2008-03-06

Runescape Magic Guide

Casting spells can be quite simple, even to a new Magician, but there are still several things that you need to know before you begin.


The Spell Book


This is where you'll be casting all of your magical spells from; the Spell Book. By clicking on the book icon to the right of your screen, it will bring up a list of all your magic. Depending on how many spells you've learned and the number of runes you're holding, you may see 2 different colored symbols: runescape power leveling


Colored-in Icon: You have a high enough magic level and the required Runes to cast the spell.

Blacked-out Icon: You can't use the spell until you reach a high enough level, or you don't have the required Runes.


When you hover over a spell's icon, you will see some important info about it, such as the required Runes to cast it, a description of the spell, and the needed magic level to cast it. In the picture, it shows how many runes I'm holding at the time, and how many I need to cast the spell. The first number is how many Runes I have, and the second is how many are needed to use the spell. I have 5 Nature, 5 Water, and 5 Earth Runes.


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Runes


RuneStones, or Runes for short, are imbued with magical powers from the land, and they were created many ages ago by the ancestors of RuneScape. When you hold enough of a specific combination of Runes, you can cast a magical spell. Runes can be found throughout RuneScape, lying on the ground, looted from enemies, and crafted using your RuneCrafting skill. They can also be bought from Magic Stores such as the ones in Varrock, Port Sarim and the Magic Guild. runescape power leveling


RuneStones

Picture Rune Locations

Air Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.

Respawn: West of Lumbridge; behind Luthas' house on Karamja.

Water Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.

Respawn: Al Kharid mine.

Mist Craft: At level 6 Runecrafting with air and water Runes.

Earth Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.

Respawn: North of Varrock; Varrock Sewer.

Dust Craft: At level 10 Runecrafting, with Air and Earth Runes.

Mud Craft: At level 13 Runecrafting with Water and Earth Runes.

Fire Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.

Respawn: Al Kharid mine; Karamja Volcano.

Smoke Craft: At level 15 Runecrafting with Air and Fire Runes.

Steam Craft: At level 19 Runecrafting with Water and Fire Runes.

Cosmic Respawn: Wilderness Ice Plateau in level 48 Wilderness.

Law Bought: Mage Arena.

Nature Bought: Mage Arena.

Respawn: An island in level 45 Wilderness; treasure chest in Ardougne; island north of Rellekka.

Mind Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.

Respawn: Lumbridge Castle.

Body Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.

Respawn: West of Varrock Castle; Varrock Sewers, 2nd floor of the Al Kharid Scimitar Shop, level 6-8 Wilderness.

Lava Craft: At level 23 Runecrafting with Earth and Fire Runes.

Chaos Bought: Varrock, Port Sarim & Magic Arena.

Respawn: Level 36-38 Wilderness; sledding mountain during the Troll Romance Quest; Dark Knights' Castle in level 15 Wilderness.

Death Bought: Varrock, Port Sarim & Magic Arena.

Respawn: Southwest of Yanille.

Blood Respawn: Treasure chest in the Chaos Druid Tower.

Astral Bought: Baba Yaga's Magic shop in Lunar Isle.

Reward: Lunar Diplomacy Quest.

Soul Bought: Magic Guild.


Rune Notes


Combination Runes - these include the Mist, Dust, Mud, Smoke, Steam and Lava Runes. They are Members-Only, and are made by combining Runes. More info can be found in the RuneCrafting - Combination Runes section.


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Magic Items


There are a variety of magical items that can help to make your magic stronger, and your spells more likely to succeed, including robes, staffs, and amulets.


Amulets


Amulets are worn around your neck and will offer additional magic bonuses. They can be crafted with gold and cut gems, and then must be enchanted in order to make them powerful.


Jewelry

Jewelry & Picture Magic Attack Bonus Magic Defense Bonus

Amulet of Glory 10 3


Amulet of Fury 10 15


Amulet of Magic 10 0


Amulet of Power 6 6


Lunar Ring 2 2


Lunar Amulet 1 1


Clothing & Armor


Some articles of clothing such as robes, and hats will increase your magic. These are the best types of armor for Mages, since they allow your magical energy to "flow" freely. Some can be looted from Wizards, and others can be bought in a magic shop. Still, other kinds of magic armor can be made, or obtained by other various methods.


Clothing, Robes, & Magical Armors

Item & Picture Magic Attack Bonus Magic Defense Bonus Where to Obtain

Dragonfire Shield 0 2 From Duke Horacio in Lumbridge Castle, while doing the Dragon Slayer Quest.


