Dungeoneering/Magic

From Darkan
Jump to navigation Jump to search

Magic is used in Dungeoneering to fight against monsters and to open skill doors found throughout the dungeons of Daemonheim. The Dungeoneering spellbook uses a combination of the Standard Spellbook, the Lunar Spellbook and four new spells. As a result, Lunar Diplomacy and Dream Mentor, along with the appropriate level, are required to access every spell available.

Opening Doors

Magic in Dungeoneering allows players to dispel the locks on certain doors that cannot be unlocked with the coloured shapes found throughout the dungeons. The greatest level required to open a door is level 109. All doors in the main path are unlockable by at least one player in the team. Failure to dispel locks on doors will cause the magic energy to rebound and deal large damage to player in attempt.

Spells

The dungeoneering spellbook.

The spellbook contains four new spells.

For combat spells, the damage with boosts is not included. The base experience for all combat spells are cut to 10% of the experience received for casting the equivalent spells outside of Daemonheim. The damage experience is not cut. That means if a Fire Blast hits 100 on a monster, the experience gained is 3.4 for base experience, and 40 for damage (43.4 total magic experience), with an added 13.33 constitution experience.

Member-only spells are in italics.

Icon Name Level Exp Runes Note
Dungeon Home Teleport

<ref name=new>Dungeoneering-only spell</ref>

1 None Teleport the caster to the start point of the current dungeon level, where the Smuggler is.
Wind strike 1 1Mind1Air Deal a maximum damage of 20.
Confuse 3 1Body2Earth3Water Reduce target's attack by 5%
Water Strike 5 1Mind1Water1Air Deal a maximum damage of 40.
Earth Strike 9 1Mind2Earth1Air Deal a maximum damage of 60.
Weaken 11 1Body2Earth3Water Reduce target's strength by 5%
Fire Strike 13 1Mind3Fire2Air Deal a maximum damage of 80.
Bones to Bananas 15 1Nature2Earth2Water Convert all the bones in the inventory into bananas.
Wind Bolt 17 1Chaos2Air Deal a maximum damage of 90.
Curse 19 1Body2Earth3Water Reduce target's defence by 5%
Bind 20 2Nature3Earth3Water Freeze the target for 5 seconds
Low-level Alchemy 21 1Nature3Fire Convert an item into lesser coins.
Water Bolt 23 1Chaos2Water2Air Deal a maximum damage of 100.
Earth Bolt Earth Bolt 29 1Chaos3Earth2Air Deal a maximum damage of 110.
Create Gatestone

<ref name=new />

32 3Cosmic Create a one-use gatestone placed on the ground to provide the destination of Gatestone Teleport spell.
File:Gatestone teleport.png Gatestone Teleport

<ref name=new />

32 None Teleport the caster to the location of the gatestone generated from Create Gatestone spell where placed.
Fire Bolt 35 1Chaos4Fire3Air Deal a maximum damage of 120.
File:Wind Blast icon.png Wind Blast 41 1Death3Air Deal a maximum damage of 130.
Water Blast 47 1Death3Water3Air Deal a maximum damage of 140.
Snare 50 3Nature4Earth4Water Freeze the target for 10 seconds
Earth Blast 53 1Death4Earth3Air Deal a maximum damage of 150.
High-level alchemy 55 1Nature5Fire Convert an item into more coins. See the high alchemy table.
Fire Blast 59 1Death5Fire4Air Deal a maximum damage of 160.
Wind Wave 62 1Blood5Air Deal a maximum damage of 170.
File:Gatestone teleport.png Group Gatestone Teleport

<ref name=new />

64 3Law Teleports to the party gatestone.
Water Wave 65 1Blood7Water5Air Deal a maximum damage of 180.
Vulnerability 66 1Soul5Earth5Water Reduce target's defence by 10%
File:Monster examine new.gif Monster Examine

<ref name=lunar>Members who have not completed Lunar Diplomacy or Dream Mentor cannot cast the Lunar spells they unlock, although the spells are still visible to the player.</ref>

66 1Cosmic1Astral1Mind Examine the stats of a target monster.
Cure Other

<ref name=lunar />

68 1Law1Astral10Earth Cure a target of poison.
Humidify

<ref name=lunar />

68 1Astral1Fire3Water Fill containers with water.
Earth Wave 70 1Blood7Earth5Air Deal a maximum damage of 190.
File:Cure me.gif Cure Me

<ref name=lunar />

71 1Law2Cosmic2Astral Cure the caster of poison.
Enfeeble 73 1Soul8Earth8Water Reduce target's strength by 10%
File:Cure group.gif Cure Group

<ref name=lunar />

74 2Law2Cosmic2Astral Cures everyone around the caster standing in a 3-by-3 square of poison.
Fire Wave 75 1Blood7Fire5Air Deal a maximum damage of 200.
Entangle 79 4Nature5Earth5Water Freeze the target for 15 seconds
Stun 80 1Soul12Earth12Water Reduce target's attack by 10%
File:Wind Surge icon.png Wind Surge 81 1Blood1Death7Air Deal a maximum damage of 220.
Water Surge 85 1Blood1Death10Water7Air Deal a maximum damage of 240.
Earth Surge 90 1Blood1Death10Earth7Air Deal a maximum damage of 260.
File:Vengeance other new.gif Vengeance Other

<ref name=lunar />

93 2Death3Astral10Earth Allow the target to gain power of inflicting opponent a large percentage of damage dealt to the target.
File:Vengeance new.gif Vengeance

<ref name=lunar />

94 2Death4Astral10Earth

Rebounds 75% of the damage of the next hit back to the caster's opponent.

