Magic
From the RuneScape Wiki, the wiki for all things RuneScape
- "Spells" redirects here. For a comprehensive overview of all spellbooks, see List of spells.
Magic is a versatile skill that uses elemental energy released from runes for a variety of subjects such as combat, enchantments for certain items, teleporting, and to fuse items into money via alchemy spells. While it is possible to play the game without being skilled in Magic, it is a very considerable advantage to be able to use many spells, especially high level alchemy and the teleports. Magic can also be used by many different monsters in the game.
Once you reach level 66, you will be able to access the Wizards' Guild which is located in Yanille.
The current minimum requirement to be ranked (at rank 2,000,000) on the hiscores for Magic is level 49.
As with all guides in the Skills section, members-only items are in italics.
Contents |
[edit] Spells
Magic is used almost exclusively through casting spells on another player or non-player character, on oneself (reflexively), or on an item.
There are three kinds of Magic in RuneScape - standard (commonly called "modern"or "regular"), Ancient Magicks, and Lunar Spells. Each has a different spellbook and typically only one can be used at once (for an exception to this rule, see Spell Book Swap). The special spellbooks are only available on member worlds, with the completion of their respective quests.
To cast a spell, a player must choose the wanted spell from their spellbook. To access the activated spellbook, click on the Spellbook icon (
) in the game's interface.
[edit] Ancient Magicks
The Ancient Magicks contain some of the most dangerous offensive spells. These spells can only be used after completing the fiendish Desert Treasure quest. These consist of the following types of spells: Ice, Smoke, Blood, Shadow, Miasmic and Teleportation.
Ancient Magick spells are capable of bringing in some of the best Experience for Magic, however the high price of Runes used in Ancient Magick spells makes this a very expensive way to train. This is comparable to using Chinchompas for Ranged.
[edit] Lunar spells
The Lunar Spells are mostly helpful spells unrelated to combat (with the exceptions of Vengeance and Vengeance Other), and require the Lunar Diplomacy quest before being usable. A spellbook extension becomes available after completion of the Dream Mentor quest.
Many of these spells make other skills easier to raise or "train" as most people call it, for example the plank make spell, which provides an alternate, faster way of making planks rather than using the Sawmill. Lunar Spells also allow the reduction of the player's own hitpoints to restore others', and teleportation of multiple people at one time.
[edit] Standard spells
The standard spells are activated on any new character's account and they are available on all worlds. There is no prerequisite to using the standard spellbook, although some spells are only available on member worlds and others require completion of certain quests or tasks. As with other skills, new capabilities require higher skill levels.
All spells yield their associated amount of experience when cast; combat spells additionally give experience related to the amount of damage caused to the opponent(s).
In the standard spellbook, spells fall into one of several categories: Combat, Curse, Teleportation, Alchemy and Enchantment.
[edit] Teleportation spells
Teleportation spells are divided into two categories; the Teleother and personal teleport spells. The latter is most popular with all players — free-to-players and members alike - as teleportation spells save lots of time when travelling around the world.
[edit] Combat spells
The maximum hit using a Combat Spell in the Standard Spellbook is 30.
[edit] Splashing
Combat spells will occasionally splash upon contact with a target (i.e. they will do no damage). When splashing, the caster will receive only the base experience for that spell and no additional experience. As a result, there is no physical difference between splashing with a spell and hitting a 0 with the same spell. The splash rate depends on eight things:
- The caster's Magic level
- The Magic attack bonus of the equipment the caster is wearing
- Any Magic prayers the caster has activated.
- The target's Magic level
- The target's Defence level
- The Magic defence bonus of the equipment the target is wearing
- Any Magic prayers the target has activated. protect or otherwise
- Any Defence prayers the target has activated.
[edit] Curses
A curse spell is any spell that causes a negative effect to its target other than damage, usually reducing a stat. There are 10 curse spells in the normal spellbook, excluding the Teleother spells.
[edit] Alchemy
- All alchemy spells use nature runes to convert an object into a different object. Particularly note High Alchemy in this section, as it is probably the most widely used spell in the game.
[edit] Enchantments
Enchant spells all use cosmic runes to make an item magical.
[edit] Standard spellbook
On the 27th of January 2009 the way you could order your spells was altered. You could have teleportation spells first, combat spells or just the normal level orders. The way you could change the order was by clicking on one of the three icons in the bottom right corner of the spellbook.
