RRRRRRR --------------------------------------------------------------------- R R U U N N EEEEE SSSSSS CCCCCC AAAA PPPPPP EEEEE R R U U NN N E S C A A P P E RRRRRR U U N N N EEEE SSSSSS C A A PPPPPP EEEE R R U U N N N E S C AAAAAA P E R R U U N NN E S C A A P E R R UUUUUU N N EEEEE SSSSSS CCCCCC A A P EEEEE R R --------------------------------------------------------------------- =============================================================================== ----------------------------------MAGIC GUIDE---------------------------------- =============================================================================== Table of Contents I. Magic and Its Uses II. Runes and Runecrafting A. Rune Mysteries Quest B. Talisman and Alter Locations C. Combination Runes D. Pouches III. Mage Armor/Robes and Staffs A. Mystic/Enchanted Robes B. Splitbark Armor C. Infinity Robes D. Lunar Ceremonial Robes E. Ahrim the Blighted's Robes F. Ghostly Robes G. Staffs H. Other Magic Items I. Useful Robe Combinations IV. Spells A. Modern Magic B. Lunar Magic C. Ancient Magicks V. Mage Related Quests VI. Mage Areas A. Castle Wars B. Pest Control C. Mage Training Arena D. Mage Arena E. Wizards' Guild VII. Mage Pure A. Basic Magic B. Lunar Magic C. Ancient Magicks VIII. Leveling Up IX.. Credits X. Copyright ------------------------------------------------------------------------------- =============================================================================== -------------------------------Magic and its Uses------------------------------ =============================================================================== Magic is a great skill in runescape. It has many, many uses. It can help in making rings, amulets, and necklaces(enchant spells), teleport, and even kill enemies with minimal damage. The Lunar Magics, explained later in the guide, have a wide range of support spells to make your life easier, while Ancient Magicks has a broad range of power spells to devastate opponents! All of this will be explained later in the guide. ------------------------------------------------------------------------------- =============================================================================== ------------------------------Runes and Runecrafting--------------------------- =============================================================================== As you have probably figured out by now, to mage, you must have runes. And for runes, you either make them from rune essence or buy them from other players. Now first things first, heres a guide to the Rune Mysteries Quest. A. Rune Mysteries Quest 1. Talk to Duke Horatio in Lumbridge Castle 2. Take the air talisman to Sedridor, in Wizard's Tower basement. 3. Take the research papers he gives you to Aubury, located south of Varrocks east bank. 4. Takehis findings back to Sedridor, and you have completed the quest! Now you can mine rune essence, which, with the correct talisman at the corect ruins, can be made into runes! There are five places currently that you can teleport to the Rune Essence mines: 1. Aubury at Varrock 2. Sedridor at Wizards Tower 3. Brimstail at Tree Gnome Stronghold(west of the bank in a tunnel) 4. Disdentor at Wizard's Guild 5. Cromperty East in Ardougne(Northeast of market stalls) Nonmembers will only be able to mine rune essence, which can only be made into fire, water, earth, air, mind, and body runes. If you are a member and you have at least 30 mining, you will always mine pure essence, which can be made into any runes of your choosing. *A tiara is can be fused with a talisman to make a charged tiara. You can wear this and save an inventory space for another essence, seeing as you wear the tiara and not carry it in your inventory. To make a tiara, just use a talisman on the alter in the middle of the ruins. It will fuse with a tiara. B. Talisman and Alter Locations *The following talisman locations are just a few examples. There may be other enemies you can get them from. Nonmembers' Runes 1a. Air talisman- Reward from Rune Mysteries, goblins 1b. Air Alter- Southwest from Falador's south entrance(1) 2a. Mind Talisman- Imps, Wizards 2b. Mind Alter- North of Falador, between Goblin village and Black Knights' 3a. Water Talisman- Wizards and Dark Wizards 3b. Water Alter- Lumbridge Swamps, southeast of the (!) on the map 4a. Earth Talisman- Men, Farmers, Al-Kharid Warriors 4b. Earth Alter- Northeast of Varrock, south of the Lumber Yard 5a. Fire Talisman- Dark Qizards, Skeletons(lvl18), Guards 5b. Fire Alter- North of Al-kharid, just north of the entrance to Duel Arena 6a. Body Talisman- Guards, Giants 6b. Body Alter- West of Barbarian Village, South of Monastery Members' Only Runes 7a. Cosmic Talisman- Ice Giant, Lesser Demon, Caskets from Big Net Fishing 7b. Cosmic Alter- Zanaris, through a twisted path to the south of the farm 8a. Chaos Talisman- Giants, Ice Warrior, Lesser Demon 8b. Chaos Alter- Wildy(lvl 9-10), southwest of the Dark Knights' Fortress 9a. Nature Talisman- Moss Giant, Lesser Demons, Red/Green Dragons 9b. Nature Alter- North border of Shilo Village, Southeast of mining site 10a. Law Talisman- Obtained after completing "Troll Stronghold" 10b. Law Alter- Entrana, north of the bridge 11a. Death Talisman- Obtained after completing "Mourning's End Pt. 2" 11b. Death Alter- Temple of Light 12a. Soul Talisman- Unreleased 12b. Soul Alter- Unreleased 13a. Blood Talisman- Unreleased 13b. Blood Alter- Unreleased You are able to make multiple runes per essence after certain lvls, Here is a chart: Rune Name XP per ess 1x 2x 3x 4x 5x 6x 7x 8x 9x 10x Air 5 1 11 22 33 44 55 66 77 88 99 Mind 5.5 2 14 28 42 56 70 84 98 Water 6 5 19 38 57 76 95 Earth 6.5 9 26 52 78 Fire 7 14 35 70 Body 7.5 20 46 92 Cosmic 8 27 59 Chaos 8.5 35 74 Astral* 8.7 40 82 Nature 9 44 91 Law 9.5 54 Death 10 65 *For information on Astral runes, refer to the Lunar Magics Section C. Combination Runes Combination runes are, as you have probably guessed, two-runes-in-one. They are members only and only serve the purpose of saving inventory space. These runes are not recommended due to the fact they may fail without a binding necklace and you will lose a talisman making them. This can only be performed on the elemental runes(air, water, fire, earth). First, you must bring an elemental rune to any alter except its own, along with the talisman of that rune, and rune essence. You must also bring the talisman of the alter you are entering. Then go to the alter that you would like to add the element of. Enter the ruins and use the talisman of the different rune and use it on the alter. Now you have combination runes! I suggest you use a binding necklace to ensure it goes through. I know this is a rough explanation, so i'll use an example. Let's say you want to make a lava rune. You can either bring earth runes to the fire alter, or fire runes to the earth alter. Lets say you bring earth runes to the fire alter. You bring along 25 earth runes, a fire tiara/talisman, an earth talisman, and 25 rune essence(and a binding necklace to ensure results). You enter the ruins, and use the earth talisman on the fire alter in the middle. You now have lava runes, but you have also used up the earth talisman. I don't recommend making these unless it's for a quest, because every trip uses up a talisman. D. Pouches Pouches store essence to help you runecraft and save trips to the alters. They are extremely helpful if you have some of the more useful ones. But, first things first, here's how you obtain them. Zamarok Mage Mini-quest 1. Talk to the Zamarok Mage in lvl 5-7 wilderness. He is located at the end of the river lum, just northeast of edgeville. He will tell you to meet him in varrock at the chaos alter. 