Standard spells
This is the only spellbook available for F2P; although some of the spells within the book are P2P only. The standard spellbook
contains a well-rounded mix of combat and noncombat spells.
Additionally, it is the only spellbook to contain enchantment spells,
stat-lowering spells known as curses, and teleother
spells. The standard spellbook is unlocked by default for all players
and can be accessed from level 1 Magic. It is worth noting that some of
the combat spells in the standard spellbook allow for unusually high
hits for their level; for example, Fire Strike, requiring 13 Magic, Free Runescape bopts can deal up to 80 points of damage. Iban Blast,
requiring 50 Magic, can hit up to 250, though there are a few
requirements for using the spell. This spellbook also contains God
Spells, which are obtained from Mage Arena in the wilderness. It also has the strongest God Spell yet, known as Storm of Armadyl, acquired after the Ritual of the Mahjarrat quest and requiring 77 Magic to cast. The strongest combat spell in the standard spellbook, at level 95 Magic, is Fire Surge, which can hit up to 280 points of damage.
Ancient Magicks
Unlocked after the completion of the quest Desert Treasure, the Ancient Magicks
spellbook is heavily focused on combat spells, though it also includes a
handful of teleports. All Ancient Magicks combat spells have side
effects in addition to dealing damage: They can poison targets, lower targets' Attack levels, heal the caster, freeze the targets in place, or halve the target's melee and ranged
attack speeds. Additionally, some Ancient Magicks spells can hit
multiple targets at once with the use of Burst or Barrage spells, up to a
maximum of 9 within a 3 x 3 box. The Ancient Magicks teleports lead to a
limited variety of locations across Misthalin, Morytania and the Wilderness.
At least 50 Magic is required to complete Desert Treasure and use the
Ancient Magicks spellbook, but the experience reward is enough to go
from 50 Magic to 51. The strongest combat spell in the spellbook is Miasmic Barrage,
which requires 97 Magic and can hit up to 352 points of damage against
multiple targets (for a theoretical maximum hit of 3,168 damage, if 9
people are hit).
Lunar spells
In contrast to Ancient Magicks, the Lunar spellbook focuses on non-combat spells, many of which provide unique benefits not otherwise available, and all of which use astral runes. The Lunar spellbook is unlocked after completing the quest Lunar Diplomacy; an additional seven spells are unlocked after subsequently completing Dream Mentor; and eleven more spells are available as rewards from the Livid Farm
activity. The Lunar spellbook is notable for containing spells that
allow players to aid other players in different ways, including curing poison, sharing stat-enhancing potions, group teleportation, restoring life points , and even assisting yourself or other players in combat. The Lunar spellbook also contains Spellbook Swap, which enables the caster to cast a single spell from either the standard or Ancient Magicks spellbooks, allowing for even greater versatility. The highest requirement of a Lunar spell is 99 Magic for Borrowed Power, which is also the highest magic requirement for a spell in the game.Combat spells are used to deal damage to, or hinder, opponents in combat. The maximum hit of combat spells are determined by two factors: The spell being cast and whether any damage-boosting modifiers are in effect. Magic damage can be boosted by equipping certain items or by temporarily boosting the Magic skill. Each point by which Magic is boosted increases the maximum hit of spells by 3%. Therefore, a magic potion, which temporarily increases the Magic skill by 5 levels, would initially give a +15% bonus to damage, although this decreases as the boost wears off.
The accuracy of a combat spell is determined by a number of factors, including:
The Defence skill plays a role in Magic combat: Defence against spells is measured as 30% of the target's Defence level and 70% of their Magic level.
If a spell completely misses its target, it will "splash" and have no effect. Its runes are still consumed, however. Note that it is also possible for a combat spell to hit its target but deal 0 damage; this is technically different from a splash, but has the same effect.
When casting a combat spell that deals damage, experience is awarded for casting the spell itself. Additional experience is based on damage dealt, at a rate of 0.2 Magic experience and 0.133 Constitution experience per point of damage. If defensive casting is enabled in the Magic interface, the experience rate is 0.1333 Magic experience, 0.1 Defence experience, and 0.1333 Constitution experience per point of damage.
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