Pay-to-play Magic training
This guide is for pay-to-play Magic training and aims to help players find the most effective and efficient methods of Magic training.
Magic is a very useful combat skill and is used for many bosses and combat in general. When using Magic in combat, you can gain experience in Magic or Defence, or both, depending on your settings.
This guide aims to offer training methods for any level. Note that some lower level sections may also be included within the free to play magic training guide due to the easy availability and limited methods at these levels.
While ranges are given, many methods are cost effective across many levels. These ranges are only a suggestion and player preference should decide from the given information which methods will be more enjoyable in typical gameplay. For example, many players choose to strictly use High Level Alchemy from level 55 to level 99. This involves hours of idle play, but may be more comfortable for casual players than combat methods.
Training tips[edit | edit source]
Potions can be useful to players, as they can boost a player's experience per hour rates. There are several potions and spells that can boost a player's magic level: There are super magic potions, as well as regular magic potions and extreme magic potions.
A vecna skull has an unlimited amount of uses and temporarily boosts your Magic level by 2 + 10% of your magic level (rounded down). The downside is that once it is used, the cooldown period is hard-set to 6 minutes. The skull currently has a cost of 466,605 coins, and it is up to the player whether or not this cost is justifiable.
When training magic with combat, use the monster's elemental magic weakness to your advantage. It will work better than using a different elemental spell. It will also increase your experience rate as well, not to mention saving some runes.
If you intend to be a Magic pure do not attempt any combat spells as these will also give Constitution experience.
Equipment[edit | edit source]
Elemental staves are always recommended for all levels for their ability to eliminate costs. The weapon you choose will depend on your level and intended training method. The air version of multi-elemental staves has been used, but it may be swapped for any element as they all share stats. Staves are ordered from most practical to least in obtaining and upkeep with combat in mind.
Staves are generally two-handed and have higher stats, but one-handed wand and book/orb combinations typically have faster casts. If you prefer combat and wands, it is recommended that you upgrade your wand when an upgrade is available to increase your damage and kills per trip. After tier 70 many magic weapons begin degrading and thus have additional upkeep costs, however this is almost always worth it as higher tier weapons allow you to kill higher level monsters and earn more money offsetting the additional costs.
Players at level 1 should start The Blood Pact quest and then use Caitlin's staff to kill monsters. Players should visit Gudrik in Port Sarim to obtain mindspike for a better alternative that swaps between elements.
Level 1 | Typical weapons |
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Staff |
Wizards robes | |
Levels required | |
1 ![]() |
Level 10 | Typical weapons |
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Mindspike |
Imphide robes | |
Levels required | |
10 ![]() |
Level 20 | Typical weapons |
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Spider wand |
Spider silk robes | |
Levels required | |
20 ![]() |
Level 30 | Typical weapons |
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Air battlestaff |
Batwing robes | |
Levels required | |
30 ![]() |
Level 40 | Typical weapons |
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Mystic air staff |
Splitbark equipment | |
Levels required | |
40 ![]() |
Level 50 | Typical weapons |
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Ancient staff |
Mystic equipment | |
Levels required | |
50 ![]() |
Level 60 | Typical weapons |
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Toktz-mej-tal |
Grifolic equipment | |
Levels required | |
60 ![]() |
Level 70 | Typical weapons |
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Ahrim's staff |
Ahrim the Blighted's equipment | |
Levels required | |
70 ![]() |
Level 75 | Typical weapons |
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Staff of light |
Robes of subjugation | |
Levels required | |
70 ![]() |
Level 75 | Typical weapons |
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Staff of light |
Ganodermic armour | |
Levels required | |
75 ![]() |
Level 80 | Typical weapons |
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Chaotic staff Attuned crystal staff |
Anima core of Seren armour | |
Levels required | |
80 ![]() |
Level 80 | Typical weapons |
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Chaotic staff Attuned crystal staff |
Virtus equipment | |
Levels required | |
80 ![]() |
Level 85 | Typical weapons |
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Staff of darkness Seasinger kiba and Seasinger makigai |
Seasinger's equipment | |
Levels required | |
85 ![]() |
Level 90 | Typical weapons |
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Noxious staff Seismic wand and Seismic singularity |
Tectonic armour | |
Levels required | |
90 ![]() |
The tome of frost only requires 48 Dungeoneering to wield, but the tokens to purchase it requires level 64. Similarly, the gravite staff only requires 45 Dungeoneering to wield, but the tokens to purchase it requires level 64.