2. Now head to the Chaos Alter located southeast of Aubury in Varrock. After all of the talking, he will need you to teleport to the rune essence mine from three different places while carrying the orb he gave you. 3. Teleport to the rune essence mine from three different locations(see above). Make sure you are carrying the orb he gave you. After you are done, return to the Mage in varrock and give him the orb. Mini-Quest complete! You will recieve 1000 runecrafting experience. He will explain everything you need to know about the abyss and the runecrafting pouches. He will also give you a small pouch. The Abyss The abyss is a great way to speed up runecrafting. Unfortunately, to get there, you must head back to the Zamarok Mage in wildy. Watch for PKers. When you use the "teleport" option on the mage, he will teleport you to the abyss(along with skull you and drain all of your prayer). You are now on the outside perimeter of the abyss. You must now get to the center. You can use a pickaxe to break through some rocks, use your wc axe(hatchet) to cut through vines, distract the eyes with your thieving, or sqeeze through a crevice using your agility to get to the center. You will now see a bunch of doors, each marked with a rune symbol leading to the respective alter. Pleasy note that when you exit the alter, you will end up outside of the ruins. It's advised you bring an Ammy of Glory with a charge to teleport back to edgeville. In the center of the circle, will find a Zamarok Mage. He will repair your degrading pouches and replace your small pouch if it is lost. You can also get the Elemental Talisman from the monsters here. These will allow passage into the four elemental alters. They cannot be made into tiaras. Pouches Pouches are, as I said before, ways to carry extra essence to an alter to craft runes. The pouch size will determine how many it can hold. YOU CAN ONLY HAVE 1 OF EACH POUCH AT A TIME. There is no possible way to get 2 of the same kind. Pouches are obtained from the monsters that lurk in the Abyss. To use them, just fill the pouches and empty them when you craft. ------------------------------------------------------------------------------- =============================================================================== ----------------------------Mage Armor/Robes and Staffs------------------------ =============================================================================== Like all of the other skills in Runescape, You need equipment to mage. This includes robes and staffs. If you aren't a member, all you have is normal black or blue robes along with a normal elemental staff. But members on the other hand, have a wide variety to choose from. The robes explained below are members only. A.Mystic Robes Mystic Robes are good robes to be used as a mage. Unfortunately, it has no melee defence at all. This armor is only useful if you're using protection prayers, you have a place to hide, or the enemy is a total pushover who could barely harm you. Blue Mystic Robes can be purchased at the Wizards' Guild which requires 66 magic to enter. The full set is 235k(235000) coins. The colored Mystic Robes(Black/Red and Gold/White) can be obtained from Slayer monsters(if you have the required level) or purchased from another player. Red/ Black Mystic costs about 500-600k and Gold/White costs up to 500000gp. The colored Mystic Robes are the exact same as the regular Blue/White. Overall, Mystic Robes are a good choice to use as a mage. Just make sure to wear a good shield, ammy, or cape to make up for the nonexistant melee defence. These require 40 magic and 20 defence to wear. *Enchanted Robes give the same stats as Mystic Robes, but cost more B. Splitbark Armor Splitbark Armor can be made from bark and fine cloth at the Wizards'Tower south of Draynor. Bark can be obtained from cutting hollow trees east of Canifis. Fine Cloth can be obtained from getting keys from burning shades in Mort'ton and using the keys in the Shades' Lair. To make the full set without including the money required to get the items is 77k. You will need 11 bark and 11 fine cloth to make the full set. If you buy this armor from other players, they may price it up to about the same cost as Blue/White Mystic. Splitbark Armor does not give good mage increase. What it loses in mage, it makes up for in melee defence. This armor is intended to fight monsters that have to safe spot to hide and mage. Unfortunately, this armor has poor range defence, which can cause problems. Overall, this armor is good for head-on battles, but does not give alot of mage increase. These require 40 magic and 40 defence to wear. C. Infinity Robes Infinity Robes are a great mage choice, but unfortunately, these robes are hard to acquire. They can only be obtained from the Mage Training Arena, north of the Duel Arena. It takes a huge amount of points(explained below in the Mage Training Arena section) to get the full set. Thus, Infinity Robes are expensive and rare. These robes sell for some decent cash but not alot of people sell. Overall, Infinity Robes are a bit stronger in Mage increase than Mystic Robes. It also gives a (hardly noticeable) increase to melee defence(10). These robes, like Mystic, are not very useful in face-up combat. These are more useful if there is a place to hide and/or you have Protection Prayers. The gloves and boots are useful when used with Ahrim's Robes(see below). These robes require 50 magic and 25 defence to wear. D. Lunar Ceremonial Robes These robes are untradable and can only be obtained during/after the "Lunar Diplomacy" quest. If you lose them, replacement is about as much as full Mystic. This set includes a cape, ring, and amulet, but these three are usually ignores because they can be replaced by something better(Glory, God Cape, Ring of Wealth, etc.). Overall, the stats are not very great when you are wearing the full set, if you change a few things(ammy, cape, ring), you can have some pretty useful robes. These robes are not very common due to the fact that not many have completed the quest. These require 65 magic and 40 defence to wear. E. Ahrim the Blighted's Robes These robes are the most powerful robes currently. They give a decent melee defence(average approx. 