Magic Guide
Introduction
Magic is a versatile skill and can be used to make money, kill other people or monsters and much
more. The spells you can perform can be divided into two categories: harmful and non-harmful. The
harmful spells are used to kill monsters or other players, and the non-harmful ones to make your
RuneScape life easier. The harmful spells can be divided into strikes, bolts, blasts and waves, but
there are also other harmful spells with their own effects. The non-harmful spells include
teleportation spells, alchemy spells and enchanting spells, but also include several spells with their
own unique effects.
Magic spells can be accessed through the Ability Book.
Spells are ordered by type: Magic abilities first, combat spells, teleportation spells and then skill
spells. Spells can be cast from the Ability book or by first binding them to the action bar. You can
set a combat spell to auto-cast by right clicking it.
|
If you are just starting out in Magic you may want to pay a visit to Roddeck the Advisor located in the building just east of the Lumbridge General
Store to learn about the different kinds of runes and magical spells as well as various other tips. You
can train your Magic level safely by casting spells on the dummies in the nearby building. You are
unable to cast spells on the dummies after you reach the Magic level of 10. To begin your Magic
training, you can receive 30 free mind runes and 30 free air runes from Aubury’s Rune Shop in Varrock. |
The runes
In order to cast a spell, you need runes in your inventory which will be used to cast the spell.
Below is a list of all the runes, what they look like and where they spawn:
|
Fire Rune |
This is one of the elemental runes. |
The cave on Karamja and Scorpion pit. |
|
Air rune |
This is one of the elemental runes. |
Lumbridge swamps and Banana field on Karamja. |
|
Earth rune |
This is one of the elemental runes. |
Varrock sewers and forest north of Varrock castle. |
|
Water rune |
This is one of the elemental runes. |
Scorpion pit. |
|
Body rune |
Required for curse spells. |
Upstairs in the Al Kharid scimitar shop, Varrock sewers and west of Varrock castle. |
|
Mind rune |
Non-elemental rune used in a few specialized spells. |
Inside Lumbridge castle and Varrock sewers. |
|
Cosmic rune |
Required for enchanting spells. |
Top left corner of the wilderness (level 48), guarded by Ice giants and Ice warriors. |
|
Chaos rune |
Required for Curse and Teleport Block. |
Level 37 wilderness, guarded by Moss giants; level 15 wilderness at the dark warriors' castle.
|
|
Astral rune |
Required for most Lunar spells. |
- |
|
Nature rune |
Required for alchemy spells. |
Rellekka beach and Level 45 wilderness; you need to use telekinetic grab to get them. |
|
Death rune |
Required for Ancient Magicks spells. |
South of Yanille, in the Feldip Hills. |
|
Law rune |
Required for teleportation spells. |
- |
|
Blood rune |
Required for Ancient Magicks spells. |
Wilderness at the poison spiders south of Greaters. |
|
Soul rune |
Required for high level curse spells. |
Can only be bought from the Magic Guild in Yanille, Ali's stall in Al Kharid, Baba Yaga on Lunar Isle, or from fellow players. Also dropped by some high level
monsters. This is the only rune that cannot be crafted using the
Runecrafting skill. |
|
Armadyl rune |
Required to cast Storm of Armadyl. |
Can only be crafted from Pure essence and Dust of Armadyl at
the Air altar. |
There are several ways to obtain runes in RuneScape. You can make them yourself using the runecrafting skill, or buy them from fellow players, or get
them from killing certain monsters. (If you want fire runes, for example, search that phrase in the
Tip.It bestiary to see the monsters that drop them.)
Also, several shops throughout RuneScape sell runes, although they may be at a higher price than
those bought from players. Check out the Shop DB entries below to view the stock of each store.
Note: Be aware that not all shops sell every type of rune. The rarer ones (cosmic and above)
may not be sold in some shops. There are only two stores in the Free-to-Play (F2P) world: Aubury's in
Varrock, south of the east bank and the second is Betty's in Port Sarim.
Combination runes
Combination runes are runes that have the abilities of 2 elemental runes put together. The only
place to buy these runes is from the Mage Training Arena
rewards shop in exchange for Pizazz Points. The only other ways to get them are to buy from other
players, or craft them yourself with the Runecrafting skill.
They can also be dropped by some monsters. The runes are hard to make and often expensive, therefore
they aren't very good to train with. An elemental staff or battlestaff is better. But for PK'ing, or
during quests, or any time pack space is at a premium, they are very useful since they take only one
space instead of two.
|
Mist rune |
Air and Water |
|
Dust rune |
Air and Earth |
|
Mud rune |
Water and Earth |
|
Smoke rune |
Air and Fire |
|
Steam rune |
Water and Fire |
|
Lava rune |
Earth and Fire |
The spells
Now we know where to get the runes, we need to know what we can do with them. Here's a list of all
the basic spells of RuneScape, with their effects and the amount of runes needed. Member spells are
shown on grey rows. As mentioned before, in your spell book tab, you can change the spell display to
order by levels (default), teleport spells first, or combat spells first.
Damage inducing spells are shown in bold to locate them easily. The table also includes the base
amount of experience you will receive for casting a spell. Experience based on damage inflicted is
explained in more detail in the Experience points section.
The table also shows ordinary maximum hit for each offensive spell. Max hit can be boosted several
ways, see Increasing max hit. In this table, only the non-increased versions
of the maximum hits are shown.
