Strategies for Spiritual mage
Unlike most monsters in the God Wars Dungeon, these creatures may not be safely attacked when they are engaged against another monster. This method is not effective against the Saradomin spiritual mages in the southeast corner of the main area of the God Wars Dungeon, even though they are commonly found fighting the werewolves (which have fairly quick respawn time).
High levels players do not require food or prayer to camp this monster, although lower levels will. It is highly recommended to bring either alchemy runes or a spring cleaner to deal with the mages' relatively common air/water/earth/fire battlestaff and medium bladed rune salvage drops. Spiritual mages are up to 3m/hour profit with 99 range and a steel titan, from alchables and noted drops.
Locations[edit | edit source]
Main room[edit | edit source]
The main room only contains Saradomin mages, which are weak to bolts. They are usually not recommended because even though there are a decent amount of them, they are too scattered to be trained on efficiently. You will want to find another place to fight them, especially if you have 70 Agility or Constitution. However, most of the mages will be busy fighting off Zamorakians. You will want to bring Armadyl, Zamorak and Saradomin protection if you are camping the mages here. The Shard of Zaros a reward from the Fate of the Gods quest is the recommended protection item as it only takes one slot and provides protection from every creature. An icefiend, werewolf, bloodveld and gorak are usually fighting the Spiritual warriors and the two mages.
Zamorak's Fortress[edit | edit source]
Zamorak's Fortress is a great place, and is often the most targeted when players do not have 70 Agility. There are eleven spawns, three of them near the bridge, another two mid-way, and six of them at the end of the area. The mages are weak to arrows here. Free Prayer recharges are somewhat rare though, as players do not fight K'ril Tsutsaroth unless they are on a greater demon task or seeking the robes of subjugation, and if K'ril respawns or is still alive, the player runs the risk of becoming severely poisoned if he shifts his aggressiveness towards them, unless you have picked up some antipoison, which the spiritual mages drop frequently.
Bandos's Fortress[edit | edit source]
There are eight mage spawns in the area. The mages are weak to bolts here. They are spread out, but if you can manage to camp them efficiently, this will be a good place to train combat skills. They are usually not targeted by players because of the distance between spawns. Free Prayer recharges can be found in the boss room, as in almost every world, many players are busy killing General Graardor, giving you a one-way Prayer recharge every 10 minutes.
Saradomin's Encampment[edit | edit source]
70 Agility is required to enter Saradomin's Encampment and there are several mage spawns in the area. The mages are weak to bolts in this area. They are usually busy fighting off Zamorakians, so players can easily attack them. The Prayer recharges may be free occasionally as there are groups that usually tend to stay at the boss room killing Commander Zilyana. Due to her high accuracy and fast attacks, it is only advisable to enter when she is defeated. In addition, if nobody is in the room, recharges are infeasible due to Zilyana's damage output, and the fact that the room is quite small allowing the general and her minions easily to attack you.
Armadyl's Eyrie[edit | edit source]
There are only 3 mages fairly spread out throughout the Eyrie. For this reason, these Spiritual mages are usually not recommended. The spiritual mages here are weak to bolts. Players who are running low on food supplies may wish to kill aviansie, as they have a chance to drop 5 swordfish at a time, though this is somewhat uncommon. Prayer recharges are very risky, even when players are killing Kree'Arra, due to his high damage output and ability to stun. It is only recommended to enter the general's room when he and his minions are dead if a recharge is necessary. Even then, it is advised to use Protect from Missiles to reduce the damage in case he respawns.
Useful items[edit | edit source]
- Prayer potions
- Restore potions or Super restores to offset stat draining from the extreme cold outside the dungeon
- Emergency teleport
- Enhanced Excalibur for healing
- Several pieces of medium/high-levelled food, such as sharks
- Climbing boots (if unable to use Trollheim Teleport or God Wars Dungeon Teleport)
- BoB pouches or steel titan with scrolls
- Holy wrench
- Alchemy runes or a spring cleaner
Equipment[edit | edit source]
As they are weak to bolts (with the exception of the Zamorakians, which are weak to arrows), Ranged is the preferred set up. Level 80 and above ranged weaponry will not splash; however, level 70 ranged weaponry will occasionally splash, making level 80+ weapons or level 70 weapons with a ranged-boosting potion recommended. For the experience and damage boost it procures, using pieces of the Ghost hunter equipment set would be a viable method.
|Slot||Item (most effective → least effective)|
|Full slayer helmet/Black mask (on task)||Tetsu helm||Torva full helm||Bandos helmet||N/A|
|Salve amulet (e)||Amulet of fury/Amulet of fury (t)||Amulet of glory||N/A||N/A|
|Tetsu body||Torva platebody||Bandos chestplate||Barrows platebody||N/A|
|Tetsu platelegs||Torva platelegs||Bandos tassets||Barrows platelegs||N/A|
|Drygore weaponry||Chaotic weaponry||Barrows weaponry||N/A||N/A|
|Noxious scythe||Godsword||Barrows weaponry||N/A||N/A|
|Drygore weaponry (off-hand)||Chaotic weaponry (off-hand)||N/A||N/A||N/A|
|Steadfast boots||Bandos boots||Dragon boots||N/A||N/A|
|Warrior ring (i)||Onyx ring (i)||Sixth-Age circuit||Dragonstone ring (i)||TokKul-Zo|