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Messages - Est Mauler

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46
Goals & Achievements / Maxed
« on: January 23, 2018, 11:30:39 am »
That's it! Maxed.


Nothing left to say.....
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47
Goals & Achievements / A Newcomer
« on: January 20, 2018, 06:49:02 pm »
Congratulations to Est  Mauker
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48
Screenshots / Re: 69 Commander Zilyanas
« on: January 18, 2018, 11:47:14 pm »
Like for the 69 kill mark
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49
Suggestions & Ideas / Shield rework and changes
« on: January 18, 2018, 12:59:39 pm »
Shield rework and changes

Taunting/voking and new active effects

Honestly saying most people prefer damage over defenses just because they want to do the most damage as possible. Defense as a combat style doesn't have any mechanics to it either.
Second reason for the suggestion is the recently released team bosses (Nex and Har'Lakk) and there's more planned. My suggestion would introduce 'tank role' to team bossing. It also creates more fun to team bossing I guess.

Almost every shield (all +70 tier?) would get a new button to attack style interface that you can press to "taunt" your target to attack you. This would have a cooldown to it and it's shared with all shields so you can't switch other shield to do it again. For the taunts and cooldown duration I don't really have any balanced idea.

New shield effects would have their own cooldown from the taunt special so it can be used together with the shield effects for a nice combo. There are actived by pressing the 'operate' option when right clicking shields in the equipment interface.
Currently there's the invulnerability effect in spirit shields and dragonfire shield has its dragon breath special attack. They can and should definitely stay the way they are currently.
  • Ice shields special effect could be reflective damage. Next attack you receive will do x% damage back as damage over time in x amount of seconds to your target.
  • 3rd age shields special effect would be some kind of heal effect. Next attack you receive will heal instead of damage you.
  • For crystal shield I was thinking some kind of reduced damage. Reduces damage taken by x% for x amount of seconds.
  • Eva's shield (explained below) could have the same special as ice shield.
  • Dragon defender doesn't need any special effects.

Here's all the popular and high level shields and their stats:



Notes and suggestions:
  • Spirit shields lack a lot of defensive bonuses compared to other shields which needs a buff in my opinion. They're tier 75 shields which offer the highest offensive bonus from shields as well though. (Excluding dragon defender)
  • Ice shield is relatively easy shield to get and offers some very nice defensive bonus. I suggest turning it to DPS shield however, magic will have its defensive shield (ely) if all spirit shields get their defenses increased.
  • Spectral especially needs quite a buff to its defensive stats in my opinion. Health buff seems very meh to me personally. Crystal shield has over double its defenses.
  • 3Rd age shield works nicely as a defensive shield while offering a small offensive bonus in both categories as well so it's in fine state I guess. Same goes for the rest of the shields as well.
  • Crystal shield has negative offensive bonus so that kind of pays off the very high defensive bonuses it provides.
  • Dragonfire shield is in good state in my opinion as well, easy to get, medium level defenses and some offensive stats.

Eva's shield



This new shield would work as a DPS range shield since range does not have its own DPS off-hand variant. Range has defensive shield which is divine and two hybrid shields which are crystal and spectral. This shield would fill in the gap nicely in my opinion.
It would be a drop from Commander Zilyana and it would be tier 75 shield. For specific stats I don't have anything to suggest but since it's a dps shield; lower defensive bonus -> higher offensive wise.

Not sure if any of these should work in wilderness.

Thought, ideas, something to change? Yay or nay?
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50
Goals & Achievements / Ironman goals
« on: December 01, 2017, 10:27:41 pm »
Current goal on my ironman is to get this main tab filled up with items, missing items list



Updated 8-6-2018
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51
Screenshots / Re: Emps-World Meme Center
« on: October 23, 2017, 01:00:42 pm »
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52
Guides / Glacors
« on: October 14, 2017, 08:32:20 pm »
As requested, a guide on glacors.

Recommendations
  • 80 (preferably 99)
  • 70 (preferably higher)
  • 96 (to make overloads)*
  • 92 (active membership)
*Overloads aren't completely necessary, however they make everything a lot more convenient.

Location
They are located deep within ice cave. There is no agility requirement to get to them. You may get frozen by skeletal wyverns on your way there, pray mage to prevent that from happening. You can either walk to mudskipper point from Rimmington or teleport to Port Sarim with an amulet of glory and walk from there. You could also use a mounted glory in a player owned house.