[edit] Spell Components
[edit] Runes
All spells (with the exception of Home Teleport) require the use of runes as a consumed resource. It's recommended to craft your own runes rather than buying it unless you can find a good way to make money. Runes are stackable, commonly traded items which are obtained by various methods. For hints on obtaining runes, see Runes: Obtaining runes.
[edit] Elemental staves
The requirement for certain runes in a spell can be removed if the player wields an Elemental staff corresponding to an elemental rune. As an example, wielding a Fire staff allows a player to cast High Level Alchemy using only one Nature rune.
Players who are lucky enough may obtain a combination staff. This is a staff with more than one rune's power. So far, the only existing combination staffs are the lava battlestaff (which is fire and earth), mud battlestaff (which is water and earth), and the steam battlestaff (which is water and fire), and their mystic counterparts.
Various magical staves are available in RuneScape. In the list below are all the free-to-play staves, which can all be obtained at Zaff's Superior Staffs! store in Varrock. The main effect of a staff or magic staff is to boost magic attack and defence, while elemental staves provide unlimited amounts of their elementary rune in addition to the boosts provided by a magic staff. There are many members-only staves such as battlestaves, mystic staves, the Slayer staff, the Lunar staff, the Ancient staff, and God staves.
| Item | Attack | Defence | Strength | |||||
|---|---|---|---|---|---|---|---|---|
| Crush | Magic | Stab | Slash | Crush | Magic | |||
| Staff | 7 | 4 | 2 | 3 | 1 | 4 | 3 | |
| Magic staff | 10 | 10 | 2 | 3 | 1 | 10 | 7 | |
| Staff of air | 7 | 10 | 2 | 3 | 1 | 10 | 3 | |
| Staff of water | 7 | 10 | 2 | 3 | 1 | 10 | 3 | |
| Staff of earth | 9 | 10 | 2 | 3 | 1 | 10 | 5 | |
| Staff of fire | 9 | 10 | 2 | 3 | 1 | 10 | 6 | |
[edit] Robes and armour
Main article: ArmourMost mages wear robes, although some light armour is available that is made from special material and does not hinder the wearer's ability to perform magic attacks. For the different sets of armour and detailed information on each piece, see the Armour: Magic armour article.
A player's maximum magic attack bonus is +148, and the maximum magic defence bonus is +196.
[edit] Best Magic armour
[edit]
Best Magic Attack Bonus using degradable armour
The following armour gives the highest possible magic attack bonus for members:
| Item | Image | Magic attack bonus | Requirements to wear/use |
|---|---|---|---|
| Third age mage hat(1) | +8 | 65 Magic and 30 Defence | |
| Infinity boots | | +5 | 50 Magic and 25 Defence |
| Zuriel's robe top(2) (4) | | +35 | 20/78 Magic and 20/78 Defence |
| Zuriel's robe bottom(3) (5) | | +25 | 20/78 Magic and 20/78 Defence |
| Master wand | | +20 | 60 Magic |
| Arcane spirit shield(6) | | +20 | Completion of Summer's End, 65 Magic, 75 Defence, 70 Prayer |
| Barrows gloves | | +6 | Completion of Recipe for Disaster |
| God capes(7) | | +10 | 60 Magic and completion of Mage Arena |
| Seers ring(8) | | +4 | None |
| Third age amulet(9) | | +15 | 65 Magic and 30 Defence |
| Total | +148 | 65/78 Magic, 70 Prayer, 75/78 Defence, completion of Recipe for Disaster, Mage Arena, and Summer's end |
1. Ahrim's hood and the Farseer helm only provides a +6 magic bonus, but are easier to obtain and are much cheaper.
2. Ahrim's Robetop only gives a +30 bonus, but will not disappear after 15 minutes or 1 hour of use and is much easier to obtain.
3. Ahrim's robeskirt only gives a +22 bonus, but will not disappear after 15 minutes or 1 hour of use and is much easier to obtain.
4. Third age robe top gives the best non-degrading/time-limitless magic attack bonus, with a +24 bonus.
5. Third age robe bottom gives the best non-degrading/time-limitless magic attack bonus, with a +19 bonus.
6. The Mage's book gives a +15 magic attack and defence bonus for a far more reasonable price.
7. The Ghostly cloak only gives a +5 bonus, but for those who haven't done the Mage arena, this is a reasonable substitute.
