RuneScape has always been an interesting case where a game gained immense success and a spirited analysis of its economy by players, in spite of its simple graphics and rather repetitive “grinding” gameplay - or perhaps because of it. XP rates drop massively if you need to keep buying Dragonstone Rings to enchant, so only makes good XP-per-hour when you have lots of spare money to invest.Many in our generation will fondly remember a Java-based massive multiplayer online role-playing game named RuneScape, which reached its peak around 2006 when we were in elementary or middle school, and has been recently reaching a second peak, fueled by a reset of its gameplay and graphics to the 2007 version of the game, and thus the return of many nostalgia-ridden former players, now in their early 20s, to its virtual world. Requires access to the Lunar Spellbook.ġ Cosmic Rune, 15 Water Runes, 15 Earth Runes (0 Water and Earth Runes required if wearing a Mud Battlestaff)Ĭast Lvl-5 Enchant on Dragonstone Rings for good profit and 78xp per cast. Can sell the strung amulets to break even GP-wise. Also grants a small amount of Crafting XP. Casting this spell requires completion of the Dream Mentor quest.Ģ Astral Runes, 5 Water Runes, 10 Earth Runes (0 Water and Earth Runes required if wearing a Mud Battlestaff)Ĭast String Jewellery on unstrung Topaz Amulets for 83xp per amulet. However, using these spells is no mean feat: not only do you need to use special weapons, such as the Kodai Wand and the Nightmare Staff, to auto-cast these spells, but to unlock the spellbook at all you need to complete the taxing Desert Treasure quest - this has many other level and combat requirements and so may not be viable for every player.ġ Nature Rune, 2 Astral Runes, 15 Earth Runes (0 if wearing a Staff of Earth)Ĭast Plank Make on Mahogany Logs for 90xp and a slight profit per cast. The first good combat spell in this book is Ice Burst, available from level 70 Magic. These spells can target multiple enemies at once, multiplying your XP gain by an impressive factor over the standard spellbook's offerings. There is, however, one exception to this rule: using the various Burst/Barrage spells from the Ancient Magicks spellbook. However, this can get very expensive! Advanced Combat SpellsĪt the tail end of your Magic training journey, combat becomes a less ideal option for training Magic since cheaper options with higher XP gains become more readily available. Since you can alch noted items in your inventory, it is easy to combine High Alchemy with other training methods - for example, you can Tele-Alch by alternately casting High Alchemy and teleport spells for huge XP gains. This means that you'll need to swap out your elemental staff for a heavy melee weapon, so you'll have to pay all the rune cost for every spell you cast - for this reason, air spells such as Wind Bolt are recommended.
#RUNESCAPE RUNES FULL#
You'll need to equip armour and weapons that have a negative Magic attack bonus, such as platebodies and full helms - you should be aiming for a -64 Magic attack bonus overall. Splashing is when a spell is cast but deals no damage - the idea behind this training method is that you can keep kitting the same NPC eternally if you never deal enough damage to kill it, meaning that this is a fully AFK way of training. Instead of killing enemies, if you want to brute force your way through your Magic training you can splash spells instead. Since these spells require Chaos Runes, they are more expensive, but this is still a relatively cheap way of training Magic. On reaching level 17 Magic you should switch to Wind Bolt and then proceed through the Bolt spells as you unlock them. You can mitigate the additional rune requirements of these elemental Strike spells by equipping a corresponding elemental staff. When you unlock Water Strike, Earth Strike, or Fire Strike, you should switch to those for faster Magic training.