Black Robe 3 3 Dark Wizards


Wizards Hat 1 2 Dark Wizards; Bought in Port Sarim Magic Shop.


Wizards Robe 3 3 Wizards


Wizards Hat 2 2 Wizards; Bought in Port Sarim Magic Shop.


Wizard Boots 4 4 Treasure Trail reward. (level 20 Magic)


Robe of Zamorak 2 3 Necromancer


Robe of Zamorak 2 3 Necromancer


Gnome Hat 3 3 Bought in Tree Gnome Stronghold Clothing Shop.


Farseer Helm 6 6 Bought from the Helmet Shop in Rellekka after completing the Fremennik Trial Quest.


Mystic Robe 20 20 Bought for 120,000gp in the Magic guild. (level 20 Defense & 40 Magic)


Mystic Robe 15 15 Bought for 80,000gp in the Magic guild. (level 20 Defense & 40 Magic)


Mystic Hat 4 4 Bought for 15,000gp in the Magic guild. (level 20 Defense & 40 Magic)


Mystic Gloves 3 3 Bought for 10,000gp in the Magic guild. (level 20 Defense & 40 Magic)


Mystic Boots 3 3 Bought for 10,000gp in the Magic guild. (level 20 Defense & 40 Magic)


God Capes 10 10 Obtained from defeating Kulodion in the Wilderness Mage Arena.


Splitbark Helm 2 3 Bought from the wizard in the tower near Port Sarim. Requires 2 pieces of Fine Cloth, Bark & 6,000gp. (level 20 Defense & 40 Magic)


Splitbark Top 8 15 Bought from the wizard in the tower near Port Sarim. Requires 4 pieces of Fine Cloth Bark & 37,000gp. (level 40 Defense & 40 Magic)


Splitbark Legs 6 10 Bought from the wizard in the tower near Port Sarim. Requires 3 pieces of Fine Cloth Bark & 32,000gp. (level 40 Defense & 40 Magic)


Splitbark Gauntlets 1 2 Bought from the wizard in the tower near Port Sarim. Requires 1 piece of Fine Cloth Bark & 1,000gp. (level 40 Defense & 40 Magic)


Splitbark Greaves 1 2 Bought from the wizard in the tower near Port Sarim. Requires 1 piece of Fine Cloth Bark & 1,000gp. (level 40 Defense & 40 Magic)


Elemental Shield 0 6 Reward from the Elemental Workshop Quest.


Elemental Helm 0 4 Reward from the Elemental Workshop II Quest.


Mind Shield 0 9 Reward from the Elemental Workshop II Quest.


Mind Helm 0 6 Reward from the Elemental Workshop II Quest.


Ahrim's Hood 6 6 Found in the Barrows.


Ahrim's Robetop 30 30


Ahrim's Robeskirt 22 22


Infinity Hat 6 6 Bought from the Rewards guardian in the Mage Training Arena using Pizzaz Points (level 25 Defense & 50 Magic)


Infinity Top 22 22


Infinity Bottom 17 17


Infinity Gloves 5 5


Infinity Boots 5 5


Mage's Book 15 15


Ghostly Hood 3 3 From the Ghostly Robes Mini-Quest


Ghostly Cloak 5 5


Ghostly Top 5 5


Ghostly Bottom 4 4


Ghostly Gloves 2 2


Ghostly Boots 2 2


Lunar Helmet 3 2 Can be bought from the Oneiromancer after completing the Lunar Diplomacy Quest

(level 40 Defense and 65 Magic).


Lunar Cape 0 0


Lunar Body 10 12


Lunar Legs 7 9


Lunar Gloves 4 2


Lunar Boots 2 2


Enchanted Hat 4 4 A possible reward from level 3 Treasure Trail clues (20 Defense and 40 Magic).


Enchanted Top 20 20


Enchanted Bottom 15 15


Skeletal Helmet 2 3 Obtained from killing Wallasakis in the Waterbirth Island dungeon and collecting specific pieces. See the Waterbirth Island guide for more info.


Skeletal Body 8 15


Skeletal Legs 6 10


Skeletal Gloves 0 0


Skeletal Boots 0 0


Moon Clan Helm 3 3 Can be bought during the Lunar Diplomacy Quest for 1,000gp per piece.


Moon Clan Hat 3 3


Moon Clan Cape 2 2


Moon Clan Armour 5 5


Moon Clan Skirt 5 5


Moon Clan Gloves 2 2


Moon Clan Boots 2 2


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 and Necklaces.

