Ultimate Ironman Guide/Magic

Article
Live index

This copy was last processed on . The copied wiki revision is dated .

Magic is one of the most useful skills for Ultimate Ironman players, as it is often the fastest way to travel, is crucial to a number of training methods, and is a powerful option in many high and low-level combat situations. Early Magic training can be somewhat slow, due to low-level spells giving little experience per cast, but later on the skill can be passively trained through use in other training methods or general travel or using high alchemy for making money.

For more information about Magic equipment, see Ultimate Ironman Guide/Equipment.

Levels 1-34: quests

Early levels can be skipped by completing quests rewarding Magic experience. The following quests, when completed in order, have minimal requirements and reward enough experience to get to level 34 Magic. Additionally, all quest fights below are safe-spottable and all skill requirements are boostable.

Quest Magic experience reward Combat Additional requirements
Witch's Potion 325 Level 1 rat None
Imp Catcher 875 Level 2 imps None
The Grand Tree 2,150 Level 172 black demon Agility 25 [boostable]
Watchtower 15,250 Level 68 Gorad, level 27 giant bat Magic 14 [boostable], Thieving 15 [boostable], Agility 25 [boostable], Herblore 14 [boostable], Mining 40 [boostable]
The Giant Dwarf 1,500 None Crafting 12 [boostable], Firemaking 16 [boostable], Magic 33 [boostable], Thieving 14 [boostable]
Total 20,100 Various Mining 40 , Agility 25 , Firemaking 16 , Herblore 14 , Crafting 12 , Thieving 15

Levels 1/33-43: Combat

Level 1: Strike spells through splashing and Slayer

Casting combat spells at early levels can be a good way to train Magic, Hitpoints, and optionally, Defence. Players who are able to give full attention are highly recommended to use these early levels to train Slayer. Use an elemental staff, purchasable from Zaff's Staffs. Early money for runes can be obtained by for example by collecting the 10,000 coins from the Stronghold of Security, or picking up items that spawn on the ground and selling these to vendors (Eclipse red, Steel platebodies in wilderness...). More methods can be found at the Ironman money making guide for early money.

If you have trouble getting money for runes at rune shops in the very early game it is recommended to primarily use strike spells for combat as mind runes are very cheap compared to chaos or death runes. It is also possible to claim every 30minutes 30 air & mind runes from the magic combat tutor in Lumbridge.

Also note that certain monsters are weak to a certain element, you may want to look up these monsters or cast monster inspect (later monster examine) on it. This increases the accuracy and max hit of elemental spells like for example strike, blast & wave spells tremendously which in turn increases your time per kill and exp gain by a large amount.

Monsters to train on

Monster Location Requirements Benefits and cons
Zamorak warriors Ourania Cave None Rune scimitar drop, storable in POH with 48 construction with any beginner clue ornament kit.
Blue dragons Taverley Dungeon Anti-dragon shield Drops Dragon bone for Prayer training, very weak to water spells
Lava dragons Deep Wilderness Willing to risk losing everything on you due to PK attacks Drops lava dragon bones for prayer and rune items for money, very weak to water spells
Twisted banshees Catacombs of Kourend Slayer 15 Drops alchables, herbs, herb seeds, and noted pure essence
Ogress Warriors Corsair Cove Dungeon The Corsair Curse Drops alchables and gems. Can be fought in free-to-play

Splashing

While expensive, splashing does not require a lot of attention and early on provides a decent AFK experience. For this method, it's recommended to use the best/highest strike spells available, as the runes used are cheap, obtainable from shops, and early-on provide the most efficient damage per money spent. The following locations can be used to splash with minimal attention:

Monster Location Benefits and cons
Sand crabs Hosidius No requirements.
Ammonite crabs Fossil Island Requires Bone Voyage. May drop Fossils.
Frost crabs Ruins of Tapoyauik Requires The Heart of Darkness. Have a 100% fire weakness.

Gemstone Crab

The Gemstone Crab is located in Varlamore and available for a great AFK experience. The quest Children of the Sun is required to be completed in order to access Varlamore.

With Autocast, a player will be able to AFK for up to 10 minutes at a time. The Gemstone Crab occasionally may attack players if they are within melee range but will be completely safe outside of it. Players will earn slightly less experience (1 damage = 3.5 experience rather than 4), but will typically earn higher experience rates due to lack of downtime and overkill. Compared to splashing on (for example) rats, players will also receive Hitpoints experience and bonus magic experience for damaging the crab.

