Runescape 3 Magic Perk, Ability, Spell & Equipment Guide

13.05.2024 - 23:24:42
Game Guides , Runescape

Runescape 3 Magic Perk, Ability, Spell & Equipment Guide

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Magic in Runescape 3 is one of the essential combat and utility skills, offering a variety of spells which will immensely help you on your journey playing Runescape 3. There are multiple spell books which contain a variety of spells that can be used in a variety of different scenarios. Spells like teleports will help you traverse through the massive world that is Runescape 3, combat spells will help you kill monsters and exploit their weaknesses and utility spells such as high-level alchemy will be handy in many different situations. Before diving into the gear and perks let's take a look at the spellbooks.


Spellbooks

There are 3 spellbooks in the game, which are:

  • Standard/Modern

  • Ancient

  • Lunar 

Standard and ancient books contain a lot of combat, teleport and utility spells whereas the lunar only has teleports and a variety of different utility spells.

Standar/Modern Spellbook

  • Automatically unlocks at the beginning of the game.

  • Has great combat spells.

  • Great for traversing the game.

  • Has good utility spells that can make you money.

  • Contains 76 spells.

Ancient Magicks

  • Unlocked after the completion of the quest “Desert Treasure”.

  • Contains offensive spells that can hit an area all-together.

  • Offensive spells have additional effects. Blood spells will lifesteal, ice spells will freeze, shadow spells will reduce the target's damage and smoke spells will reduce the target's chance to hit.

  • These offensive spells are also considered as elemental spells. Ice, blood, shadow and smoke are considered as water, fire, earth and air respectively.

  • Has niche teleports.

  • Has the best skilling spells that will boost your experience. These skills can be unlocked after the completion of the quest “The Light Within”.

Lunar Spells

  • Least useful spellbook.

  • Contains mostly defensive and utility spells that aids skilling.

  • Unlocked after completing the “Lunar Diplomacy” quest.

  • Additional spells can be unlocked after completing the “Dream Mentor” quest and through the “Livid Farm” minigame.


For combat you can use either Standard Magic Book or Ancient Spell Book.

Magic Weapons & Perks

                                                                                

There are two types of weapon styles for magic:

  • Dual-wielding

  • Two-handed

Two handed weapons hit harder than the dual-wield weapons but dual-wield weapons are faster than the two handed weapons. Just like any other combat style you should choose your weapons based on its cost and its passive effects. It is good to note that two-handed weapons have better effects and DPS overall and are preferred over dual-wield weapons. However this also makes dual-wield weapons cheaper. There is a lot to talk about regarding weapons in magic so let's jump right into it! 

For two handed, Armadyl battlestaff Attuned crystal staff Noxious staff/Staff of Sliske Fractured Staff of Armadyl / Inquisitor’s staff against every melee classed enemy.

For dual-wield: Virtus wand & book → Cywir elders wand & orb → Wand of the praesul & Imperium core

Two-Handed

                           

Tier

Weapon

Cost

Notes

70

Crystal Staff

320K

  • Requires the completion of the quest “Roving Elves”.

  • Easy to obtain and cheap.

70

Blisterwood staff

-

  • Requires the completion of the quest “The Branches of Darkmeyer”.

  • Costs nothing.

75

Staff of light

5.6M

  • There is a 1 in 8 chance to save your runes when casting combat spells.

  • It has a special attack that costs 100% adrenaline. When used it will reduce all incoming melee damage by 50% for 1 minute.

75

Greater runic staff

25K Runespan points

  • Also requires level 90 Runecrafting. 

  • You can store 1,000 casts of a spell in this staff, this is not limited to combat spells.

77

Armadyl battlestaff

120M

  • Provides an unlimited amount of air runes when worn.

  • It is the second most accurate non-degrading staff.

  • Increases the damage of the Storm of Armadyl spell by 10%, but this only affects auto attacks so it doesn’t matter much when you are using abilities.

  • Has a special attack that costs 50% adrenaline.

  • It launches 5 attacks against your target.

  • Deals in total 300% ability damage.

