Ancient Magicks

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"Ancients" redirects here. For the prayers unlocked after The Temple at Senntisten, see Ancient Curses.
A player casting an Ancient Magicks teleport spell.

Ancient Magicks (also known as Ancients) are a branch of Magic unlocked upon completion of the quest Desert Treasure. Unlike the Lunar spellbook, which primarily focuses on non-combat support spells, and the regular spellbook, which is a mixture of combat and non-combat spells, the Ancient Magicks is significantly combat-oriented, including some of the most powerful combat spells in the game. The spellbook contains 20 combat spells and nine teleports (far fewer spells than the other spellbooks). Many of the Ancient Magick spells are very rune-intensive and require expensive runes such as death and blood. Owing to their power (a minimum of 50 Magic is needed to even access the spellbook), Ancient Magick spells are popular in player-versus-player activities.

Background

Akthanakos, one of the original users of the Ancient Magicks, casting a teleport spell.

The Ancient Magicks are a long forgotten and destructive set of spells. In the second age they were very commonly used, mostly by the followers of Zaros, who ruled a very large kingdom at that time.

The very destructive and powerful spells of the Ancient Magicks proved to be very useful during the wars in the era. The spellbook also contained various teleport spells which made it easier for the Zarosians to travel across their kingdom, which stretched from the northern Wilderness, to northern Misthalin and north-western Morytania. As of now, the spellbook contains teleports which lead to places where the currently destroyed Zarosian fortresses once stood.

Unfortunately, knowledge of runecrafting was lost before the Second Age and the remaining supplies Guthix provided humans in the first age slowly disappeared through the use of magic. Back then, many wizards held battles with the few remaining runes as a prize.

After Zaros' banishment, Zamorak and other gods like Saradomin, destroyed the entire kingdom. The destruction of the kingdom and the slow disappearance of runestones caused the Ancient Magicks to become a rarely used form of magic. During this time, only the Mahjarrat used Ancient Magicks, mostly because they didn't need runes to use magic.

The God Wars held after Zaros' banishment saw the slow fade of the Ancient Magicks from common knowledge. Many of the remaining followers of Zaros, whom comprised the majority of spell-casters, were killed or imprisoned. The powerful spells caused much destruction during the enormous battles, although the number of people who knew about the spells was extremely limited. Zuriel, one of the most powerful mages at that time, being one of the few who still possessed the knowledge, devised the Miasmic spells, which are currently the most powerful combat spell set still in use.

Long after the end of the God Wars, at the beginning of the fifth age, the art of Runecrafting was discovered, giving humans a new supply of runes. New spells were invented by modern wizards of the Wizards' Tower, driving the ancient magicks even further into obscurity. Today, Ancient Magicks are used almost exclusively by the Mahjarrat, who have been driven close to extinction in Gielinor. A handful of people, such as Solus Dellagar, and Zenevivia, still possess the knowledge of Ancient Magicks. But furthermore, most mages of Gielinor choose to practice the modern magic created at the Wizard's Tower. Players will learn about the Ancient Magicks during the Desert Treasure quest, where they release the imprisoned Zarosian mahjarrat Azzanadra.

Skill and Quest Requirements

Because unlocking the Ancient Magicks spellbook requires completion of the Desert Treasure quest, the following quests are also required:

Total level: 270
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15
20
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10
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40
53
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12
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50
50
10
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10
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28
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Because of these quests, the skills required to obtain the Ancient Magicks can be seen in the table to the right.

Switching spellbooks

The altar at which player can switch between Ancient Magicks and the basic spellbook.

Players can switch to Ancient Magicks at the altar inside the Jaldraocht Pyramid (simply "Pyramid" on the World Map) in the Kharidian Desert, southwest of Pollnivneach and north of Menaphos. There is a rear entrance (tunnel) to the south of the pyramid that allows players who have completed Desert Treasure to enter the throne room directly, where the altar resides, without having to navigate the four floors of the pyramid. At the altar, players can pray to switch to or from the Ancient Magicks spellbook, though this drains all Prayer points to zero. (Players can still switch spellbooks even with 0 Prayer points.)