Level 2 Enchant - Emerald Rings, Amulets and Necklaces.

Level 3 Enchant - Ruby Rings & Amulets.

Level 4 Enchant - Diamond Rings & Amulets.

Level 5 Enchant - Dragonstone Amulets and Rings.

Level 6 Enchant - Onyx Amulets and rings.

After you enchant your Amulet, Ring or Necklace, 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


Amulets normally increase your fighting ability, but Rings can teleport you, deal extra damage and help you with Smithing. Remember, only Members can enchant and use the abilities of Rings, and when you use it a number of times, it will be destroyed.


Enchantment Properties

Enchanted Jewelry What it Does

Sapphire Ring of Recoil 10% of the damage inflicted on you is inflicted back to your enemy. ~ 40 Damage Limit

Sapphire Games Necklace Teleports you to the Burthorpe Games Room or Barbarian Assault Minigame when used. ~ 8 Use Limit

Sapphire Amulet of Magic +10 To Magic

Emerald Ring of Dueling Teleports you to the Duel Arena or Castle Wars Arena when used. ~ 8 Teleport Limit

Emerald Necklace of Binding 100% chance of combining Runes. ~ 15 Use Limit

Emerald Amulet of Defense +7 To Defense

Ruby Ring of Forging 100% chance of smelting Iron ore. ~ 140 Use Limit

Ruby Amulet of Strength +10 To Strength

Diamond Ring of Life Teleports you to Lumbridge once your hits fall below 10% ~ 1 Use Limit

Diamond Amulet of Power 6 To Attack Stats · 6 To Defense Stats

6 To Strength · 1 To Prayer

Dragonstone Ring of Wealth Increases the drop rate of rare items. ~ Unlimited Use

Dragonstone Amulet of Glory 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

*Recharge at the Heroes Guild fountain.

Onyx Ring of Stone Morphs the wearer into stone.

Onyx Amulet of Fury Increases Attack, Defense, Strength, Ranged & Magic.


Teleportation Spells


There are 2 different kinds of Teleportation spells: regular Teleport spells, and Members-Only Teleother spells. Teleport spells will teleport you to a location, while Teleother spells will teleport another player to a location. Teleport spells that require a quest include:


Ardougne Teleport - You must have already finished the Plague City Quest.

Watchtower Teleport - You need to complete the Watchtower Quest.

Trollheim Teleport - You need to complete the Eadgar's Ruse Quest.

Ape Atoll Teleport - You must complete Awogowei's dish from Recipe for Disaster.

Teleother Spells are only available on Members servers and will allow a player to teleport you to another location. Of course, you need to give permission for them to use the spell on you, and you must have the Accept Aid option (in your controls menu) set to "Yes" for it to work. A menu will pop up asking if you want the other player to teleport you and you'll be able to choose "yes" or "no."


Teleportation Spells

Magic Level Magic Spell Runes

1 Lumbridge Home Port None (30 minute cooldown)

25 Varrock Teleport 3 Air, 1 Fire, 1 Law

31 Lumbridge Teleport 3 Air, 1 Earth, 1 Law

37 Falador Teleport 3 Air, 1 Water, 1 Law

40 House Teleport 1 Earth, 1 Air, 1 Law

45 Camelot Teleport 5 Air, 1 Law

51 Ardougne Teleport 2 Water, 2 Law

58 Watchtower Teleport 2 Earth, 2 Law

61 Trollheim Teleport 2 Fire, 2 Law

64 Ape Atoll Teleport 2 fire, 2 Water, 2 Law and 1 Banana

74 Teleother Lumbridge 1 Earth, 1 Law, 1 Soul

82 Teleother Falador 1 Water, 1 Law, 1 Soul

85 Teleblock 1 Chaos, 1 Law, 1 Death

90 Teleother Camelot 2 Soul, 1 Law

Runescape Hunter Guide

To start off the Hunter Skill, go to either Nardah or Yanille, and head towards the hunter shop. Aleck runs the shop in Yanille where you will also find Leon who will sell you a Hunters' Crossbow for 1,300gp. To make the Bolts for the Crossbow you will need Kebbit Bolts made from Kebbit Spikes and Long Kebbit Spikes. The Hunters' Crossbow requires 50+ Ranging to wield and gives a range bonus of +55.


