Attacks & AbilitiesEdit
- Auto-attack: The Magister primarily attacks with magic using a twirling animation. After three auto-attacks, he randomly uses one of the following abilities:
- Ranged attack: The Magister charges up a ball of red lightning before launching it at the player, dealing high ranged damage. He will slam his staff on the ground and cracks will appear, followed by the attack.
- "Dodge this!": The Magister throws an explosive vial next to the player with an adrenaline bar above it, which explodes after a few seconds, dealing 4000 typeless damage and 2000 damage to familiars. It can be kicked back in the Magister's direction, also dealing him 4000 damage, which increases to 4400 if he is affected by Vulnerability. The bomb can hit multiple targets at once as long as they are in its radius.
- "You dare fight me?": The Magister barges at the player, dealing melee damage if he is not dodged by running away far enough. The distance required to avoid the attack varies on the direction the player runs. If you have protection or deflection curses active, it may briefly disable them, although this does not apply if Resonance is used.
- "Those who fall shall rise again!": The Magister will rarely summon two imperial akhs to attack the player, which consists of any combination of imperial mage akhs, imperial ranger akhs, and imperial warrior akhs. These imperial guard akhs do not require level 117 Slayer to kill, do not use abilities, and only have 10,000 life points. They also increase corruption by 2% (which can go over 25%, capping at 50%) and do not count towards a soul devourer task.
- "Your sacrifice allows me to live!": The Magister uses an Asphyxiate-like animation, which heals him for the damage (unmodified) dealt to the player. It can be avoided by staying far enough from him and stopped by running out of his range. It can also be stopped by successfully damaging him with a melee threshold ability. Note that if you run from the attack, you must get a message stating that you have been far enough to cancel his life siphon attack; him simply moving towards you is not enough to stop this. This is a magic attack so praying deflect magic will reduce the damage taken by half.
- "Stand still!": If the player is within melee distance of the Magister, he can stun the player, deal a moderate amount of melee damage, and surge a distance away.
- "Your soul - it contains such power! I must have it!": Upon reaching 150,000 life points, the soul obelisk turns active and sends out a health debuff (3 stacks each time). Each stack reduces the player's maximum health by 100, and also lowers the player's Constitution level. Drinking a dose of super restore potion removes seven of these stacks at a time.
- "Let us see how you fare against corruption.": Upon reaching 100,000 life points, the Magister summons a second obelisk at the south of the room. This obelisk periodically deals 600 typeless damage to the player while it is active and adds a corruption stack (4%, which can go over 25%, capping at 50%)
- "Restore me!": The Magister can occasionally call on the Soul Obelisk to heal him anywhere from 6,000 to 10,000 life points. This ability is only used below 150,000 life points.
- Siphon: Drains 10% of the player's adrenaline.
- Resonance: The next successful hit on him will heal him instead.
The Magister is equally weak to all combat styles, although magic, and to a lesser extent, ranged, are preferred as they allow the player to react quicker to his attacks and to avoid the stun attack. While he counts towards a soul devourer task, the slayer helmet does not provide any accuracy or damage bonuses. However, Tuska's Wrath still works normally, dealing up to 15,000 damage.
Ranged provides the best resistance against magic attacks, which is what the Magister primarily uses during the fight.
Halberd-type weapons are suggested as it will avoid the Magister's potential stun attack. Melee users also have access to Quake, which is useful here as the Magister has very high defence.
During the fight, the Magister will use various abilities against the player. He will either toss an explosive, charge at the player, siphon their health, or launch a ranged attack. Rarely, he may summon imperial akhs to aid him in battle. These attacks are only used after every three auto-attacks in each phase; when the Magister is transitioned into another phase, his attack pattern resets. Unlike most high-level bosses, the Magister is not immune to stuns, although he is capable of using Freedom.
Corruption works as normal as it is still part of the slayer dungeon; however, the maximum amount is doubled to 50%. This only applies during the fight, as it automatically resets back to 25% when the Magister dies.
When the Magister yells "Dodge this!", he throws an explosive vial near their location. It can be kicked back towards him if it lands between himself and the player. If it lands in an area where it cannot be kicked back, run a few squares away from the vial to avoid taking damage. If it is near him (within two spaces), it does not need to be kicked, as it will damage him when it explodes. Players should watch when he tosses the vial, as the vial easily blends into the ground, and the blue bar can be covered by your familiar. If no blue bar appears when the vial is on the ground, either your familiar is covering it or it landed on top of him.