|
0 |
Home Teleport |
Teleports you to any one of various lodestones (see notes*). |
None |
0 |
- |
|
1 |
Air Strike |
A simple air spell. |
1 Air |
2.7+ |
10 |
|
3 |
Confuse |
Reduces the target's chance to hit by 5% for 1 minute. |
1 Body |
13 |
- |
|
4 |
Bolt Enchantment |
See bolts section below. |
(see below) |
See below |
- |
|
5 |
Water Strike |
A simple water spell. |
1 Water, 1 Air |
7.5+ |
40 |
|
7 |
Enchant Level 1 Jewellery |
Enchants a sapphire amulet, bracelet, necklace, or ring. |
1 Water, 1 Cosmic |
17.5 |
- |
|
9 |
Earth Strike |
A simple earth spell. |
1 Earth, 1 Air |
9.5+ |
60 |
|
10 |
Mobilising Armies Teleport. |
Teleports you to Mobilising Armies |
1 Law, 1 Water, 1 Air |
19 |
- |
|
11 |
Weaken |
Reduces the target's damage dealt by 5% for 1 minute. |
1 Body |
20.5 |
- |
|
13 |
Fire Strike |
A simple fire spell. |
1 Air, 1 Fire |
11.5+ |
80 |
|
15 |
Bones to Bananas |
Changes all held bones up to and including big bones into bananas. |
2 Earth, 2 Water, 1 Nature |
25 |
- |
|
17 |
Wind Bolt |
A basic air spell. |
2 Air |
13.5+ |
90 |
|
19 |
Curse |
Increases the target's damage received by 5% for 1 minute. |
1 Chaos |
29 |
- |
|
20 |
Bind |
Prevents creatures from moving for 20 seconds, or players from moving for 10 seconds. |
1 Nature |
30 |
- |
|
21 |
Low Level Alchemy |
Converts an item into gold. |
3 Fire, 1 Nature |
31 |
- |
|
23 |
Water Bolt |
A basic water spell. |
2 Air, 2 Water |
16.5+ |
100 |
|
25 |
Varrock Teleport |
Teleports you to Varrock Centre (or the Grand Exchange if switched after the Easy Varrock Tasks). |
3 Air, 1 Fire, 1 Law |
35 |
- |
|
27 |
Enchant Level 2 Jewellery |
Enchants an emerald amulet, bracelet, necklace, or ring. |
3 Air, 1 Cosmic |
37 |
- |
|
29 |
Earth Bolt |
A basic earth spell. |
2 Air, 2 Earth |
19.5+ |
110 |
|
31 |
Lumbridge Teleport |
Teleports you to Lumbridge. |
3 Air, 1 Earth, 1 Law |
41 |
- |
|
33 |
Telekinetic grab |
Take an item you can see but can't reach. |
1 Air, 1 Law |
43 |
- |
|
35 |
Fire Bolt |
A basic fire spell. |
2 Air, 2 Fire |
22.5+ |
120 |
|
37 |
Falador Teleport |
Teleports you to Falador. |
3 Air, 1 Water, 1 Law |
48 |
- |
|
40 |
House teleport |
Teleports you to your house portal. |
1 Air, 1 Earth, 1 Law |
30 |
- |
|
41 |
Wind Blast |
A standard air spell |
3 Air |
25.5+ |
130 |
|
43 |
Superheat Item |
Smelt ore without a furnace. To smelt Steel, Mithril, Adamant and Rune bars, have the
appropriate number of coal required and use the spell on the ore of the bar you wish to make. Note that superheating iron bars is failproof at any level, unlike regular smelting. |
4 Fire, 1 Nature |
53 |
- |
|
45 |
Camelot Teleport |
Teleports you to Camelot. Wearing Seers' headband 3 will deposit
you directly south of the pub in Seers' Village. |
5 Air, 1 Law |
55.5 |
- |
|
47 |
Water Blast |
A standard water spell. |
3 Air, 3 Water |
28.5+ |
140 |
|
49 |
Enchant Level 3 Jewellery |
Enchants a ruby amulet, bracelet, necklace, or ring. |
5 Fire, 1 Cosmic |
59 |
- |
|
50 |
Iban Blast |
Missile attack that can do up to 250 damage. Can only be cast when wielding Iban's Staff,
obtained from the Underground Pass Quest. |
5 fire, 1 Death, Iban staff |
42.5+ |
250 |
|
50 |
Snare |
Prevents creatures from moving for 30 seconds, or players for 15 seconds. |
2 Nature |
60.5+ |
20 |
|
50 |
Slayer dart |
A powerful air spell, which is particularly effective against certain Slayer creatures. |
Slayer Staff or Staff of Light, 1 Death, 4 Mind |
30+ |
190** |
|
51 |
Ardougne teleport |
Teleports you to Ardougne (must do the Plague City quest first).
|
2 Water, 2 Law |
61 |
- |
|
53 |
Earth Blast |
A standard earth spell. |
3 Air, 3 Earth |
31.5+ |
150 |
|
55 |
High Level Alchemy |
Convert an item into more gold. |
5 Fire, 1 Nature |
65 |
- |
|
56 |
Charge Water Orb |
Needs to be cast on the water Obelisk. |
30 water, 3 cosmic, 1 Unpowered orb |
66 |
- |
|
57 |
Enchant Level 4 Jewellery |
Enchants a diamond amulet, bracelet, necklace, or ring. |
10 Earth, 1 Cosmic |
67 |
- |
|
58 |
Watchtower Teleport |
Teleports you to the watchtower (must do the Watch Tower quest
first) or to Yanille (if switched after the Hard Ardougne Tasks
). |
2 earth, 2 law |
68 |
- |
|
59 |
Fire Blast |
A standard fire spell. |
3 Air, 3 Fire |
34.5+ |
160 |
|
60 |
Bones to Peaches |
Changes all held bones up to and including big bones into peaches (must buy it from the Mage Training Arena first). |
4 Earth, 4 Water, 2 Nature |
35.5 |
- |
|
60 |
Charge Earth Orb |
Needs to be cast on the Earth Obelisk. |
30 Earth, 3 Cosmic, 1 Unpowered orb |
70 |
- |
|
60 |
Divine Storm |
A powerful air spell (must learn in Mage Arena). It replaced the old Claws of Guthix, Flames of Zamorak, and Saradomin Strike spells, along with the power-up spell Charge.
|
5 Air |
?? |
?? |
|
61 |
Trollheim Teleport |
Teleports you to Trollheim (must do Eadgar's Ruse quest first).
