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Staffs

Staffs can be a Wizard's best friend during battles (and for walking long distances!). There are 3 main kinds of Staffs: Elemental Staffs, Battle Staffs, and Mystic Staffs. There are also special Staffs that you can obtain from monsters or other quests.

Before explaining those kinds of staffs, there is some info that you should know. First, there are 2 basic staffs: Staffs and Magic Staffs. Staffs are just like a regular carved stick, and they add no bonuses to your stats. Magic Staffs add a slight amount of Magic Attack & Defense, but they have no special abilities.

All Staffs will allow you to continually use an attack spell on your enemy until it dies, or you run out of Runes. To use this option, go into your Fighting Style menu while you are wielding your staff. Near the top on the right side you'll see a spell button; click it to select your choice of several elemental attack spells, ranging from low to high. You'll now attack with that spell, rather than with a melee attack.

Elemental Staffs include Air, Water, Earth and Fire. They can be bought at Zaff's Staff Shop in the northwest part of Varrock for 1,500gp each, and they will be equal to an infinite number of that type of Rune when the staff is wielded. So, if you use a lot of one type of Rune, it would be wise to buy that kind of staff. Each of these add 10 to both your Magic Attack and Defense bonuses.


Battle Staffs are much like regular Elemental Staffs, but they have a Charged Orb attached to them. Battle Staffs are much stronger than regular staffs, and they will still allow you to use an unlimited number of Runes of that type. The Orb can be Crafted with glass, and then you need to cast the appropriate Charge spell on its Obelisk to power it up. Then just attach the Orb to the Staff to get a Battle Staff.

Mystic Staffs are actually just enchanted Battle Staffs. They are much stronger than normal staffs (comparable to a Rune Longsword), and still take the place of a Rune. To get a Battle Staff enchanted into a Mystic Staff, you first need to complete the Scorpion Catcher Quest. Thormac the Wizard, located south of the Seers Village, will enchant your staff for 40,000gp.

Special Staffs can be obtained from a quest or a monster.

Staff of Iban - Received after completing the Underground Pass Quest. This allows you to use the Iban Blast spell when equipped. Adds 10 to your Magic Attack and Defense bonuses.
God Staffs - These include the Staff of Saradomin, Zamorak and Guthix, and you can choose one after defeating Kolodion in the Mage Arena. When wielded, you have the ability to use their specific God spell: Saradomin Strike, Flames of Zamorak, or Claws of Guthix. They also add 6 to your Magic Attack and Defense bonuses.
Lava Staff - This staff is a rare drop from the Kalphite Queen, and it will give you an unlimited amount of Fire and Earth Runes.
Mud Battlestaff - This staff is a rare drop from the Dagganoth Kings on Waterbirth Island, and it will give you an unlimited supply of Earth and Water Runes.
Slayer Staff - Bought from any Slayer Master. Used to cast Magic Dart to kill specific Slayer Monsters. Provides 12 to your Magic Attack and Defense bonuses.
Ancient Staff - Can be bought from Elbis for 80,000gp after completing the Desert Treasure Quest. Provides 15 to your Magic Attack and Defense bonuses.
Ahrim's Staff - Part of Ahrim the Blighted's set. Requires 70 Defense and Magic to use. Provides 15 to your Magic Attack and Defense bonuses.
Obsidian Staff (Toktz-mej-tel) - You can buy this using TokKul from the Fight Pit equipment shop for 52,500 TokKul.
Lunar Staff - Can be bought from the Oneiromancer after completing the Lunar Diplomacy Quest. Allows for autocasting attack spells, and it has better magic attack than regular Elemental staffs (+13 Magic Attack), as well as a +3 Prayer bonus.
Void Knight Mace - This weapon can auto-cast Claws of Guthix, and can be bought from Pest Control for 250 Pest Points.
Wands are another type of Mage weapon, which you can buy from the Mage Training Arena using Pizazz Points. These are particularly useful, as they give decent Magic Attack and Defense bonuses, and you can autocast regular spells with them.

One particular note about wands, is that you must own them in order before being able to move onto the next one. for instance, you can't use a higher-up wand before using a Beginner Wand.

Here are the Wands in order:

Beginner Wand - Adds 5 to your Magic Attack and Defense bonus. Requires level 45 Magic.
Apprentice Wand - Adds 10 to your Magic Attack and Defense bonus. Requires level 50 Magic.
Teacher Wand - Adds 15 to your Magic Attack and Defense bonus. Requires level 55 Magic.
Master Wand - Adds 20 to your Magic Attack and Defense bonus. Requires level 60 Magic.
Drinks & Potions

If you want to temporarily raise your magic level by 2-3 points, you can buy a Wizard's Mind Bomb from the Rising Sun bar in Falador. Depending on your Magic level, it may raise your Magic 2 or 3 points. It will cost 2gp and it only lasts a short while, but if you need an extra magic level it can help.

You can also mix your own Magic Essence Potion with your Herblore skill, which adds +3 to your Magic level temporarily. It can be made at level 57 by mixing a Starflower and a Gorak Claw in a vial.