When he yells "Your sacrifice allows me to live!", it is recommended to simply stay still and tank the attacks, praying against magic if necessary, as attempting to run from it decreases your damage output, and can cause your dreadnip to despawn due to being too far from him. This attack has 100% hit chance, but can be reduced by normal means as it is classified as a magic attack.
When he yells "You dare fight me?", simply run north at least two squares from him (align your compass so you do not run in the wrong direction). This will completely avoid the attack. It is possible to avoid by running in other directions, but requires more distance, and failure to do so will result in overhead protection prayers/curses being disabled and/or take damage, which can be problematic on high corruption with imperial akhs nearby.
Rarely, he may summon minions, where he yells "Those who fall shall rise again!". Two random imperial akhs (a combination of imperial warrior, ranger and/or mage akhs) will appear and attack the player. Unlike the imperial akhs which linger right outside the First Gate, these akhs are incapable of using abilities. They only have 10,000 life points, and increase the player's corruption stacks by 2% compared to 5%. These akhs do not count towards a soul devourer task, so they can be killed without decreasing the slayer target count. It is recommended to kill them if the Magister has high remaining life points, as the akhs deal significant damage if left alive.
Throughout the fight, the Magister may occasionally perform a Siphon, draining the player's adrenaline by 10%. Be careful of this before using a damage increasing ultimate ability, as it can disrupt your ability rotation and cause the accidental drinking of an adrenaline potion to refill that lost adrenaline.
The Magister automatically phases upon reaching the required life points, even if stunned.
The Magister appears once the Key to the Crossing has been used on the Soul Obelisk. As soon as he appears, cast Vulnerability and use the Guthix staff's special attack or Quake if meleeing. This lowers his defence significantly, which is vital for the fight.
Simply avoid the Magister's special attacks as best you can and lower his health to 150,000 life points, after which the next phase begins.
The Magister will activate the Soul obelisk, which gradually drains the player's Constitution level in set intervals. The obelisk drains the Constitution level in stacks of 3 (identified as ). This lowers the amount of health the player can hold, and the amount that food will heal. Saradomin brews are unaffected by this debuff.
To restore these levels, the obelisk can be attacked to restore these stacks (this can also restore a slight amount of health), or simply drink some Super restore. Super restores remove seven of these stacks at a time. It is highly recommended to remove the stacks via super restores, as attacking the obelisk to restore health is time consuming and allows the Magister to continually damage the player without any repercussions. Super restores should only be drunk if needed to restore prayer, or if desiring to recover the fullest amount from the food being eaten.
This obelisk has an infinite amount of life points, so it cannot be destroyed - it is simply disabled when the Magister dies.
The Magister can occasionally say "Restore me!", prompting the soul obelisk to heal him anywhere from 6,000 to 10,000 life points - there is no way to prevent this from occurring. This ability persists until he dies.
Continue avoiding his attacks and lower his health to 100,000 life points, after which the next phase begins.
The Magister now brings forth a corrupted soul obelisk on the southern end of the room to damage the player's soul. Unlike the normal obelisk which drains the player's Constitution level, this one damages the player for 600 damage at set intervals and adding corruption stacks by 4%. This obelisk has 25,000 life points.
Ignore the obelisk, as the corruption stacks it adds to the player increases the player's damage output significantly and the increased damage taken can be mitigated by Soul Split.
Continue avoiding his attacks and lower his health to 50,000 life points, where the final phase begins.
The Magister goes berserk, increasing his damage output while losing some defence. Kill him off quickly before he can deal too much damage onto the player. As with all the other phases, continue avoiding his attacks until he dies.
Upon his death, everything else dies with him - the corrupted soul obelisk returns to the ground, the plain soul obelisk becomes inactive, any minions that were with him will die, and if the corruption stack was over 25%, it is reset back to 25%. If he throws out a bomb before he dies, the bomb will still explode and damage the player and their familiar if they stand too close to it, so simply move away from it. Heal up before beginning another kill, as while all soul drain stacks are removed, the player's health will remain the same.