78

Sunspear

-

  • Requires the completion of the quest “River of Blood”.

  • This spear can actually change combat styles so in this case it is on magic style.

  • It has 15,000 charges and costs 600K to repair.

  • If lost can be reclaimed for 600K.

78

Zuriel’s staff

17M

  • This staff has 100,000 charges but it degrades into dust after it has been used.

  • Has a special attack that consumes 100% adrenaline and 100 charges on the staff.

  • Deals an AoE magic based damage on a 3x3 area.

  • Deals 200% ability damage per target and uses 0.1% charge per target hit.

  • It also reduces the targets attack speed by 0.6 seconds for 15 seconds.

  • Also halves their adrenaline gain for the same duration.

80

Attuned crystal staff

1x Attuned crystal seed & 2K Harmonic dust

  • Requires the completion of the quests “The Eyes of Glouphrie” and “Plague’s End”.

  • Also requires 50 Agility.

  • Has a chance to deal +25% damage, the chance of this happening scales with your Agility level. At level 99 it is 12%.

  • Has 50,000 charges and can be repaired by Eluned or Islwyn for 200K.

80

Chaotic staff

200K Dungeoneering tokens

  • Also requires level 80 Dungeoneering.

  • Has 30,000 charges and costs 2M coins to repair or 200K coins and 20K Dungeoneering points.

80

Second-Age staff

230M

  • Most accurate non-degrading staff.

  • Not recommended due to being expensive.

80

Inquisitor staff

145M

  • One of the best magic weapons in the game.

  • Has a passive effect that grants +12.5% damage and +10% hit chance against melee classed enemies. Also grants a +5 affinity boost against enemies that are weak to the selected spell type.

  • This effect can be further upgraded, which grants an additional +5% damage boost against melee enemies.

  • Has 60,000 charges and can be repaired for 2M coins.

82

Staff of limitless (elemental)

3.3M

  • Unlimited amount of runes for the corresponding element.

  • Has 60,000 charges and can be repaired for 1.5M.

85

Staff of darkness

20M

  • Has 12.5% chance to negate the rune cost for your spell.

  • Has a special attack that consumes 100% adrenaline and reduces all incoming damage by 25% and reflects 25% of it back for 19 seconds.

  • Has 60,000 charges and can be repaired with 2 staffs of light.

  • Solid staff but too much repair cost.

85

Camel staff

36M

  • Has a damage over time effect.

  • Reduces your targets accuracy by 5%.

  • Provides infinite fire runes.

  • Has 30,000 charges and costs 4.1M to repair.

  • Can be used if you do not have better options.

87

Obliteration

2M

  • Has a special attack that costs 50% adrenaline.

  • Deals 200-240% ability damage.

  • Halves all of the healing your target receives by half for 15 seconds.

  • Has 60,000 charges and costs 4.5M to repair.

  • Good for PvP and decent for PvM due to it being incredibly cheap but if you have money to spare, it is not recommended.

88

Superior Zuriel’s staff

17M

  • Has the same effects of a regular Zuriel’s staff with increased accuracy.

90

Noxious staff

284M

  • Has 60,000 charges and costs 4.8M to repair.

  • Has a special attack that consumes 100% adrenaline. This summons a spider for 10 seconds that reduces the damage you receive for 50% and deflect it back to the attacker. This spider has 10k health.

  • Great end game staff.

92

Staff of Sliske

215M

  • Has 60,000 charges and costs 4.8M to repair.

  • Has a special attack that costs 50% adrenaline.

  • Summons a clone that attacks your target 5 times.

  • Deals a total of 325% ability damage in total.

  • This clone ignores your target's defences and will always hit.

  • Great end game staff.

95

Fractured Staff of Armadyl

1.2B

  • Best two-handed staff in the game currently.

  • Has 60,000 charges and costs 4.8M to repair.

  • Has a special attack that costs 50% adrenaline.

  • Hits your target for 50%-200% ability damage.

  • Casts two spells at once when hitting a critical hit within 30 seconds of activation.



