Infernal Mage

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Infernal Mage
Release26 January 2005 (Update)
MembersYes
OptionsAttack, Examine
Race? (edit)
ExamineAn evil magic user.
Combat info
Combat level63
Life points6,500
AggressiveNo
PoisonousNo
Combat experience
XP325
XP91
XP107.2
XP29 (two-handed)
14 (one-handed and armour)
Slayer info
Level45
AssignmentInfernal mages
MasterMazchna: 60–100
Chaeldar: 110–170
Offensive
Max hit
001,04000
StyleRate
4 ticks (2.4s)
Combat levels
11521
Accuracy
008010
Defensive
ArmourWeaknessSusceptible
62840
Base hit chance
90507060
Immunities
Not immuneNot immuneNot immuneNot immune
Advanced data
NPC ID1643
Linksbestiary • MRND
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Infernal Mages are Slayer monsters that require level 45 Slayer to kill. They are sometimes killed for their common death rune drops and various staves and have frequent gold charm drops, though most monsters have better charm rates. When killing infernal mages, an elite version may spawn (guaranteed while on a Slayer assignment), which can be further increased with the use of fellstalk incense sticks and tier 1 luck.

Infernal mages are the only monster that drops dark mystic hats and boots. Standard infernal mages do not have access to the rare drop table (although the elite version does).

Locations

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Strengths and weaknesses

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Infernal mages use a weaker version of the spell Fire Blast to attack the player, so wearing dragonhide or mage armour will reduce the damage taken. This attack hits extremely often. Protect from Magic is recommended. They are weak to arrows, so it is advisable to bring the best bow available.

If a player stops fighting and lets a familiar attack the infernal mage, the mage will attack back with melee, no matter how far the familiar is from the mage. You cannot use a dwarf multicannon on any infernal mages due to the fact that they are only found in the Chaos Tunnels and the Slayer Tower, and neither of them allow the use of cannons.

Drops

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The following drop rates are provided by Jagex, unless otherwise specified.

The average Infernal Mage kill is worth 3,328 coins.

Pre-roll

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These drops will be rolled in this order until one is obtained. If all fail, a common drop will be rolled instead.

  1. ^ 1/993 with tier 1 luck or higher.
  2. ^ 1/496 with tier 1 luck or higher.
  3. ^ 1/496 with tier 1 luck or higher.

Weapons

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Runes

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Coins

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Other

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Tertiary

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  1. ^ Only dropped if fewer than five ancient effigies are owned. The drop rate is decreased for every effigy owned, up to four effigies.

Charms

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The quantity of charms dropped can be affected by a number of boosts including Familiarisation triple charm drops, Fang of Mohegan, and seasonal events such as Winter Weekends.

Achievements

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Graphical updates

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Update history

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This information has been compiled as part of the update history project. Some updates may not be included – see here for how to help out!
  • update 2 March 2026 (Update):
    • Default base hit chances increased:
      • Ranged ('weak'): 65 → 70
      • Magic ('same'): 55 → 60
      • Melee ('strong'): 45 → 50
  • patch 12 February 2024 (Update):
    • Rebalanced several low level monsters that were harder to kill than intended
      • Infernal Mages had the following stat changes:
        • Defence: 52 -> 40
        • Armour: 901 -> 628
        • Combat level: 72 -> 63
        • Lifepoints: 8,800 -> 6,500
  • ninja 26 October 2020 (Update):
    • Monsters with multiple variants will now consistently spawn as those variants when newly placed in the Personal Slayer Dungeon.
      • This includes infernal mages.
  • patch 22 January 2018 (Update):
    • Luck messages no longer appear incorrectly from infernal mages.
  • patch 18 August 2014 (Update):
    • Major stretching in the infernal mage's attack animation has been fixed.
  • patch 28 November 2012 (Update):
    • Infernal mages no longer deal damage after they've been killed.
  • patch 7 September 2010 (Update):
    • Infernal mage attack animations were being interrupted.
  • patch 25 February 2009 (Update):
    • Infernal magi no longer have to contend with hair rendering over their hats.

Trivia

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  • They have the same walking and idle animation as pirates.
  • Their attacks register about 1.5 seconds after the spell actually hits the player.
  • Prior to Mobilising Armies removal, they were located in the minigame as siege units and unattackable.

References

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  1. ^ Jagex. Mod Ash's Twitter account. 23 February 2017. (Archived from the original on 30 April 2020.) Mod Ash: "1 / 1k chance."
  2. ^ a b Envision. Drop Rates V2. RuneScape Forums. 29 July 2014.