Ultimate Ironman Guide/Magic
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Magic is one of the most useful skills for Ultimate Ironman players, as it is often the fastest way to travel, is crucial to a number of training methods, and is a powerful option in many high and low-level combat situations. Early Magic training can be somewhat slow, due to low-level spells giving little experience per cast, but later on the skill can be passively trained through use in other training methods or general travel.
For more information about Magic equipment, see Ultimate Ironman Guide/Equipment.
Early training: Questing
Some early quests reward Magic experience, and can be used to gain some quick experience. In addition, using low-level spells like Fire Strike against safespottable quest monsters can passively give some Magic experience through combat.
- Witch's Potion rewards 325 Magic experience.
- Imp Catcher rewards 875 Magic experience.
- The Grand Tree requires 25 , rewards 2,150 Magic experience
- Watchtower requires 15 , 25 , 14 and 40 , rewards 15,250 Magic experience
Early training methods
Combat
One of the best ways to gain early Magic experience is to cast Fire Strike on various monsters and quest bosses. Many of the quest bosses can be made trivial with safespotting, and they are usually very weak to Magic. Players can make the money for the runes by collecting the 10,000 coins from the Stronghold of Security, subduing Wintertodt, doing Agility Pyramid or training Thieving.
Another option for early levels is to kill Ammonite Crabs on Fossil Island. They have relatively high Hitpoints, low offensive and defensive stats which makes them ideal for low-level training with little to no food required. They are also aggressive for 10 minutes when walked by, making it easy enough to stand near crabs and stay in combat for long periods of time without any player input, allowing for long, consistent training sessions with minimal attention needed. Ammonite Crabs also drop fossils uncommonly, which can be stored for use in Prayer training or for accessing items in the Volcanic Mine Item Retrieval Service. However, little to no money is made back from drops.
Splashing
Splashing low-level monsters is a very slow training method, but it requires very little effort. This method requires input only every twenty minutes to stay in combat against the monster. The price of the training method depends on the spell used, but in general it is fairly cheap, especially if the player is using an elemental staff to mitigate some of the rune costs. However, the low cost and low effort of the method are matched by equally low experience rates.
Players can gain up to around 6,600 Magic experience per hour using Wind Strike, and 13,800 Magic experience per hour using Fire Strike.
Superheating
Casting Superheat Item is one of the fastest training methods at lower levels.
One of the best training methods at lower levels is to mine iron in the Dwarven Mine, superheat the ores into bars and smith the bars into iron equipment at the nearby anvil. This method costs money, but it offers a solid amount of Smithing, Mining, and Magic experience. The Magic experience per hour depends on whether or not the player is using High Alchemy as well, but ranges from 25,000 to 38,000 Magic experience per hour.
Another training option is to buy gold ores from Ordan and superheat them into bars. This offers faster experience in both Smithing and Magic than iron, but it is extremely expensive. Players can gain up to around 80,000 Smithing experience and 75,400 Magic experience per hour.
For more information, see Ultimate Ironman Guide/Smithing.
Slayer
Slayer training gives a lot of passive Magic experience. Ancient Magicks are commonly used to burst or barrage multiple monsters for fast Slayer experience. Not only is this efficient for Slayer training, but casting burst or barrage spells also gives relatively high Magic experience rates in itself. The downside is that the spells cost a lot of money to cast, however on most tasks enough money is made back from drops to have only minor losses, break even or even profit slightly.
Ancient Magicks are typically used on dust devil, nechryael and smoke devil tasks. With practice, players can also use Ancient Magicks on dagannoth, abyssal demon, and TzHaar tasks as well, however they are much more expensive to do as those monsters barely give any money back from drops.
From level 70 to 94 Magic, it is recommended to use Ice Burst when training Slayer, as the spell is relatively cheap to cast and it has a decent max hit. Once the player reaches level 94 Magic, it is recommended to use Ice Barrage for better damage output, however it is more expensive to use than Ice Burst. Players can mitigate the extra cost by crafting the blood runes themselves, as they are very expensive when bought from a magic shop. On abyssal demon tasks the player should use Smoke Barrage.
For more information, see Ultimate Ironman Guide/Slayer.
Passive training methods
Casting Superglass Make
Training Crafting through glassblowing offers a small amount of passive Magic experience from casting Superglass Make. The exact experience rates will depend on the method and the player's attention, but generally players can expect to gain around 5,000–6,000 Magic experience per hour.
For more information, see Ultimate Ironman Guide/Crafting.
Alching platebodies
Smithing platebodies at the Blast Furnace offers some passive Magic experience from alching the platebodies for profit.
For more information, see Ultimate Ironman Guide/Smithing.
Other spells
Having a wide variety of useful alchemy spells, enchantment spells, and teleportation spells, Magic is a skill where experience will often accumulate during all sorts of other activities and training methods. High Alchemy is often used to process drops from Slayer, or turn items crafted through Fletching, Smithing, or Crafting into useful coins. On the Lunar spellbook, Humidify is useful for making Jugs of wine for Cooking training, and Cure Plant and Fertile Soil are both useful for Farming training. The Arceuus spellbook has the Resurrect Crops spell for Farming, as well as the various reanimation spells for occasional Prayer training.
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