The Hunters' Crossbow also fires faster then normal crossbows, but in turn cannot hold enchanted bolts or spikes. To make 6 Kebbit Bolts you need to give Leon 1 Kebbit Spike and 20gp, or 1 Long Spike and 40gp for 6 Long Kebbit Bolts. At 32 Fletching you can fletch Kebbit Bolts by using a Chisel on Kebbit Spikes, at 42 Fletching you can fletch Long Tipped Kebbit Bolts by using a Chisel on Long Spikes.


Advisory to begin hunting is to go to Yanille first because it's closest to the first creatures you can hunt.


Hunting Equipment


Helpful Hunting Equipment

Picture Item Hunter Level Cost Description

Butterfly Net 15 24gp For catching butterflies.

Butterfly Jar 15 1gp For holding butterflies.

Magic Box 71 720gp For catching imps.

Noose Wand 1 4gp For catching tracking creatures.

Bird Snare 1 6gp for catching birds.

Box Trap 53 38gp For catching box trap creatures.

Teasing Stick 31 60gp For catching pitfall creatures.

Unlit Torch 39 4gp For removing your scent.

Rabbit Snare 27 18gp For snaring rabbits. runescape powerleveling


Overall Abilities


Overall Hunter Abilities

Level Hunting Ability

1 Polar Kebbits

1 Crimson Swifts

1 Lay 1 trap at a time

1 Set a bird trap

1 Use a noose wand

1 Polar Kebbit Clothing

1 Common Kebbit fur Clothing

3 Common Kebbits

4 Feldip Weasel Clothing

5 Golden Warblers

7 Feldip Weasels

9 Copper Longtails

10 Desert Devil Fur Clothing

11 Cerulean Twitches

13 Desert Devils

15 Net Butterflies

15 Ruby Harvest Butterflies

19 Tropical Wagtails

20 Lay up to 2 traps at a time

23 Set a deadfall trap (limit of 1)

23 Wild Kebbits

25 Sapphire Glacialis Butterflies

27 Set a Box Trap

27 Set a Rabbit Snare

27 Catch a Ferret

27 Catch a Rabbit

27 Using Giant Eagles

28 Larupia Fur Clothing

29 Set a Net Trap

29 Swamp Lizards

31 Set a Pitfall Trap

31 Spined Larupias

33 Barb-tailed Kebbits

35 Snowy Knight Butterflies

37 Prickly Kebbits

38 Graahk hide Clothing

39 Use smoke to mask the scent on a trap

40 Lay up to 3 Traps at a time

40 Spotted Capes

41 Horned graahks

43 Hunt with a falcon

43 Spotted Kebbits

44 Wear Spotted Cape

45 Black Warlock Butterflies

47 Orange Salamanders

49 Razor Backed Kebbits

51 Sabre Toothed Kebbits

52 Kyatt Fur Clothing

53 Chinchompas

54 Wear Gloves of Silence

55 Sabre-toothed Kyatts

57 Dark Kebbits

59 Red Salamanders

60 Lay up to 4 traps at a time

63 Carnivorous Chinchompass

66 Wear Spottier Cape

67 Black Salamanders

69 Dashing Kebbits

71 Set an Imp Trap

71 Imps

80 Lay up to 5 traps at a time


Factors in Tracking


There are 4 primary factors in how well you hunt:


Bait - Certain creatures are attracted to certain bait more than others.

Smell - When you reach level 39 Hunting, you can smoke the trap in order to improve your chances of capture.

Appearance - If you are wearing clothing made out of the fur and skins of creatures in that region the more likely they are to fall into your trap, mainly because the creatures have a tendency to be wary around people.

Distance - It's recommended that you stay at least 5 spaces away to improve your capture. runescape powerleveling


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Hunter Areas


There are 4 main Hunter Areas: Woodland, Jungle, Snow, and Desert.


Hunting Locations

Map Location Area Type Fairy Ring Code

Southernmost part of the Piscatoris Fishing Colony Woodland AKQ

South of the Feldip Hills, near Gu'Tanoth Jungle AKS

North of the Entrance to Keldagrim Snow DKS

East of the River Elid, West of the Ruins of Uzer Desert DLQ

Note: Hunting grounds located to the north.


There are also a few places that are only used in hunting for certain creatures:


Hunting Locations

Map Location Creature Fairy Ring Code

Southeast of Canifis, in the swamps Green Lizards DLS

Chaos Altar located southwest of Ardougne and north of the Observatory Town Red Salamanders -

Level 20 Wilderness near the Chaos altar Black Salamanders -


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Tracking


Required Item: Noose Wand.