100), along with a great mage increase. You must remember that this is a Barrows Armor, meaning it will decay and follow all of the other rules Barrows' Armor has to follow(did you think the best robes in the game were that easy to use?).These robes are very, very useful(and possibly expensive). You can obtain them from Barrows(the chances aren't too high) or you can buy them from other players. The full set including the staff is a bit over 2 million gp. These robes require 70 defence, 70 magic, and 70 attack(if you use the staff) to wear. F. Ghostly Robes Ghostly Robes can be obtained after Desert Treasure, and consist of hood, body, skirt, gloves, boots, and cape. The full set gives +21 magic attack and defence and usually is used for PKing, due to magic boosts and easy replacement. These robes give no melee or range defence, so you can easily be killed. G.Staffs What is a warrior without his weapon? what is an archer without a bow? what would a mage be without a staff. Answer: Not really anything. The mage type weaponry are staffs. There are different kinds with different purposes. They are mainly used to auto-cast spells, increase your magic boost, and sometimes, hit people with. You can set an auto-cast on the Attack Style screen. Just choose one(make sure u have the appropriate runes) and your normal attack will be a spell(until u run out of runes. If you run out of runes, you will have to resort to hitting enemies with your staff(sounds like someone with a cane). Here are the different types of staffs: 1. Staff: This is just a normal staff with no special abilities. You can auto- cast spells and the melee increase is weak. Not a good staff to use. 2. Elemental Staffs: These come in four kinds: air, fire, water, and earth. They auto-cast spells and give an ulimited supply of a certain runes. These are useful, but melee increase is weak. 3. Battlestaff: These staffs are just about the same as the normal staff, just an added melee power. These can be used to make elemental battlestaffs. 4. Elemental Battlestaffs. These come in six types: air, fire, water, earth, lava, and mud. Lava and Mud cannot be made. They are dropped by certain enemies or bought from other players. These in all ways, are better than a normal staff due to a higher mageincrease and melee increase. 5. Mystic Staffs. You can get your Elemental Battlestaffs enchanted at Thormac the Sorceror's Tower after the "Scorpion Catcher" quest for a cheap price of 40000 coins. These are a bit stronger than battlestaffs. 6. Lava Battle/Mystic Staff: These are the same as other staffs. They just give an unlimited supply of earth and fire runes. 7. Mud Battle/Mystic Staff: These take the place of Earth and Water runes. 8. Iban Staff: Obtained after "Underground Pass" Quest and can cast "Iban Blast". After so many casts, you need to take it back to the well to recharge. 9. Slayer Staff: Used for the "Slayer Dart" spell. Requires 55 slayer and 50 magic to use. 10. God Staffs: These are used for God Spells. You must train youGod Spell 100 times in the Mage Arena(explained later in the guide) to use outside of the Arena. 11. Ancients' Staff: This staff's sole purpose is to auto-cast Ancient Magick spells. Only this staff can auto-cast them. The melee increase is similar to that of a Mystic Staff's. You can buy this from Elbis after the "Desert Treasure" quest. 12. Lunar Staff: A pretty useless staff, only used during the quest and to enter Zanaris. This staff cannot auto-cast spells nor does it have a good melee increase. Obtained after the "Lunar Diplomacy" Quest. 13. Ahrim's Staff: This staff goes with the Ahrim's Robes. It is 2-handed and one of the strongest staffs in the game. Obtained from Barrows or bought from other players. 14. Mage Training Arena Wands: Increase mage, You must first get Beginners, then keep upgrading to get Master(+20 mage) H. Other Magic Items 1. Farseer Helm: Fremennik Helm, requires completion of "Fremennik Trials", also requires 45 def to wear, increases mage atk/def and gives slight melee defence 2. Magic Amulet: Increases Magic attack by 10 3. Power Amulet: Increases Magic attack and defence by 6 4. Culinaromancer's Chest gloves: increase magic attack and defence(Recipe for Disaster Quest required to buy, untradable) 5. Glory Amulet: Magic Attack +10 and defence +3 6. Fury Amulet: Magic attack +10 and defence +15 7. God Capes(Mage Arena): Magic attack and defence +10 8. Seers' Ring(Fremennik Ring): magic attack and defence +4 9. God Books: Completed books increase stats(requires "Horror from the Deep") 10. Mages Book: Mage Training Arena, magic attack and defence +15 11. Capes: Obsidian(+9 magic def), Legends(+7 magic def), Fire(+1 atk, +11 def) 12. Wizards Mind Bomb: Temporarily increase mage by a few lvls, amount depending on your original lvl 13. Mature Wizards Mind Bomb: Temporarily increases mage by a few lvls, 1 lvl more than the normal Mind Bomb would. 14. Skillcape of Magic: Buy this from the robe merchant in the Wizards' Guild. The defence matches the stats of the Obsidian Capes. I. Useful Robe Combinations -Nonmembers Robes Head: Wizard Hat(preferably blue) Amulet: Magic/Power Cape: Any Body: Wizard Robe Top Weapon: Elemental Staff Shield: None/Armored Shield Gloves: Any Legs: Armored Legs/Leather Chaps Boots: Any Ring: Any -Experienced Mage Head: Farseers/Lunar/Splitbark/Mystic Amulet: Glory/Fury Cape: God/Obsidian/Legends Cape Body: Lunar/Splitbark/Mystic Weapon: Mystic/Ancients/Slayer Staff Shield: Elemental/God Book Gloves: Lunar/Mystic/Splitbark Legs: Lunar/Mystic/Splitbark Boots: Lunar/Mystic/Splitbark Ring: Any -Master Mage(best combination) Head: Ahrims Hood Amulet: Glory/Fury Cape: God/Obsidian/Legends/Fire Cape Body: Ahrims Robetop Weapon: Mystic/Ahrims/Ancients/Slayer Staff or Master Wand Shield: God Book/Mages Book Gloves: Infinity Legs: Ahrims Robe Bottom Boots: Infinity Ring: Seers -Rich Mage(to show off) Head: Infinity Hat Amulet: Glory/Fury Cape: God/Obsidian/Legends/Fire Cape Body: Infinity Robetop Weapon: Master Wand Shield: Mages Book Gloves: Infinity Legs: Infinity Robe Bottom Boots: Infinity Ring: Seers ------------------------------------------------------------------------------- =============================================================================== -------------------------------------Spells------------------------------------ =============================================================================== A. Modern Magic These are your normal everyday spells that everyone starts out with. There are many different types of spells. Here are a few charts to show them all. Home Port-Lumbridge ============= Battle Spells ============= Name Runes Lvl Effect Wind Strike 1 air 1 mind 1 Basic Air attack Water Strike 1 air 1 mind 1 water 5 Basic Water Attack Earth Strike 1 air 1 mind 2 earth 9 Basic Earth Attack Fire Strike 2 airs 1 mind 3 fires 13 Basic Fire Attack Wind Bolt 2 airs 1 chaos 17 Low-Leveled Air Attack Water Bolt 2 airs 2 waters 1 chaos 23 Low-Leveled Water Attack Earth Bolt 2 airs 3 earths 1 chaos 29 Low-Leveled Earth Attack Fire Bolt 3 airs 4 fires 1 chaos 35 Low-Leveled Fire Attack Wind Blast 3 airs 1 death 41 Medium-Leveled Air Attack Water Blast 3 airs 3 waters 1 death 47 Medium-Leveled Water Attack Earth Blast 3 airs 4 earths 1 death 53 Medium-Leveled Earth Attack Fire Blast 4 airs 5 fires 1 death 59 Medium-Leveled Fire Attack Wind Wave* 5 air 1 blood 62 High-Leveled Air Attack Water Wave* 5 air 7 water 1 blood 65 High-Leveled Water Attack Earth Wave* 5 air 7 earth 1 blood 70 High-Leveled Earth Attack Fire Wave* 5 air 7 fire 1 blood 75 High-Leveled Fire Attack =============== Law Rune Spells =============== Name Runes Lvl Effect Home Teleport None(no xp also) 1 Tele to Lumbridge(Slowly) Varrock Tele 3 Airs 1 Fire 1 Law 25 Tele to Varrock Square Lumbridge Tele 3 Airs 1 Earth 1 Law 31 Tele to Lumbridge Castle Bounty Locate 1 Air 1 Fire 1 Law 32 Tele to your BH target TelekineticGrab 1 Air 1 Law 33 Grabs an Item Falador Tele 3 Airs 1 Water 1 Law 36 Tele to Falador House Teleport* 1 Air 1 Earth 1 Law 40 Tele to Your House Camelot Tele* 5 Airs 1 Law 45 Tele to Entrance of Camelot Ardougne Tele* 2 Waters 2 Laws 51 Tele to Ardougne Marketplace Watchtower Tele*2 Earths 2 Laws 58 Tele to Watchtower(Yanille) Trollheim Tele* 2 Fires 2 Laws 61 Tele East of TrollStronghold Ape Atoll Tele* 2 Fires 2 Water 2 Law 64 Tele to ApeAtoll-needsbanana Teleoth Lumbri* 1 Laws 1 Earths 1 Souls 75 Tele Other to Lumbridge Teleoth Falador*1 Laws 1 Waters 1 Souls 82 Tele Other to Falador Teleoth Camelot*1 Laws 2 Souls 90 Tele Other to Camelot ================== Nature Rune Spells ================== Name Runes Lvl Effect BonesToBananas 1 Nature 2 Earth 2 Water 15 Changes Held Bones-Bananas Bind 2 Nature 3 Earth 3 Water 20 Holds Target for 5 Seconds Low-Level Alch 1 Nature 3 Fires 21 Changes Item into Money Superheat Item 1 Nature 4 Fires 43 Smelts Ore W/O Furnace Snare* 3 Nature 4 Earth 4 Water 50 Holds Target for 10 Seconds High-Level Alch 1 Nature 5 Fire 55 Changes Item to More Money BonesToPeaches* 2 Nature 4 Earth 4 Water 60 Changes Held Bones-Peaches Entangle* 4 Nature 5 Earth 5 Water 79 Holds Target for 15 Seconds ====================== Stat-decreasing Spells ====================== Name Runes Lvl Effect Confuse 3 Water 2 Earth 1 Body 3 Decrease Attack by 5% Weaken 3 Water 2 Earth 1 Body 11 Decreases Str by 5% Curse 2 Water 3 Earth 1 Body 19 Decreases Def by 5% ================== Cosmic Rune Spells ================== Name Runes Lvl Effect Enchant Bolts* Varies 4+ Adds effect to gem-bolts Lvl-1 Enchant 1 Water 1 Cosmic 7 Enchants Sapphire Jewelry Lvl-2 Enchant 3 Airs 1 Cosmic 27 Enchants Emerald Jewelry Lvl-3 Enchant 5 Fires 1 Cosmic 49 Enchants Ruby Jewelry Lvl-4 Enchant 10 Earths 1 Cosmic 57 Enchants Diamond Jewelry Lvl-5 Enchant* 15 Earth+Water 1 Cosmic 68 Enchants D-Stone Jewelry Lvl-6 Enchant* 15 Fire+Earth 1 Cosmic 87 Enchants Onyx Jewelry ============================= Specialty Spells(needs staff) ============================= Name Runes Lvl Staff Magic Dart* 1 Death 4 Minds 50(slay55)Slayer Staff Iban Blast* 1 Death 5 Fires 50 Iban Staff(Needs Recharge)- SaradominStrike*2 Blood 2 Fires 4 Airs 60 Saradomin(Hurts Prayer)~ Claws of Guthix*2 Blood 4 Fires 1 Air 60 Guthix/Void(Hurts Defence)~ Zamorak Flames* 2 Blood 1 Fire 4 Airs 60 Zamorak(Hurts Magic)~ -Iban Staff N0eeds an Occasional Recharge ~God Spells Decrease Stats Depending on Damage Done ============ Other Spells ============ Name Runes Lvl Effect Crumble Undead 2 Earth 2 Air 1 Chaos 39 Hits Certain Monsters Only Charge* 3 Air 3 Fire 3 Blood 80 Increases God Spell Power *signals members-only B. Lunar Magic(Members) Lunar spells have ABSOLUTELY NO direct battle spells. It is only used to make Runescape a bit easier on you, performing multiple of tasks that can be tedious Some spells require only completing Lunar Diplomacy, but others also require Dream Mentor. Lunar Magic Spells require astral runes, which can be runecrafted from lvl 40 RC. Home Port-Lunar Isle ====== Spells ====== Name Runes Lvl Effect Bake Pie 1Astral 5Fire 4Water 65 Cooks Pie Without Range Cure Plant 1Astral 8Earth 66 Cures Diseased FarmingPartch Monster Examine+1Astral 1Cosmic 1Ming 66 Shows HP, Max Hit, and Info NPC Contact+ 1Astral 1Cosmic 1Air 67 Contacts Certain NPCs Cure Other 1Astral 1Law 10Earth 68 Cures Poison on Others Humidify+ 1Astral 3Water 1Fire 68 Fills Certain Items w/ Water Cure Me 2Astral 1Law 2Cosmics 71 Cures Poison on Self Hunter Kit+ 2Astral 3Earth 71 Gets Many Hunter Tools Cure Group 2Astral 2Law 2Cosmic 74 Cures Poison in 3x3 Grid Stat Spy+ 2Astral 2Cosmic 5Body 75 Look At Stats of a Player Superglass Make 2Astral 6Fire 10Air 77 Makes Glass Without Furnace Dream+ 2Astral 1Cosmic 5Body 79 Sleep, HP Recovers Faster String Jewelry 2Astral 10Earth 5Water 80 Strings Jewelry w/o Wool StatRestoreShare2Astral 10Earth 10 Water 81 Shares Certain Potions Magic Imbue 2Astral 7Water 7Fire 82 Able to Combine Runes Fertile Soil 3Astral 15Earth 2Natures 83 Fills Patch w/ Supercompost Boost Pot Share 3Astral 12Earth 10Water 84 Shares Certain Potions Plank Make+ 2Astral 15Earth 1Nature 86 Logs->Planks, Reduced Price Energy Transfer 3Astral 2Law 1Nature 91 Hurts, Transfer Spec and Run Heal Other 3Astral 3Law 1Blood 92 Transfer HP to Another Vengeance Other^3Astral 10Earth 2Death 93 Gives Another Vengeance Vengeance^ 4Astral 10Earth 2Death 94 Gives Self Vengeance Heal Group 4Astral 6Law 3Blood 95 Transfer HP to 3x3 Grid Spelbook Swap+ 3Astral 2Cosmic 1Law 96 Changes Book for 1 Spell ^Vengeance reflects a large percentage of damage taken back to the inflictor for one attack. ========= Teleports ========= Name Runes Lvl Effect Moonclan Tele 2Astral 1Law 2Earth 69 Tele to Lunar Isle Group Moonclan 2Astral 1Law 4Earth 70 Group Tele to Lunar Isle Waterbirth Tele 2Astral 1Law 1Water 72 Tele to Waterbirth Isle Group Waterbirth2Astral 1Law 5Water 73 Group Tele to WaterbirthIsle Barbarian Tele 2Astral 2Law 3Fire 75 Tele to Barbarian Outpost