very tricky because there is a very small window between you being able to attack him and them being able to log out. You don't want to risk them logging out so you probably attack the them too soon which causes this issue.

Solution:
When moving (e.g. following a target or just running in general) failing to attack someone does not interrupt your initial movement. The message "this player is already under attack" will stil pop up but you will just continue moving.

Food drops in the wilderness
It's game breaking in deep wilderness. When 2 teams meet eachother they might as well not engage in combat at all because none of them will die. It's that simple. Every team I've ran into drops food for their dying teammates. Do I care about not getting the kill? I care a bit yes, losing potentially good footage to a stupid mechanic like this is kind of annoying. But the biggest issue I have with it is that it removes the risk of pking in deep wilderness. Together with the issues I'm going to mention below it completely removes the risk because you know you will be fine when you have a couple of friends you can call for food drops.

Freeze mechanics in the wilderness
When somehow you find yourself another solo pker in deep wilderness it's pretty much impossible to kill them. Why you may ask? Because they can simply freeze you and run away. It's that simple. They have about 5 tries after they have initially been frozen by you to cast a freeze, if they do they've escaped it's that simple. You will be standing there, frozen, whilst they run away. It has come to the point where people rely on stupid mechanics to escape instead of relying on their skill and the gear they decide to bring.

Solution:
Remove any binds that apply to your character as soon as the caster of these binds is out of reach. It is like this in OSRS and has always been like that. No one whines about it because people know that they have to use their skill to escape (e.g. good prayer switches) Right now anyone who brings freezes with them automatically gets this free escape wildcard because no matter how shit their gear is compared to the guy who's trying to kill them, they will eventually get that freeze and escape.

Does this remove every escape method? No obviously not. You can still freeze somebody, walk underneath them and log out. However this requires more skill because you actually have to time your freeze now (since it takes like 10 seconds before you can log out), instead of just spamming it and hoping 1 of those 5 barrages hits. Zgs will still be very good because it has a 100% chance to freeze, which means guaranteed escape (as long as you don't mess up).

And before you tell me to stop being salty because you lose kills because of this; I would use this too if I ever have to escape from a single pker, because I know it's overpowered.

Wilderness shortcut
You didn't think I'd forget about this did you? It's still there, it's still gamebreaking and it's still being abused by both pvmers and pkers. I will not stop untill this stupid mechanic is erased from the game. It makes teleblock usless in the easter parts of the wilderness. What did I just say? Useless? It even puts you at a disadvantage! It's faster for people to run to this shortcut than it is for them to run to level 20 and teleport away. Spectrals were put in level 30 as a high risk high reward type of activity. HIGH RISK DOES NOT GO HAND IN HAND WITH A WILDERNESS EXIT THAT'S 8 LEVELS SOUTH OF THE AREA. People love going to spectrals. And I understand why, the rewards are pretty good. But people need to understand that they are in level 30 widlerness for a reason. They are there to attract pkers. Want to kill them with 0 risk? Sure go ahead but expect to be pked and expect your kills to be slow. Want to kill them faster and decrease the chance of being pked? Sure go ahead but you need to bring better gear.

Now this is just the pvm problem. The biggest problem I have with this thing is that pkers who pk at spectrals use this to escape. I have seen situations, and I shit you not, where people who are tbed and have pretty much all their food left would rather GO THROUGH MULTI WHEN THERE IS A 3 MAN TEAM ON THEM and use the shortcut than attempt to tank 25 levels. That's just terrible game design. Just remove it man. It's constantly being abused. People who pk in this area know they have a very small chance of actually dying because of a) this shortcut, b) food drops, c) freeze mechanics. If you let yourself get teleblocked in level 30 you should expect to have to tank 30 levels or 5 minutes and not tank for 7 levels...

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8
Guides / Jonneh Island
« on: April 25, 2016, 09:17:48 pm »


Settle down ladies and gentlemen, what I am about to tell you is so extraordinary it defies the rules of the universe.
It all began when a great man with a vision, vision so big it couldn't be caged with hunter nor contruction skill realized that true nature of a man is not to build nor hunt, it is to create.

A vision that simply could not be constructed with a skill, it had to be created on it's own with magic.

The man of magic we call Jonneh, has built a magnificent island only to those who are open minded and free, island not to rich and powerful... but island to the free
.


How to get to the Island

The legend says...
pete shall selleth thee the afro, but not any 'rdinary afro, a rainbow one. once w'ren thee has't to unlocketh thy mind and op'rate the afro. once done and thy mind is free thee shall beest telep'rt'd to the jonneh island.