Main-Hand

                     

Tier

Weapon

Cost

Notes

75

Abyssal wand

132K

  • Best non-degrading main-hand magic weapon.

  • 1 in 8 chance to save the runes when auto attacking. This increases to 1 in 5 when wearing combat robes and to 1 in 2 when wearing battle robes.

80

Attuned crystal wand

1 Attuned crystal weapon seed & 1K Harmonic dust

  • Requires the completion of the quests “The Eyes of Glouphrie” and “Plague’s End”.

  • Also requires 50 Agility.

  • Has a chance to deal +25% damage, the chance of this happening scales with your Agility level. At level 99 it is 12%.

  • Has 50,000 charges and can be repaired by Eluned or Islwyn for 200K.

80

Virtus wand

8.5M

  • Has 30,000 charges and costs 3.7M to repair.

85

Seasinger kiba

100 chi

50 koi scales

1 Gemstone kaseki

  • Also requires level 92 Runecrafting.

  • Obtained from PoP.

  • Has 30,000 charges and costs 3.7M to repair.

  • Not recommended since it takes a while to get.

85

Wand of the Cywir elders

12.5M

  • This weapon actually has the damage of a tier 80 weapon but has the accuracy of a tier 90 weapon.

  • Has 60,000 charges and costs 2.7M to repair.

  • Solid mid-tier weapon and pretty cheap.

88

Elite Seasinger kiba

Seasinger kiba

1 weapon upgrade kits

10 Chi

  • Also requires level 92 Runecrafting.

  • Upgraded version of the regular seasingers.

  • Untradable.

  • Has 60,000 charges and costs 3.7M to repair.

  • Not recommended since it is annoying to obtain.

90

Seismic wand

109M

  • Solid regular tier 90 weapon.

  • Has 30,000 charges and costs 4.5M to repair.

92

Wand of the praesul

577M

  • Has 60,000 charges and costs 4.5M to repair.

  • Best main-hand wand.

Off-Hand

Tier

Weapon

Cost

Notes

70

Crystal orb

334K

  • Requires the completion of the quest “Roving Elves”.

70

Blisterwood Orb

-

  • Requires the completion of the quest “The Branches of Darkmeyer”.

  • Costs nothing.

  • Good entry off-hand.

75

Abyssal orb

1M

  • Has 1 in 8 chance to save runes when casting combat spells.

80

Attuned crystal orb

1 Attuned crystal weapon seed

1K Harmonic dust

  • Requires the completion of the quests “The Eyes of Glouphrie” and “Plague’s End”.

  • Also requires 50 Agility.

  • Has a chance to deal +25% damage, the chance of this happening scales with your Agility level. At level 99 it is 12%.

  • Has 50,000 charges and can be repaired by Eluned or Islwyn for 200K.

80

Virtus book

9M

 

85

Seasinger makigai

50 chi

25 koi scales

1 gemstone kaseki

  • Also requires level 92 Runecrafting.

  • Obtained from PoP.

  • Has 30,000 charges and costs 3.7M to repair.

  • Not recommended since it takes a while to get.

85

Orb of the Cywir elders

13M

  • Has tier 80 damage and tier 90 accuracy.

  • Does not affect ability accuracy.

  • Performs the same as a virtus book, so the cheaper is preferred.

88

Elite seasinger makigai

5 Chi

1 seasinger makigai

1 upgrade kit

  • Created in PoP.

  • Requires level 92 Runecrafting.

90

Seismic singularity

223M

  • Solid end game orb.

  • Has no special effects.

92

Imperium core

422M

  • Best in slot off-hand mage weapon.

  • Has no special effects.

Ammunition

Make sure to always use a rune pouch with the runes that are required.

Invention Perks

Here are the perks that you need to know:

  • Precise: Your minimum damage is increased by 1.5%, this number goes up with each rank.

  • Ruthless: Whenever you kill an enemy your damage will increase by 0.5%, this effect stacks up 5 times.

  • Aftershock: After dealing 50K damage, this perk will deal an additional 40+ ability damage to the area, this damage increases with rank.