Magic Potions can be made using your Herblore skill as well, and it adds +4 to your Magic level for a short time. It requires level 72, and can be made with Lantadyme and Potato Cactus.

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Using Magic

Before you begin to use some Magic, you should gather all the Runes you need to cast the spell you want to use, by either buying them, making them with your RuneCrafting skill, or fighting enemies. You should also bring any magic items discussed before, if you want those bonuses. Now once you've found a target, choose your attack spell and click on your opponent to cast the spell.

When Spells Don't Work

Sure, everyone has a bad spell-casting day once in awhile, and if you're trying to cast a newly-learned spell, you may miss your enemy and the spell won't work. If this happens, you will still use the Runes needed to cast the spell, and you will earn the experience for trying to use it.

Other Types of Spells

Of course, there are other different kinds of magic spells to use, but you need to reach a high enough level to cast them. Depending on the kind of spell, you need to use it on a specific target. For instance, you can only cast Teleport spells on yourself, and an Enchant spell is only used on rings and amulets. For more info about different kinds of magic, check the Other Kinds of Spells section.

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The Spell List

There are a great number of spells to use in the RuneScape world, some of which can only be used by Members. For your reference, here is a list of magical spells with their important information.

Attack Spells

This type of spell is what you'll probably be using in combat (if you're a Mage). It's best to wear gear such as Robes or any of the equipment outlined above, which is specifically designed for a Mage. Wearing armor such as Platebodies and Helmets not only make you more suceptible to magical attacks, but will decrease your ability to use your own attack spells.

Attack Spells
Magic Level Magic Spell Runes
1 Wind Strike 1 Air, 1 Mind
3 Confuse 3 Water, 2 Earth, 1 Body
5 Water Strike 1 Water, 1 Air, 1 Mind
9 Earth Strike 2 Earth, 1 Air, 1 Mind
11 Weaken 3 Water, 2 Earth, 1 Body
13 Fire Strike 3 Fire, 2 Air, 1 Mind
17 Wind Bolt 2 Air, 1 Chaos
19 Curse 3 Earth, 2 Water, 1 Body
20 Bind 3 Earth, 3 Water, 2 Nature
23 Water Bolt 2 Water, 2 Air, 1 Chaos
29 Earth Bolt 3 Earth, 2 Air, 1 Chaos
35 Fire Bolt 4 Fire, 3 Air, 1 Chaos
39 Crumble Undead 2 Earth, 2 Air, 1 Chaos
41 Wind Blast 3 Air, 1 Death
47 Water Blast 3 Water, 3 Air, 1 Death
50 Iban Blast 5 Fire, 1 Death, Iban Staff
50 Magic Dart 4 Mind, 1 Death, Slayer Staff
50 Snare 4 Earth, 4 Water, 3 Nature
53 Earth Blast 4 Earth, 3 Air, 1 Death
59 Fire Blast 5 Fire, 4 Air, 1 Death
60 Saradomin Strike 4 Air, 2 Fire, 2 Blood, Staff of Saradomin
60 Claws of Guthix 4 Air, 2 Blood, 1 Fire, Staff of Guthix
60 Flames of Zamorak 4 Fire, 2 Blood, 1 Air, Staff of Zamorak
62 Wind Wave 5 Air, 1 Blood
65 Water Wave 7 Water, 5 Air, 1 Blood
66 Vulnerability 5 Earth, 5 Water, 1 Soul
70 Earth Wave 7 Earth, 5 Air, 1 Blood
73 Enfeeble 8 Earth, 8 Water, 1 Soul
75 Fire Wave 7 Fire, 5 Air, 1 Blood
79 Entangle 5 Earth, 5 Water, 4 Nature
80 Stun 12 Earth, 12 Water, 1 Soul
80 Charge 3 Fire, 3 Blood, 3 Air

Alchemy & Conversion Spells

These spells allow you to turn an ordinary item, such as armor or bones into gold or other items.

Alchemy & Conversion Spells
Magic Level Magic Spell Runes
15 Bones to Bananas 2 Earth, 2 Water, 1 Nature
21 Low Level Alchemy 3 Fire, 1 Nature
43 Superheat Item 4 Fire, 1 Nature
55 High Level Alchemy 5 Fire, 1 Nature
60 Bones to Peaches 2 Nature, 4 Water, 4 Earth

Bones to Bananas will cause any bones in your inventory to become edible Bananas. This is useful for when you're low on health and need some food in a hurry, although it isn't a very commonly used spell.

Bones to Peaches is similar to the "Bones to Bananas" spell. It will turn any bones in your inventory into Peaches, which heal 8 hitpoints. Although, you can only use this spell once you've boght the Bones to Peaches spellbook from the Mage Training Arena.

Low Level Alchemy will turn an item into the amount of gold it sells for in a General Store, while High Level Alchemy will yield the amount of gp it sells for in a specialty shop. If you're trying to High Alchemize large amounts of a certain item, it's best to put the item into Bank Notes and cast the spell on the notes. It only alchemizes 1 item at a time, but it's much faster than having to run back to the bank!