|
2 Fire, 2 Law |
68 |
- |
|
62 |
Air Wave |
A powerful air spell. |
4 Air |
36+ |
170 |
|
63 |
Charge Fire Orb |
Needs to be cast on the Fire Obelisk. |
30 Fire, 3 Cosmic, 1 Unpowered orb |
73 |
- |
|
64 |
Ape Atoll teleport |
Teleports you to the Ape Atoll (requires Awowogei portion of Recipe
for Disaster quest). |
1 Banana, 2 Fires, 2 Waters, 2 Laws |
74 |
- |
|
65 |
Water Wave |
A powerful water spell. |
4 Water, 4 Air |
37.5+ |
180 |
|
66 |
Charge Air Orb |
Needs to be cast on the Air Obelisk. |
30 Air, 3 Cosmic, 1 Unpowered orb |
76 |
- |
|
66 |
Vulnerability |
Increases the target's damage received by 10% for 1 minute. |
1 Chaos, 1 Soul |
76 |
- |
|
68 |
Enchant Level 5 Jewellery |
Enchants a dragonstone amulet, bracelet, necklace, or ring. |
15 Earth, 15 Water, 1 Cosmic |
78 |
- |
|
70 |
Earth Wave |
A powerful earth spell. |
4 Earth, 4 Air |
40+ |
190 |
|
73 |
Enfeeble |
Reduces the target's damage dealt by 10% for 1 minute. |
1 Body, 1 Soul |
83 |
- |
|
74 |
Teleother Lumbridge |
Teleports target player to Lumbridge. |
1 Soul, 1 Law, 1 Earth |
84 |
- |
|
75 |
Fire Wave |
A powerful fire spell. |
7 Fire, 5 Air, 1 Blood |
42.5+ |
200 |
|
77 |
Storm of Armadyl |
Unlocked after Ritual of the Mahjarrat. Deals damage and lowers
the targets defence by 1 on each successful cast. |
1 Armadyl |
70+ |
160+*** |
|
79 |
Entangle |
Prevents creatures from moving for 40 seconds, or players for 20 seconds. |
5 Earth, 5 Water, 4 Nature |
91+ |
40 |
|
80 |
Stagger |
Reduces the target's chance to hit by 10% for one minute. |
1 Mind, 1 Soul |
90 |
- |
|
81 |
Wind surge |
A very powerful air spell. |
5 Air |
75+ |
220 |
|
82 |
Teleother Falador |
Teleports target player to Falador. |
1 Soul, 1 Law, 1 Water |
92 |
- |
|
85 |
Teleblock |
Stops enemy from teleporting for 5 minutes. |
1 Chaos, 1 Law, 1 Death |
80 |
- |
|
85 |
Water surge |
A very powerful water spell. |
5 Water, 5 Air |
80+ |
240 |
|
87 |
Enchant Level 6 Jewellery |
Enchants an onyx amulet, bracelet, necklace, or ring. |
1 Cosmic, 20 Earth, 20 Fire |
97 |
- |
|
90 |
Teleother Camelot |
Teleports target player to Camelot. |
2 Soul, 1 Law, |
100 |
- |
|
90 |
Earth surge |
A very powerful earth spell. |
5 Earth, 5 Air |
85+ |
260 |
|
95 |
Fire surge |
A very powerful fire spell. |
5 Fire, 5 Air |
90+ |
280 |
* No runes are required for the Home Teleport spell, but the spell animation takes some time so it
cannot be used to leave combat. However, it is very useful for players who are lost and need to get
back to familiar ground. For players in the tutorial mode for the Burthorpe area, this spell will only
teleport them to Burthorpe until the tutorial mode is disabled. Refer to the Lodestone section of the Getting Around guide for more
information on lodestones.
** With 99 Magic, the Magic Dart Spell can increase to a maximum of 200 damage.
*** For every magic level the user has above 77, an extra 5 damage is added to the maximum hit of
Storm of Armadyl. It also has a minimum damage, provided that the spell scores a successful hit.
Increasing max hit
Certain staves increase the maximum hit of all combat spells by 10%. These staves include: Ahrim's Staff, Ancient Staff, Master wand, Corrupt Zuriel's staff, Zuriel's staff and Void Knight Mace. You can read
more about these staves in the Staves and the Special Spell
Staves sections of this guide.
Certain rewards from the Dungeoneering Skill increase your magic
accuracy bonus. The Gravite staff increases your accuracy by 550 and the
Chaotic staff increases your accuracy by 800. The Arcane Necklaces, when
worn in the amulet slot, boost your Magic stat as follows:
If your magic level is increased by any means your max hit will increase by 3% per boosted level.
See the Skill Boosts section for details on how to boost your magic level.
Experience points
Each spell will earn you a certain number of experience points towards your magic skill when cast.
These are in the table above. However, with damaging spells, there are two contributors to experience.
There is a base amount of experience you will always receive when you cast the spell, even if you fail
it and see a splash, and this is the value in the table above. But you also receive extra magic
experience and Constitution experience depending on how much damage you inflict. For those spells that
give experience over the base you will see a "+" beside the experience value.
For these spells, there is also a maximum on how much damage you can inflict - and this number is
on the last column of the above table. However, please note that after the completion of Family Crest quest, members can wear chaos gauntlets that increase the damage of
bolt spells (those using chaos runes).
- For every damage point you hit your opponent, you receive .2 magic experience.
- You also receive .133 life points experience for every damage point you inflict.
If you put your attack style to defensive, you get .1 point experience in magic and .1 point
experience in defence for every damage point you inflict.
High Alchemy Spell
This spell can be cast once you have achieved level 55 magic and plays an important role in the
RuneScape economy. Players often use this spell with valuable objects to convert them to gold (aka gp).
Common examples would be smithers high alching steel platebodies and fletchers high alching yew or
magic longbows. The strategy to use with this idea is if you can make or purchase an item cheaper than
its' High Alch value and the cost of a nature rune, then you will make a profit.
The most efficient system would be to buy items you wish to alchemy from the Grand Exchange.
However, most items run a loss this way, and the few items that may profit are either short-lived or
difficult to buy. Thus, you may opt to make items from scratch yourself. Taking the example of Yew Long
Bows - you would pick and spin the flax yourself, then chop a tree and fletch the log yourself, and
finally runecraft the nature runes to use to High Alch the bow. Of course this analogy can be used for
other items which you can smith, craft and so on. Some players will buy some of the resources in order
to save time and yet still make a profit. In our example, the player might buy the nature runes instead
of crafting them himself. Our High Alchemy Calculator lists High
Alch values to help you out.
Top Tip: You can withdraw large amounts of an item as notes and alch them one by one, so you
don't have to be in a bank all the time.
Below are some ideas for activities with built-in "break" times that you can fill by high alching:
- Mine ores from slow spawning ores, such as Runite in the
Heroes' guild.
- Watch duels in the duelling Arena and throw the occasional tomato.
- Thieve from slow spawning stalls and chests. It's
especially useful to steal from a nature chest.
- Buy stock that slowly spawns in certain shops such as the Culinaromancer's chest in the basement
of Lumbridge Castle.
- Hang around in crowded merchanting hot spots and look out for good deals.
- Farm an important crop like Ranarr or other high level
herbs that you want to watch carefully.
Bolt Enchantments (members only)
Using a crossbow you can shoot enchanted crossbow bolts (see the Fletching guide for making them and the Ranging guide for using them.) Firing an enchanted bolt has a chance
of having a particular effect on the enemy, listed in the table below.