  • Eruptive: This perk increases your ability damage by 0.5%, this number goes up with rank.

  • Caroming: Increases the target count of AoE abilities by 1 per rank.

Basic Perks

  • Two-handed tier 80-90: Precise 6

  • Main-hand tier 80-90: Precise 6

  • Off-hand tier 90: Eruptive 4

End-Game Perks

  • Two-handed Tier 92 & 95 (or Inquisitor’s staff): Gizmo 1: Precise 6, Ruthless 1 - Gizmo 2: Aftershock 4, Eruptive 2

  • Main-hand Wand of the preasul: Precise 6, Aftershock 1

  • Off-hand Imperium core: Aftershock 4, Eruptive 2

As you can see, getting the best in slot weapons and perks for those said weapons on Runescape 3 requires a lot of gold, which takes a lot of time to earn. If you want to skip this entire annoying hurdle, consider buying gold on our website here.

Magic Armours & Perks

Just like all the other combat styles, Magic also has 2 types of armour. One being the tank armour, the other power armour. Tank armour allows you to tank more damage and will negate more damage, whereas power armours will allow you to deal more damage due to having offensive bonuses. Generally speaking you should always consider going for a power armour rather than a tank armour, unless you are not familiar with the content and you want a safeguard to prevent you from dying as much.

Recommended armours: Robes of Subjugation Virtus Armour Cryptbloom armour Elite tectonic armour

Tier

Armour

Cost

Notes

70

Robes of subjugation

28M

  • Power armour.

  • No repair cost.

  • Solid entry-level armour.

  • Cheap.

70

Ahrim the Blighted’s euipment

10m

  • Tank armour.

  • Has a set effect that lowers your enemies strength levels. Requires full set (including weapon) to trigger.

  • Has 100,000 charges and costs 450K to repair.

75

Ganodermic armour

3.1M

  • Tank armour.

  • Very cheap

  • Degrades and costs 1.7M to repair.

80

Virtus armour

62M

  • Power armour.

  • Solid mid-tier armour.

  • Also requires level 80 Constitution.

  • Has 60,000 charges and costs 1.9M to repair.

80

Anima core of seren

54M

  • Power armour.

  • Virtus is better due to having more bonuses.

85

Superior Seasinger’s robes

240 Chi

  • Tank armour.

  • Untradable.

  • Has 72,000 charges and costs 2.4M to repair or 120 Chi.

85

Refined anima core armour

112M

  • Power armour.

  • Can be made by combining the regular anima core armour with god essences. The prices of the essences come out to be 50M.

  • Has 100,000 charges and repair cost is the same as the crafting cost which is 50M worth of materials.

88

Superior Zuriel’s equipment

33M

  • Power armour.

  • Has 100,000 charges and degrades into nothing after all of it has been used.

90

Achto Primeval equipment

-

  • Tank armour.

  • Uncommon drop from the bosses in Liberation of Mazcab.

  • Has 100,000 charges and costs 4M to repair all pieces.

90

Cryptbloom armour

624M

  • Tank armour.

  • This armour has a set effect that does the following:

  • With at least 2 pieces, it reduces the incoming magic damage by 12% and melee damage by 8%.

  • With 3 pieces, this effect increases to 18% magic damage reduction and 12% melee damage reduction. This can be further increased if your auto-cast selection is set to any earth spell. With an earth spell this effect becomes 24% magic and 16% melee reduction.

  • With 4 pieces, whenever you take damage there is a chance to infect your opponent. This infection increases your damage dealt against them from behşind by 10% for 15 seconds.

  • With 5 pieces, whenever you fall below 20% of your max health a shield will spawn to protect you for 15 seconds. This effect has a 2 minute cooldown.

  • Best tank magic gear in the game.

90

Tectonic armour

60M

  • Power armour.

  • Has 100,000 charges and degrades to dust after it has been used.

92

Elite tectonic armour

486M

  • Power armour.

  • Best in slot magic gear.

  • Has 100,000 charges and costs 12 elite tectonic repair patches to repair fully, which costs around 57M.