Those who simply wish to switch from Ancient Magicks to the regular spellbook may find it easier to pray twice at the Astral Altar on Lunar Isle, provided Lunar Diplomacy has been completed.

Reaching the pyramid

File:LocatePyramid.png
The location of the Pyramid.

Various methods of teleportation exist for reaching the Jaldraocht Pyramid:

Autocasting

Prior to the autocasting update on 2 September 2009, the Ancient staff was the only way to autocast Ancient Magicks combat spells. It can be obtained once from Eblis, who will sell it for 80,000 coins after the completion of Desert Treasure. Alternately, the staff can be bought on the Grand Exchange for Expression error: Unrecognized punctuation character "[". coins, or obtained as a drop from Mummies. As the staff's original purpose has been rendered obsolete, it now provides a 10% bonus to spell damage while it is equipped, and due to its cheap price compared to the Staff of light, it is used by most mage pkers.

With the new update, the Ancient staff is no longer the sole option in using Ancient Magicks for combat, and opens new options such as the Staff of Light and Zuriel's staff, albeit being more expensive alternatives.

Combat

The Ancient Magicks combat spells are, as mentioned, the most dangerous combat spells in the game. Not only can they deal a substantial amount of damage, but each of the five classes of combat spells has a different effect:

The specific duration/effectiveness of each of the standard effects (aside from the blood spells, which always heal a flat 25%) depends on the level of the spell cast; Smoke Burst will deal more poison damage than Smoke Rush, for example. In addition, half of the Ancient Magicks combat spells (Burst and Barrage) are Area of Effect spells, which will hit the target and any other player or NPC standing in a 3x3 zone around the target in a multicombat area. The other half (Rush and Blitz) only hit a single target.

Some monsters are large, meaning that they take up more than one square of space. When a Burst or Barrage spell is cast on one of these monsters, it will hit the monster plus any surrounding monsters with any square of space standing within a 3x3 zone of the targeted monster's southwesternmost corner square, which is treated as its "origin" square.

While less popular for general training, Ancient Magicks is often used in various player-versus-player activities, such as the TzHaar Fight Pit,Stealing Creation, Castle Wars, Fist of Guthix and Soul Wars. Ice spells, especially Ice Burst and Ice Barrage, are especially popular, due to their freezing effects and a lower cost when compared to the other combat spells.

Ancient Magicks are not allowed in Barbarian Assault.

Combat spells

The maximum hits listed here are the spells' base maximum hits, without any modifiers. See here for a list of items that increase the maximum hit of magic spells.

There are four ascending types of spells, these are: Rush, Burst, Blitz and Barrage. For these spell-types are 4-5 ancient 'elemental' variations for each spell type, in ascending order: Smoke, Shadow, Blood & Ice. An additional spell effect, Miasmic, can only be unlocked while wielding Zuriel's staff (it doesn't matter if it's the corrupt or uncorrupted version).

Icon Spell Magic Level Runes Required Experience Max Hit Spell Effects
File:Smokerush.png Smoke Rush 50 2Death2Chaos1Fire1Air 30+ 130 Poisons target starting at 20 damage.
File:Shadowrush.png Shadow Rush 52 1Soul2Death2Chaos1Air 31+ 140 Temporarily lowers target's Attack level.
File:Bloodrush.png Blood Rush 56 1Blood2Death2Chaos 33+ 150 Heals caster 1/4 of damage inflicted.
File:Icerush.png Ice Rush 58 2Death2Chaos2Water 34+ 160 Prevents victim from moving for 5 seconds.
File:Miasmic rush.gif Miasmic Rush 61 1Soul2Chaos1Earth 36+ 180 (198*) Slows opponent's melee or ranged attacks by 50% for 12 seconds.
File:Smokeburst.png Smoke Burst 62 2Death4Chaos2Fire2Air 36+ 170 Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 20 damage.
File:Shadowburst.png Shadow Burst 64 2Soul2Death4Chaos1Air 37+ 180 Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level.
File:Bloodburst.png Blood Burst 68 2Blood2Death4Chaos 39+ 210 Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted.
File:Iceburst.png Ice Burst 70 2Death4Chaos4Water 40+ 220 Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 10 seconds.
File:Miasmic burst.gif Miasmic Burst 73 2Soul4Chaos2Earth 42+ 240 (264*) Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)'s melee or ranged attacks by 50% for 24 seconds.
File:Smokeblitz.png Smoke Blitz 74 2Blood2Death2Fire2Air 42+ 230 Poisons target starting at 40 damage.
File:Shadowblitz.png Shadow Blitz 76 2Soul2Blood2Death2Air 43+ 240 Temporarily lowers target's Attack level.
File:Bloodblitz.png Blood Blitz 80 4Blood2Death 45+ 250 Heals caster 1/4 of damage inflicted.
File:Iceblitz.png Ice Blitz 82 2Blood2Death3Water 46+ 260 Prevents victim from moving for 15 seconds.
File:Miasmic blitz.gif Miasmic Blitz 85 3Soul2Blood1Earth 48+ 280 (308*) Slows opponent's melee or ranged attacks by 50% for 36 seconds.
File:Smokebarrage.png Smoke Barrage 86 2Blood4Death4Fire4Air 48+ 270 Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 40 damage.
File:Shadowbarrage.png Shadow Barrage 88 3Soul2Blood4Death4Air 48+