The perks of Jonneh Island
The legend says..
on the island th're is a h'rd of wild unic'rns. thee shalt not harmeth those folk, thee might not but co-live with those folk and oht'r island villag'rs. thee can drinketh from the lake of freedom and groweth healthy food in the garden of loveth.










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9
Introductions & Farewells / Re: X Sk1z X - Kyle
« on: March 14, 2016, 05:52:13 am »
Get lost.
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10
Off-Topic / Re: What annoys or pisses you off?
« on: March 03, 2016, 08:43:19 am »
That awkward moment when you're reading this reply to find an awkward moment but there isn't any, and still you're reading this reply and you're starting to realise it says nothing important and you just wasted a couple of seconds of your life but you're still reading and you don't even know why. That's awkward... You should give me a thanks for wasting your time.


:kappa:
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11
Suggestions & Ideas / Re: A new mini-game!
« on: February 21, 2016, 01:03:09 pm »
Sounds reasonable and fun! I can't promise you a release date, but I like the idea in general. :)
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12
Update Notes / Updates - February 21st 2016
« on: February 12, 2016, 10:10:08 pm »
Hey guys,

Following things have been updated:
  • A bug was fixed where the Ahrim's set effect didn't work with freezes.
  • Ban details are now shown at the login screen.
  • Barrow repair costs increased. Repairing an entire barrow set now costs 990.000gp. The total hits on a barrow item until it degrades has been increased to 1250. It now needs 5000 hits in total until a barrow item completely breaks. All in all, the items now last longer and the repair costs have thus been adjusted as well.
  • Barrow brother's hitpoints reduced to 140 from 180. The last update that increased their hitpoints was just too much.
  • Improvements have been made to object and item clicking. Small items on the floor are no longer difficult to click on. There's now a minimum clicking radius for small items such as seeds, vials, etc.
  • Some agility course animations have been reworked and will look smoother now.
  • Projectile animations have been fixed. Some projectiles (arrows, spells) were bugged because of looping their animation twice. Good example for these bugs were the dark bow special attack or distant dragon fire breaths.
  • Distant dragonfire attacks now deal damage again. There was a bug that completely nullified their damage when wearing any item that blocks any amount of dragonfire.
  • A bug was fixed where anti-poison timers lasted forever.
  • Several Grand Exchange tweaks including a fixed duping problem. Don't worry, this one was found in secrecy and fixed at the same day. No damage was done to the economy! Still, I'm thankful to the users who cooperated so nicely. :)
  • Runecrafting rework was planned but due to an urgent update, I have to put a half-released Runecrafting into the game. We're planning an abyss expansion and adding talismans, a quicker way to enter the rune altar instead of going through the abyss! Though, talismans and the abyss expansion (ability to get rune pouches) has to be delayed. Please bear in mind that the Rune and experience gains aren't final, I had to rush this update because of complications with the Grand Exchange.
  • Crashed client instances now generate a log file that I can use for further investigations.
  • Loading the map in-game is a tiny bit faster now. The game will now load more models at once and the lag spike after the entire loading process will now be gone.

This update may be quite a surprise to you, because we usually don't update the game on Sundays. I'm forced to update Emps-World today, because we fixed a duping bug in the system. This has to be as fast as possible to keep the damage of the dupes small. We've gone through the game, read plenty of logs and found out that only some people (< 5) knew of the problem and we could easily delete the duped items. Thus, a rollback is not necessary! :)

You may wonder why I'm reworking Runecrafting? The reason behind this is the daily task system, which is already pretty far. The exact details of the daily task system are yet to be thought of, but I can already say some things that I know. You'll be assigned 1-2 (members 2, non-members 1) tasks every day. Completing these tasks will reward you with EP and resources. Completing your daily task basically costs no money! You'll be covered with the resources in form of other resources having the same value. Thanks to the Grand Exchange's price system these kind of calculations are now accurately possible. The Runecrafting code was... ancient and it had to be mapped into the new skill system so that you can also get daily Runecrafting tasks! I also wanted Runecrafting not to be only trainable in the wilderness or via an Ancient magic's spell.