Vengeance Group

<ref>Vengeance Group must be bought at the Livid Farm before it can be cast. This also requires completion of Lunar Diplomacy.</ref>

95 3Death4Astral11Earth Allows everyone in the 7x7 square around the caster to rebound 75% of the next hit's damage.
Fire Surge 95 1Blood1Death10Fire7Air Deal a maximum damage of 280.

<references />

Spell Components

Runes

Main article: Runes

All spells (except Dungeon Home Teleport and Gatestone Teleport) require the use of runes as a consumed resource. Runes are obtained by crafting runes on the Runecrafting altar using the Runecrafting skill or from monster drops. Due to only being able to bind one type of ammo, mages are at a disadvantage in terms of starting equipment. Since most spells need more than 2 types of runes, they are incapable of casting anything other than air spells using only bound items. For any other spell they need to rely on the table's items too. An update gave mages the ability to cast bolt or blast spells with a magical blastbox, and wave or surge spells with the celestial surgebox. This reduces the disadvantage given to mages.

Elemental Staves

Elemental staves are Tier 1 staves made from basic wooden staves using the Runecrafting skill, and act in a similar fashion to the elemental staves outside of Daemonheim. They offer an unlimited supply of runes, according to the element that it is powered with. As an example, wielding an Air staff allows a player to cast Wind Wave using only one Blood rune. In lower complexities, a random staff will be given to the player.

Members-only staves are italicized.

Item Level Required Attack Defence Strength
Slash Crush Magic Stab Slash Crush Magic
Water staff 1 -1 8 7 0 0 0 7 4
Earth staff 10 -1 8 7 0 0 0 7 4
Fire staff 20 -1 8 7 0 0 0 7 4
Air staff 30 -1 8 7 0 0 0 7 4
Empowered water staff 50 -1 12 13 0 0 0 13 8
Empowered earth staff 60 -1 12 13 0 0 0 13 8
Empowered fire staff 70 -1 12 13 0 0 0 13 8
Empowered air staff 80 -1 12 13 0 0 0 13 8

Equipment

Weapons

Main article: Magic Weapons

Various magical weapons are available in Daemonheim. Free players are limited to basic elemental staves, whereas members are capable of using more powerful staves, as well as a handful of melee weapons which offer magic bonuses. Staves can be obtained either by using the Runecrafting skill or through monster drops, whereas melee weapons can only be obtained from monster drops or through the smithing skill, except for the drops from slayer monsters.

Some weapons can increase the power of combat spells by 10% or upwards if they are wielding it. These are the Doomcore Staff, and any Catalytic or Empowered staff.

Robes and Armour

Main article: Magic Armour

Various robes can be worn in Daemonheim that provide magical bonuses. Robes can be obtained through the Crafting skill or through monster drops. Most robes require a minimum Defence level along with a minimum Magic level in order to be worn.

Blast and Surge Boxes

These boxes which can be found as drops from forgotten mages. The blastbox is dropped by mages wearing tier 1-6 robes, and the surgebox is dropped by mages that wear tier 7 or higher robes. The boxes may be bound in the ammunition slot, although they are wielded as a piece of equipment. Any runes with which the surge/blastbox is charged do carry over into other dungeons along with the box. However, only up to 125 (225 after Salt in the wound) casts worth of runes will be carried over in the surge/blastbox. Runes used from the surge/blastbox and not replaced before the end of the dungeon will be replenished at the start of the next floor. Additionally, it appears that celestial surgeboxes in Daemonheim do not have the critical hit ability while the blastboxes do, although this may simply be a glitch.

Surgeboxes

Blastboxes

Rewards

Main article: Magic Rewards

Once a player has obtained a certain number of Dungeoneering tokens various rewards can be purchased from the rewards trader provided the minimum Dungeoneering level and Magic level requirements have been met. Unlike other magical equipment found throughout Daemonheim, these rewards can be used throughout Runescape.

Temporary Boosts

Players can improve their Magic levels, only while in Daemonheim, by using numerous potions that can be made using the Herblore skill.

Potion Image Level Herb

Second Ingredient

XP Effect
Weak magic potion 3 Sagewort Void dust 21 Boosts Magic by 4 + 10% of Magic level
Magic potion File:Magic Potion.png 36 Wormwood leaf Void dust 79.5 Boosts Magic by 5 + 14% of Magic level
Strong magic potion 69 Winter's grip Void dust 155.5 Boosts Magic by 6 + 20% of Magic level

These potions boost the magic level much higher than other magic potions outside of Daemonheim. The weak magic potion boosts the same amount of levels as an Extreme magic potion does with 30 magic. With the strong magic potion, a player with 83 Magic can use Fire Surge for several minutes. This comes in particularly handy before boss fights, to activate Vengeance.


fi:Dungeoneering/Magic nl:Dungeoneering/Magic