There are also two tables in the 5th Edition Player's Handbook that are also useful for a dungeon master to have on hand. These are the 'Wild Magic Surge' table on page 104 and the 'Trinkets' table on page 160 and 161 of the Player's Handbook. It's worth keeping these referenced as well and both can be found in the random table index PDF. This is a list of the champions and their base attack damage at level 1, attack damage growth and attack damage at level 18. No abilities passive, active or innate are included in this list. Item-gained damage is not included.
Magic Damage is an equipment statistic that functions as a damage multiplier that increased the damage of magic spells. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic damage: +x%).
Both players and non-player characters can utilise magic damage, although when casting Monster Examine on an attackable NPC, their magic damage is instead labelled as 'Magic str bonus'.
There are various methods by which players can increase their potential maximum Magic damage. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic damage: +x%).
Temporarily increasing your Magic level only increases your accuracy, but not damage (with the exception of Magic Dart, salamanders, trident of the seas/swamp and sanguinesti staff).
Dmg's Table For Improvising Damages
- 2Special circumstances
Damage-boosting equipment[edit | edit source]
Equipment | Damage boost | Levels required | Shows in Stats | Conditions/Notes | |
---|---|---|---|---|---|
Ahrim's equipment | 30% | 70Attack 70Magic 70Defence | No | Only has a 25% chance to occur. Both the set and amulet must be worn to get the damage boost. Does not include staff's 5% damage bonus. | |
Amulet of the damned | |||||
Castle wars bracelet | 20% | None | No | Only applies in Castle Wars against a bearer of a flag. Must be worn before the game starts, not during the game. | |
Tormented bracelet | 5% | 75Hitpoints | Yes | None. | |
Staff of the dead | 15% | 75Attack 75Magic | Yes | Can cast Slayer Dart and auto-cast Flames of Zamorak. Has a 12.5% chance of negating runes being used for that spell. Toxic version can inflict venom. The staff of light has the same abilities as the staff of the dead, but has the ability to cast Saradomin Strike in place of Flames of Zamorak. | |
Toxic staff of the dead | 15% | ||||
Staff of light | 15% | ||||
Ancestral hat | 2% | 75Magic 65Defence | Yes | None. | |
Ancestral robe top | 2% | ||||
Ancestral robe bottom | 2% | ||||
Slayer helmet (i) | 15% | 40Combat 20Strength 10Defence | Yes | Only works against monsters assigned as a Slayer task. Does not stack with salve amulet(ei). | |
Black mask (i) | 15% | 40Combat 20Strength | |||
Salve amulet(ei) | 20% | None | Yes | Requires completion of Lair of Tarn Razorlor and access to the Nightmare Zone. Only works against undead. Does not stack with slayer helmet (i) or black mask (i). | |
Occult necklace | 10% | 70Magic | Yes | None. | |
Smoke battlestaff | 10% | 30Attack 30Magic | No | Only affects spells in the standard spellbook. | |
Chaos gauntlets | +3 | None | No | Requires completion of Family Crest. Only affects bolt spells. | |
Tome of fire | 50% | 50Magic | No | Must be charged with burnt pages. Only affects fire spells. Also provides unlimited fire runes. | |
Kodai wand | 15% | 75Magic | Yes | Also has a 15% chance of negating runes being used for that spell and provides unlimited water runes. | |
Ahrim's staff | 5% | 70Attack 70Magic | Yes | None. | |
Elite Void Knight equipment | 2.5% | 42Attack 42Strength 42Defence 42Magic 42Hitpoints 42Ranged 22Prayer | No | Requires completion of Hard Western Provinces Diary Also increases magic accuracy by 45%. | |
Imbued god capes | 2% | 75Magic | Yes | Requires completion of The Mage Arena II. |
- It is important to note that items with a magic attack bonus such as the Ahrim's robetop do not boost your max hit, just your accuracy. Similarly, items with a magic defence bonus, such as the black d'hide body don't affect the maximum damage you will take from spells, just your opponent's accuracy.
- Prayers such as Mystic Will, Mystic Lore, Mystic Might, and Augury only increase accuracy, not max hit.
Special circumstances[edit | edit source]
Charge[edit | edit source]
Charge is a spell which temporarily increases the maximum damage of the three God spells by 10 (providing the player is wearing the corresponding god cape). The spell requires a Magic level of 80.
Magic Dart[edit | edit source]
Magic Dart is a spell that increases in damage the higher the player's Magic level is. At 50, the base maximum hit is 15 and at 99 it is 19 (20 if boosts are used). However, it can only be cast by a slayer's staff, its enchanted version or a (toxic) staff of the dead.
The damage is significantly increased if an enchanted Slayer's staff is used to cast the spell while on task. At 75 (the minimum to wield the enchanted staff), the base maximum hit is 25, and at 99 it is 29, up to 31 if an imbued heart boosts from 99 to 108.
Salamanders[edit | edit source]
Salamanders can be used to attack using Magic. The maximum hit increases with the player's Magic level. black salamanders, the strongest salamander, has a base maximum hit of 17 at 70, and at 99 it is 24, up to 27 if an imbued heart boosts from 99 to 108.