To track an animal you must move around obstacles and search for clues as to where the creature may be. Among these are gnawed plants, moving branches, moving obstacles, and food remains, there are four main tracking areas, snow, north of Keldagrim, jungle, south of Feldip Hills, woodland, south of the Piscatoris Fishing Colony, and desert, east of the River Elid, and west of Uzer.


Snow Tracking: You need to head north of the entrance to Keldagrim and continue going until you come to an icy plateau, continue moving north until you find steps and ascend them. Search in bushes, burrows, hollow logs and snow rifts. If you find nothing look somewhere else.


Jungle Tracking: Head south of Gu'Tanoth, located southwest of Yanille, and search bushes, trees, and burrows.


Woodland Tracking: Either walk around Eagle's Peak, or take the boat to the Piscatoris Fishing Colony and head south. Once again search bushes, burrows, and plants.


Desert Tracking: Go southeast of Shantay Pass, between the River Elid and Uzer. Search plants, bushes, burrows, and rockslides.


When you do not find something you will see this message:


If you find animal tracks, do not go where they lead, look in areas around them:


As seen in the image above the tracks lead to a snow drift. Don't search the snowdrift, but instead, search other nearby exits to find the next part of the track.


When you have completed the track, search nearby areas and you will obtain a message, stating that it seems like something is hiding where you searched. So right-click that object and attack it:


Here's an example of a captured animal (in this case, a Feldip Weasel):


Creature Info


Tracking Creatures

Creature Hunter Level Hunter Experience Location

Polar Kebbit 1 30 Trollweiss & Rellekka Hunter areas

Common Kebbit 3 36 Piscatoris Hunter area

Feldip Weasel 7 48 Feldip Hunter area

Desert Devil 13 68 Uzer Hunter area

Razorbacked Kebbit 49 348 Piscatoris Hunter area


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Birds


Required Item: Bird Snare.


The main birds you can capture are: Crimson Swifts, Golden Warbler, Copper Longtails, Cerulean Twitches, and Tropical Wagtails. Each one when caught gives you feathers relating to itself.


Crimson Swifts are found on the beach in the Jungle region, when you get there with your bird snare(s), lay them and wait for a Crimson Swift to land on one, if you successfully capture it then it will fall over, if it flies off, it has escaped your trap, you need to disassemble it, and then reassemble it for the snare to work.


Wearing camouflage area that matches the reason and staying a distance away also helps capture birds, recommended 5+ spaces away.


Here's an example of a captured bird (a Golden Warbler):


Bird Info


Birds

Picture Feather Bird Hunter Level Hunter Experience Location

Crimson Swift 1 34 Feldip Hunter area

Golden Warbler 5 48 Uzer Hunter area

Copper Longtail 9 61 Piscatoris Hunter area

Cerulean Twitch 11 64.5 Trollweiss Hunter area

Tropical Wagtail 19 95.5 Feldip Hunter area


All birds also drop Bones and Raw Bird Meat.


The red, orange, brown and blue feathers can be sold to the Fancy Clothing store in East Varrock, and the Stripy feathers can be used to capture the fabled Rainbow Fish for which these are the only bait available.


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Butterflies


Required Items: Butterfly Net, Butterfly Jar.


There are four different types of butterflies: Red Harvest Butterflies, Sapphire Glacialis Butterflies, Snowy Knight Butterflies, and Black Warlock butterflies. To capture a Butterfly, you must have a Butterfly catching net, and Butterfly jars which can be bought from the shop. Red Harvest Butterflies are located in the woodlands region, Sapphire Glacialis and Snowy Knight Butterflies, are located in the snow region. Black Warlock Butterflies are located in the Jungle region.


When in a multi-combat area you can use the butterflies to boost other users stats:


Ruby Harvest - Attack

Sapphire Glacialis - Defense

Snowy Knight - Hitpoints

Black Warlock - Strength

Butterflies can be hard to spot as they move quickly and appear as specks of color:


While holding a Butterfly Catching Net and Butterfly Jars, you will chase it and eventually catch it and put it in a jar.


Butterfly Info


Butterflies

Picture Jar Picture Butterfly Hunter Level Hunter Experience Location

Red Harvest 15 24 Piscatoris Hunter area

Sapphire Glacialis 25 34 Trollweiss Hunter area

Snowy Knight 35 44 Trollweiss Hunter area

Black Warlock 45 54 Feldip Hunter area


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Deadfall Traps


Required Items: Logs and a Knife.