8. The Lunar ring and the Beacon ring both give a +2 magic attack bonus, and are easier to obtain.
9. The Amulet of glory and Amulet of fury only give a +10 bonus, but at a far cheaper price.
[edit]
Best Free-to-Play Magic Attack Bonus
The maximum hit with magic in a non member world is 16, using the following amour, the mystic might prayer and a wizard's mind bomb. Or 16 can be hit in the fist of guthix minigame when your opponent is weakened.
The following armour gives the highest possible magic attack bonus for non-members:
| Item | Image | Magic attack bonus | Requirements to wear/use |
|---|---|---|---|
| Runecrafter hat(1) | +3 | 50 Runecrafting | |
| Combat robe top-100(2) | +7 | 20 magic and 10 defence | |
| Combat robe bottom-100(2) | +6 | 20 magic and 10 defence | |
| Any elemental staff(3) | +10 | None | |
| Runecrafter gloves(4) | +2 | 50 Runecrafting | |
| Amulet of Magic | +10 | None | |
| Explorer's ring(5) | +1 | Completed all Beginner tasks in the Lumbridge and Draynor Diary | |
| Total | +39 | 20 magic, 10 defence, 50 Runecrafting, and completed all Beginner tasks in the Lumbridge and Draynor Diary. |
1. The Combat hood and the Druidic mage hood offer the same magic attack bonus as the Runecrafter hat, however the runecrafter hat has better defensive bonuses and doesn't degrade.
2. Combat robes offer the same magic attack bonuses as Druidic mage robes.
3. Any of the four elemental staves give the same bonus, as does a Magic staff.
4. Any colour runecrafter gloves may be used.
5. Explorer's ring 1, 2, and 3 give the same bonus.
6. The anti-dragon shield and the Wooden shield also give a defence bonus without damaging magic attack bonus, unlike other melee based shields, but the anti-dragon shield is preferred.
[edit] Combat
[edit] How to successfully fight as a mage
A player who is a mage is weak against Ranged and strong against Melee fighters. When attacking others, a mage should use a combination of curse spells (Bind, Snare, Entangle, Ice spells in Ancient Magicks) and highly damaging combat spells such as Fire Wave, or the Mage Arena spells. Curses tend to be underused, but do not underestimate them. When fighting monsters, using battle tactics helps, such as staying in a safe spot. Most undead creatures and demons are weak to magic attacks. This will provide an advantage over these creatures. One should take note of a monster's weakness to a particular element (wind, water, earth, or fire).
A little known fact about Magic is that as a player's Magic skill level increases, so does their defence against magical attacks. Magical defence is calculated from 70% of a player's Magic level and 30% of their defence level. Thus, even if a player doesn't care to use Magic too often, having a high Magic skill can help to protect them.
[edit] Training magic
- or
Generally, the fastest way to obtain runes is to buy them. If money is tight, it is recommended that a player uses the Runecrafting skill to make runes for magic training. Alternatively, a player can play Fist of Guthix for free runes, although these cannot be taken from the arena. You could also make teleport tablets, gaining money and experience at the same time.
Certain locations such as the prison in Port Sarim and the demon's cage in the Wizards' Tower can prove to be useful when training magic because of the safespot which leaves enemies unable to retaliate.
Organising your spells into the proper category may maximise your training and lower the amount of time needed to cast each spell.
Recently, an achievement diary was added as a new kind of quest. For free players, finishing the 2nd part of the Lumbridge/Draynor diary gives you an upgrade to your explorer's ring, giving you the power to make 30 low level alchemies a day. This is easy experience, that if you take a few minutes each day to do it, you can level up your magic very quickly. The easiest but not the most profitable way to level your magic up using this method is to head to a field of crops (ex. potatoes, cabbage) and pick up 30 of them and then using the ring power of low level alchemy on them all. Each cast is 31 exp. so for one day, you can get 930 exp. in a few minutes. It may not be a lot, but it literally takes minutes, even though you must wait a day to repeat it.
