

Many group around the player allowing for abilities like Chain and Dragon Breath to damage multiple enemies at once.

Many located close together in the Asgarnian Ice Dungeon south of Port Sarim.Can be killed fast enough by even a single player that you will have to wait for them to respawn.Can be very boring and most of their drops are worthless.Easily accessible in a cave north of the Burthorpe lodestone.Can usually be 1-hit, leading to a very high amount of experience per hour.Gives good experience when compared to the difficulty of killing them.Further, some Dungeoneering weapons will require a lower level to wield than you will need to acquire enough tokens to buy them.Ĭombat training methods Levels 1-30 Image Most weapons will also require an associated Attack level to wield them. Note that some weapons will also have external requirements including quests and other skill levels. Similarly, the gravite staff only requires 45 Dungeoneering to wield, but the tokens to purchase it requires level 64. The tome of frost only requires 48 Dungeoneering to wield, but the tokens to purchase it requires level 64. Players should kill the troll shaman for the rare mindspike drop. Players at level 1 should start The Blood Pact quest and then use Caitlin's staff to kill monsters. Thus, the initial investment may need to be repeated depending on the level of use. However, after tier 70 many magic weapons begin degrading and thus have limited lifetimes.
#Runescape 99 magic calculator upgrade#
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.

Swapping for Dragonbane bolt will provide an additive bonus to hit chance: In combat, one's hit chance is the chance of successfully hitting a target (or the chance of a target hitting you), given your accuracy, the armour of your opponent, and the style you are using. In this sense, accuracy is distinct from hit chance the latter being a function of the former. Additive bonuses are added directly the final calculation, whereas multiplicative bonuses modify a variable in the calculation. When discussing changes to hit chance, modifiers are either additive (directly affecting hit chance) or multiplicative (affecting one of its variables). In its simplest form, hit chance is simply a function of accuracy, armour, and affinity however, various modifiers (such as equipment or Buffs) can change hit chance. Hit chance is a calculated statistic that determines whether or not an attack will land.