Group Barbarian 2Astral 2Law 6Fire 76 Group Tele to BarbOutpost Khazard Tele 2Astral 2Law 4Water 78 Tele to Port Khazard Group Khazard 2Astral 2Law 8Water 79 Group Tele to Port Khazard FishGuild Tele 3Astral 3Law 10Water 85 Tele to Fishing Guild Group FishGuild 3Astral 3Law 14Water 86 Group Tele to Fishing Guild Catherby Tele 3Astral 3Law 10Water 87 Tele to Catherby Group Catherby 3Astral 3Law 15water 88 Group Tele to Catherby IcePlateau Tele 3Astral 3Law 8Water 89 Tele to Ice Plateau Group IcePlateau3Astral 3Law 16Water 90 Group Tele to Ice Plateau +Needs Dream Mentor C. Ancient Magicks Ancient Magicks have the most powerful Spells, that not only inflict damage, but also have an extra effect added to them. Some Spells are multi-target, hitting in a 3x3 grid, with your orginal target in the middle. These spells can do intense damage, especially with multi-combat spells, but take alot of expensive runes. Home Port-Edgeville ============ Rush(Single) ============ Name Runes Lvl Effect Smoke Rush 2Death 1Fire 1Air 2Chaos 50 Poisons-Starts at 2 Shadow Rush 2Death 1Soul 1Air 2Chaos 52 Decreases Target's Atk Lvl Blood Rush 1Blood 2Death 2Chaos 56 Heals 1/4 of Damage Done Ice Rush 2Death 2Water 2Chaos 58 Freezes for 5 Seconds ============ Burst(Multi) ============ Name Runes Lvl Effect Smoke Burst 2Death 2Fire 2Air 4Chaos 62 Poisons-Starts at 2 Shadow Burst 4Death 2Soul 2Air 4Chaos 64 Decreases Targets' Atk Lvls Blood Burst 2Blood 2Death 4Chaos 68 Heals 1/4 of Damage Done Ice Burst 2Death 4Water 4Chaos 70 Freezes for 10 Seconds ============= Blitz(Single) ============= Name Runes Lvl Effect Smoke Blitz 2Death 2Fire 2Air 2Blood 74 Poisons-Starts at 4 Shadow Blitz 2Death 2Soul 2Air 2Blood 76 Decreases Target's Atk Lvl Blood Blitz 4Blood 2Death 80 Heals 1/4 of Damage Done Ice Blitz 2Death 3Water 2Blood 82 Freezes for 15 Seconds ============== Barrage(Multi) ============== Name Runes Lvl Effect Smoke Barrage 4Death 4Fire 4Air 2Blood 86 Poisons-Starts at 4 Shadow Barrage 4Death 3Soul 4Air 4Blood 88 Decreases Targets' Atk Lvls Blood Barrage 4Blood 4Death 1Soul 92 Heals 1/4 of Damage Done Ice Barrage 4Death 6Water 2Blood 94 Freezes for 20 Seconds ========= Teleports ========= Name Runes Lvl Effect Paddewwa Tele 2 Law 1 Air 1 Fire 54 Tele to Edgeville Senntisten Tele 2 Law 1 Soul 60 Tele to Digsite Kharyrll Tele 2 Law 1 Blood 66 Tele to Canifis Lassar Tele 2 Law 4 Water 72 Tele to Ice Mountain Dareeyak Tele 2 Law 2 Air 3 Fire 78 Tele to Wilderness Ruins Carrallanger Tel2 Law 2 Soul 84 Tele to Wilderness Graveyard Annakarl Tele 2 Law 2 Blood 90 Tele to Demonic Ruins Ghorrock Tele 2 Law 8 Water 96 Tele to Ice Plateau ------------------------------------------------------------------------------- =============================================================================== --------------------------------Mage Related Quests---------------------------- =============================================================================== Certain Quests have relations to mage. Even though there are plenty, I'm only listing the more important few. Lunar Diplomacy: Access to Lunar Magics and 5k magic experience Dream Mentor: Access to More Lunar Magics and 15-30k magic experience Enakhra's Lament: 7k magic experience The Eyes of Glouphrie: 12k magic experience Swan Song: 15k magic experience Watch Tower: 15250 magic experience Desert Treasure: Ancient Magicks and 20k magic experience ------------------------------------------------------------------------------- =============================================================================== ----------------------------------Mage Areas----------------------------------- =============================================================================== Magic can be used in many places. Here are some of the places u can mage at: A. Castle Wars Mage can be very useful in Castle Wars. Mages can attack from the battlements surrounding the castle. Ancient Magicks are useful due to the fact that people may travel in large groups at times. An ice barrage followed by more would be very useful here. Unfortunately, you may not be the only person with Ancient Magicks, meaning you may be hit with Ancients while hitting others with Ancients. This would be very, very bad if you don't know, so watch out. B. Pest Control Pest Control is a bit more recommended than Castle Wars. You don't attack real players, meaning there are no worries about getting hit by Ancients. You can attack down from the towers, but certain enemies can range you. Nearing the end of the game, many enemies may gather, meaning your Ancient Magick multi-target spells have more to hit. You can also use this place to train mage, as trading in your points for mage experience is a great idea on higher levels. C. Mage Training Arena The Mage Training Arena is a way to train your mage and get some useful robes at the same time. There are four areas to the arena, each unique. The four areas include the Telekinetic Theater, Enchantment Chamber, Creature Graveyard, and the Alchemist Playground. the portal leading to the rooms are labeled, so theres no point in telling you which portal leads where. You obtain "Pizzazz Points" to exchange for stuff at the guardian upstairs. -Telekinetic Chamber The Telekinetic Chamber makes you think more than the others. You have to use the "Telekinetic Grab" spell to guide a statue through a maze. You must stand on a side of the maze and cast your spell to pull the statue toward you. You must move the statue to the square that looks different than the rest. Keep in mind that when you cast the spell, the statue will keep moving unless blocked by the wall or an obstacle. The only advice I can give is to click the "Observe" option on the statue to get a better view. Then, think the maze through and begin casting your spells. Each maze requires 7-10 spells, and rewards you with 2 telekinetic pizzazz points. Every 5 mazes you complete in a row without reseting gives you an extra 8 points, 10 law runes, and 1k magic experience. -Enchantment Chamber Here is where you'd probably spend the most time if you are after the items you can recieve from the rewards guardian. Here, you must get the shapes from the piles to enchant and change into orbs. One shape will be the bonus, which keeps changing and gives you 1 Encantment Pizzazz Point. Every 10 shapes you turn turn into orbs gets you some more points. How many you get depends on what spell was used. The lvl of the spell(1, 2, 3, etc.) is how many points obtained. You also can pick up Dragonstones, which spawn in the room, and enchant them for more points. The amount of points obtained is determined by the lvl of the spell multiplied by two. After you have the orbs, you drop them into the hole