| Level | Member | Type | What & Where? |
|---|---|---|---|
| All Levels | No | Combat | Cast any attack spell in Clan Wars. The higher the magic level, the better, so that a player can cast higher level spells. |
| All Levels | No | Combat | The Dark Warriors' Fortress has an unlimited supply of Air, Earth, Fire, Water, Body, Mind and Chaos runes to use on the level 8 Dark Warriors. |
| All Levels | No | Combat | The Fist of Guthix minigame gives free runes that can be used only within the game. Training here can save lots of money, considering spells that require death runes are very expensive. If you intend to get Fist of Guthix Tokens, it is recommended that your combat level is at least 30. |
| 9 | No | Combat | Cast earth strike on any monster that is weak to magic. It also helps to attack monsters that drop items that have a relatively high value to partially or fully pay back the runes used. |
| 13 | No | Combat | Cast fire strike on the monsters mentioned above. |
| 19 | No | Non-combat | Cast curse on the magic training dummies in Lumbridge. A Mud battlestaff supplies water and earth runes making casts cheaper. However, a Staff of earth or a Staff of water is a cheap alternative if you cannot afford or equip a Mud battlestaff (30 magic and attack). With a Mud battlestaff, a player can get to 99 magic from level 30 magic with less than 5 million gp.The dummies can be cursed again, even if the spell hits. Equipping sacred clay armour doubles the rate of xp and makes it even faster. |
| 33 | No | Non-combat | Use Telekinetic Grab in the west Varrock bank to get the gold ore inside of the vault, then sell the ore for about a 100gp profit. Buy another law rune, and repeat. One may also choose to collect Wine of Zamorak, as this is highly valued by high level herblorists. Another way to profit from using Telekinetic grab is buying law runes for 300 each, and telegrabbing the nature runes North-east of Rellekka. There are two in a stack, which can sell for a total of 600 coins, for a 300 gp profit. However, this stack takes approximately one minute to respawn. A player could grab the nearby sapphire in this time. Even though these are cost effective methods, they are very slow and can hardly be compared to cursing.Alternatively, if a member, use telegrab at the Mage training arena for pizzazz points, which can be traded for Infinity robes as well as extra experience. |
| 39 | No | Combat | Use Crumble Undead on Skeletons in the Varrock Sewers or Shilo Village or the Shades in Shades of Mort'ton (minigame), the xp you get are higher than from a Fire bolt which needs a chaos rune, too. Even on higher levels this is a fast and cheap way to train your magic. |
| 40+ | Yes | Combat | Use the Sacred Clay robes and/or magic staff rewards obtained from Stealing Creation to double the experience received from casting any combat spell. |
| 41 | Yes | Non-combat | If completed Biohazard and Gertrude's Cat: This method of training magic mainly revolves around raising Kittens into Cats and selling them to the West Ardougne Civilians for 100 Death Runes per Cat. After obtaining enough Death Runes, the easiest way to train magic is to buy an Air Staff and use Wind Blast. |
| 43 | No | Non-combat | Requires level 50 Smithing minimum. Purchase all ores required at the Grand Exchange to smith a Mithril, Adamantite, or Runite bar(s), equip a Fire Staff, and use spell Superheat Item to smelt into bars. Fastest way to train Magic/Smithing simultaneously, with relatively little cost to small profit. A profit can be made when smithing steel/rune bars. |
| 45 | Yes | Non-combat | Repeatedly cast Camelot Teleport. By using an air staff, only one law rune will be used. This spell can be cast at a relatively fast rate, with a gain of 55.5 magic experience per spell. Law runes can be bought for around 300 gp each in bulk, or one can do Law running for free law runes. |
| 50 | Yes | Combat | If high combat: The guide to the Barrows covers this in more detail, but the Barrows can be extremely good magic experience, mainly because large amounts of runes are a common reward from the chest. Magic dart and ice burst are effective against the brothers. It is also profitable to train magic here, provided one knows what he/she is doing. |
| 50 | Yes | Combat | If 50 attack and done underground pass: Go into the underground pass and bring 1k+ death runes and 5k+ fire runes. Go all the way to the paladins and cast iban blast on them, or some other nearby monster. Recharge the staff at the well nearby if necessary. |
| 55 | No | Non-combat | High Level Alchemy allows one to convert items into Coins. Most players owe their high level of Magic to this spell, at 65 magic experience per casting, using a fire staff so as to only consume 1 Nature rune per spell. Players with high Fletching, Crafting or Smithing can turn the items they make into coins, thereby adding money to the economy or to their own wealth. With Fletching combined with either Runecrafting (making the Nature runes), Woodcutting (cutting the logs) or Crafting (making bowstrings), it is possible to make large amounts of profit by using the High Alchemy spells on the completed bows. If the raw materials are bought (yew logs for 350 coins each, bowstrings for 200 coins each, and nature runes for 290 coins each) then magic can be trained at a loss of 0.34 coins per experience point.You can put the items to alchemise at the same spot as the spot of the spell and use the accessibility options to click with the keyboard.