Each different type of crossbow bolt uses a different enchantment. In order to enchant crossbow
bolts, have the bolts in your pack and click on the crossbow icon (it is on the magic book page as a
level 4 spell) to access the crossbow bolt enchantment page.
Bronze with Opal tips |
4 |
Lucky Lightning |
Can cause a lightning bolt to hit your opponent inflicting damage. |
1 Cosmic, 2 Air |
9 |
Mithril with Sapphire tips |
7 |
Clear Mind |
Can lower your opponents Prayer points and give them to you. Only works on human controlled
players. |
1 Cosmic, 1 Water, 1 Mind |
17.5 |
Blurite with Jade tips |
14 |
Earth's Fury |
Can cause your opponent to be knocked down, stunning them. |
1 Cosmic, 2 Earth |
19 |
Iron with Pearl tips |
24 |
Sea Curse |
Causes water to fall on your opponent, inflicting damage. Water staves prevent this, fire
opponents are vulnerable to it. |
1 Cosmic, 2 Water |
29.5 |
Mithril with Emerald tips |
27 |
Magical Poison |
Makes bolts super poisoned, with greater chance of poisoning than using a potion. |
1 Cosmic, 3 Air, 1 Nature |
33.5 |
Steel with Red Topaz tips |
29 |
Down to Earth |
Can lower your opponents magic level. Only works on human controlled players. |
1 Cosmic, 2 Fire |
37 |
Adamantite with Ruby tips |
49 |
Blood Forfeit |
Can cause opponent to lose 20% of their life points. In return, you lose 10% of yours. |
1 Cosmic, 5 Fire, 1 Blood |
59 |
Adamantite with Diamond tips |
57 |
Armour Piercing |
Can ignore a part of your opponent's Ranged Defence. |
1 Cosmic, 10 Earth, 2 Law |
67 |
Runite with Dragonstone tips |
68 |
Dragon's Breath |
Can hit with the power of dragon breath. Power is lost when fighting someone with a anti-
dragonbreath shield or a monster that can use fire breath. |
1 Cosmic, 15 Earth, 1 Soul |
78 |
Runite with Onyx tips |
87 |
Life Leech |
Can inflict extra damage to the opponent. A portion of this extra damage heals the shooter of
the bolt. |
1 Cosmic, 20 Fire, 1 Death |
97 |
Ascension with Hydrix tips (Ascendri) |
87 |
Deathmark |
Has a chance to grant a status giving 1% extra adrenaline on hit. |
1 Cosmic, 20 Fire, 1 Death |
97 |
Spell Tablets
By making use of Lecterns in the Study of your player-owned house, players can craft special spell
tablets. These are identical to the spells they represent, however you do not need to have the required
level to cast the spell, be on the regular magics spellbook, or even have unlocked the requirements. In
addition, they take only one space in your inventory and are stackable. The player who uses the tablet
does not receive any experience; the maker receives all of the experience. To make a tablet, you must
have the requirements to cast the spell normally, the runes for the spell, and a piece of soft clay, as
well as the required lectern type.
Oak |
Enchant Sapphire, Varrock Teleport |
Oak Demon |
Enchant Sapphire, Enchant Emerald, Varrock teleport, Bones to Bananas |
Oak Eagle |
Enchant Sapphire, Varrock teleport, Falador Teleport, Lumbridge Teleport |
Teak Demon |
Enchant Sapphire, Enchant Emerald, Enchant Ruby, Varrock teleport, Bones to Bananas |
Teak Eagle |
Enchant Sapphire, Varrock Teleport, Falador Teleport, Lumbridge Teleport, Camelot Teleport,
Ardougne Teleport |
Mahogany Demon |
Enchant Sapphire, Enchant Emerald, Enchant Ruby, Enchant Diamond, Enchant Dragonstone, Enchant
Onyx, Varrock teleport, Bones to Bananas, Bones to Peaches |
Mahogany Eagle |
Enchant Sapphire, Varrock Teleport, Falador Teleport, Lumbridge Teleport, Camelot Teleport,
Ardougne Teleport, Watchtower Teleport, House Teleport |
After Love Story, players can use a chisel on Teleport to House
tablets and redirect the tablet to either Rimmington, Taverley, Rellekka, Brimhaven, or Yanille. This
is an irreversible process. When the tablet is broken, it will teleport you in front of the house
portal at the chosen destination.
Staves
There are actually two kinds of staves, the staves that everyone can use and the staves that are
members only. The staves that everyone can use can be bought in Varrock square from Zaff's staff shop,
and are also sometimes obtained as monster drops. Typically, the magic offence and defence stat bonus
is the same.
For free to play, first there's the ordinary staff. For only 15 coins, it doesn't add much to your
magic skill. Then there's the magical staff, which boosts your magic a bit and that's it. So it's not
really of any interest. Then, the staves of air, water, earth and fire. That's what we need! Each of
these staves boosts your magic and when you wield one, it'll serve as an unlimited supply of that
certain rune. So a fire staff will let you use spells where you need fire runes, without having the
fire runes! And the same goes for the other elemental staves.
|
Staff |
15gp |
0 |
|
Magic Staff |
200gp |
1 |
|
Staff of Air |
1500gp |
1 |
|
Staff of Water |
1500gp |
1 |
|
Staff of Earth |
1500gp |
1 |
|
Staff of Fire |
1500gp |
1 |
Moving on to member items, first there's the Battlestaff. Plain battlestaves can be purchased in
Varrock, at the Magic Guild, and on Lunar Island. They are also dropped by monsters sometimes. However,
they aren't so great at this stage, although they have improved attack combat stats and a +32 strength
bonus. You must have 30 Magic and 30 Attack to wield all battlestaves.