Note that some weapons will also have external requirements including quests and other skill levels. Some Dungeoneering weapons will require a lower level to wield than you will need to acquire enough tokens to buy them.
Relic powers[edit | edit source]
Relic powers can be unlocked through the Archaeology skill to unlock permanent passive buffs which can enhance Magic training when utilising combat training methods. Only 3 Relic powers can be active at one time.
Relic power | Effect | Level ![]() |
Required relic(s) | Monolith energy | Chronotes | |
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Font of Life | Increases maximum health by 500. | 5 | The Mortal Cup | 50 | 1,000 |
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Berserker's Fury | Deal up to +5.5% damage (all styles) the lower your current life points are below max. (Doesn't stack with Dharok's set effect.) | 56 | Dharok's Memento (Lock of hair + Amulet of the forsaken) | 250 | 5,000 |
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Death Ward | 5% damage reduction when your life points are below 50%; 10% damage reduction when they are below 25%. | 81 | Ring of Solomon (give a restored Aviansie dreamcoat to Armadyl) | 150 | 3,000 |
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Fury of the Small | All basic abilities generate 1% more adrenaline. | 97 | Goblin Warpaints (combine the Red hand cave painting with the Green skull cave painting) | 150 | 3,000 |
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Persistent Rage | Your adrenaline will not drain outside of combat. | 98 | The Rings of Razulei | 150 | 3,000 |
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Heightened Senses | Increases maximum adrenaline by 10%. | 105 | Cup of Nectar | 350 | 7,000 |
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Conservation of Energy | After using an ultimate ability, you will regain 10% adrenaline. | 118 | Experimental Aether Reactor | 350 | 7,000 |
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Inspire Awe | You will gain 2% more XP when training combat skills. | 119 | Helm of Terror | 250 | 5,000 |
Torstol incense sticks[edit | edit source]
Each potency level of torstol incense sticks provides a 0.5% increase to base XP gain. The potency level will increase every 10 minutes and will reach its maximum at level 4 (+2% to base XP). Overloading consumes 6 sticks but instantly provides the maximum potency.
Training Magic through combat (1-99)[edit | edit source]
After some experimentation, a player wearing Tier 50 equipment can receive rates faster than the alternative methods in this guide.
In general, for training mage, it is most effective to kill monsters with a weakness to mage attacks. This is even more pronounced when matching a monster's specific type of ranged weakness to fire, earth, water, or air spells. For complete lists of monsters weak to each type, see the following pages:
As with any style of combat, you may choose to train it predominantly through Slayer. This has several benefits, such as the damage bonus from a full slayer helmet, less crowded areas, and unique monsters to kill. In addition, you may choose to sculpt your block and prefer lists to allow you more tasks that are ideal for mage training.
Levels 1-35[edit | edit source]
Image | Monster name | |
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Troll brutes | ||
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1 | 100 | |
Experience | Drops | |
30 (and 9.9 ![]() |
Nothing noteworthy | |
Advantages | ||
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Disadvantages | ||
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Levels 35-40[edit | edit source]
Image | Monster name | |
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Ice warriors | ||
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54 | 1,950 | |
Experience | Drops | |
99.3 (and 32.7 ![]() |
Clue scroll (medium) | |
Advantages | ||
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Disadvantages | ||
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Levels 40-50[edit | edit source]
Image | Monster name | |
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Crocodiles | ||
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77 | 2,900 | |
Experience | Drops | |
215.7 (and 71.1 ![]() |
None | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
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Ankous | ||
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60 | 4,300-4,500 | |
Experience | Drops | |
179 (and 59 ![]() |
Coins, Pure essence, Mystic cloth, lots of grimy herbs and herb seeds | |
Advantages | ||
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Disadvantages | ||
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Levels 50-60[edit | edit source]
Image | Monster name | |
---|---|---|
Ogres | ||
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67 | 4,800 | |
Experience | Drops | |
227.7 (and 75.1 ![]() |
Various seed drops, though uncommon | |
Advantages | ||
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Disadvantages | ||
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Levels 60-70[edit | edit source]
Image | Monster name | |
---|---|---|
Mighty Banshees | ||
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91 | 3,250 | |
Experience | Drops | |
344.4 (and 113.6 ![]() |
Many grimy herbs and alchable items, which are very useful for Ironmen, as well as food drops. | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
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Earth warriors | ||