Setup
Ranged is the optimal combat style to use. Their melee attacks can be avoided by safespotting and their mage attacks mostly hit 0 on ranged armour. Onyx bolts (e) allow for longer trips due to lifesteal. You will use a large amount of ammo per kill, so cheaper alternatives should be considered. An upgraded abyssal bow might be worth using. It provides better dps than a crossbow and crystals are quite cheap at the moment. I'll give two example gear setups. I don't recommend doing glacors in anything but high end gear. Your inventory setup varies depending on your gear and how good you are at killing them, I've provided an example but you should try different ones.


*On a slayer task you should use a full slayer helmet and chaotic crossbow.

Mechanics
Glacors have a few different mechanics. They attack with all three combat styles. If they use a melee attack they will swing with both arms. If they use a ranged attack they swing up their left arm. If they use a magic attack they swing up their right arm. They have a big magic attack that targets the square you're standing on, this can be sidestepped. It will go right through prayer and armour so be wary of it, I've seen it hit up to 86. The animation for it is fairly long, so it shouldn't be too difficult to dodge.


The magic attack, ranged attack and big magic attack.

Once below 500 hp glacytes will spawn, there are three kinds of them. They have 80 hp and if left alone will sacrifice themselves to heal the glacor for 80 each. While alive they boost the glacor's stats in a certain way. The enduring will boost defense bonuses, the unstable offense bonuses and the sapping will give the glacor lifesteal. You should kill them as soon as they spawn.


Glacytes spawning and sacrificing themselves.

Drops
They drop the new best in slot gloves that match the boots ice strykewyrms drop. I don't really think they'll be worth killing for money after the price of gloves drops as more enter the game, their common drops aren't that great for something with more hp than most bosses. Their slayer exp is kind of bad too, but they are fun to kill imo.
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53
Guides / How to spend your slayer points
« on: October 09, 2017, 09:45:51 pm »
I've seen people ask what to buy with their slayer points, made a flowchart to provide an instant answer.
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54
Screenshots / Re: Some screens.
« on: June 17, 2017, 08:44:49 pm »
fabulous screen shots mate, keep it up.
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55
Update Notes / Updates August 8th 2017 - Game Balancing & Fixes
« on: June 13, 2017, 01:33:31 pm »
Hey everyone,

I've been away for quite a bit. The reasons for my break is that I'm just being busy with other things. Also the decline in emps' popularity has been quite demotivating and frustrating for me. So I've decided to take a break and focus on my master thesis as well as on my job. Don't worry though, emps is still a hobby that I enjoy working on! I'll be working more on features that bring new players and keep old players rather than programming new content. The updates I currently have in mind are the following:
  • Referrals - Pretty much done for months already, but I still haven't had an idea on how to fix cheating here. We probably need to verify referrals manually in order to keep it fair.
  • Nex - I originally planned to release this new boss directly after Construction but it got delayed many times. It's still on the update stack though.
  • Achievements - Recently started working on it, but I cannot say when it will be done. This heavily depends on how many achievements there will be.
  • Graphical Improvements - I've read into water effects and thought that ambient occlusion might also improve the game. Though I haven't had too much success yet in implementing those.

Weaknesses

It has been brought up recently that equipping high level armour completely destroys the combat triangle. You get defensive bonuses for every attack style and that results in being overall resistant to everything. This becomes especially annoying in PvP situations where your opponent's high level armour just cannot be countered in any way.
This is unhealthy gameplay imo and I am presenting following solution: defensive bonus reduction. Armours can be is split into 3 classes: Melee, Range and Magic. The combat triangle's concept is the following: Melee beats Range, Range beats Magic and Magic beats Melee. Thus Melee armour is weak against Magic, neutral against itself and strong against Range. In order to give weakness and neutrality a more meaningful impact, I've reduced weak and neutral defensive bonuses:
  • Weakness: 35% of its original bonus
  • Neutral: 70% of its original bonus
Strong bonuses have been untouched (Range bonus of Melee armour). This means that there has been no impact on damage soaking and also accuracy and strength bonuses remain untouched. This change's purpose is to give your character clearer weaknesses but still keep armours useful.


