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-- Quickslots -- It is useful to have some things in your quickslots when you use them often. I only have 2 special attacks in them. Piercing shot (basic) and Deadshot (ultimate). I don't like the threshold ability, as it drains adrenaline and doesn't deal that much more damage than piercing shot. I prefer saving up adrenaline for Deadshot, as it deals very high damage. The basic combo is to shoot a normal attack immediately followed by Piercing shot. You might have to click piercing shot before your character is actually shooting, as there is a small delay. This way you can shoot twice instead of once every 2 seconds. This will also boost your adrenaline faster, so you can use deadshot more often. When using deadshot, shoot it on a target that is full HP or almost full HP, so you don't waste any of the damage. In your other quickslots, you should have food (if using anchovy pizza, you need to put the half pizza into a second slot), potions (if you use them) and bones (so you can bury them quickly) |
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--Picking up stuff-- It is worth it to pick up your arrows. That cuts the cost of your arrows by 75%. This lets you use more expensive harder-hitting ammo for the same price. On most monsters it’s possible to pick up arrows and loot and not lose any time. For maximum speed, hit another monster as soon as one is dead. This will keep you ranging at maximum speed and it will also keep your adrenaline bar up, allowing you to use the stronger specials more often. When you get big bones or alchemy items, you can alch or bury it between 2 shots. Burying can be done without losing time. |
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# Magic # -------------- Magic is a slightly more difficult skill to level up in f2p. Magic helps in pvp, as it contributes to your magic defence. It can also be effective on the offensive side. Mages are quite annoying in pvp, because raising your mage defence means lowering your melee and ranged defence. Mages can also invest a bit into defence, which makes them quite powerful. In a 1 on 1 duel between a warrior and a mage tank, the mage tank will most likely win. But be careful when maging in pvp, because you are the squishiest of the combat triangle. Binding gets one target off you for a few seconds, but it attracts pile jumpers. Magic is not just combat. It is also a skill that helps in some other skills. Superheating is a great help in smithing, even in mining. Alchemy lets you convert items into coins which you couldn't use otherwise, mainly drops from combat training. Magic is also a fast skill. You can get up to 135k xp/hour. --Basic levels-- To get good xp, you need level 43 or 55. This gives you access to superheat item and high alchemy, which are the best spells to use for magic training. There are 2 ways of doing this: curse or fire strike. If you are training with curses, I recommend goblins in the SoS. It’s the first room right after you enter it. It is multicombat and there are enough targets. Lower your mage bonus so that you will miss and recast a lot. The best spots to fire strike are the spots where you would otherwise range monsters. Refer to the ranged section for monsters to kill. For fast xp at low levels use low alchemy or teleports. They're both about the same speed and cost. |
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--Superheat Item-- When it comes to efficiency, superheating is one of the best things to do. You get good xp in 2 skills (magic and smithing) and the cost is minimal. Superheating is a difficult method to use though. There are many tricks to do it faster, which can be found under ‘efficient training’ later in the guide. Superheating is versatile. Superheating iron gives the fastest magic xp, but for people that don't want to spend money there are higher level ores. Superheating steel, mithril or adamant hovers between a small loss and a small profit. If you do it at the right times, it should be profit. It varies over time, but not very fast. Superheating runite is profitable and sometimes very profitable. But to do it, you need big cash reserves. 30M+ is recommended. Superheating strategies can be found in the smithing section and advanced strategies are found under ‘efficient training’. |
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--High level Alchemy-- This is the method most people use to train magic. It’s easy and fast. It can be difficult to get hold of good items though. These are items that are usually easy to obtain, with their alchemy values. -Gold necklace (270) -Maple longbow (384) -Sapphire necklace (630) -Steel platebody (1200) -Mithril platebody (3120) -Green d'hide body (4680) -Adamant platebody (9984) Check the GE prices before you start alching. You don't want to end up with too much loss. There are 2 types of alchemy items with both their pros and cons. Type 1 items, like gold necklaces, buy quickly in large quantities, usually have a low value, but they also lose quite a bit of money. Type 2 items, like green d'hide bodies, are the majority of good alchemy items. They are harder to buy, usually have a 100/4h limit and have often have a high value, but these items are cheap to alch and may even