Magical blastbox

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Magical blastbox
Release date 19 August 2010 (Update)
Members? No
Quest item? No
Tradeable? Within Daemonheim
Equipable? Yes
Stacks? No
High Alch 12,000 (1,200 in Daemonheim) coins
Low Alch 8,000 (800 in Daemonheim) coins
Destroy Drop
Store price 40,000 Dungeoneering tokens
Examine It's brimming with power.
Weight 2 kg
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The magical blastbox is a Dungeoneering reward item that can be bought with 40,000 Dungeoneering tokens. The blastbox stores runes for use in bolt spells and blast spells and can add a critical hit when attacking. It requires a Magic level of 30, a Runecrafting level of 30, and a Dungeoneering level of 30 to use. However, a minimum of 400,000 experience is needed to get 40,000 tokens, effectively pushing this item to have actual requirement of at least 63 Dungeoneering. The magical blastbox can also be dropped by Forgotten mages within the dungeons of Daemonheim, but this version cannot be taken outside of the dungeons. Also the magical blastbox does not convert into coins upon death, instead you can come back and pick it up.

Bonuses
Hover over image for type A player wielding a Magic Blastbox.
A player wielding a Magic Blastbox.
 Attack bonus
0 0 0 +5 0
 Defence bonus
0 0 0 +5 0
Other bonuses Slot

0 0 0% 0


Dropping monsters

Monster Combat level Quantity Rarity
Forgotten mage 23-25, 33-36, 44-47, 53-57 1 4Rare
Mysterious shade 1, 2, 4, 10, 17, 25, 37, 50, 67, 90, 111, 133 1 5Very rare

Rune storing abilities

This item can store runes for use in bolt spells and blast spells, along with adding a special critical hit ability to the spells. To use and store runes, place the required runes for the chosen spell in your inventory then choose the "charge" option by right-clicking the box. The capacity of the box is indicated by "Charges". Two air runes and one chaos rune count as one charge in bolt mode, while three air runes and one death rune count as one charge in blast mode. Note that bound runes cannot be used to charge the blastbox.

Once charges are put into the magical blastbox, it must be wielded in order to use the runes. Using a spell will use up one charge and additional runes needed (water, earth, fire or none). The box, unlike most other rune-supply equipment acts according to individual spells. For any single bolt or blast spell, the full amount of chaos or death, and air runes are provided as long as a charge is available. In this way fire bolt and fire blast will have one air rune saved.

For example: A player wishes to cast 100 water bolts, each spell using 1 chaos, 2 air and 2 water runes. 100 charges of bolt spells are put into the box, equal to 100 chaos and 200 air runes. The 200 water runes needed must be supplied from inventory or an item that supplies infinite water runes, not wielded in the off-hand slot. Fire bolt, in turn, requires 4 fire, 3 air and 1 chaos each, and is transformed into 4 fire and 1 charge each with the assistance of the box, effectively making the requirement into 4 fire, 2 air and 1 chaos.

To check, empty the charges, or change mode, the box must be unequipped. If remaining charges are in the box while changing mode, the charges will automatically be returned to inventory space. Doing any of these without enough inventory space will just stop the process.

As the charges are dedicated to bolt and blast spells only, the runes charged into the box will not show up on other spells. That means having no air runes in inventory and wielding the box will show 0 air runes in all spells except bolt or blast.

Critical Hit Ability

File:FireBlastBox.png
The Magical blastbox's special critical ability

The Magical blastbox also has the ability to deal an additional 25% more damage which appears in a separate hitsplat (shown to the right). This critical-hit ability effectively pushes the maximum magic hit in F2P to 250 with maximum bonuses, split between two separate hits of 200 and 50.

The critical-hit ability occurs at a rate of once every five casts on a monster or NPC, so it will deal 25% more damage on the fifth cast, tenth, and so on. Switching monsters does not restart the count. Every fifth shot will be critical even if a target dies and another one takes the fifth shot. Note that if you miss once in one of your casts, the critical-hit ability would be moved to the sixth cast and vice versa.

The additional damage only works with bolt and blast spells, but will work as long as the blastbox is wielded. The critical-hit ability doesn't require you to use charges from the box, and it will work with any bolt or blast spell, no matter what setting the box is on. This is useful in minigames such as Fist of Guthix where the player is supplied with elemental and catalytic runes and is not required to use their own runes. (Note, the runes supplied in the Fist of Guthix cannot be charged into the magical blastbox.)

The item can be dropped on the floor, however charges stored in it will not be destroyed. It will not appear on the ground to other players as it is untradeable.

On NPCs, the blastbox gives a 25% extra critical hit every 5 casts. From this we can theoretically infer a 5% Damage Boost on NPCs on every cast (Since 25/5=5). However fighting weaker monsters significantly lower the overall boost value. The blastbox will do critical every 5th shot (with no splashes).

In Dungeoneering

File:Npc mage with blast box.png
A Forgotten mage with a Magical blastbox.

The magical blastbox can also be found as a drop from Forgotten mages. The properties are very similar to those of the above-ground magical blastbox, except that it does not carry the critical hit feature. It also does require level 30 Dungeoneering and 30 Runecrafting to equip and level 30 Magic. The magical blastbox counts only as an ammunition slot. Although it is possible to charge the blastbox with more than 125 charges, it will only have 125 charges at the beginning of each dungeon unless you have completed Salt in the Wound which would then boost the maximum amount of kept charges to 225. It is one of the two bindable magic ammunition that gives any bonus, besides the celestial surgebox. The Smuggler will pay 600 coins for this item. The low alch refund is 800 coins and high alch refund being 1200 coins.

Binding this item counts as "ammo" - a player can have both a blast box and another item bound, at the same time. For example: you would not have to un-bind a melee weapon to bind a blast box. After adding runes to it, the player can "re-bind" this item (right-click option).

Trivia

  • Jagex also stated in the FAQ that there will be a wave/surge box version. On 2 November 2010 this box, the Celestial surgebox, was released along with the Warped Floors.
  • If bound in Daemonheim and fully charged with spells, a player can use up the 125 charges, then log out and log back in to find the magical blastbox recharged.
  • Interrupting your casting (by means of eating) resets the crit ability. You need to keep striking for five hits for the crit ability to occur.


fi:Magical blastbox