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78 | 2,800 | |
Experience | Drops | |
221.7 (and 73.1 ![]() |
Many grimy herbs and herb seed drops, which can be beneficial for ironmen. | |
Advantages | ||
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Disadvantages | ||
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Levels 70-75+[edit | edit source]
Image | Monster name | |
---|---|---|
Abyssal monsters | ||
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72, 77, 79 | 2,600, 2,750, 2,850 | |
Experience | Drops | |
183 (and 60.3 ![]() 211.5 (and 69.7 |
Water Talismans | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
---|---|---|
Exiled kalphites | ||
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98 | 7,000 | |
Experience | Drops | |
661 (and 218.1 ![]() |
Various alchable items, grimy herbs and herb seeds | |
Advantages | ||
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Disadvantages | ||
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Levels 75-80+[edit | edit source]
Image | Monster name | |
---|---|---|
Gargoyles | ||
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93 | 6,700 | |
Experience | Drops | |
569.7 (and 188 ![]() |
Granite maul, Gems, many alchable items | |
Advantages | ||
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Disadvantages | ||
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Levels 80-99[edit | edit source]
Image | Monster name | |
---|---|---|
Abyssal demons | ||
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98 | 8,500 | |
Experience | Drops | |
661 (and 218.1 ![]() |
Abyssal whip, abyssal wand/orb (only while on a Slayer assignment), gems, many alchable items | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
---|---|---|
Corrupted scorpions | ||
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98 | 9,000 | |
Experience | Drops | |
462.7 (and 152.6 ![]() |
Coins, Key to the Crossing, Vital sparks. Drops are auto-looted to the chest, except Keys to the Crossing. | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
---|---|---|
Waterfiends | ||
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107 | 8,000 | |
Experience | Drops | |
934.2 (and 308.2 ![]() |
Crimson charms, water orbs, raw sharks, raw lobsters, many alchable items | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
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Muspahs | ||
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150 | 20,000 | |
Experience | Drops | |
1,069.8 (and 353 ![]() |
Muspah spines, various dragon items and alchables | |
Advantages | ||
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Disadvantages | ||
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Levels 90-99[edit | edit source]
Image | Monster name | |
---|---|---|
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God Wars Dungeon Bosses (excluding Nex) | |
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Generals
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40,000 to 55,000 | |
Experience | Drops | |
4,430 to 5,630 XP | Bandos equipment, robes of subjugation, Saradomin sword, Armadyl crossbow, off-hand Armadyl crossbow, many other assorted supplies and noted drops | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
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Glacors | ||
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112 | 40,000 | |
Experience | Drops | |
3,979.8 (and 1,313.3 ![]() |
Pure essence, shards of Armadyl (for Armadyl battlestaff) glaiven boots, ragefire boots, and steadfast boots, lots of grimy herbs | |
Advantages | ||
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Disadvantages | ||
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Image | Monster name | |
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Ganodermic beasts | ||
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112 | 12,500 | |
Experience | Drops | |
1,085.4 (and 358.1 ![]() |
Ganodermic flake, ganodermic boots and gloves, tree seeds | |
Advantages | ||
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Disadvantages | ||
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Level 99+[edit | edit source]
Image | Monster name | |
---|---|---|
The Magister | ||
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899 | 200,000 | |
Experience | Drops | |
30,536.1 (and 10,076.9 ![]() |
Phylactery, Vital spark, Gloves of passage | |
Advantages | ||
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Disadvantages | ||
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Non-combat methods[edit | edit source]
Levels 7-15[edit | edit source]

At level 7, enchant sapphire tablets can be made in a player-owned house. You will need soft clay and the specific runes depending on which spell you would like to create. For a profit per tablet analysis, see Calculators/Tablet. It requires access to a player-owned house, so go to World 31 (House Party) if you do not own one. The Prifddinas house portal has the closest bank to a portal, followed by Yanille. If you don't want to take the hassle of buying often expensive soft clay, try blasting the lesser demon at the Wizards' Tower.
Levels 15-21[edit | edit source]
At level 15 players gain the ability to cast bones to bananas, effectively turning bones into food. This may be beneficial if casting spells in an area where damage is taken. Using a staff of earth or a staff of water is beneficial to reduce the amount of runes needed. Using this in combination to combat methods can increase experience over time and add time to trips.