Invention Perks

Perks that you need to know:

  • Crackling: Deal 50% of your ability damage to a creature per rank. 60 second cooldown.

  • Biting: Adds 2% critical strike chance to your weapon per rank.

  • Invigorating: Increases adrenaline gainage with auto-attacks.

  • Enhanced Devoted: Grants a chance to make protection prayers reduce the damage to 1.

  • Relentless: Grants a chance to not use adrenaline when using, threshold, ultimate and special attack abilities.

  • Devoted: Grants a chance to trigger the effects of devotion.

  • Impatient: 9% chance per rank to add 3% extra adrenaline when using basic abilities.

Basic Perks

  • Top Anima core: Gizmo 1: Crackling 4, Relentless 3 - Gizmo 2: Biting 3

  • Bottom Anima core: Gizmo 1: Impatient 4 - Gizmo 2: Enhanced Devoted 4

End Game Perks

  • Top Cryptbloom or Elite tectonic: Gizmo 1: Relentless 5, Crackling 4 - Gizmo 2: Biting 4

  • Bottom Cryptbloom or Elite tectonic: Gizmo 1: Devoted 4, Impatient 4 - Gizmo 2: Invigorating 4, Mobile


Capes

             


Cape

Style Bonus

Notes

Obsidian cape

13.4 Hybrid

  • Strongest tradable range and magic cape.

Cape of legends

17.3 Hybrid

  • Requires Legends’ Quest

Spirit cape

17.3 Hybrid

  • Requires 50 Defence, Summoning, Dungeoneering.

  • Costs 45K Dungeoneering tokens.

  • Reduces the familiar’s special moves cost by 20%.

Skill Cape

21.6 Hybrid

  • Requires level 99 in a skill.

  • Should be decided depending on the passive effect.

Max cape

31.5 Hybrid

  • Requires level 99 in all skills.

  • Can be imbued with 3 skill cape perks.

Tokhaar-Kal-Mej

33.5 Magic

  • Reward for beating the Fight Kiln with mostly Magic damage.

Igneous Kal-Mej

43 Magic

  • Requires 90 crafting to make.

  • The crafting materials can be obtained only from beating TzKal-Zuk without using checkpoints.

  • Adrenaline cost of Omnipower is reduced by 60%.

  • Makes it so that omnipower hits the target four times, each hit deals 90-180% ability damage.

Igneous Kal-Zuk

43 Hybrid

  • Requires 90 Crafting.

  • Requires completing a flawless hard mode run against Zuk.

  • Grants effect of its constituent capes.

Pocket Slot

Pocket Item

Style Bonus

Cost

Hourly Cost

Notes

Scrimshaw of elements

None

831K

272K

  • Requires level 80 Magic.

  • Grants +5% damage.

  • Untradable once activated and lasts for 3 hours.

  • Requires 92 Fletching to make.

  • There is a superior untradable version that has more powerful effects and lasts longer.

Scrimshaw of magic

None

845K

287K

  • Requires level 85 Magic.

  • Grants +2% Magic accuracy.

  • Untradable once activated and lasts for 3 hours.

  • Requires level 95 Fletching to craft.

  • There is a superior untradable version that has more powerful effects and lasts longer.

Holy wrench

None

N/A

N/A

  • Requires the completion of the quest “Rum Deal”. Increases the number of Prayer points restored by potions.

Adrenaline urn

None

N/A

N/A

  • Obtained as a drop from Kal'gerion demons, this item accumulates charges when the player's adrenaline surpasses 100%. Upon exiting combat, these charges are utilized from the urn instead of draining the player's adrenaline. Notably, this functionality operates from both the pocket slot and the inventory.

Blood essence

None

312,109 - 376,648

Varies

  • Requires the completion of the quest River of Blood. 

  • Must be charged with congealed blood.

God book

57,907 - 392,051

16,885 - 117,096

  • Requires level 30 Prayer and completion of Horror from the deep. 

  • Created by filling a damaged book with corresponding god pages. When charged with pages, it grants special effects.