Deadfall traps are used to capture Wild Kebbits, which are in the woodlands, Barbtailed Kebbits, located in the jungle, Prickly Kebbits, located in the woodlands, and Sabretooth Kebbits located in the snow region.


To set a deadfall trap you must find a rock column on the ground. When you have found a spot select Lay Trap.


It is then advised that you skewer bait onto the sticks.


Step away, and either the creature will get away or it will be caught in your trap!


Then check your trap to claim your reward.


Notes:


You may only set one deadfall trap at a time.

At level 39, you can use a lit torch with your Deadfall Trap to remove your scent and increase to chance of capturing your prey.

When you use meat, use raw bird meat, because if the creature is trapped, you recover the meat, saving a lot of bank runs and it is good for training. You can also set up bird traps with your deadfall traps to restock when the occasional kebbit steals your meat.

Deadfall Creature Info


Deadfall Creatures

Kebbit Hunter Level Hunter Experience Bait Location

Wild 23 128 Any raw meat. Piscatoris Hunter area

Barbtailed 33 168 Raw Rainbow Fish Feldip Hunter area

Prickly 37 204 Barley Piscatoris Hunter area

Sabretooth 51 200 Any raw meat Trollweiss Hunter area


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Box Trapping


Required Items: Box Trap


Box trapping is used to hunt Ferrets, Chinchompas and Carnivorous Chinchompass. Chinchompas can be found in the woodlands, and Carnivorous Chinchompass can be found in the Jungle. Make sure you buy a number of Box Traps with there being no limit to how many you can set up, and set them up near Ferrets or Chinchompas.


Ferrets can only be hunted once you have completed the Eagles' Peak Quest. They require level 27 to catch, and are only found in the woodland region near Nickolaus' tent.


You can bait the boxes with Spicy Chopped Tomatoes for Chinchompas and Spiced Minced Meat for Carnivorous Chinchompass.


During a period of time without catches your boxes will fall over and you will need to reassemble them. If you make a successful catch the box will turn a dark color.


Bait:


To make Spicy Chopped Tomatoes: Have a bowl in your inventory with a knife and tomato. Use the knife on the tomato, then add some Gnome Spice to it. To make Spiced Minced Meat: Have a bowl in your inventory with a knife and cooked meat. Use the knife on the meat and then add Gnome Spice to it.


Notes:


At level 39, you can use a lit torch with your Box Trap to remove your scent and increase to chance of capturing your prey.

Box Trap Creatures


Box Trap Creatures

Picture Creature Hunter Level Hunter Experience Bait Location

Ferret 27 115 Raw Meat Piscatoris Hunter area

Chincompa 53 198 Spiced Chopped Tomato Piscatoris Hunter area

Carnivorous Chinchompas 63 265 Spiced Minced Meat Feldip Hunter area


Chinchompas


Chinchompas can be used as a Ranged Weapon.


Chinchompas

Name Ranged Level Ranged Bonus

Chinchompa 45 +45

Carnivorous Chinchompas 55 +70


Chinchompas have 3 different types of attack styles: short, medium, long. These determine the length of the fuse. If your a short distance away from your opponent it would deal most damage short, a medium distance, medium would do most damage, and long is for a lengthy distance.


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Net Trapping


Required Items: Small Fishing Net and a Rope.

Required Quests: Nature Spirit, and Priest in Peril (for Green Lizards)


Nets are used to trap lizards and salamanders, however these reptiles do not appear in the normal hunting regions, with the exception of Orange Salamanders found in the desert region.


To obtain the bait for a Salamander or Lizard, you must first gain their related herbs:


Green Lizard - Guam Leaf

Orange Salamander - Marrentill

Red Salamander - Tarromin

Black Salamander - Harralander

Next head to Lumbridge Swamps and collect 15 pieces of Swamp Tar. While carrying a Pestle and Mortar, use the Swamp Tar with an herb to ground it up and get the tar of the related herb. Now go to the location, for the salamander you wish to catch. You need to find a tree which when you select will allow you to lay a net trap.


Then either just wait, or add the bait, step back and wait. When you capture the lizard or salamander the net will look like:


Check the net, and you will obtain the lizard or salamander.


Notes:


At level 39, you can use a lit torch with your Net Trap to remove your scent and increase to chance of capturing your prey.