Levels 21-27[edit | edit source]
Low Level Alchemy can be cast from level 21, giving a maximum of 62,000 experience per hour, making it the fastest experience by far until approximately level 40. Players should expect to pay roughly the cost of a nature rune for each cast, making it cost approximately 31.9 gp/xp. Players keen on efficiency may want to make these casts while training gathering skills such as Fishing or Woodcutting to minimise banking time involved with these skills.
Levels 27-33[edit | edit source]
Enchant emerald necklaces (3,438) to make binding necklaces (1,578) once level 27 which grants 37 experience per cast and can be used to make a decent profit when using an air staff to save on casting cost by using just 1 cosmic rune (385) per cast. Make sure to check the prices on runes and both types of necklaces before bulk buying to ensure profit and not loss (currently −2,245). There is a buy limit of 5,000 per 4 hours.
Levels 33-43[edit | edit source]
At level 33, you can use Telekinetic Grab in the basement of the west Varrock bank and take the gold necklace, the gold bar, the brass necklace, and some of the coins. This method doesn't require combat and offers some things to sell. After taking these items, it is recommended to switch worlds and continue. Alternatively, one may also choose to collect Wine of Zamorak, as this is highly valued by high-level herblorists.
Levels 43-55[edit | edit source]
At level 43, Superheat Item can be used to train Magic and Smithing simultaneously. A minimum of level 30 Smithing is recommended for this method in order to make steel bars. Note, however, this method requires an initial investment of purchasing relative ores and coal to create bars. Further, this method also requires the Smithing level needed to make the bar conventionally. Profit is possible, though prices will have to be evaluated daily. With 50 Smithing, you can smelt Rune Bars instead for more Smithing experience.
After reaching level 45, Camelot Teleport is a popular method of power training. By using a staff of air, only one law rune will be used making it relatively cheap and fast. This spell grants 55.5 Magic experience per spell for 111,000 experience per hour (the fastest possible cast speed is once per 1.8 seconds).
- Alternatively, using a lectern in either your own or another player's house allows you to make Camelot teleport tablets. Using the lectern method makes a considerable profit but is 25-33% slower than casting the spell repeatedly.
Another option at Level 49 is to switch from Camelot Teleport (if your hand is straining from repetitive clicking) to Lvl-3 Enchant if you have the sufficient levels in Smithing & Crafting Ruby Amulets into Amulets of Strength which give 59 Experience it's more of an automatic process to enchant. Though if you're creating the Ruby Amulets from scratch, that will take more time than the Camelot Teleport method, as you will need time to gather:
- Balls of Wool (will be as expensive as rubies at GE recommended to get sheers and make some balls of wool in lumbridge)
- Gold Ore or Bars
- Uncut Rubies
Both Gold Rock and Uncommon Gem Rock deposits can Be Found at the Al Kharid Mine In both Free to Play and Members worlds.
You will Require Level 40 Mining, Level 40 Smithing and Level 60 Crafting in order to follow this path. Alternatively, you can buy Ruby Amulets at the average price of 4,077gp (prices may vary at different times). Currently this method is a money loss, so don't expect to make a profit, though this may change in the future it's currently for magic alone. (always take rune cost into account, using an elemental staff is recommended but you will still need to buy Cosmic Runes to enchant)
A better option for LV3 Enchant if your looking to make profit is enchanting Topaz Amulets into Enlightened Amulets the LV3 Enchantment Jewellery table can be found [here] to keep track of enchanted and un-enchanted Jewellery price at LV3 Enchant!
Levels 55-58 (potentially all the way to 99)[edit | edit source]
From level 55 players typically cast High Level Alchemy until level 99 due to its ease and lack of movement. Using a staff of fire brings the cost down to a single nature rune per cast, but the High alchemy calculator can help assess the value of its use. The most popular items are the yew shieldbow, magic shieldbow, or any type of elemental battlestaff; however, familiar pouches may also be used. It takes 197,967 casts of High Level Alchemy to reach 99 Magic from 55, which is around 165 hours of constant alching if 1,200 alchs are cast an hour. This method is typically 65,000-78,000 experience per hour. Costs will also depend on the item used.
High level alchemy has several related calculators to establish profit margins and training costs.