in the middle of the room. Every 20 orbs you deposit gets u 3 Blood, Death, or Cosmic runes. If you leave the room, you will not be able to take shapes, orbs, or the stones with you, so theres no point in trying. The only advise I can give you is to wield the staff of the other rune(s) needed and bring Cosmics. You can either wait for the bonus to change to what u desire or just keep enchanting. Try to get the D-Stones, as they give you more points. -Creature Graveyard The Creature Graveyard is the more eventful section of the mini-game. You must pick up the bones from the piles in the room and cast "Bones to Bananas" or "Bones to Peaches". Then you must deposit the fruit into the chutes located all around the room. Doesn't sound very eventful? Well, the eventful part is the fact that you will constantly be hit with 2s by falling bones. Thus, you must eat some food. There is no way to stop this. You either eat your own food or eat the food created by your spells. Unfortunately, if you are using the bananas spell, you will be constantly clicking the mouse to eat them, as they only heal 2 each. It is strongly recommended that you obtain and use the "Bones to Peaches" spell, as peaches recover far better than bananas. Every 16 fruit you deposit will get you 1 blood, death, nature, earth or water rune, 1 Graveyard Pizzazz Point, and bonus magic experience. The only advice there is is to keep running and get "Bones to Peaches" if you think you may do this for a while. You should also look at how many fruit each bone will change into, which is displayed at the lower-right corner. Every 4 of one bone you get will change the pile into a different bone-type. THe next bone type will be 1 better than the previous, going up to 4, then returning to 1. I advise u get 4 of bones 1 and 4 on your first trip, then get 4 of 2 and 3 on the next trip. This way you get 20 fruit deposited each trip, except the occasional trip where you have to recover health. -Alchemists Playground From personal experience, I have concluded this as one of the best way to get magic experience, and that this is one of the best places to waste natures. Here, you must use your Low and High Alchemy spells to change items into money, which you deposit into the chute for extra magic xp. The amount of money each item will alch into is shown in a chart in the top-right corner of the screen. The amounts constantly change and there may be a "free-to-convert" item, which will not take runes to alch(you will still get normal xp). The routine is basic and simple. First, you must get the items from the cabinets all over the room. Then, you alchemy them into money. Last, you deposit the money and get your rewards. You will recieve Alchemist Pizzazz points depending on the amount of money deposited. You will also be given bonus experience equal to twice the amount of money you deposit. The last reward is money, equal to one-tenth of the amount deposited(deposited straight into your bank when you leave the room). You cannot take money with you in here and you cannot leave with the items you obtain from in there nor the money obtained from alchemying. The reason this is such a great training plce is due to the fact that you can obtain nearly twice the possible xp per nature. For instance, you high alch an item into 30 coins. High alch spell gives you 65 xp, and depositing the coins gets an additional 60 xp. That's a possible 125xp per nat. Of course, this method doesn't help you get your money's worth to buy nats(if you do). -The Rewards Reward TelePoints EnchPoints GravPoints AlchPoints Beginner Wand 30 300 30 30 Apprentice Wand 60 600 60 60 Teacher Wand 150 1500 150 200 Master Wand 240 2400 240 240 Infinity Hat 350 3000 250 400 Infinity Top 400 4000 400 450 Infinity Bottom 450 5000 450 500 Infinity Gloves 175 1500 175 225 Infinity Boots 120 1200 120 120 Mage's Book 500 6000 500 550 Bones to Peaches Spell 200 2000 200 300 Mist Rune 1 15 1 1 Dust Rune 1 15 1 1 Mud Rune 1 15 1 1 Smoke Rune 1 15 1 1 Steam Rune 1 15 1 1 Lava Rune 1 15 1 1 Cosmic Rune 0 5 0 0 Chaos Rune 0 5 1 1 Nature Rune 0 0 1 1 Law Rune 2 0 0 0 Death Rune 2 20 1 1 Soul Rune 2 25 2 2 Blood Rune 2 25 5 2 D. Mage Arena(60 Magic required) The Mage Arena is a place to obtain powerful "God Spells". Shouldn't be hard? Well, it wouldn't be if the arena weren't located in high lvl(55) Wilderness. The first part of this mini-quest is easy, but the other half may not be. Here, I will tell you what to do to obtain the God Spells. Now, first things first, getting the God Staff needed. You must first get into the arena. There is a small building just above the arena, which has two spiderwebs blocking the way. You must bring something sharp to cut through. Then, pull the lever to get into the banking area, which isn't wilderness. There is someone here you can talk to to access your bank and there is a magic store. You will have to fight Kolodion, who has 5 different forms. Access your bank and bring out your best Magical Robes along with a staff and runes for spells. I recommend you use Death Rune spells and up, but Chaos works fine as well. Take enough runes for about 100 casts, more if you think you need it. I also advise you have 37 prayer for Protect From Magic. If you have a prayer potion, bring it(only need 1 potion). I will explain a few different ways to defeat Kolodion, depending on your conditions. Talk to Kolodion and you will be teleported to the Mage Arena(you cannot get attacked while fighting Kolodion. Now you will have to fight Kolodion in 5 different forms. The first, is normal him, with only 3 hp, the second, an ogre, the third, a giant spider, the fourth, a ghost, and the fifth, a black demon. Only Magic attacks can be used inside the arena, so Kolodion also only uses magic. There are different things to do determined by the conditions you have. -Without 37 prayer This factor may make it harder for you to defeat him. You will need to bring food(lobsters+ recommended). Cast your spells and don't let your hp fall too low. You shouldn't have too much trouble if you brought the right equipment. -37+ Prayer, no potion With these conditions, you should bring a few food at least. Kill Kolodion without prayer to start off. When he reaches his 3rd or 4th form, activate your prayer. When you should activate is determined by your level. Hid first forms shouldn't pose a threat, so it shouldn't be hard. -37+ Prayer, with potion Easiest and simplist way. Just activate your prayer, sit back, and let your character win. Drink a dose of prayer potion if you start to run out nearing the end of the battle. After you have defeated Kolodion, he will teleport you back into the banking room. After he finsihes talking, step into the pool near