Armour/Magic armour
For the most part, a mage's armour provides little to no Ranged and melee Defence bonuses, but instead serves to harness the wearer's magical abilities. Notable exceptions to this rule include splitbark, lunar, and Ahrim's armour sets, which provide a mediocre amount of melee protection, although even these are still absent of Ranged protection. Generally, the magical defence bonus of this type of equipment directly corresponds to its magic attack bonus. Most magical armours cannot be made by players.
Magic Armour sets[edit | edit source]
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Icon | Armour | Other skills/ requirements |
---|---|---|---|---|
1 | 1 | Zamorak monk robes | None | |
1 | 1 | Wizard Robes | None | |
1 | 1 | Ghostly Robes | Curse of the Empty Lord | |
40 | 1 | Elder chaos druid robes | None | |
20 | 10 | Xerician robes | None | |
40 | 20 | Mystic robes | None | |
40 | 20 | Enchanted robes | None | |
40 | 20 | Robes of darkness | None | |
40 | 40 | Skeletal armour | The Fremennik Trials | |
40 | 40 | Splitbark armour | None | |
42 | 42 | Void Knight equipment | ![]() ![]() ![]() ![]() ![]() | |
50 | 50 | Swampbark armour | None | |
50 | 25 | Infinity robes | None | |
60 | 60 | Bloodbark armour | None | |
65 | 30 | 3rd age mage equipment | None | |
65 | 40 | Lunar armour | Lunar Diplomacy | |
70 | 40 | Dagon'hai robes | None | |
75 | 65 | Ancestral robes | None | |
70 | 70 | Ahrim the Blighted's equipment[1] | None | |
78 | 75 | Virtus robes | None |
Magic Armour pieces[edit | edit source]
Set items[edit | edit source]
Wizard robes[edit | edit source]
Blue, Blue (gold), Blue (trimmed), Black, Black (gold), Black (trimmed)
Hat, Robe Top, Boots (Blue only)
Wizards' robes are the most common robes in free-to-play. They have no requirements to wield. Wizard robes consist of a hat and a robe-top, but many players combine them with a blue or black skirt, to match. However, the skirts provide no combat bonuses. A better alternative is the Zamorak monk bottoms, as they give +2 magic. Wizard boots can be obtained from Treasure Trails, for members.
Xerician robes[edit | edit source]
Xerician robes have slightly better stats than wizard robes. They require 20 Magic and 10 Defence and are members only. They are crafted from Xerician fabric, which is dropped by lizardman. They can be stored in the armour case.
Mystic robes[edit | edit source]
Mystic robes are a popular medium-level Magic armour. Mystic robes give a comparatively high Magic Attack and Defence bonus, but nothing else. They require level 40 Magic and 20 Defence and are members only. They are popular for safespot maging, and in Player versus Player combat due to their relatively low cost. There are a total of five different variations of standard mystic robes, differing only cosmetically. They include the blue, light, dark, dusk, and shattered mystic robes. Enchanted robes and robes of darkness share the same stats as mystic robes, and can also be considered variations of mystic robes. The easiest set to acquire for beginner players are the blue mystic robes, which can be bought in the Wizards' Guild.
Enchanted robes[edit | edit source]
Enchanted robes are a three-piece set consisting of a hat, top, and robe, identical to their mystic robes equivalent. Unlike mystic and robes of darkness they do not have matching boots or gloves. They are obtained from Treasure Trails.
Splitbark armour[edit | edit source]
Splitbark armour is a members-only item. It requires 40 Magic and 40 Defence to wield. Splitbark armour gives significantly less Magic attack bonus than mystic robes, but does give some Melee Defence bonuses, unlike mystic robes. These defensive bonuses are similar to that of black armour. It is not very common to see players using splitbark, as it can be difficult to make, and many players prefer mystic robes because of their higher Magic attack bonus. Splitbark is the weakest of the bark type magic armours, with the lowest bonuses and no special effects. It is proceeded by swampbark armour and bloodbark armour, respectively.
Swampbark armour[edit | edit source]
Swampbark armour is a members only set. It requires level 50 Magic and 50 Defence to wear. Swampbark armour is variant of splitbark armour that increases the duration of the binding effects of spells like Entangle by 5 ticks (3.0 secs). It has higher Magic Attack bonuses compared to normal Splitbark Armour, but less than Mystic robes, and provide a comparable Melee Defence of mithril armour. It is created by combining the Splitbark armour with nature runes at the Nature Altar after having read the Runescroll of swampbark with level 48 Runecraft. Creating the set costs 1,450 nature runes in total.
Bloodbark armour[edit | edit source]
The complete Bloodbark armour set requires level 60 Magic and 60 Defence to wear and provides an additive 7.5% increase to the healing effect of blood spells. It has Magic Attack bonuses comparable to mystic armour, and provides a comparable Melee Defence of adamant armour. This makes Bloodbark the highest Melee Defence bonus of any magic armour set, beating both Ahrim's armour and Void Knight equipment (even when only comparing the Bloodbark Helm, Body, and Legs to the Ahrim's or Void Knight sets).
Despite the high level requirements of Bloodbark, it is only comparable to a mystic armour set with better Magic and Melee Defence, thus it is generally passed up for an armour set with a higher Magic Attack bonus. The bloodbark helm does provide higher Melee Defence bonuses than the farseer helm with no negative Range or Melee Attack bonuses, however it provides 1 less Magic Attack than the Farseer helm.