- Grand Exchange Market Watch/Alchemy - A sortable table of some commonly-alched items with a buy limit column saying how many you may buy on the GE every 4 hours.
However, the repetitiveness can mean an increased risk of repetitive strain injury.
Levels 58-66[edit | edit source]
The Watchtower Teleport is unlocked at level 58 giving 68 experience per cast and is used similarly to the Camelot teleport. The fastest possible cast speed is once per 1.8 seconds, resulting in a maximum of 136,000 experience per hour.
- Alternatively, using a lectern in either your own or another player's house allows you to make Watchtower Teleport tablets. Using the lectern method makes a considerable profit but is 25-33% slower than casting the spell repeatedly.
- Note: Level 67 Construction and a mahogany eagle lectern is required.
- Use of a staff of earth will reduce the costs of casts.
Levels 66-71[edit | edit source]
At level 66 players may charge air orbs near Edgeville for 76 experience per cast. This method is frequently used for profit as air orbs typically sell for more than their components and may be used for significant crafting experience. Each orb requires a charge, but a make-x screen allows for automatic inventory completion giving roughly 40,000 experience per hour.
- This method is also featured in a money making guide.
- Note: Using this method involves attention and frequent movement through the Edgeville dungeon and teleporting back to the Edgeville bank.
For those seeking a more idle option after high level alchemy, Humidify may be cast with level 68 after completing Dream Mentor. To power train with this method, an item with a single click empty may be repeatedly filled and emptied offering 65 experience per cast for the cost of the runes. For example, fish bowls may be used as a single item to quickly fill and empty using hotkeys. Simply assign Humidify as key 1 and the fish bowl as key 2.
- Use of a mystic steam staff will make this method more economical by cutting the need for water and fire runes.
Levels 71-77[edit | edit source]
At level 71, casting Hunter Kit may be used for 70 experience per cast. This method can give up to 100,000-200,000 experience per hour, but is expensive requiring two astral runes per cast. Using mousekeys, four casts can be done in a single animation, giving roughly 1,890 experience per inventory.
- It is recommended to stand near a bank deposit box or bank chest for faster banking
- Use of a mystic earth staff will reduce the cost of casts.
Levels 77-80[edit | edit source]
From level 77 players may train magic and crafting simultaneously by casting Superglass Make. This method is best utilised near a bank chest such as the Castle Wars or Clan Camp chests. Players may profit from selling the finished molten glass or use it for Crafting glass items. Using this method players can expect roughly 40,000 experience per hour with focus. However, more experience may be gained by utilising mousekeys and assigning the spell to a key rather than clicking the spell to streamline the banking process and minimise clicks.
- This method requires prior investment of purchasing or gathering seaweed and sand.
- Use of a mystic fire staff will reduce the costs of casts.
Levels 80-86[edit | edit source]
For those enjoying skill spells, String Jewellery is another popular method at level 80 for power training taking 48.6 seconds for an inventory. This method offers 83 magic experience and 4 crafting experience per amulet strung. Utilising the make-x feature, this spell will string each amulet in the inventory individually and will consume the required runes for each amulet. Players can expect roughly 130,000 experience per hour with focus.
- Note: This method requires prior investment of purchasing or crafting unstrung amulets.
- Use of a mystic mud staff will reduce the costs of casts.
Players often combine this method with casting Hunter Kit and Magic Imbue while using the tome of frost for faster experience. However, combining these significantly increases the number of clicks required and the costs involved while increasing experience minimally. This method can produce up to 160,000 experience per hour with focus.
Levels 86-94[edit | edit source]
Casting Plank Make on mahogany logs can be an effective way to train magic, yielding to about 150,000 experience per hour if concentrated. However, the player must have completed the Dream Mentor quest to use this method.
Levels 94-99[edit | edit source]
Casting the spell Vengeance can be used once every 30 seconds, which can be used in combination with other Lunar spells, such as String Amulet or Plank Make, or even while training another skill, to make experience faster. Vengeance grants 112 experience per cast. Also, this is very afk-able on its own. If used without any other spells, casting vengeance will award the player with around 13,600 experience per hour.
Other methods of gaining experience[edit | edit source]
Distractions and Diversions[edit | edit source]
Some D&Ds offer generalised points which may be allocated for experience in any skill. This section will focus on D&Ds which offer experience specifically in the Magic skill without a choice.