All the best,
Thomy
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13
Screenshots / Re: Emps-World Meme Center
« on: February 11, 2016, 01:17:47 am »
When It has finally happened

https://emps-world.net/forum/index.php?action=profile;u=8035




rip mery
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14
Guides / Re: Emps script: Write your own quest!
« on: January 27, 2016, 02:20:43 pm »
Code: [Select]
d = quest_options
opt | 159 "Begin quest" | gnomechild

d = gnomechild
if $q_gnomechild == 0 gnomechild_begin
if $q_gnomechild == 1 gnomechild_check

d = gnomechild_begin
npc "Got any of that good shit, yeah?"
plr "Hhhhhhhhhhhhhhhhhhhhhhhh???"
npc "Bring me 12 guam leafs."
qst "Help the gnome child in his dank quest?" "Ok" | gnomechild_cont "Ok" | gnomechild_cont

d = gnomechild_cont
npc "Ty m8." $q_gnomechild = 1

d = gnomechild_check
npc "You brought the good shit?"
if hasItem({249, 12}) gnomechild_finish else gnomechild_scam


d = gnomechild_finish
delItem(249, 12)
npc "Yeah thats the shit. Good shit m8. Ty." $q_gnomechild = 2

d = gnomechild_scam
npc "You tryin to foken scam me m7?"
plr "Cheeky little shit m8 I'll bash ur head in I swear on me nan."
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15
Guides / Magic training guide
« on: November 23, 2015, 03:42:36 pm »


I see a lot of people alching to 99 magic, it annoys the hell out of me because there are ways to level magic that are much faster and much more entertaining than just sitting there and clicking the same pixel the entire day. This guide will contain all viable ways of training magic, some are cheap, some cost a lot and some even make you money. Pick whichever suits you best.

Why train magic?

Some people wonder why you should bother training magic in the first place. I'll just list some benefits training magic has.
  • Popular spells for pking such as barrage, entangle, teleblock and vengeance
  • Spells that make skilling or PvM more convenient such as superheat, humidify and alchemy
  • Magic can be quite effective for long boss trips, a high level magic set and blood barrage can be used for really long trips
  • Enchanting your own jewelry and bolts
  • Teleports to locations such as god wars, the abyss or even the deep wilderness

Runes

Most methods of training magic involve runes, you'll get some upon creating your account. These aren't enough to get you to a high magic level though, you'll need way more of them. There are three ways of getting them: Buying them from players, buying them from the shop and runecrafting them. If you are gonna buy runes, I recommend you buy them from the shop, they are much cheaper there. I've provided maps of where all the rune shops are below. If you'd like mass amounts of runes, runecrafting or buying from players become more favorable options. If you don't like using runes, there are methods for training magic without runes as well.


Staves

A key to lowering the cost of training magic is using the right staves. Some staves provide infinite runes of one or multiple types, some staves have a chance to save your runes when casting a spell and some staves don't use runes at all. Using one is important, knowing which one to use is even more important. A lot of staves can be bought at Zaff's shop in varrock. These are all the staves you need to know about for training:
  • Basic staves
    Provide infinite runes for their element. Obtained from Zaff's shop. No requirements.
  • Mystic staves
    Provide infinite runes for their element. Has decent magic bonuses. Obtained from Zaff's shop. Requires 30 magic to use.
  • Mystic mud staff
    Provides infinite water and earth runes. Has decent magic bonuses. Obtained as a drop from black demons. Requires 30 magic to use.
  • Mystic lava staff
    Provides infinite earth and fire runes. Has decent magic bonuses. Obtained as a drop from basilisks. Requires 30 magic to use.
  • Slayer's staff
    Is required to cast the slayer dart spell. Obtained as a drop from infernal mages. Can autocast crumble undead, slayer dart and wave spells. Requires 50 magic and 55 slayer to use.
  • Ancient staff
    Has good magic bonuses. Obtained from Zaff's shop. Requires 50 magic to use.
  • Dragon staff
    Bonuses scale with magic level, up to 70. Obtained from the donator store. No requirements.
  • Ahrim's staff
    Has great magic bonuses. Has a special effect with the full ahrim's set that increases the effect of a spell. Obtained as a drop from the barrows brothers minigame. Degrades and is repairable at Bob. Requires 70 magic to use.
  • Elemental staff
    Provides infinite air, water, earth and fire runes. Has great magic bonuses. Obtained as a drop from chronozon. Requires 70 magic to use.
  • Master wand
    Has great magic bonuses. Obtained as a drop from KBD. Requires 72 magic to use.
  • Staff of light
    The best magic bonuses for a staff without a built in spell. Obtained as a drop from saradomin gwd. Requires 75 magic to use. Has a special attack that will reduce the amount of damage you take.
  • Rod of invandis
    Has great magic bonuses. Obtained as a drop from smoke demon champion. Can not autocast any spells but has a built in spell that costs no runes. Degrades and is repairable at Bob. Requires 80 magic to use.

Equipment

It's important you wear the best magic equipment possible for your level. Your spells will become more accurate and a bit more damaging. This in turn will give you more exp per hit, cost less runes per exp and it will be generally faster. It doesn't really matter what you use, as long as you use the best gear that is available to you. If you don't have any magic gear, you can get some mystic from a shop in falador, it requires 40 magic and 20 defense to wear.


