Attacks & AbilitiesEdit
- Auto-attacks: The Magister primarily attacks with magic using a twirling animation. After three auto-attacks, he uses one of these abilities:
- Ranged attack: The Magister charges up a ball of energy 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.
- Bomb: The Magister yells "Dodge this!", sending out a small bomb near the player, which will explode for heavy damage if near it. It can be kicked to the Magister, dealing 4,000 typeless damage, though it requires the player to face him upon kicking the bomb, or it will fly off and deal no damage. Luring him to the bomb also works. If the bomb hits familars, it does 2,000 damage to them. The bomb can hit several targets at once, as long as they are in its radius.
- Lunge: The Magister yells "You dare fight me?" and lunges at the player (similar to the Crystal Shapeshifters spiked crystal attack). It can be avoided by running far enough; however, the distance required varies on the direction the player runs. This deals melee damage. If you have protection or deflection curses active, it may briefly disable them, though this does not apply if Resonance is used.
- Minions: The Magister will occasionally summon two imperial akhs to attack the player, which can consist 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 give 2% corruption (which can go over 25%, capping at 50%) and do not count towards a soul devourer task.
- Life Siphon: The Magister yells "Your sacrifice allows me to live!", using an Asphyxiate-like animation, which heals him mildly while damaging the player at the same time. It can be avoided by staying far enough from him and stopped by running out of his range or damaging him enough with melee. 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.
- Stun: If the player is within melee distance of the Magister, he will yell "Stay still!", stunning the player for a moderate amount of damage and performs Escape.
- Soul Obelisk: 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.
- Corrupted Obelisk: Upon reaching 100,000 life points, the Magister summons a second obelisk across the soul obelisk. This obelisk periodically deals damage to the player while it is active and adds a corruption stack (4%, which can go over 25%, capping at 50%)
- Automatic Healing: The Magister can occasionally call on the Soul Obelisk to heal him, healing anywhere from 6,000 to 10,000 life points. This attack seems to only be used below 150,000 life points.
- Siphon: Drains 10% of the player's adrenaline when used.
- Resonance: The next successful hit on him will heal him instead.
The Magister is equally weak to all combat styles, though magic and ranged are preferred as it allows 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 does deal much more damage against him.
Mages have access to several useful debuffs; Vulnerability (which means players can deal more damage, as it stacks with the corruption feature) and the Guthix staff to lower the Magister's very high defence.
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; usually, 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, though he can break out of them occasionally.
Corruption works as normal as it is still part of the slayer dungeon; however, the maximum amount has been 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 near their location. It can be kicked back towards him, but it is usually not recommended as it requires unnecessary effort which could be used for faster DPS. If it is near him (within two spaces), it does not need to be kicked, as it will damage him when it explodes.
When he yells "Your sacrifice allows me to live!", it is recommended to simply stay still and tank the attacks, as attempting to run from it will usually cause your dreadnip to despawn due to being "too far" from him. This attack always has 100% accuracy, 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 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 penalty. However, in the event that he summons them, it's best to take both out if neither spawn as a mage. If one does spawn as a mage, it is recommended to leave it alive, as he will not summon additional minions until both akhs are killed.
Throughout the fight, the Magister may occasionally perform a Siphon, draining the player of 10% adrenaline. Be careful of this, as it can disrupt your damage cycle and cause the unnecessary drinking of an adrenaline potion to refill that lost adrenaline, especially if attempting to use Sunshine.
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, debuff him with Vulnerability, and remove defensive stacks with either Quake or the Guthix staff. This will lower his defences significantly and give increased damage 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 begins to gradually drain 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. Brews are not affected by this stack.
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's 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 stop this from happening if it occurs. 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.
For experienced players, it's recommended to ignore the obelisk, as the corruption stacks it adds to the player increases the player's damage output greatly against the Magister.
Continue avoiding his attacks and lower his health to 50,000 life points, where the final phase begins.
The Magister goes berserk (like Nomad), seemingly increasing his damage output while losing some defence. Kill him off quickly before he can stack 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%, is reset back to 25%. Heal up before beginning another kill, as while all soul drain stacks are removed, the player's health will remain the same.