Net Creature Info


Net Creatures

Picture Creature Hunter Level Hunter Experience Bait Location

Swamp Lizard 29 152 Guam Morytania Swamp Lizard area

Orange Salamander 47 224 Marrentil Uzer Hunter area

Red Salamander 59 272 Tarromin Ardougne Red Salamander area

Black Salamander 67 304 Harralander Wilderness Black Salamander area


Using Net Creatures as Weapons


To be able to use your lizard or salamander as a weapon, you need to wield the herb tar of the creature's choice.


Net Creature Weaponry

Creature Level (Attack, Ranged & Magic) Slash Range Strength

Green Lizard 30 +10 +20 +22

Orange Salamander 50 +19 +29 +31

Red Salamander 60 +37 +47 +48

Black Salamander 70 +59 +69 +71


Fighting with these reptiles:


Scorch will increase your strength experience.

Flare will increase your range experience.

Blaze will increase your magic experience.


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Pitfall Trapping


Required Items: Logs, Knife, Teasing Stick


Pitfall trapping are used to capture, the larger creatures, that can't be caught normally with small hunting tricks. You can lay Pitfall traps in the jungle region hunting Larupias, on Karamja, northeast of Cairn Island, you can hunt horned Graahks, and in the snow region Sabretoothed Kyatts.


Once you have laid your traps, you need to lay two in case you don't capture the creature the first time, you need to use a Teasing Stick on the creature you wish to capture, and when it is chasing you, jump one of your pitfall traps. The creature chasing you will either walk on it and fall into the trap or jump the trap, and the creatures will not jump the same trap twice, so if it gets by your first one, jump your second and continue going around until you capture it.


Pitfall Creature Info


Pitfall Creatures

Creature Hunter Level Hunter Experience Drops Location

Spined Larupia 31 180 Good Larupia Fur, or Tatty Larupia Fur, Big Bones. Feldip Hunter area

Horned Graahk 41 240 Good Horned Graahk Hides, or Tatty Horned Graahk Hides, Big Bones Karamja

Sabretooth Kyatt 55 300 Good Sabretooth Kyatt Fur, or Tatty Sabretooth Kyatt Fur, Big Bones. Trollweiss Hunter area


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Falconry


Falconry allows you to use falcons for hunting in order to attack Spotted Kebbits, Dark Kebbits and Dashing Kebbits. To use a falcon you must pay its owner, Matthias for 500gp per time you enter.


You must remove your weapons and any hand equipment you may be wielding in order to use the falcon.


Have the falcon attack a kebbit to claim your reward.


Falconry Info


Falconry Creatures

Picture Creature Hunter Level Hunter Experience Location

Spotted Kebbit 43 104 Falconry area

Dark Kebbit 57 132 Falconry area

Dashing Kebbit 69 156 Falconry area


The furs dropped by these Kebbits are used to produce the rewards shown in the Falconry Rewards section.


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Imps


At level 71 hunting, you can start catching imps. To hunt them, you need a magic box and beads. Beads are dropped by imps. Take any colored bead and place it into the magic box. Set up the magic box in an area populated with imps. Wait for the imps to walk over the box. If successful, the imp will be sucked into the box. If not, the imp will walk over the box and disable the trap. Simply set the trap up again and try again. If you catch an imp, you can release them or keep for personal use. You can use imps to send two items to the bank.


Once captured you have an Imp-in-a-box(2). The (2 marks that it will take your 2 items to the bank, whereas a (1) would mean you could only use it to send one item or one stack of items to the bank.


Right click on the Imp-in-a-box, and select the bank option which will allow you to ask the Imp to take 2 items, or 2 stacks of items to the bank.


Note: The Imp will flat out refuse to bank for you if you are past level 30 in the Wilderness.


Imp Box Info


Imp Box

Picture Creature Hunter Level Hunter Experience Location

Imp 71 450 Throughout RuneScape


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Rabbits


Required Items: Ferret.

Required Quests: Eagles' Peak.


To hunt rabbits you will need 27 Hunting and a Ferret as well as a Rabbit Snare that can be bought at the Hunting Stores in Yanille or Nardah.


Lay the Rabbit Snares out in front of burrows in the woodland region, and send the Ferret in a burrow you didn't put a Rabbit Snare in front of. A Rabbit will eventually get caught in one of your snares allowing you to collect your prize.


Rabbit Info


Rabbits

Creature Hunter Level Hunter Experience Location

Rabbit 27 144 Throughout RuneScape


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Lassoing


Required Quests: Eagles' Peak.