Then there are elemental battlestaves, which cannot be bought in their full glory in shops (though
they are sometimes dropped by monsters). Elemental battlestaves are made from battlestaves with a
certain crafting skill; read more about that in the Crafting
guide. As with the ordinary elemental staves, they give an infinite supply of the matching
elemental rune.
|
Battlestaff |
7,000 Gp |
30 |
|
Air Battlestaff |
Player made or monster drops |
30 |
|
Water Battlestaff |
Player made or monster drops |
30 |
|
Earth Battlestaff |
Player made or monster drops |
30 |
|
Fire battlestaff |
Player made or monster drop |
30 |
|
Lava Battlestaff |
Dropped by the Kalphite Queen, Aberrant Specters and Infernal Mages |
30 |
|
Mud Battlestaff |
Dropped by Dagannoth Prime |
30 |
|
Steam Battlestaff |
Dropped by K'ril Tsutsaroth |
30 |
|
Mystic Air Staff |
Air battlestaff and 40,000 gp (see notes below) |
40 |
|
Mystic Water Staff |
Water battlestaff and 40,000 gp(see notes below) |
40 |
|
Mystic Earth Staff |
Earth Battlestaff and 40,000 gp(see notes below) |
40 |
|
Mystic Fire Staff |
Fire battlestaff and 40,000 gp (see notes below) |
40 |
|
Mystic Lava Staff |
Lava Staff and 40,000 gp(see notes below) |
40 |
|
Mystic Mud Staff |
Mud Staff and 40,000 gp(see notes below) |
40 |
|
Mystic Steam Staff |
Steam battlestaff and 40,000 gp (see notes below) |
40 |
The lava battlestaff gives you unlimited earth and fire runes. The mud battlestaff gives unlimited
earth and water runes, which makes it extremely useful for spells like bind, curse, weaken and confuse.
The steam battlestaff supplies unlimited water and fire runes.
Members who have completed the Scorpion Catcher quest can take an a
elemental battlestaff to Thormac the Sorceror in his tower south-east of the Ranged Guild. For a 40,000
gp fee, he will enchant it into a Mystic fire/earth/water/air/lava/mud/steam staff. Level 40 Magic and
40 Attack are required to wield a mystic staff, which has better attack combat stats and a +50 strength
bonus. A mystic staff still serves the same purpose as the other staves: an unlimited source of
fire/earth/water/air (or combination) runes, depending on which staff you have.
Additional unique staffs are available to members as their quest experience and skills increase.
Staves with an asterisk (*) in front of their name increase the maximum hit of all combat spells by
10% when wielded.
Some special staves that are required in order to cast certain spells are listed in the Special Spell Staves section of this guide.
Magic wands and a mages book, shown in the Magical Armour section of this
guide, can be obtained from the Mage Training Arena
minigame. Their magic attack and defence stat bonuses range from +5 to +20.
Special Spell Staves (members only)
There are a few special spells that you need certain staves for; you might have seen them already
in the spell list. They are the Iban Blast, Magic Dart, Claws of Guthix, Saradomin Strike, Flames of
Zamorak, and the Miasmic spells (from Ancient Magicks).
Let's start with the spell called Iban Blast. You need to complete the Underground Pass quest to get the special Iban staff required for this spell. This
staff has 120 charges and then can be recharged in the Underground Pass. Information on recharging it
and or replacing it is available in the Iban's Staff items database
record. The Iban staff has melee stats similar to mystic battlestaves (discussed under Staves in this guide). The Iban blast is obviously not a very effective spell to
train your magic, but you could use it to duel other players.
|
Iban's Staff |
50 |
Underground Pass quest |
Iban Blast |
|
Slayer's staff |
50 |
21,000 gp from any Slayer master, also requires 55
slayer |
Magic Dart |
|
Guthix staff |
60 |
Mage Arena miniquest |
Claws Of Guthix |
|
Saradomin staff |
60 |
Mage Arena miniquest |
Saradomin Strike |
|
Zamorak staff |
60 |
Mage Arena miniquest |
Flames Of Zamorak |
|
* Void Knight Mace |
42 |
Buy with Pest Control minigame points. Requires 42 Attack,
Defence, Strength, Constitution, and Ranged, and 22 Prayer |
Claws of Guthix |
|
+ Staff of light |
75 |
Obtain as a random drop from an Ice strykewyrm or buy it from
other players; also requires 75 attack. |
Magic Dart, Power of Light |
|
* Zuriel's staff |
78 (or 20 for corrupt) |
Obtain as a random drop from kill revenants in the Forinthry Dungeon, or buy it from other players |
4 Miasmic spells, other Ancient Magicks |
Staves with an asterisk (*) in front of their name increase the maximum hit of all combat spells by
10% when wielded.
Staves with an addition symbol (+) in front of their name increase the maximum hit of all combat
spells by 15% when wielded.
The Slayer staff is required to cast the Magic Dart spell,
designed for killing Turoth and Kurask slayer monsters.
The three god staves are all from the same miniquest in the members wilderness, called the Mage Arena. You have to finish this game before you can choose one of
these staves: either the staff of Guthix, Saradomin or Zamorak. Each spell costs different types of
runes and each has the potential to cause a certain effect on other players. Before you can use these
staves and the spells outside the Mage Arena, you need to cast the
spell that belongs with your staff 100 times in the Arena. This will cost you 200 blood runes + the
other runes involved; if you don't have the money, don't bother.
The Void Knight Mace has the special ability to cast Claws of
Guthix.
Magical armour
Magical armour/robes and jewellery can further increase your magic bonus. Non-members can choose
from blue wizard robes, dark wizard robes, and robes from Fist of Guthix. There
is a much wider variety of choice for members. The following table shows mage stat bonuses.
There are also many more robe and equipment choices. Some may be part of sets, and some may provide
an extra bonus when worn as a set. However that is not to say you can not mix and match. Feel free to
try combinations to see which one suits you better.
Dungeoneering Rewards
Dungeoneering provides a wide varity of magical
equipment. Some of these items provide a boost to your Magic Damage to increase your max hit possible
with all spells appliable. These rewards can be purchased with Dungeoneering Tokens which you recieve
from completing floors in Daemonheim.
Items with a number sign (#) in front of their name increase the maximum hit of all combat spells
by 5% when equiped.
Items with an asterisk (*) in front of their name increase the maximum hit of all combat spells by
10% when equiped.
Items with an addition symbol (+) in front of their name increase the maximum hit of all combat
spells by 15% when equiped.
Items with an explanation mark (!) in front of thier name increase the maximum hit of all combat
skills by 20% when equiped.
The Nature and Law Staves can hold up to 1000 Nature or Law runes, respectively. While using these
staves, you have a 1/10 chance of not using the Nature/Law runes required for the spell you're casting.
Wielded in the shield slot, the Tome of Frost provides an infinite stock of Water runes.
Magical Blastbox are used to hold the runes for bolt or blast spells in a single inventory space.
Also has a chance of increasing your magic damage when equipped, while the Celestial Surgebox holds the
runes for surge spells.