Changes and Fixes:
  • Clan chat messages are now correctly shown again. Some commands were just ignored. (/create, /delete, etc.)
  • Experience broadcasts were bugged. They're fixed and will now show correctly.
  • The fade-in effect of new objects when the map is loading has been improved. Some flickering effects have been fixed.
  • Superheat spell has been fixed. It will no longer eat runes and grant experience when you don't meed the requirements to smelt ores.
  • Framescale now goes up to 2.0. This will work fine with 4k monitors. With this patch, the viewport with framescales has also been fixed.
  • A bug in duel arena was fixed that healed players randomly while they were dying resulting in the other party winning the duel. I know this bug has been frustrating for many months, but the cause remained unknown until now!
  • A bug in PvP fights has been fixed that showed a wrong health bar. The bug occurred when you ate and healed at exactly the same time. The heal is registered as a negative health addition. This addition (- -1 = +1) resulted in the hit being added instead of being subtracted and then showed a wrong health bar.
  • The proc chance of Karils and Veracs has been increased from 25% to 40%.
  • Damage soaking bonus of Torags increased from 8 to 10.
  • Crystal shield's defensive bonuses have been nerfed. It now gives +75 in every combat style.
  • Dharok's effect has been buffed. The maximum hit has been buffed from 84 to 96 (1 HP, pot, prayer, max strength bonus). The formula has also slighty been edited to let the effect kick in earlier. Your Equipment screen now also shows the max hit with Dharoks on 1 HP.
  • Accuracy bonuses of melee barrow weapons nerfed from 131/151 to 121. Note: Dharok's axe accuracy bonus nerf of 30 sounds like a lot but its max hit has been buffed by 10 to cope with that!

I'll be on holidays (no work + no uni) in the coming 3-4 weeks and plan on releasing at least one of the bigger updates mentioned above. :)

All the best,
Thomy
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56
Update Notes / Updates April 1st 2017 - Construction
« on: March 25, 2017, 11:59:13 am »
Hello everybody!

It's finally there, Construction!! I hope you didn't come here expecting it would be an April's fool? It's not! ;) This update has taken quite a while and the finishing touches have taken a bit. I don't want to talk too much about how to train the skill, because our wiki page has already been prepared:
https://emps-world.net/wiki/Construction
Oh yeah, most important: Using a hammer on any furniture removes it!



Materials
There's several materials you'll need for building your home. All of the materials for Constructions can be found in or around Rimmington:
  • Planks: Can be obtained by going to the Sawmill operator in Rimmington (west part) or by using the Make Plank spell from the Lunar spell book.
  • Limestone bricks: You can mine limestones and cut them with a chisel in the northern part of Rimmington, around the dungeon entrance. The stonemason in Rimmington also sells small amounts of Limestone bricks.
  • Cloth and Gold leaf: Sawmill operator.
  • Marble and Magic stone: Stonemason.
  • Gardening supplies: Any plants you want to have in your home can be bought from the Gardener in Rimmington. She is directly west of the house portal. The items in her shop are ordered by the level required to place them in your house.
  • Paintings and Maps: You can buy all kinds of paintings and maps for decorating your home from King Percival, who can be found in the White knights castle in Falador. King Percival also sells Skillcapes.
  • Slayer trophies: There is a 1 in 1000 chance to obtain those while killing specific monsters.
  • Fishing trophies: There is a 1 in 1000 chance to obtain those while fishing specific fishes.

Altars and Prayer Experience Rates
Altars give up to 250% prayer experience for offered bones. On top of that, every lit burner (no matter which one) gives additional 50% bonus experience. Resulting in a maximum of 350% prayer experience per bone that is offered at an altar. Now though, the base experience rates of burying bones need some adjustments:
  • Frost dragon bones: 1875 --> 1275
  • Dragon bones: 600 --> 490
  • Wyvern bones: 525 --> 480
  • Dagannoth bones: 500 --> 440
  • Baby dragon bones: 400 --> 300
  • Burnt bones: 350 --> 250
  • Big bones: 220 --> 190
Please bear in mind that the gilded altar can give up to 350% experience, so this isn't a tough nerf at all. In the end, you can still gain Prayer levels much faster than before! Other altars with 2 lit burners already give at least a 200% experience boosts. So using any altar is already better than the old experience rates.

House Activities
There's several things you can do inside your house. Not everything is fully configured, because certain things would require quite a lot of time to develop while giving no real content. A good example for this is the games room. You can build everything in it, but the games don't work. There's a lot of other useful stuff to discover in Construction, such as: Prayer altars, crafting teletabs, teleport rooms, throne rooms, etc. I'll just let you find it out. :)


Other changes and fixes:
  • Barrow chest now has a 10% chance to reward you with either a hard or elite clue scroll.
  • Game settings interface has completely been overhauled. Settings are now divided into categories and the interface supports a large mode, just like bank interface, price checker, etc.
  • We now have a more natural, blue sky. The fog color and distance calculations were also changed with this update.
  • Improvements in object picking code. Especially slower computers will feel this.
  • Thanking posts was turned into Liking posts. It makes much more sense to like a post instead of thanking it.
  • Pest Control now only requires 2 players to start the game. Before the update 5 players were required.
  • The way draws during duels is handled was updated. You should no longer find yourself winning or losing in an obvious draw.
  • Golden mining outfit can now be bought from the Star sprite (shooting star).
  • Various versions of Duellist's caps can be bought from the Brimhaven Agility arena ticket shop now.
  • Drop chances of elemental crystals increased for Tormented Demons.
  • Humidify spell updated. It now applies water to all items in your inventory. You can also make softclay with Humidify.
  • Make Plank spell added. It now transforms multiple logs into planks.
  • There is now a closer banker to Obsidian dragons.
  • Teletabs can now be created in houses and have thus been removed from the wizard's drop table.