Other methods

Levels 20-75/99 Arceuus Library

Finding books for the customers in the Arceuus Library can be one of the fastest methods of gaining free Magic experience, especially at lower levels. Each book turned in grants 15 times your current Magic level in experience which is why it is not recommended to start this method at level 1. This requires marking and tracking the locations of books, the RuneLite plugin "Kourend Library" trivialises this step some what. Collect as many books as possible and turn them in by speaking with the customers. Keep talking to the customers until they request a book not currently in your possession and recollect books along the way. Biblia on the top floor may help you find a certain book if you find and ask her.

Approximately 120 Books of arcane knowledge can be obtained per hour without energy-replenishing items. With energy replenishment, rates of approximately 150 can be obtained.
Estimated experience rates (without accounting for levels gained while training) are shown in the table below:

Magic level XP/h
120 books/h 150 books/h
1 1,800 2,250
10 18,000 22,500
20 36,000 45,000
30 54,000 67,500
40 72,000 90,000
50 90,000 112,500
60 108,000 135,000
70 126,000 157,500
80 144,000 180,000
90 162,000 202,500
99 178,200 222,750

Levels 1-99: Slayer

Slayer training gives a lot of passive and active Magic experience. Ancient Magicks are commonly used to burst or barrage multiple monsters for fast Slayer experience. Not only is this efficient for Slayer training, but casting burst or barrage spells also gives relatively high Magic experience rates in itself. The downside is that the spells cost a lot of money to cast, however on most tasks enough money is made back from drops to have only minor losses, break even or even profit slightly.

Ancient Magicks are typically used on dust devil, nechryael and smoke devil tasks. With practice, players can also use Ancient Magicks on dagannoth, abyssal demon, and TzHaar tasks as well, however they are much more expensive to do as those monsters barely give any money back from drops.

From level 70 to 94 Magic, it is recommended to use Ice Burst when training Slayer, as the spell is relatively cheap to cast and it has a decent max hit. Once the player reaches level 94 Magic, it is recommended to use Ice Barrage for better damage output, however it is more expensive to use than Ice Burst. Players can mitigate the extra cost by crafting the blood runes themselves, as they are very expensive when bought from a magic shop. On abyssal demon tasks the player should use Smoke Barrage.

Passively a lot of experience is gained through teleports around the world to the slayer master and target destinations, alching items or even casting reanimation or offering spells for prayer experience.

For more information, see Ultimate Ironman Guide/Slayer.

Passive training methods

Casting Superglass Make

Training Crafting through glassblowing offers a small amount of passive Magic experience from casting Superglass Make. The exact experience rates will depend on the method and the player's attention, but generally players can expect to gain around 5,000–6,000 Magic experience per hour.

For more information, see Ultimate Ironman Guide/Crafting.

Alching platebodies

Smithing platebodies at the Blast Furnace offers some passive Magic experience from alching the platebodies for profit.

For more information, see Ultimate Ironman Guide/Smithing.

Other spells

Having a wide variety of useful alchemy spells, enchantment spells, and teleportation spells, Magic is a skill where experience will often accumulate during all sorts of other activities and training methods. High Alchemy is often used to process drops from Slayer, or turn items crafted through Fletching, Smithing, or Crafting into useful coins. On the Lunar spellbook, Humidify is useful for making Jugs of wine for Cooking training, and Cure Plant and Fertile Soil are both useful for Farming training. The Arceuus spellbook has the Resurrect Crops spell for Farming, as well as the various reanimation or offering (with 95 Runecrafting for Wrath runes) spells for occasional Prayer training.

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceUltimate Ironman Guide/Magic
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureInventory · file details

Notices

  • Content has been reformatted for web display. Consult the canonical source URL for the authoritative version.
  • Created using intellectual property belonging to Jagex Limited under the terms of Jagex's Fan Content Policy. This content is not endorsed by or affiliated with Jagex.
  • This is an unofficial, non-commercial reference website. It is not endorsed by or affiliated with Jagex Limited or the Old School RuneScape Wiki / Weird Gloop.
  • Non-text media on the source wiki should not be assumed to be available under the same license as the text. Media licensing is recorded per file where known and is otherwise marked unknown.