Mystic Robes (members only)
Special mage robes can be bought in the Magic Guild from the Robe
Salesman on the first floor. Level 30 Defence is required to wear Mystic Robes. The mystic robes are
also available in other colours (black/red and white/gold); these can only be obtained by killing slayer monsters. Check our bestiary for
more information on the drops.
Infinity Robes/Wands (members only)
During the Mage Training Arena minigame you can collect
pizazz points and then trade them in for Infinity robes. They require 55 defence to wear. Note: The
costs are listed as Telekinetic (Tel) pizazz, Alchemist (Alch) pizazz, Enchantment (Ench) pizazz, and
Graveyard (GY) pizazz points. For example, the beginner wand costs 30,30,300,30, so it would cost 30
Telekinetic pizazz, 30 Alchemist pizazz, 300 Enchantment pizazz, and 30 Graveyard pizazz points.
|
Beginner wand |
30,30,300,30 |
0 |
732 |
|
Apprentice wand |
60,60,600,60 |
50 |
850 |
|
Teacher wand |
150,200,1500,150 |
55 |
983 |
|
* Master wand |
240,240,2400,240 |
60 |
1132 |
|
Mages' book |
500,550,6000,500 |
60 |
1132 |
|
Infinity hat |
350,400,3000,350 |
196 |
|
Infinity top |
400,450,4000,400 |
226 |
|
Infinity bottoms |
450,500,5000,450 |
216 |
|
Infinity boots |
120,120,1200,120 |
49 |
|
Infinity gloves |
175,225,1500,175 |
49 |
Staves with an asterisk (*) in front of their name increase the maximum hit of all combat spells by
10% when wielded.
Enchanted Robes (members only)
Enchanted robes are obtained from level 3 clue
scrolls. You must have 45 Defence to wear them.
Lunar Robes/Items (members only)
Lunar robes are obtained from the Lunar Diplomacy quest. You are
required to make them to complete this quest. After you have made them you can buy extra sets from
Oneiromancer. They require 65 Magic and 40 Defence to wear.
Void Knight Armour (members only)
Void Knight Armour consists of a Top, Bottom, Gloves, Deflector, and a Helmet. These pieces are
rewards from the Pest Control and Conquest minigames. The Robe and Top both cost 250 Commendation points each, the
mage helm requires 200 Commendation points, and the Gloves and Deflector both cost 150 Commendation
points. If the Void mage helm plus three other pieces of the set are worn, you will receive a 30%
accuracy boost to your magic spells. You need level 42 Attack, Strength, Defence, Constitution, Range
and Magic and level 22 Prayer to wear.
Splitbark Armour (members only)
Some more effective mage armour, which has bonuses other than magic, is splitbark armour. This is a
bit hard to make, so if you want more information about this, please visit our Splitbark Armour guide. You need to have level 40 Defence to wear
Splitbark Armour
Skeletal Armour (members only)
Another form of armour with defence bonuses beyond magic is Skeletal Armour. Made from the bones of
Wallasalkis, this armour is designed and produced by Peer the Seer in
his home in Fremennik Village. You need to have level 50 Defence to wear Skeletal Armour
Third Age Robes (members only)
Those who are lucky with Treasure Trails may come
upon a piece of this rare armour. Wearing these robes requires level 65 Magic and level 65 Defence.
Druidic Mage Robes
Druidic robes are one of several possible rewards from the Fist Of
Guthix minigame. Jagex states that while wearing Druidic Mage Robes, your bind, snare, and entangle
spells will be more effective. They will degrade over time, but can be recharged by paying Fist Of
Guthix tokens. You need to have level 20 Magic and level 20 Defence to wear Druidic Mage Robes.
Combat Robes
Combat robes are another of the possible rewards from the Fist Of
Guthix minigame. While wearing Combat robes, there is a chance of the robes supplying mind, chaos,
death or blood runes when casting battle spells. This effect can be increased to a 1/5 chance of
retaining runes when wielding the Staff of light. They will degrade over
time, but can be recharged by paying Fist Of Guthix tokens. You need to have level 20 Magic and level
10 Defence to wear Combat Robes.
Battle Robes (members only)
Battle Robes are yet another reward that you can obtain from playing Fist Of Guthix. When wearing Battle Robes, there is an improved chance of
the robes paying for any mind, chaos, death, and blood runes used. This effect can be increased to a
1/2 chance of retaining runes when when wielding the Staff of light.
These will degrade over use; exchange Fist of Guthix tokens to restore them. You need level 60 Magic
and level 50 Defence to wear Battle Robes.
Virtus robe set (members only)
The Virtus robes are a rare drop from Nex, they require 80 Defence,
Constitution and Magic to wield. Each piece of amour wielded will increase your lifepoints by 200,
giving a total of 600 if the full set is wielded. This armour degrades similar to gravite/chaotic
weapons and lasts 10 hours in combat. You can repair the amour by talking to Bob in Lumbridge or using
an amour repair stand in a Player Owned House.
Sacred Clay Mage Robes (members only)
The Stealing Creation minigame has some special Mage
equipment available as a reward. For a while, you will receive double the normal combat experience
while wearing this armour. This armour will degrade based on the amount of extra experience you gain by
using it. Once it has run out of extra experience, it will continue to function, but cannot transform
or give you extra experience. A set is the sum of its' parts, so each item has a set amount of possible
experience gained by use, rather than the set as a whole.
Dagon'Hai Robes (members only)
Dagon'Hai armour, gained during the Grandmaster Quest While Guthix
Sleeps.
Ahrim's armour (members only)
Ahrim's armour is one of the most powerful magical armour in the game. Ahrim is one of the six
brothers you kill during the Barrows minigame. Like every other
barrows set, Ahrim's armour has a special effect. The blighted Aura special effect reduces the strength
of your opponent! This special effect is not a special attack, it just takes place sometimes. You need
to have level 70 Magic and level 70 Defence to wear Ahrim's armour.
Zuriel's Ancient Equipment Set (members only)
If you are lucky enough when killing revenants in the Forinthry
Dungeon you may receive a piece of Zuriel's ancient equipment as a drop. These items come in two
types; one with level 78 requirements in relevant skills, and one with level 20 requirements. The
regular set will last an hour before degrading, while the corrupt type with lower requirements
will last only 15 minutes of use. Zuriel's staff gives access to Ancient Magicks, Miasmic spells, as well as elemental regular magic
attack spells.