I hope you have a lot of fun building your own house. This has really taken a while to develop and I would also like to thank following people for helping me in doing so:
  • Jonneh -  for the initial base of the skill. It really helped me get a good understanding of how it's supposed to work and your Room configuration system is a really good way of doing it. Thank you!
  • Charr - You've really helped me collect many room configurations. Thank you.
  • Jp - Also been a real help with configuring rooms. Thank you.
  • And everyone else who has tested Construction in world 3. I hope there won't be too many bugs in it.

All the best,
Thomy
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57
Hey guys,

I've decided to change a few things with this update. Most important being untradeable equipment and Slayer! I'm also working on HD water, which will improve the game's quality even more. Have fun! :D

Untradeable Equipment
With the recent changes to the death mechanic, I no longer see a reason for certain items to be tradeable. I've created a list of items which can no longer be traded:
  • Defenders
  • Void knight equipment (also korasi's sword)
  • Fighter torso
Quick reminder from previous updates: If these items are lost in a fight in PvP zones, your enemy will get a cash drop instead.

Slayer
You haven't seen an update in Slayer for a while, so I've overhauled the internal code completely and added some new things. You can now get a larger variety of monsters as tasks. Moreover, I've created a formula that calculates the combat strength of a monster. With this formula I've redone the task set of slayer masters.
There's now also a new slayer master, Shenven in the Ancient Caves. She only assigns very tough monsters. That includes all bosses around Emps-World and even Jad! The dialogue system of all Slayer Masters has also completely been rewritten and new task monsters have been added.



New Slayer Point shop items (20k SP per weapon):
  • Chaotic longsword, rapier and maul: Level 72 Attack and Slayer: Boosts accuracy and strength during slayer tasks by 10%.
  • Chaotic staff: Level 72 Magic and Slayer: Boosts mage accuracy and strength during slayer tasks by 10%.
  • Chaotic crossbow: Level 72 Ranged and Slayer: Boosts range accuracy and strength during slayer tasks by 10%.
Chaotic equipment degrades after 15,000 charges and can be repaired with coins. The price for a full repair is 1,000,000 coins. Some people may not like the release of 'especially' these weapons, but I think that they are in a really good spot as Slayer rewards. They definitely won't outperform other high-level weapons outside of Slayer tasks and will make bosses during tasks easier to solo.


HD Water
Water has massively been reworked and is now in public beta. I've created dynamic water planes that are animated. We'll be testing the code in several areas to verify if everything is working out properly. Don't worry if you dislike it though, you can toggle the water quality via the game settings. Please bear in mind that this change doesn't have any large impact on performance! The water animation now is in low quality and I am currently working on reflections and better water surfaces.


Following things have been changed:
  • Floor in houses of Port Sarim has been updated. It's now looking better and less cluttery.
  • Fps rate setting has been changed. You can now select the following steps: 30, 60, 80, 144 and inf.
  • Charges of fremennik ring upgrades has been increased from 3000 to 15000. I want these rings to be useful and not break in the middle of a fight.
  • Korasi's sword accuracy and strength bonuses have slightly been buffed.
  • Accuracy bonuses of fremennik helms has been buffed.
  • Bar smelting level requirements and experience rates updated.

All the best,
Thomy




Updates of 21st:
  • Chaotic longsword slightly buffed.
  • Stat buffs for longswords (bronze - dragon).
  • Chaotic maul and gladiator maul animations updated. These new animations fit better and don't differ too much. You're still holding the weapon the same way.
  • Proper attack interface for all swords added.
  • Degradeable equipment can now be checked again.
  • Fighter torso now scales with your level up to 70. This also increases its accuracy and strength bonus accordingly.