Balthazar Beauregard's Big Top Bonanza[edit | edit source]
The circus is a great way to earn easy Magic experience once a week. Players can take part in the magic section, which takes only a few minutes to complete and can give as much as 25,000 experience, although will likely give between 15,000-20,000 experience for mid-level players. A high Magic level and Magic boosts will be an advantage.
Minigames[edit | edit source]
Conquest[edit | edit source]
Points may be used to obtain pieces of Void Knight equipment or magic experience. Overall the non-repetitive nature of the mini-game makes the training seem to go by faster than with other popular methods. The recommended level is 50 to effectively play.
Mage Training Arena[edit | edit source]
This arena is broken into multiple theatres featuring different spells. Activity in these theatres accumulates points which may be redeemed for items benefiting mages, including the infinity robes set. The robe set is typically bought and sold for a profit by those training magic in the arena.
- Telekinetic Theatre: The minimum level is 33 for Telekinetic Grab. Training with this method involves frequent clicking and can take a long time to accumulate points. Starting at level 33 is recommended to save time later if pursuing infinity robes.
- Creature Graveyard: Casting Bones to Peaches is good experience, although this spell must already be unlocked by playing within the arena. Bones to Bananas may be used up to this point. A mystic mud staff is recommended to reduce the runes needed to only two nature runes.
- Enchanting Chamber: Casting Enchant Level 5 Jewellery at level 68 while wielding a mystic mud staff yields up to 60,000 experience per hour. Keep in mind enchanting within the arena provides only 75 percent of the normal experience, which reduces Enchant Level 5 Jewellery to 58.5 experience per cast.
- Enchanting Chamber: Casting Enchant Level 6 Jewellery at level 87 while wielding a mystic lava staff yields up to 50,000-85,000 experience per hour with focus. Keep in mind enchanting within the arena provides only 75 percent of the normal experience, which reduces Enchant Level 6 Jewellery to 72.8 experience per cast.
- The maximum amount of Pizazz points a player can earn in the Enchanting Chamber is 16,000. A mid-level mage can earn 16,000 points achieving just a few Magic levels. If the player does not intend to earn points in the other rooms, they can instead talk with the Rewards Guardian upstairs to exchange the points earned just in the Enchanting Chamber for cosmic runes. One cosmic rune is worth five Enchantment Pizazz points. This can work for any enchantment spell, but 68 or 87 is highly recommended.
Stealing Creation[edit | edit source]
Points may be used to obtain sacred clay robes and/or magic staff to gather bonus experience in magic. However, each Stealing Creation game is 15–20 minutes depending on the world, so this method could take some time. Upon draining the items of their bonus experience, the item may still be used as normal gear with level 50 Defence and Magic.
Shattered Worlds[edit | edit source]
At worlds 50+, Shattered Worlds can be a very good source of experience. In general, each world offers better experience per kill than the one before it until the player no longer has enough resources to continue. In addition to experience, shattered worlds awards the player with Shattered anima for rewards like Bladed Dive and slayer masks that are normally only obtainable from Treasure Hunter. It is recommended that players train around worlds 70-80, bringing their own armour and weapons, for the fastest experience rates.
Abyssal training[edit | edit source]
Training Magic, Melee and Ranged skills in the Abyss is perhaps the best AFK exp/hour in the entire game. The south-west and south-east corners spawn 15+ creatures that are aggressive and will attack the player upon respawn. There is a world-hopping safespot in the far south-west corner behind a tendril. The creatures become non-aggressive after 10 minutes. To reset the aggression timer simply run away and come back.
549,601.0 XP/h measurements: Magic Air Surge or Blood Barrage (Power armour, Blood amulet of fury, Grand magic potion, Armadyl battlestaff recommended): 549,601.0 exp/hour afk. Use Revolution++ with the following bar: Corruption Blast, Tsunami, Dragon Breath, Chain, Sonic Wave. Blood Barrage is much more expensive than Air Surge (with no rune cost when using an Armadyl battlestaff., but provides 5.6% more exp/hour.
Corruption Blast is recommended for magic training. It increases exp/hour by 28%.
Blood amulet of fury or Bunyip is enough to heal for a complete AFK experience.
Bring a charming imp. Have him eat the abyssal, gold, green charms for easy summoning exp. The monsters drop ludicrous amounts of charms due to the sheer volume of kills per hour.
Quests with Magic experience[edit | edit source]
Free-to-play guides | |
Members' guides |