Illuminated god book

57,907 - 392,051

16,885 - 117,096

  • Upgraded variant of the god book, requires, One Piercing Note.

Erethdor's grimoire

217,539,374

6,239,072

  • When charged with torn grimoire pages, it grants 12% critical hit chance and increases the critical hit cap to 15K.

Scripture

23,059,797 - 320,732,953

13,032 - 999,100

  • Has different versions, “Ful” being the best one. Each version has a different power when activated.

Necklaces

Necklaces

Style Bonus

Cost

Hourly Cost

Notes

Saradomin’s hiss

36.8 Magic

217K

-

  • Requires level 70 Magic.

  • Very cheap.

Reaper Necklace

36.8 Hybrid

56M

37K

  • After every effective strike, you gain a bonus of 0.1% to your chance of hitting, capped at a maximum of 3%. This bonus persists for up to 54 seconds following your most recent strike. 

  • Once equipped, the item becomes untradable.

  • It wears down over time and requires onyxes for recharging. 

  • It can be upgraded by an ornament kit, this increases the style bonus by 2.

Arcane stream necklace

44.1 magic

-

-

  • Requires level 80 Magic and 70 Dungeoneering.

  • You can create this necklace by combining a saradomin’s hiss with a chaotic remnant which costs 100K Dungeoneering tokens.

  • You can also attach a blood necklace shard to it.

Amulet of Souls

46.3 Hybrid

56M

37K

  • Has a 50% chance to increase soul split heals for 25-50%.

  • Protection prayers block 10% more damage.

  • Repairs with onyxes.

  • Can be further upgraded with an ornament kit, this increases the style bonuses by 2.

Essence of Finality amulet

56 Hybrid

258M

512K

  • Has the effects of amulet of souls and reaper necklace.

  • After sacrificing your weapon, you can special attack whilst using any weapon of the same style.

  • Becomes permanently untradable.

  • Must be repaired with alchemical hydrix dust.

  • Can be upgraded with the essence of finality ornament kit. This increases the bonuses by 3.

Rings

Rings

Style Bonus

Cost

Hourly Cost

Notes

Ring of vigour

12 Hybrid

50K Dungeoneering token

-

  • Requires level 62 Attack and Dungeoneering.

  • When an ultimate ability or a special attack is used, it consumes 90% of the adrenaline instead of 100%.

Seer’s ring

17.3 Magic

7.5M

-

  • Can be upgraded to have an extra 7.9 Magic bonus.

Luck of the Dwarves

17.3 Hybrid

78M

-

  • Tier 4 luck ring.

  • Can be imbued, this makes the ring untradable and this process is irreversible. Costs 7500 Teci. Increases the style bonus by 2.5.

Sixth-Age circuit

21 Hybrid

-

-

  • Requires the completion of the following quests:

  • The World Wakes

  • Ritual of the Mahjarrat

  • The Firemaker’s Curse

  • The Branches of Darkmeyer

  • The Void Stares Back

  • The Chosen Commander

Asylum Surgeon Ring

21 Hybrid

-

-

  • Requires level 85 Defence.

  • Requires the completion of the Broken Home quest and all 3 replay challenges.

  • Grants 10% chance to prevent adrenaline loss when using threshold abilities and 40% chance to save 25% of a special attack’s cost.

  • Can be upgraded with 10k Teci, this increases the bonuses by 2.4.

Ring of Death

25.2 Hybrid

56M

37K

  • Has a 50% chance to restore 5% adrenaline when a target is killed.

  • Instead of dying, you’re teleported to your spawn with all your items when you die. Costs 15% charge.

  • Can be recharged with onyxes.

  • Can be upgraded to with 15K Teci, Increases its style bonuses by 2.5.

Reaver’s ring

27.7 Hybrid

149M

-

  • Created by combining 10 Berserk rings and a Heart of the berserker.

  • Requires level 70 Crafting.

  • Has a 5% critical hit chance and -5% accuracy.

Channeler's ring

30.4 Magic

106M

-

  • Can be created by combining 10 Seer’s rings and a heart of the seer. This process requires level 70 Crafting.