The beginning (1 magic)

You'll start off with the runes you get from your starter kit. 1000 mind runes, 700 air runes, 350 water runes, 350 earth runes and 350 fire runes. The first thing you do is cast the strike spells. Just cast the best one available until you run out of runes. Purchasing an air and fire staff will get you the most out of the starter runes. If you can afford it things like magic amulet (t) or a god cape will help a lot as well. It is recommended you do this during double exp to avoid the lower levels as much as you can, you can get up to about 45 magic with just your beginner runes.

Recommended monsters:
Goblins



Crumble undead (39 magic)

One of the very old ways of training magic, crumble undead still is a cheap and efficient way of gaining exp. The extra damage crumble does to undead creatures is huge, especially if you pair it with a salve amulet should you have one. If you are 50 magic and 55 slayer you can use the slayer's staff to autocast this spell as well, making it a lot easier to train with.

Recommended monsters:
Zombies, skeletons, ankous


Astral runes (43 magic)

I have a seperate guide on this as it was worthy of a guide on it's own. You can find it here. You can gain about 500k exp per hour with this method without dxp!

Alchemy (21 and 55 magic)

Alchemy spells are non combat spells that give quite a bit of exp. Low alchemy requires 21 magic and gives 312 exp per cast. High alchemy requires 55 magic and gives 736 exp per cast. While they are non-combat spells, they don't interrupt combat. This makes them great for gaining additional exp with a fairly low rune cost. You can alch additionally to any other magic training method, it is favorable with ones that use a fire staff of any kind. It makes magic a lot faster. Do not use alching on it's own as a training method however, without combat spells the exp rates suck.

Slayer dart (50 magic and 55 slayer)

This spell has a higher maxhit than air wave, it's really good for it's low level requirement and should be used until earth wave can be cast. The downside is you have to have 55 slayer. It is a great way to train towards the higher levels cheaply as it has a really low rune cost to it. You can use this spell to train to 99 if you want to, there are stronger spells though.

Recommended monsters:
Moss giants, giant champions


Earth and fire wave (70 magic)

You're probably thinking 'Why on earth is he recommending these spells? They have such a high rune cost.' Well they do, but not if you have an elemental staff. All the wave spells only cost one blood rune per cast if you're wearing an elemental staff, that makes them really cheap. I recommend doing this until 99, it's cheap and pretty fast. The ele staff is quite expensive but the money can be made from the astrals method. Alching along with this method will also cost you no fire runes.

Recommended monsters:
Giant champions, black demons


Multi target spells (68 magic)

The burst and barrage spells from the ancient spellbooks hit multiple targets, it is pretty much the fastest way of training magic. It does cost a lot of runes however, and potions are recommended. You'll need 68 magic for blood burst, only use blood burst because it keeps you alive when being attacked by loads of monsters. At 92 Switch to blood barrage. If you do this at a location where you can hit multiple mosters with your attacks you will get the best exp rates possible. This does cost a lot of money and you will need both food and prayer potions. If you use the abyssal demons spot you will need 85 slayer and active membership.

Recommended monsters: Zamorak gwd, abyssal demons


Rod of Ivandis (80 magic)

The best staff in the game in my opinion, great dps, fairly low cost repair wise. The issue for some people might be the price of the staff itself, but if you have the money for that you should go with this staff. Be sure to kill something that will give you a bit of money so you cover your own repair costs, frost dragons are a good choice if you have the levels to wear a dfs. High level slayer creatures are all good to train on with this staff, you do need their slayer requirement and active membership to kill them though.

Recommended monsters:
Pest control, dark beasts


Pest control (1 magic)

Despite bonus exp getting a nerf, pest control is still good if you want to level magic. It is the only thing you should use magic brawlers on. It's also one of the few ways to level magic without using actual magic. If you really hate using spells, go with pest control. You can get well over 30k exp per 100 tickets. Just make sure it's double exp and use brawlers when spending your tickets.

Dragonfire shield (1 magic, 75 strength and 75 defence)

It's not all that great anymore since dragons have become resistant to the spec but it does deserve a mention. After absorbing dragonfire 5 times your shield will become charged, if you then operate the shield it will release those charges into a magic attack. It gives magic exp for what you hit. On other monsters and players that maxhit is 70, dragons resist it. It can be a great way to go through the early levels, charging the dfs and running to another monster close by and using the spec.


That'll be all for this guide. If you have any other methods you want me to add or have some feedback on the guide feel free to post it.
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