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58
Update Notes / Updates - February 12th 2016 - PvP and PvE Balancing
« on: January 28, 2016, 12:51:31 pm »
Hey guys,

Following things have been updated:
  • Donation Points (DP) are now called Emps Credits (EC). This name change is necessary to support other payment providers, other than that, there is no internal change but the naming. Yes, I'm working on other payment options to purchase Emps Credits. :)
  • Rabbits necklace no longer increases your fail chance if your level has ~15+ level difference with the required level. It is only 10% more effective for players with a thieving level close to the required thieving level of the target npc and does not affect your fail chances on a higher level difference.
  • The position out of synch issue was finally found and successfully fixed. You'll no longer find yourself inside of bank booths or clip through walls when following other players.
  • You are no longer able to cast magic spells extra fast when you cast them manually. There was a bug which allowed you to spam click spells on players.
  • Hit chance calculation (if you hit 0 or non-0) has been overhauled. The random value selection code was updated and should now be more accurate. The random value selection is now evenly distributed. You won't feel a big difference there other than the formula's fairness being 99% now instead of ~95%.
  • Special attack buffs:
    • Darkbow special attack accuracy buffed: 130% --> 140%
    • Seercull special attack buffed: damage 115% --> 120% and accuracy 125% --> 135%
    • Dragon 2h sword special attack buffed: accuracy 110% --> 130%.
    • Dragon longsword attack buffed: accuracy 110% --> 130%.
    • Dragon mace special attack buffed: accuracy 80% --> 120%.
    • magic shortbow special attack buffed: accuracy 110% --> 125%.
    • Dragon axe special attack buffed: accuracy 105% --> 120%.
  • Darkbow accuracy bonus increased from 93 to 115.
  • A bug was fixed where magic prayers didn't give additional accuracy in the hit calculation code.
  • Spam withdrawing items from the bank no longer has the chance to disconnect your client because of data overflows. Your bank withdrawals are now properly grouped and updated once per game cycle instead of being updated once per withdrawal.
  • NPC's defence bonuses have been increased by 10% globally. We don't want the game to become too easy with the overall weapon buffs from the past year!
  • Barrow armour effects overhauled. We identified that some set effects are unfair and some useless. So we tried to give every set a new and useful effect:
    • Veracs: Now ignores 25% of your opponent's defence bonus instead of 100%. It also ignores protection prayer damage reduction completely when the effect triggers. I've found the set too strong in PvE and PvP situations. It makes armours and high defence levels just worthless when veracs is used. The Veracs set effect has a 20% chance to occur.
    • Guthans: The overall heal is too big. I've removed the fixed amount of heal you'd get in every case. The guthans armour now heals you for half of your hit on the enemy. The Guthans set effect has a 20% chance to occur.
    • Karils: Additional damage removed. When the set effect triggers, your next auto attack will be 0.5 seconds faster. The Karils effect has a 20% chance to occur.
    • Ahrims: Additional damage removed. The set now enhances your spell effects by 25% (doesn't work for teleblocks). The Ahrims set effect ALWAYS occurs.
    • Torags: Reduces all incoming damage by 10%. The hammers are now also using the same attack style as warhammers. Moreover, Torag hammers' attack speed has been increased, it attacks as fast as longswords now.
    • Dharoks: No changes! ;)
  • Smite system overhauled. The system now properly rounds the prayer reduction values. Before the update, the amount of removed prayer points was always rounded down.
  • Shadow barrage no longer reduces your enemy's attack level but your enemy's prayer points by a percentage of your hit. This effect can also be increased with the ahrims set bonus!
    • Shadow rush: -2% of your hit
    • Shadow burst: -4% of your hit
    • Shadow blitz: -6% of your hit
    • Shadow barrage: -8% of your hit
  • Zamorak Godsword special attack nerfed. The special attack now freezes your target for 20 seconds instead of 25.
  • Zuriel's hood, Morrigan's coif and Statius' helm accuracy and strength values buffed.
  • Equal item drops (e.g. 10 fishes on the ground) will now be fully shown again.
  • Experience gains shown on your screen have now received a fade out animation.
  • Spam-clicking no longer allows you to use agility obstacles twice.
  • Set autocast spells are no longer reset when changing attack styles of non-staves.
  • Barrow brother's hitpoints increased to 180.
  • Drop chances for barrow items in the chest have been slightly reduced.
  • You can now get frogs leg from moss giants to make agility pots.

All the best,
Thomy
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59
Videos / 100 donator rare giveaway - Winner has been picked
« on: January 20, 2016, 06:07:48 pm »
Check the video and you will see the playrules.

Goodluck to you all :)

feature=youtu.be

The winner is

I teleblock

But after some investigation i found out that it is our very own beloved High Admin Martin. Thinking i got to play by the rules, i will be forced to give him. Buuut - There is a big but. He said himself he will give them all away eventually, so just watch out. Maybe you will be the lucky one :)




Other than that, i can just tell you all already i will have more giveaways.
So fear not and don't be dissapointed. You will get more chances.
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60
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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