However, after tier 70 many magic weapons begin degrading and thus have limited lifetimes. If you prefer combat and wands, it is recommended that you upgrade your wand when an upgrade is available to increase your damage and kills per trip. Staves are generally two-handed and have higher stats, but one-handed wand and book/orb combinations typically have faster casts. Staves are ordered from most practical to least in obtaining and upkeep with combat in mind. The air version of multi-elemental staves has been used, but it may be swapped for any element as they all share stats. The weapon you choose will depend on your level and intended training method. If you intend to be a Magic pure do not attempt any combat spells as these will also give Constitution experience.Įlemental staves are always recommended for all levels for their ability to eliminate costs. It will also increase your experience rate as well, not to mention saving some runes. It will work better than using a different elemental spell. When training magic with combat, use the monster's elemental magic weakness to your advantage. The skull currently has a cost of 124871 coins, and it is up to the player whether or not this cost is justifiable. The downside is that once it is used, the cooldown period is hard-set to 6 minutes. There are several potions and spells that can boost a player's magic level: There are super magic potions, as well as regular magic potions and extreme magic potions.Ī vecna skull has an unlimited amount of uses and temporarily boosts your Magic level by 2 + 10% of your magic level (rounded down). Potions can be useful to players, as they can boost a player's experience per hour rates.
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