280

Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level.
Blood Barrage 92 1Soul4Blood4Death 51+ 290 Multi-target spell. Hits any opponent(s) within a 3x3 space of target. Heals caster 1/4 of the damage inflicted.
Ice Barrage 94 2Blood4Death6Water 52+ 300 Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 20 seconds.
File:Miasmic barrage.gif Miasmic Barrage 97 4Soul4Blood4Earth 54+ 320 (352*) Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)'s melee or ranged attacks by 50% for 48 seconds.

*All Miasmic spells require Zuriel's staff, which increases magic damage by 10%; therefore, technically all of the miasmic spells have 10% higher maximum hits than their officially stated base numbers.

Teleportation spells

Icon Spell Magic Level Runes Required Experience Notes
Home Teleport 0 None None Opens the Home Teleport interface allowing the player to teleport to any lodestone that player has available.
Paddewwa Teleport 54 2Law1Fire1Air 64 Teleports to the entrance of Edgeville Dungeon.
Senntisten Teleport 60 1Soul2Law 70 Teleports to the Digsite and Senntisten Temple.
Kharyrll Teleport 66 1Blood2Law 76 Teleports to Canifis. This is the only teleport spell that can be added to a portal in a player-owned house that is not from the basic spellbook.
Lassar Teleport 72 2Law4Water 82 Teleports to the top of Ice Mountain.
Dareeyak Teleport 78 2Law3Fire2Air 88 Teleports to the ruins west of the Bandit Camp in the Wilderness.
File:Telecarr.png Carrallangar Teleport 84 2Soul2Law 94 Teleports to the Graveyard of Shadows in the Wilderness.
Annakarl Teleport 90 2Blood2Law 100 Teleports to the Demonic Ruins in the Wilderness.
Ghorrock Teleport 96 2Law8Water 106 Teleports to Ice Plateau in the Wilderness.

Trivia

  • Mind runes, Astral runes, Cosmic runes, Nature runes and Body runes are not used in the Ancient Magicks spellbook. Until the introduction of miasmic spells, Earth runes were also not used.
  • Of the various Combination runes, only Smoke runes are useful for Ancient Magicks, as the smoke spells and Paddewwa and Dareeyak Teleports are the only spells to use more than one elemental rune.
  • On the day of release, these spells had a glitch where every spell, along with the original effects, would freeze opponents.
  • The animation of the Ancient Magicks teleport is similar to (except for the colour) to the Daemonheim teleport, that can be done with the Ring of Kinship - and looks similar to the Pharaoh's sceptre's teleport animation. This may suggest a common (teleportation) principle or origin.
  • Each Ancient Magicks spell has a unique sound.
  • The Dungeoneering spellbook includes spells from both the regular and Lunar spellbooks, but none from the Ancient Magicks spellbook.
  • If your membership expires whilst the Ancient Magicks spellbook activated then it will return to the regular spellbook, even when you re-activate your membership.


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