result in profit. If you search on the internet for an alchemy calculator you can find up-to-date data on the cost of alching various items. Keep in mind that you don't have to buy at medium price. You can buy for lower to cut costs, or higher, to speed up the buying. I set my magic with teleports and other spells on, in level order. Put Alchemy items in the 2nd row, 3rd slot. That way you always have the items you want to alch under the alchemy icon. When alching lots of items, it is useful to have MouseKeys activated. Press Shift + Alt + NumLock to active MouseKeys. This lets you use num-5 for a mouseclick, which is a lot easier on your hands. MouseKeys are legal to use. While alching you will lose money most of the time. Since you can alch anywhere, you might as well do it in a place that makes you money. This is often more profit than you lose alching. Some examples: Telegrabbing wines of zamorak Picking up apples in the cooking guild Picking up monk robes in the monastery |
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--Superheating Vs Alching-- These 2 are the main magic training methods after level 55, so it’s a good idea to compare them. A few comparison points: Superheating can be faster, but also slower, depending on the ore you superheat and your concentration. An experienced superheater is usually faster. Superheating is cheaper when using higher ores, iron is a little more expensive than alching. Superheating is not bound by GE limits, although neither is alching certain items. Superheating is also a good way to train smithing. Alching can be done anywhere, especially in advantageous spots. Superheating is bound to a bank. You can talk while alching at full speed. Alching can even be done while training other skills. Currently I am using alchemy to train magic. I used to do superheating. |
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--Combat magic-- If you don’t like alching or superheating, do not despair. There are other ways to get your magic up. The best candidate for that is combat magic. Fire bolt and crumble undead are good spells for this. You can cast fire bolts on anything you would normally range, lesser demons and moss giants are best to kill. Crumble only works on undead creatures, like Ankou or Zombies. Combat magic is slower than earlier mentioned methods, but it gets you constitution xp (and possibly prayer xp), which has it's value. If you want to use this method to it's full extent, you're going to need several items. High dungeoneering is very useful and 50 runecrafting is recommended. 50 runecrafting is required for runecrafer robes, the best non-degrading F2P magic robes. I don't think charged combat robes are worth it, as their rune-saving effect is quite minimal. From dungeoneering you can get some other good magic items. An arcane blast necklace will give you 10% extra damage. A magical blastbox gives an attack bonus, stores your runes and sometimes does additional damage. Without these items you won't be nearly as effective. Using wizard mind bombs gives you a small damage boost for a few minutes. A gravite staff gives you 5% extra damage and lasts very long. It's expensive though. Both of these items are optional. Combat magic can become a good method to train magic, if you have all the recommended items. |
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--Other methods-- Another method that works and gives good xp is enchanting. Buy strung ruby amulets, enchant them and sell them. Check the prices before doing this. You can make profit by enchanting, sometimes quite high profits. But chances are that if you don't like superheating, you won’t like this method either. This should not be an alternative method, but an additional method, for it is sometimes quite profitable. Downside to enchanting is that the amulets are often hard to buy and sell. Don’t plan on getting 99 by cursing. After a few thousand spells your wrists start to hurt. It is a total of 400k spells to 99. Don’t do this after 55. Continuing with fire strike is just plain slow. Neither use this method to get 99. Using blast spells is just a waste of money, and not faster than other methods. Teleporting is very expensive and not faster than earlier mentioned methods. One common training method that is overrated and that I haven’t mentioned yet is playing Fist of Guthix. Since you get free runes, you also get free magic xp. To bust a common myth: this is NOT fast magic XP! Xp gain is halved and you can’t always be hunter, lowering the xp further. Lowering your magic attack to miss on purpose is even sillier, since you miss out on the xp you get for dealing damage. It makes you look like a noob and you only get less hourly xp. Playing this game to train magic is fine, but just playing it for magic xp would be a waste of time. Try to win your games as well, so you can get tokens, which are useful for other skills. Play with honour, don’t forfeit after you get your xp, but make it a game. Some hourly xp rates: Superheating Iron: up to 135k Superheating steel: up to 115k Superheating mithril: up to 100k High alchemy: 70k Enchanting: up to 70k Crumble undead: 42k Fire bolt: 37k Curse: 35k Fire strike: 25k Magic in FoG: 15k (+ tokens) |

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