Trident of the seas/swamp[edit | edit source]
Tridents work differently to other staves. The damage is dependent on the player's Magic level, like Magic Dart.
At level 75 Magic, the base damage is 20, this increases up to 28 at level 99 (29 if boosted). Likewise, stat-reductions will lower the damage, but the minimum max hit will never fall below 20; even if the player's Magic level is reduced below 75.
The table below assumes you are only using the trident without any Magic damage bonuses.
Magic Level | Seas max hit | Swamp max hit |
---|---|---|
75-77 | 20 | 23 |
78-80 | 21 | 24 |
81-83 | 22 | 25 |
84-86 | 23 | 26 |
87-89 | 24 | 27 |
90-92 | 25 | 28 |
93-95 | 26 | 29 |
96-98 | 27 | 30 |
99-101 | 28 | 31 |
102-104 | 29 | 32 |
105-107 | 30 | 33 |
108+ | 31 | 34 |
Maximum Magic hit[edit | edit source]
old | Due to an update, the information in this article may be out-of-date. Reason: Fire Surge can hit higher than Fire Wave You can help improve it by updating the information. |
- Calculation order [1]:
- Base damage
- * gear dmg% (if salve amulet, ignore step 6)
- Floor ANS
- * Slayer
- Floor ANS
- * Tome of fire
- Floor ANS
- * cw
- Floor ANS
- Max hit
- Ice BarragePvP
- wep 15 + cape 2 + neck 10 +2 hat + 2 top + 2 bottom + 5 torment
- 30 * 138% = 41
- Ahrim's set with amulet of the damned is capable of hitting 42 (one spell in four only).
- Speed of 5 (single target)
- Slayer
- Fire Surge max hit 54 (52 with smoke battlestaff) w/ tome of fire
- 2% cape + 15% helm + 10% neck + 15% wep (or 10%) + 2% top + 2% bottom + 5% bracelet
- Fire Surge max hit 54 (52 with smoke battlestaff) w/ tome of fire
- Castlewars (Note: possibly wrong. Floor(base*36%)*20% cw brace not additive? Max 57)
- Fire Surge max hit 56 (54 w/ smoke): 24 base damage (or 36 with tome of fire)
- 2% imbued god cape + 10% occult + 15% sotd (or 10% if smoke battlestaff autocast) + 2% ancestral top + 2% ancestral bottom + 20% castlewar bracelet + 5% tormented bracelet = 56% or 51%
- Fire Surge max hit 56 (54 w/ smoke): 24 base damage (or 36 with tome of fire)
- Other
- Fire Surge max hit 49 (47 with smoke battlestaff) w/ tome of fire
- 2% cape + 2% hat + 10% neck + 15% wep (or 10%) + 2% top + 2% bottom + 5% bracelet = 38%
- Fire Surge: Ahrim's set with amulet of the damned and tome of fire is capable of hitting 51 (1/4 hits)
- Fire Surge max hit 49 (47 with smoke battlestaff) w/ tome of fire
- Slayer
- Speed of 6 (trident only)
- Slayer
- 44
- 2% cape + 15% helm + 10% neck + 2% top + 2% bottom + 5% bracelet = 36%
- 105+ magic base 33 with toxic trident (if toxic trident has a cap of 33 base dmg)
- Undead (no slayer task)
- 43
- 2% cape + 2% hat + 20% neck + 2% top + 2% bottom + 5% bracelet = 33%
- Castlewars (note: possibly wrong. Floor(base*36%)*20% cw brace not additive? Max 52)
- 51 (base damage * 156%)
- 2% cape + 10% neck + 15% wep + 2% top + 2% bottom + (20% + 5%) bracelet = 56%
- 51 (base damage * 156%)
- Other (ex. barrows)
- 40
- 2% cape + 2% hat + 10% neck + 2% top + 2% bottom + 5% bracelet = 23%
- 40
- Slayer
- Outside of minigames, it is possible to hit a maximum of 46 by casting Ice Barrage, Flames of Zamorak with Charge, or Fire Wave with a charged tome of fire with the staff of the dead, occult necklace, tormented bracelet, ancestral robe top and bottom, and a slayer helmet (i) on a Slayer task.
- The maximum total theoretical damage from one spell is 368, achieved by hitting nine targets with Ice Barrage for 48 damage to the flag bearer and surrounding players for 40 damage each during a Castle Wars game.
- While using the trident of the swamp, occult necklace, tormented bracelet, ancestral robe top and bottom, and slayer helmet (i) on a Slayer task, and a Magic level boosted to at least 108, one can hit up to a maximum of 47 with the trident's built-in spell.
References[edit | edit source]
Dmg's Table For Improvising Damage Video
- ↑Bitterkoekje. 'Combat Formulas.' 10 March 2015. RuneScape Forums.
Combat Mechanics | |
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Combat | |
Maximum hit | |
Mechanics | |
Other |
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Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
Dmg's Table For Improvising Damage 2017
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
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Dmg's Table For Improvising Damage 2017
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