you to be teleported to another room. Walk forward and you will see a staff merchant. You must pray at one of the three statues to obtain a god cape. After you have a cape, go back to the staff merchant and he will give you a staff corresponding to the cape you obtained. This staff is free. If you want the others, you will have to buy them from him for 80k ea. You also can only have 1 of the 3 god capes at any time. When you are done, head back to the banking room. After this, you have completed the easy half. The 2nd half will be alot harder. You currently are only able to cast the spells inside the arena. When you have cast them 100 times in there, you will be able to cast them elsewhere. Not hard? It wouldn't be if the arena itself is a wilderness region. To get into the arena, pull the lever to be teleported back outside of the bank room. Then slash through the 2 webs(if not already). You should see more webs, blocking a small room with a knife and a lever in it. You must pull the lever to be teleported into the arena. After coming in, you will be on the outside perimeter of the arena. You should see a bridge leading into the middle, along with many mages in there. You can only use magic attacks here. This arena is not multicombat, so you cannot be teamed on. While you are inside the arena training your spell, the mages of the gods you arent wielding the equipment of will attack you. Mages of the god you wield the equipment of will not attack you unless you attack them. Cast your spell 100 times and a message will tell you that you are enperienced enough to cast the spell away from the arena. -Notes *Watch out for Pkers while training your spell *God Spells have a max hit of 20 and require 2 blood runes. *Slayer Dart requires 1 death and has max of 19 *God spells aren't worth the trouble of getting bloods unless you cast "Charge" *"Charge" spell raises the max hit of God Spells to 30 for a few minutes(7) E. Wizards' Guild This place is for experienced mages, so you cannot enter unless you have a lvl of 66(or 63 with Mind Bomb). The place is a large building located in Yanille. This place has a few interesting features: -The Basement Here you will find caged zombies. You can range/mage them all you want, but keep in mind, you cannot enter to retrieve your rewards/arrows. You can bring Telekinetic Grab runes if you think you may need them. -The Ground Floor Nothing interesting here. There are a few wizards wandering around, along with Sedridor, who will teleport you to the rune essence mine. This is the fastest place to mine essence. -The Second Floor The shops are loated at this floor. There is a Robe Merchant who will sell Blue/White Mystic Robes and the Magic Cape of Achievement. There is also a rune store owner, with many runes in stock. This may be a good place to buy some runes that aren't easily obtained elsewhere. There are also a few wizards wandering the floor, if you want to kill them. -The Top Floor A few wizards wander around here, along with a few portals leading to different places. The eastern portal leads to the Wizards' Tower south of Draynor. The southern portal leads to the Dark Wizards' Tower, west of Falador. The western portal leads to Thormac the Sorcerers Tower, southwest of Seers' Village. You should also remember that the portals are 1-way, so dont look for a return trip if you're expecting one! Thats all there is to the Wizards' Guild. Have fun! ------------------------------------------------------------------------------- =============================================================================== ----------------------------------Mage Pure------------------------------------ =============================================================================== Since magic is a very useful skill, it's pretty obvious that includes PKing, or player killing. Most Mage Pures have high mage, no attack, no strength, a decent hitpoints level, and possibly some defence. Here are two examples: ----------------------Example 1-----------------------Example 2---------------- Attack 1 1 Strength 1 1 Defence 1 20 Hitpoints 25 35 Magic 60 60 ------------------------------------------------------------------------------- The first example is a full mage. He has no defence and can possibly be easily killed, due to the fact of no armor. But this type of mage can keep combat low by sacrificing defence. Which means, his combat can match those of some of the weaker-levels. Which means, since mage can hit hard, they may not need to take a hit, thus, destroying the need for armor. Someone with this setup will only wear normal robes of some sort, blue wizard,zamarok robes, priest robes, etc. Unfortunately, killing some of the stronger enemies may be hard with this, due to the fact that if melee pures get a hit on you, it may hurt quite alot. The second example, on the other hand, has defence. This type is used to PK some stronger enemies, due to the fact you can have armor. The other reason to increase defence would be to wear certain members-only robes, Mystic, Splitbark and the others. This setup is a bit easier to PK with, but it also increases combat a few levels. Those with this setup, and if a member, may wear Full
Mystic, Splitbark, or Infinity. Some may use Lunar Armor due to it's decent melee defence. Those with this setup and are not a member may wear a Wizard Hat, a Wizard Robe Top, and Platelegs(due to the fact bottoms are actually skirts purchased at Varrock Clothes Store for no other reason but the looks). With both of these setups, needs a shield of some sort. Members may use Prayer- Books, melee shields(which decrease mage attack), a Mage's Book(very useful), or other things to help them get a bit of bonus. Nonmembers will have to resort to melee shields or the Anti-Dragon Shield, which does not decrease mage attack bonus. A. Basic Magic The strategy when using a mage pure is to get things finished from a distance. On melee enemies, you can use of the holding spells(bind for example), and then attack from a distance. It is advised you recast a holding spell every now and then to make sure your foe will not break free and run away/attack you. Members can cast "Teleblock", at lvl 85 magic, which stops the foe from teleporting away. If you're not a member, your foes may teleport away, but some may not. when a ranger is near, you will need a different strategy. Even if you use a spell to hold them, they can still attack you. Due to the fact that mage armor is sometimes weak against range, this may cuase a big problem. Your options are (1) send a holding spell to stop them from following and then run, or (2) stand and fight anyway. The reason why not to do this is because range armor is very resistant to mage, and