Alternatively, if a member, train at the mage training arena, and get good experience and possibly a profit, by using the Pizazz points earned to buy Infinity robes and selling them to players. With a solid effort this can be very profitable, with the cheapest item, infinity boots, costing about 100k worth of runes to gain the pizzaz points for, yet sells for around 1m. Non-members can also use high alchemy to train magic very quickly. Though it is a lot harder for non-members to find a profit doing this, they can come very close to breaking even (getting the money back that you paid for it). Look for the easiest to smith rune items or ones that no one uses. |
| 57 | Yes | Non-Combat | Enchant Crossbow Bolt (Diamond) Turns Diamond bolts into Enchanted diamond bolts, and is one of the few ways to gain magic experience while making money as well. This gains the player 67 magic experience per cast, and typically manages to net the player 1-2 gold per bolt (10-20 gold per cast). While this may not seem like much, done on a large scale (say, several thousand bolts), it can be a very fast, profitable method of training magic. This can also be combined with a player's fletching ability to both make the bolts and enchant them. |
| 60 | Yes | Non-combat | Using Bones to Peaches at the Mage Training Arena is good experience as well as making a profit by buying and selling infinity robes. A mud battlestaff is recommended. |
| 66 | Yes | Non-combat | Craft Air orbs. This yields a reasonable amount of experience and sometimes even some profit. Buying unpowered orbs and Cosmic runes is recommended for the fastest experience possible with this method. Some food is recommended for lower levels because of the aggressive monsters in the Edgeville Dungeon |
| 68 | Yes | Non-combat | If done Dream Mentor: Cast Humidify. Astral runes, fire runes, a steam staff (or a water staff however this requires a fire rune), and a bucket are required. Keep filling the bucket and emptying it. With a steam staff, the spell only requires 1 astral rune but gives 65 Magic experience. Doing this is convenient near Baba Yaga's rune shop. Additionally, you can cast humidify on empty vials and sell the full vials for a modest profit.An even better method to train magic efficiently would be to cast humidify using an empty fishbowl. Fill it with the spell, then empty and repeat. The advantage of using a fishbowl is that it has a left click empty option. Use the F4 and F7 keys to get to your inventory and spellbook faster. |
| 68 | Yes | Non-combat | Casting Enchant Level 5 Jewellery in the Mage Training Arena while wielding a Mud staff is quick experience, and can help make a profit with Infinity robes. Keep in mind enchanting within the Mage Training Arena provides only 75% of the normal experience. |
| 70 | Yes | Combat | Using Ancient Magicks is a quick, yet expensive way to train magic. The way many players train with ancients is through Ice Burst. Utilise a multicombat area, the Tzhaar Fight Pits, or a combat ring in a player owned house to hit many enemies at once for more experience per cast.Alternatively, casting ice burst using a safespot in the Shadow dungeon can be a good training spot because there are many monsters that are weak to magic. |
| 80 | Yes | Non-combat | Casting Stun on the magic training dummies in Lumbridge can bring very fast magic experience, but at a high cost. A Mud battlestaff is a necessity for this method. Equipping sacred clay armour doubles the rate of xp and makes it even faster. |
| 86 | Yes | Non-combat | Casting Plank Make on Mahogany logs is one of the fastest methods of training magic. Players will lose 150-300gp per cast if they buy all the required materials. |
| 87 | Yes | Non-combat | Casting Enchant Level 6 Jewellery in the Mage Training Arena while wielding a Lava staff yields up to 75K xp/h, and can help make a profit through Infinity robes. Keep in mind enchanting within the Mage Training Arena only provides 75% of the normal experience, which reduces Enchant Level 6 Jewellery to only 72.8 exp. |
[edit] Temporary boosts
A Magic potion temporarily boosts a player's magic level by 4[1]. Alternatively, a Magic essence potion boosts Magic by 3[1].