Superheat Item will act as a Furnace and smelt a bar of ore for you. Just cast the spell on the ore of the bar you wish to make (if you want to make a Mithril Bar, cast it on a Mithril Ore).

Enchantment Spells

This kind of spell can be cast on Rings, Amulets, and certain Necklaces with gems inside. First just craft the item, and then cast the correct Enchant spell on it:

Level 1 Enchant - Sapphire Rings, Amulets, Necklaces and Bracelets.
Level 2 Enchant - Emerald Rings, Amulets, Necklaces and Bracelets.
Level 3 Enchant - Ruby Rings, Amulets and Bracelets.
Level 4 Enchant - Diamond Rings, Amulets and Bracelets.
Level 5 Enchant - Dragonstone Rings, Amulets and Bracelets.
Level 6 Enchant - Onyx Rings, Amulets and Bracelets.
After you enchant your Amulet, Ring, Necklace or Bracelet, it will be powered up, bringing out magical abilities.

Enchantment Spells
Magic Level Magic Spell Runes
7 Enchant Lvl-1 Jewelry 1 Water, 1 Cosmic
27 Enchant Lvl-2 Jewelry 3 Air, 1 Cosmic
49 Enchant Lvl-3 Jewelry 5 Fire, 1 Cosmic
57 Enchant Lvl-4 Jewelry 10 Earth, 1 Cosmic
68 Enchant Lvl-5 Jewelry 15 Water, 15 Earth, 1 Cosmic
87 Enchant Lvl-6 Jewelry 20 Fire, 20 Earth, 1 Cosmic

Most jewelry containing gems have the ability to be enchanted to have special effects when worn.

Enchantment Properties
Picture Enchanted Jewelry What it Does
Ring of Recoil Effect: 10% of the damage inflicted on you is inflicted back to your enemy.
Limit: 40 Damage
Games Necklace Effect: Teleports you to the Burthorpe Games Room or Barbarian Assault Minigame when used.
Limit: 8 Uses
Bracelet of Clay Effect: Allows you to mine Soft Clay instead of Hard Clay.
Limit: 28 Clay
Amulet of Magic Effect: +10 To Magic
Limit: None
Ring of Dueling Effect: Teleports you to the Duel Arena or Castle Wars Arena when used.
Limit: 8 Teleport
Necklace of Binding Effect: 100% chance of combining Runes.
Limit: 15 Uses
Castlewars Bracelet Effect: Wielder does 20% added damage to any opponent carrying his or her teams flag. Bandages heal 50% more.
Limit: 3 Charges (one charge lost per Castlewars game)
Amulet of Defense Effect: +7 To Defense
Limit: None
Amulet of Nature Effect: Allows you to check on the status of your crops at a farming patch.
Limit: None
Ring of Forging Effect: 100% chance of smelting Iron.
Limit: 140 Uses
Bracelet of Inoculation Effect: Protects against Disease.
Limit: 275 damage limit
Amulet of Strength Effect: +10 To Strength.
Limit: None
Ring of Life Effect: Teleports you to Lumbridge once your hits fall below 10%.
Limit: 1 Use
Abyssal Bracelet Effect: Prevents the wearer from being 'skulled' when entering the Abyss.
Limit: 5 Charges
Amulet of Power Effect: +6 To Attack Stats, +6 To Defense Stats
+6 To Strength, +1 To Prayer
Limit: None
Ring of Wealth Effect: Increases the drop rate of rare items.
Limit: None
Bracelet of Combat Effect: Allows you to teleport to the Champions', Warriors', Ranging, and Prayer (Monastery) Guild. Updates the wearer with new Slayer totals after every tenth creature killed.
Limit: 4 Charges; Recharged at the totem in the Legends' Guild.
Necklace of Skills Effect: Allows you to teleport to the Cooking, Crafting, Fishing and Mining Guild. Increases the chance of getting a Casket while fishing.
Limit: 4 Charges; Recharged at the totem in the Legends' Guild.
Amulet of Glory Effect: +10 to Attack Stats; +3 to Defense Stats; +6 To Strength' +3 To Prayer; Increased Chance of Finding Gems; 4 Teleport Uses to Al Kharid, Draynor Village, Edgeville, and Karamja.
Limit: 4 Charges; Recharged at the Heroes' Guild fountain.
Ring of Stone Effect: Morphs the wearer into stone.
Limit:
Bracelet of Regeneration Effect: Cuts your hitpoint recovery in time in half.
Limit: None
Berserker Necklace Effect: -10 to Stab, Slash and Crush Attacks; -20 Stab, Slash, Crush, Magic and Ranged Attacks; +7 Strength; +20% Damage dealt when wielding an Obsidian melee weapon.
Limit: None
Amulet of Fury Effect: Increases Attack, Defense, Strength, Ranged & Magic.
Limit: None

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