it's recommended you wear melee armor fighting them to decrease damage. It is in these situations that Example 2 are useful. If you choose to stand and fight, just hope for the best. B. Lunar Magic(Members) This form of magic will not be able to kill anyone while Pking. This is more useful in a large group of PKers, whereas, it can support the team. Sharing your life and potions with your teammates can support them, and the "Vengeanse" spell can give your team an overall boost. Splitting your special attack energy may give your team enough of a boost to get the kill! C. Ancient Magicks(Members) This is possibly the most useful of the magicks in Pking. The devastating ice attacks freeze your enemies AND inflicts devastating amounts of damage. The problem with using this type of magic is due to the fact that it has no Teleblock spell, meaning the ooponent cant teleport away. There are a few ways to attemp to get by this. Some people will keep their life semi-low to attract a Pker to attack them. With Ancient Magicks and the element of surprise, you can kill them quickly and unsuspectingly. Another attaempt would be in a multi- combat zone with a person who has normal magic with the ability to cast Teleblock. All you have to do is get your partner to Teleblock the enemy and you can do the rest. The reason Ancients are so useful is the fact that some ice spells hit multiple enemies, meaning you can get a large amount of kills with just a few attacks. Some groups may pack all of the members into a few squares to make it look like there isnt alot of people. This is effectively using the element of surprise, but if it's a muti-combat zone and there's a Pker with Ancient Magicks....it may not be too pretty for them. when Pking with Ancients, you will have no choice but to carry a large amount of runes due to the large amounts needed to cast a spell. The downside, is your enemy: the archers. They will do alot of damage on you, even with ancients, so watch out when you're fighting them. That's about all you need to know. Have fun Pking! ------------------------------------------------------------------------------- =============================================================================== ---------------------------------Leveling Up----------------------------------- =============================================================================== These are a few ways you can level up your magic. These are just suggestions so it's best to find what works best for you. -Starting Off Level 1- Not many choices, either use Wind Strike or do a few quests. A few easy quests give a low amount of magic xp, so you may want to do those. This includes quests such as "Witch's Potion" or "Imp Catcher." Level 9-You can start training with with Earth Strike. I do not recommend Fire Attacks for training due to the need for the extra airs, which may waste time. Level 17-You can start training with Wind Bolt, but I do not recommend this unless you have the money to buy Chaos Runes, as making them is a pain. If you do train with Chaos spells, I recommend waiting til you are able to cast Earth or Fire Bolt. Level 19-You can start training with Curse. It is recommended you cast in a location you cannot be attacked in. Once an enemy has been hit by this spell, you cannot cast the spell on him/her until later on. The Barbarian Longhall is a good place, as you can hide behind tables/chairs, and the barbarians are constantly killed, meaning not much waiting will occur. -Becoming an Accomplished Mage *Somewhere along these levels, it is highly advised you get strong mage robes Level 41-You can start training with Death Rune spells, but I don't recommend this unless you have tons of cash to burn, as making them takes a long time and they aren't one of the cheaper runes. If you do train with Deaths, I suggest waiting until you can cast earth or fire. Level 45-Camelot Teleport is a great spell to train with, as it is the spell that gives the most xp per law. You can do Law Running to get laws to use, and then just keep teleporting for xp. Level 50-You can use Magic Dart(lvl 55 Slayer) to train Slayer or go to Barrows and try to profit there. I recommend this spell more than using the Blast spells, as this spell is powerful and can be a money-maker. Level 55-High Level Alchemy is one of the best ways to get xp. You can use this spell to make money, train mage, or do both at the same time. Alch stuff for cash if you think you should. Go to the Mage Training Arena if you have alot of Natures to burn. Make and alch Steel Plates or other things for money and xp. -Going Further *If you have the stats and money, get Ahrims if you want it. Level 50+-If you have completed "Desert Treasure", Ancients can be used for training. I do not recommend you train with this unless you use the multi- target spells at places like Castle Wars or Pest Control, to get your money's worth, as these spells can be expensive. Level 62-You can start training with Blood Runes, but unless you have alot of money, don't do this. If you do train on Bloods, wait until you can cast Fire. Level 65+-You can start training with Lunar Magicks, but they don't give much xp, so I don't recommend it. It's your choice if you want to. If you do, keep a stock of Astrals in your bank. Level 75-If you have the money, buy Soul Runes and Teleother your friends. You can also do this at later lvls, when you can Teleother Falador/Camelot. -Other Possible Ways *Casting "Charge" gives good xp, but only do it if you dont mind using Bloods *High Level curse spells can be used, but the cost per spell may bother you ------------------------------------------------------------------------------- =============================================================================== ----------------------------------Credits-------------------------------------- =============================================================================== *Jagex for making the game(and for a bit of info in the knowledge base). *Gamefaqs for hosting the site. *Runehq for a decent amount of useful information. *Zybez for some great info. ------------------------------------------------------------------------------- =============================================================================== ---------------------------------Copyright------------------------------------- =============================================================================== This may not be reporduced under any circumstances except personal, private use. It may not be placed anywhere else except on Gamefaqs. Violating this, is a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2006-2008 Ultimasaber ------------------------------------------------------------------------------