When using Miasmic Spells from the Ancient Magicks book
that are only available with Zuriel's Staff, you will deal damage, as well as slowing your opponent's
melee or ranged attacks by 50% for:
- Miasmic Rush (62 Magic): 12 seconds (up to 180 damage)
- Miasmic Burst (73 Magic): 24 seconds (up to 240 damage)
- Miasmic Blitz (85 Magic): 36 seconds (up to 280 damage)
- Miasmic Barrage (97 Magic): 48 seconds (up to 320 damage)
Recipe for Disaster Gloves (members only)
Depending on your progress in the Recipe For Disaster Quest, you will
be able to purchase increasingly advanced gloves. These offer some of the most versatile bonuses, with
no negative stats, so are excellent for all forms of combat, including magic. You can buy them from the
Culinaromancer's Chest in Lumbridge Basement.
Sea Singer robes (members only)
With 90 Runecrafting, players can unlock the ability to runecraft Sea Singer's robes from Chi Globes obtained from collecting Ancient Scrolls in the Player-owned
ports minigame. These are used as high level degradable mage armour, which can be summarised in the
following table
Ancient Magicks (members only)
After completing the Desert Treasure Quest, players can use Ancient
Magicks. This is a very powerful form of magic. For Ancient Magicks you will need just runes. The
special ancient staff (+15 magic bonus) costs 80,000 coins and can only be wielded after completing the
quest! Ancient Magick is very powerful and very useful for PK'ing and duelling. It also has a few
teleports. The only way you can use Ancient Magicks is by giving up normal magic. To get normal magic
back, you will need to pray at the pyramid. Which, until the camulet and Pharaoh's sceptre were
released, was quite a journey (carpet rides are an alternative). So choose wisely!
All information on spells and levels can be found in our Ancient
Magicks guide.
Lunar Magicks (members only)
Lunar Magicks become available after completion of the Lunar Diplomacy Quest. This spell book contains numerous healing and curing
spells which promise to make a Lunar Mage an indispensable addition to a PKing team in spite of the
complete lack of aggressive spells in the spell book. In addition to healing spells the book also
contains a number of useful skill-related spells allowing the user to perform day-to-day tasks with a
little bit of magical assistance. Finally, as with all spell books, Lunar Magicks also contains a
number of unique teleport spells, including the option to teleport groups of people with you. As with
Ancient Magicks you cannot use Lunar Magicks at the same time as other spell books, instead you need to
switch to the Lunar spell book by praying at the Astral altar on Moonclan Island.
Completing the Dream Mentor quest adds more options to the lunar
spellbook, including the ability for a 96 mage to switch briefly to another spellbook! For more
information on Lunar spells and the range of Lunar clothing take a look at our Lunar Magicks guide.
Seren Spells (members only)
Seren Spells become available after completion of the quest The Light Within. For more information, see the table below.
Opal Aurora |
75 |
Direct damage spell. Also restores lifespan on prisms. |
Prism of Restoration |
76 |
Places a prism which heals nearby familiars and restores their special attack energy, and gives a chance to not use scrolls on familiar special ability use. |
Sapphire Aurora |
77 |
Direct damage spell. Also overcharges prisms, adding useful effects on their next tick. |
Intercept |
77 |
Redirects damage taken by the targeted player over the next three seconds to the caster, and reduces the damage to 95% of the original hit. |
Emerald Aurora |
79 |
Direct damage spell. Also applies a stacking 1% damage reduction buff to the caster. Stacks up to 5%, and with other damage reduction methods. |
Prism of Salvation |
80 |
Places a prism which players can click to teleport near to, as long as there's a clear path between. |
Ruby Aurora |
81 |
Direct damage spell. Also has a chance to apply a 1% damage buff to nearby allies. Stacks up 3%. |
Prism of Loyalty |
82 |
Places a prism into which players can funnel life points. Anyone doing so will take damage, and the prism will automatically heal nearby players with 75% or lower life points. |
Shield Dome |
84 |
Deploys a static dome that allies can stand within to reduce incoming damage by 50%. Domes cannot be layered on top of eachother, and new shield domes affecting a player within 2 minutes have diminishing returns. |
Prism of Dowsing |
86 |
Places a prism which attracts wisps to it and increases the chance of drawing enriched wisps. All nearby players can benefit from this. |
Crystallise |
88 |
When cast on mining, fishing or woodcutting spots - or full box traps - will cause the resource to persist for 30 seconds, yield no resources and give increased XP. Other players may still deplete the resource, but Crystallise will carry on when the resource is back. |
Rapid Growth |
88 |
Skips a tree, fruit tree or herb patch forward a growth stage. Usable once per day on each eligible farming location. |
Crystal Mask |
90 |
Gives +15% to pickpocketing chance and gives a chance to avoid damage and stun on failure. |
Spellbook Swap |
96 |
Identical to the Lunar version. |
Magic Training
Magic attacks will normally only give you magic and life point experience, however if you use a
staff defensively you will also get a small amount of defence experience.
If you play it smart, you can train magic without levelling your combat, so you're the ideal player
killer (pk-er):
- If strength, attack or defence is your strongest combat ability, then your combat level is based
on your strength + attack + defence + prayer + life points.
- If your ranged level is your strongest combat ability, then your combat level is instead based on
your ranged + defence + prayer + life points.
- If your magic level is your strongest combat ability, then your combat level is based on your
magic + defence + prayer + life points.
So that means if you keep your magic level below either your Strength, Attack, Defence or Ranged
level you can train Magic without levelling in combat. Of course if you want to be the highest combat
level as possible, this doesn't really matter.
Jagex has created a "combat triangle", wherein every class has a advantage over another, whilst
having a disadvantage against the third. You can read more about it in our Combat Triangle guide.
You get magic experience points for what you hit, so it doesn't matter if you kill a monster or
not. But of course if you pick a monster that's too strong, you will hit very low. The higher you hit,
the more experience points you get. Try attacking a monster that has a combat level about equal to your
magic level and is in a place where it can't attack you (behind a fence, gate or table). You could
start off with killing chickens, then when you think you're ready you could move on to men or giant
rats. Then, try monks, barbarians or guards. When you've reached around level 45 you could start on
hobgoblins and black knights; when you've reached about level 60 you could start with the lesser demon
in the Wizard tower (near Draynor village).
Note: The wizard mind bomb from the Falador bar will temporarily raise your magic 2 or 3
levels so you can practise with higher level spells and get faster experience points.