To use a Giant Eagle you must have at least 27 Hunting and have completed the quest Eagles' Peak. A common misconception is that to use the Eagles you need to wear your Bird Costume that you obtained from the Quest (Fake Beak & Eagle Cape), however you do not. Bring Rope and go past the first Eagle in the Eagles' Peak cavern. There you will find three eagles, a Polar Eagle, a Jungle Eagle, and a Desert Eagle. Each will take you to the places they are named for:


Jungle: If you use a rope on this particular Eagle you will be brought to the Eagles' Dungeon in the Jungle. If you exit this area, you may not turn around because you will fall a little ways from a cliff, that is unreachable unless you have a Thatching Spar obtained from Tai Bwo Wannai Cleanup or a Teasing Stick that you can use with the young vine to help it grow, making it able for you to climb back up into the cave.


Polar: If you use a rope on this particular Eagle you will be brought to the Eagles' Dungeon in the Snow region. When you exit this dungeon you will appear on a crevice and must use handholds to get down, and this time you can go back up to use the Eagle again, to return to the Woodland.


Desert: If you use a rope on this particular Eagle you will be brought to the Eagles' Dungeon in the Desert region, however you cannot exit this dungeon unless you have entered it from the desert at a point in time beforehand, and moved the boulder out of the way.


The entrance to this dungeon is located north of the desert phoenix and west of the clay mines of the Ruins of Uzer.


Lasso Info


Lassoing

Creature Hunter Level Hunter Experience Location

Eagle 27 - Eagles' Peak Cavern


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Hunter Clothing


You can use your fur and some gp to have it turned into camouflage clothing. Go to the Fancy Dress Shop in East Varrock, and ask if he can make your furs into clothing.


Materials Needed:


Polar Camo Top: 2 Polar Kebbit Furs and 20gp.

Polar Camo Legs: 2 Polar Kebbit Furs and 20gp.

Wood Camo Top: 2 Common Kebbit Furs and 20gp.

Wood Camo Legs: 2 Common Kebbit Furs and 20gp.

Jungle Camo Top: 2 Feldip Weasel Furs and 20gp.

Jungle Camo Legs: 2 Feldip Weasel Furs and 20gp.

Desert Camo Top: 2 Desert Devil Furs and 20gp.

Desert Camo Legs: 2 Desert Devil Furs and 20gp.

Larupia Headdress: 1 Good Larupia Fur and 500gp.

Larupia Top: Any one Larupia Fur and 100gp.

Larupia Legs: Any one Larupia Fur and 100gp.

Graahk Headdress: 1 Good Graahk Hide and 750gp.

Graahk Top: Any one Graahk Hide and 150gp.

Graahk Legs: Any one Graahk Hide and 150gp.

Kyatt Headdress: 1 Good Kyatt Fur and 1000gp.

Kyatt Top: Any one Kyatt Fur and 200gp.

Kyatt Legs: Any one Kyatt Fur and 200gp.

Gloves of Silence: 2 Dark Kebbit Furs and 600gp.

Spotted Cape: 2 Spotted Kebbit Furs and 400gp.

Spottier Cape: 2 Dashing Kebbit Furs and 800gp.

Capes & Gloves - Falconry Rewards


Here are the capes that you can have made. They each require a number of Kebbit furs and some money to have made, and they each have a unique effect when worn.


Falconry Rewards

Picture Item Hunter Level to Make & Wear Required Items Effect

Spotted Cape 40 2 Spotted Kebbit Furs and 400gp Weight: -2 or 3kg (depends on current weight)

Gloves of Silence 54 2 Dark Kebbit Furs and 600gp Increased chance of thieving.

Spottier Cape 66 2 Dashing Kebbit Furs and 800gp Weight: -4 or 5kg (depends on current weight)


Note: Each time you're caught thieving while wearing the Gloves of Silence, they degrade a small amount.


Both capes also have the same stats:


Cape Stats

Attack Bonuses Defense Bonuses Other Bonuses

0 0 0 0 0 0 +1 +1 0 +2 0 0


Hunter Camo Outfits


There are also some stylish camouflage outfits that you can wear as well.


Camo Outfits

Snow Jungle Wood Desert Larupia Graahk Kyatt


All of these outfits have the same stats as well:


Camo Outfit Stats

Attack Bonuses Defense Bonuses Other Bonuses

0 0 0 0 -8 +25 +30 +32 0 +26 0 0