Three Prayers can boost Magic. These are Mystic Will, Mystic Lore and Mystic Might, which boost magic by 5%, 10%, or 15% respectively[2] for as long as they are active. These boosts do not increase damage, nor do they affect the player's actual level. Jagex has confirmed that these prayers only help your magical accuracy and magical defence.
Wizard's mind bomb is a type of beer that increases magic by 3 or 2 (if the player's Magic level is below 50). Players can brew it themselves at level 34 Cooking[3], or buy it at the pub in the Burthorpe Games Room or the Rising Sun Inn in Falador.
Red spicy stew can boost magic by up to 6 (although it can decrease it by up to 6)[4].
[edit] Trivia
- The Magic Skill Cape is the only skill cape to have gold under the shoulder pads and on the back. On all the rest of the skill capes, they are coloured grey.
- In early 2001, there were two magic skills, Good Magic and Evil Magic. However, with the introduction of a new magic system, the two skills were merged into Magic and the player kept the level of the skill they were higher in. For example, if the player had level 50 Good Magic and level 40 Evil Magic, he would keep level 50 Magic and the experience for the Evil Magic was discarded. Because of this, some players were upset that they lost money for training their lower magic skill and that the experience was thrown away instead of being added. The evil magic spells were Confuse, Thick Skin, Shock Bolt, Elemental Bolt and Fear, and the good magic spells were Chill Bolt, Burst of Strength, Camouflage, Rock Skin and Wind bolt.
- In RuneScape Classic, spells are universally represented by a simple, flying blue star, which proved difficult to distinguish from arrows, which were green stars. Also, in the original RuneScape, players were fully capable of casting magic spells while wearing full Rune armour without hindrance, leading to a massive imbalance in favour of high-level mages.
- In RuneScape Classic, each spell gave the fixed experience using the formula 2 * spell level + 20. Jagex explains that the reduction of Magic experience in RuneScape 2 was due to the fact that runes were easier to obtain on the new version.
- The magical dummies in Lumbridge can be trained on without gaining any Hitpoints Experience.
- Fist Of Guthix can be used to train magic to higher levels because of free runes, but the experience is cut in half.
- All spells cast to moving characters other than the caster will actually chase them, with speed lower than ranged attacks.
- There is a glitch since the RuneScape HD update, such that sometimes failed combat spells would fly to the sky upon hitting the target. An image of this can be seen here.
- If the caster is default-casting and the enemy is killed by his missile, often the caster will waste an additional missile by casting it on the already dead character. This happens when the attack does not reach the target before another attack is launched, so it is more frequent when spells are casted from long range. The experience is equal to a spell failure.
- If the target of a magic attack teleports to a different location while the caster is default-casting at them, it is possible for the spell to change trajectory if it is still in mid-flight when the teleport occurs, sometimes travelling an enormous distance and still hitting. With the removal of Wilderness PKing, this is now only possible on PVP worlds, or against teleporting targets such as Imps. It also happens in Fist Of Guthix, when the hunted teleports using the Tele-orb.
- All default-casting by players have attack speed of 5 and 6 for NPCs. Seemingly the attack speed is reduced by distance between the caster and target.
- If a player fails a spell in RuneScape Classic, they would be unable to cast any spell for 20 seconds. They would gain no experience, although they would keep the runes. This was changed with the release of RuneScape 2.
- Players complain that Magic needs to be updated, due to the max hit being only 40 while the Melee and Ranged are 100+.
- Jagex has gotten messages of players complaining how the Skillcape Emote is only 3 seconds long since all you do is spin around in the air and land. This discourages players who want 99 Magic only because of the cape.
- On June 9th 2009 the basic magic book had a graphical change.
[edit] Leak Spell
In the "Magic - The Basics" section of the Manual there was a picture of the standard spellbook which included a teleport spell that does not exist in game yet, it is speculated this is the teleport for Mobilising Armies as the centre image was a castle exactly like the Mobilising Armies icon leaked from the hiscores.
[edit] See also
[edit] References
- ^ a b Herblore - The Potions
- ^ Prayer - The Basics, RuneScape manual
- ^ Cooking - Drinks, RuneScape manual
- ^ Cooking - Extra Features, RuneScape manual
- RuneScape Game Guide
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