The Mage Training Arena minigame is a good way to train
magic without risk. Although the experience accrued is lower in one of the games, if you die you will
not lose any of your items.
Player Killing
Now that you've trained your magic to your desired level, it's time to try it out on your fellow
players in combat. Basically you have two choices, using a combination of melee and magic or using a
staff and runes to attack solely with magic.
Using the first option, you can attack a player using melee and if your opponent runs, you can use
spells like bind, snare and entangle to prevent them from fleeing and carry on attacking them. However
using this first option is ineffective if you are wearing melee armour. The armour will deplete your
magic attack bonus, so any spells you cast are unlikely to be successful.
If you wish to use the second option, attacking a player only with magic spells, you can wield a
staff and choose a spell from your spell book to autocast. Auto casting is an option that allows you to
repeatedly cast a spell in combat (provided you have sufficient runes) without having to click the
spell over and over. To autocast a combat spell, simply left click on the spell in your spell book.
This will highlight the spell and will automatically set it to autocast. If you wish to simply cast a
spell once, you need to right click on the spell and choose cast.
Note: Snare and entangle are members-only spells. Bind, on the other hand, can be used by
all players.
Request Assistance
If you find yourself a few levels short of making an item, or want to safely offer your skills to
another player, the request assistance option will allow you to do so. Simply right click the player
who has the skills that you need and request their assistance. If they accept, a pair of hands will
appear in your bottom right corner, and you can use the same spells they can. You keep the items, but
they get the experience.
Note that from the normal spellbook, you can only cast the following spells using the Assist
System:
- Enchant bolt spells (all)
- Enchant jewellery spells (sapphire, emerald, ruby, diamond, dragonstone, onyx)
- Charge orbs (water, earth, fire, air)
- Alchemy (low and high level)
- Bones to Bananas
- Bones to Peaches
- Superheat item
Skill Boosts
Potions and beers can help raise your magic level to cast higher level spells. Boosting your magic
level will also increase the max hit of all spells by 3% per boosted level. Be warned though, beers
come with a few consequences, just like all the alcoholic drinks do.
|
Magic Essence |
+3 |
Made with the herblore skill by mixing a starflower and
gorak claw powder. This potion is untradable and to make it you must have started Fairy Tale part 2 and
have 57 herblore. |
|
Wizard Mind Bomb |
+2 or +3 |
Can be purchased in various shops and pubs around Runescape. Can
also be brewed by the player, using the Cooking Skill. |
|
Wizard Mind Bomb(m) |
+3 or +4 |
Can be brewed by the player, using the Cooking
Skill. |
|
Magic Potion |
+5 |
Made with the herblore skill by mixing a lantadyme herb
and potato cactus. |
|
Vecna Skull |
+6 |
Dropped by a variety of monsters, wearing the Ring of Wealth will
increase your chances of getting it as a drop. The skull acts as a unlimited potion which can be
activated to receive a boost every 7 minutes (a message appears in your chat box once those 7 minutes
have passed). |
|
Extreme Magic |
+7 |
Made with the herblore skill by mixing ground mud runes
with a 3-dose magic potion. This potion is untradeable and cannot be made using the assist system. |
|
Overload |
+7 |
Made with the herblore skill by mixing an extreme
attack, extreme strength, extreme defence, extreme magic, and extreme ranging with a torstol herb. The
boost from this potion does not slowly "wear off"; instead, it lasts for a full five minutes before
your stats are reset to normal. When this potion is drunk, you will lose 500 life points in sets of
100. These life points are restored when the potion wears off. It is untradeable and cannot be made
using the assist system. |
|
Spicy Stew |
-6 to +6 (Random) |
Made by using Red spice on a Stew.
For more information on making Stews, please visit the Cooking
Guide. This item is not tradeable. |
|
Hexcrest |
Slayer task only |
This drop from a Jungle strykewyrm gives a continuing boost
to magic when worn as a helm during a slayer task. The effect is
similar to a Black mask. |
There is one Summoning familiar to
aid you in your magic.
92 |
|
Wolpertinger |
Fights (level 210) Magic
+5% Defence against magic
Boosts Hunter +5
Double XP and yield when harvesting berries |
Magic Focus: Temporary
Magic boost +7 |
Cape of Achievement
Once you have mastered the skill and reached level 99 you may want to buy yourself a Magic Cape
from the Robe Store owner on the 1st floor in the Magic Guild. Refer to the Achievement Capes guide for more details.
Credits
Original Guide By: Miss Runite and Ks Jeppe
Special Thanks to: Jaffy1
Thanks to: abomb67, Alexborr, Ancientzoid, Arcticrunite, Arumunus, Aukusti, Bambino,
Basmans, Beethovens29, bluehooloovo, boy1311, Brainymidget, bumfluff2010, Chaosbringer, Chenw,
comwiz27, CookMePlox, Codguy, cryptic4mage, DevLok, Dogfever, Dragontotem, Eeeeediot, ejp2005,
Emofreak123, Empror1, eyehawk78, Frogmite, Furious F, fuzzywuzz, Goobore, Headnazgul, Howlin1,
iceheart1440, idunedain, iluvata, Inferno_Char, IzzetGuildmage, Jaffy1, Jamesbob64, Jeohri, John,
Jimmyw3000, jlong, Juhniz, Jyreeil, Kickbuta, knittinqueen, Lady_elenasg, Lady_Shahdie, Leon Drake2,
Ljer888, Lood333, LordCrypto, manufan28, Mc90123, mchainmail, mik0082, mister_moocky, n4h, nicdevils,
noobxpoons, Nyosuht, oddfaery2, o13wen, Omnitec, Paw_Claw, PereGrin, pikachu54673, Pker Dude Jr,
pokemama, Rcty, Rien_Adelric, rm 157, rockfreack, Runekitty, Ryl, Santor, Saradomin_Mage, Saraownsj00,
Scoothsayer, sebas379, Sentry_Wolf, SerpentEye, Shasta_Sms, Shelby_Polo, Sinkhan, smokeDAS, snake6man,
Speedyshel, SportsGuy, sunbladedrgn, TecMaster532, Thammaron, The_Unknown, TheBlazikenMaster,
TheLeonardo, TitaniumRelic, tryto, Vap137, Vhellcat, Vulxai, Wachtwoord, Warriormonkx, waterfish333,
wyvren2000, Xena Dragon, Zaaps1, Ziskin, 1800151100
Last updated by: Arceus
Last updated on: 6-October-2015