  • Has a passive effect that provides +4% critical hit chance when using magic channelled abilities. Can also be further upgraded with enchantment of metaphysics.

Aura Slot

Aura Slot

Cost

Tiers

Duration

Cooldown

Notes

Vampyrism aura

5k Marks of War

2

1 Hour

3 Hours

  • Heal for 5% of the damage you deal.

Dark magic aura

12.5K Marks of War

3

1 Hour

3 Hours

  • Has a chance to inflict corrupting damage.

Maniacal aura

25K Marks of war

3

30 Minutes

5 Hours

  • Lowers your defence but boosts your magic.

Mahjarrat aura

1K Reaper points or 3 Bonds

5

1 Hour

23 Hours

  • Increases damage dealt by 5%.

Penance Aura

23K Loyalty points

2

1 Hour

3 Hours

  • Gain prayer points equal to 5% of the damage you receive.

Inspiration aura

23K Loyalty points

2

1 Hour

3 Hours

  • Your attacks that hit generates an additional 0.5% adrenaline.

Runic accuracy aura

107K loyalty points

1-4

1 Hour

3 Hours

  • Your magic accuracy increases by 3-10%, depending on your tier.

Invigorate aura

4.2K-155K Loyalty points

1-4

1 Hour

3 Hours

  • Your ultimate ability uses 90% instead of 100%.

Action Bar

How you set-up your action bar directly effects your overall DPS. There are also some abilities that you need to unlock via quests or codexes. Here is a simple list of ability bars that you can follows depending on where you are in the game:

Two handed

Basic Bar

No greater abilities.

With sunshine.

Greater abilities unlocked.

Dual-Wield

Basic Bar

No greater abilities.

With sunshine.

With other abilities unlocked.

Familiars

Storage

  • Spirit terrorbird - 52 Summoning, 12 storage slots.

  • War tortoise - 67 Summoning, 18 storage slots.

  • Pack yak - 96 Summoning, special move sends items to your bank, has 30 storage slots.

  • Pack mammoth - 99 Summoning, has 32 storage slots. It’s special move will heal you using the food stored in his storage.

Damage Enhancer


  • Blood/Shadow/Smoke/Ice nihil - 87 Summoning

  • Blood reaver - 73 Summoning, deals damage to the enemy when the player character is healed.

  • Kal’gerion demon - 90 Summoning, 1% forced critical strike chance.

  • Ripper Demon - 96 Summoning, Increases your damage by 0-5% depending on your target's lost health. Special move deals 200%-320% of ripper demons max hit to the target. This familiar is the strongest in game even without using the special move scrolls.

Tank

  • Bunyip - 68 Summoning, passively heals you.

  • Unicorn stallion - 88 Summoning, special move heals you.

  • Hellhound - 45 Summoning, tanks 20% of any damage dealt to the player.

Archaeology Relics

Basic

Requires level 70 Archeology.

  • Shadow’s Grace: Cooldown of Surge, Escape, Bladed Dive and Barge is reduced by 50% but they no longer generate adrenaline.

  • Berserker’s Fury: Your damage increases up to 5.5% the lower your life points are.

  • Font of life: Increases maximum health by 500.

Intermediate

Requires level 97 Archaeology.

  • Fury of the Small: All basic abilities generate 1% more adrenaline.

  • Blessing of Het: Food and potions are 10% more effective.

Advanced

Requires level 120 Archeology.

  • Conservation of energy: After using an ultimate ability, regain 10% adrenaline


Best combination is Conservation of energy, Berserker’s fury and Font of life.

Best In Slot Magic Gear


  • Elite Tectonic armour

  • Augmented Fractured staff of Armadyl

  • Essence of finality (or)

  • Stalker’s ring

  • Igneous Kal-Zuk

  • Elder God Scripture


The total cost of this, including the perks and abilities comes out to be around 2.5B. If you just want to get to the end game and enjoy Runescape 3 to its fullest, consider buying gold on our website, with cheap rates!

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