Skeletal armour[edit | edit source]
Skeletal armour is a medium-level Magic armour. They give slightly less Magic attack and Melee Defence bonuses than splitbark armour. This, combined with the increased cost, make it a very rare sight.
Farseer helm [edit | edit source]
A farseer helm is a medium-to-high-level Magic helmet. It is the joint third-best helmet for magical attack (with the infinity hat, healer hat, and Ahrim's hood), and is beaten by the ancestral hat and the 3rd age mage hat. The farseer helm is relatively popular, as it is cheaper than the Infinity, 3rd age mage and ancestral hat, is easier to obtain than the Healer hat, and does not degrade like Ahrim's hood.
The Farseer helm also has significantly higher Defence bonuses and is extremely popular due to the hybrid PvP.
Infinity robes[edit | edit source]
Infinity robes are a reward purchasable from the Mage Training Arena activity. Infinity robes give a higher Magic Attack and Defence boost than mystic robes. However, infinity robes are uncommon due to the time, effort and money needed to obtain them.
God capes[edit | edit source]
The God capes are powerful magic boosting capes that can be acquired from the Mage Arena activity. They are available in three variants- the Saradomin cape, Guthix cape and Zamorak cape. Many players use them for their high magical attack and ease of recovering them if lost, or against monsters with Magic or Magic-based attacks. They are also necessary to cast their respective god spells. The standard god capes are the second strongest cape available for magical attack, and fourth, after the fire cape, infernal cape, and imbued god cape in magical Defence. God capes can be imbued after completing Mage Arena II, requiring 75 Magic. These imbued variants are stronger, with the highest magical attack and defence in the game as well as a 2% bonus to magical damage.
Lunar equipment[edit | edit source]
Lunar equipment is made during the Lunar Diplomacy quest. The full set, including the ring, amulet and staff, give slightly less Magic attack bonus than mystic robes; however, it gives Melee Defence bonuses similar to splitbark armour.
Lunar helm
Lunar torso
Lunar legs
Lunar gloves
Lunar boots
Lunar ring
Lunar amulet
Lunar cape
Lunar staff
3rd age mage equipment[edit | edit source]
3rd age mage equipment are a high-level Magic armour. 3rd age mage robes are very rare, and therefore very expensive. They give a higher magical attack and Defence bonus than Infinity robes, but a slightly smaller bonus than Ahrim's robes. They give also no other Defence bonuses, unlike Ahrim's robes. 3rd age mage robes can be obtained from Treasure Trails, or by trading with another player. The 3rd age amulet, while having the highest magical attack bonus, is considered a weaker choice than the occult necklace due to the occult necklaces passive effect. Being very rare and thus also expensive, 3rd age mage robes are mainly used as a status symbol, rather than a practical set of robes.
Dagon'hai robes[edit | edit source]
Dagon'hai robes offer relatively high magic attack and defence bonuses as well as a prayer bonus, an uncommon trait among mage robes. The overall offensive bonuses are comparable to 3rd age robes and a bit better than infinity, but the defensive magic bonuses are a bit worse than both. They are obtained as a rare reward from Larran's big chest, which itself can be accessed using Larran's key, an uncommon drop from Wilderness slayer. Due to the difficulty of obtaining them and the high bonuses they provide they are quite expensive.
Ahrim the Blighted's robes[edit | edit source]
Hood, Robetop, Robeskirt, (Staff)
Ahrim's robes are high-level Magic armour. Ahrim's robetop and robeskirt give the highest Magic attack bonus available concerning torso and legs, respectively, and also give a good Melee Defence which is significantly higher than that of splitbark armour and almost identical to bloodbark armour. Ahrim's robes are very popular, especially amongst more advanced participants in PvP activities. They are comparatively cheap, but require repairing every 15 hours of combat and require a moderately high Magic and Defence level. When wielding all of Ahrim's robes, including the staff, spells have a chance of reducing their target's Strength. This power is called 'Blighted Aura'. Ahrim's robetop and robeskirt are often combined with other pieces of armour to form a high Magic Defence set of armour.
Ancestral robes[edit | edit source]
Ancestral robes are rare drops from Chambers of Xeric requiring 75 Magic and 65 Defence. They are best in slot for magic attack bonus, but have lower defence than Ahrim's robes. They do not degrade and can be stored in the costume room of the player-owned house.
Void Knight equipment[edit | edit source]
Void knight robes give a high Defence bonus for Magic robes, and it gives the highest Ranged Defence bonus of all Magic robes, but it requires 42 Attack, Strength, Defence, Ranged, Hitpoints and Magic, and it also requires 22 Prayer. Void mage robes give a 45% accuracy bonus to your spells and while wearing the right ring, staff, amulet, boots, cape and book, it can yield deadly accurate spells. The elite variant furthermore provides a small magic damage bonus. A disadvantage is that the entire set should be equipped, so it cannot be combined with other robe sets or used in conjunction with certain items such as the Tormented bracelet.
Best F2P Magic Armour Setup[edit | edit source]
Notes:
- There are no shield, boots, ring, cape, or glove armour pieces that gives increased magical stats. The best you can get without getting negative magic stats are leather ranging armour and various other items for defensive stats. Note also that while the Zamorak monk bottom is the best-in-slot leg wear in F2P, the black and blue wizard robes offer a superior bonus to the Zamorak monk top.
- A black wizard robe and a blue wizard robe have the same stats, just as a black wizard hat and a blue wizard hat have the same stats.
- Regular capes, team capes and the cabbage cape have the same stats.
- Maximum magical bonus of +32.
Best P2P Magic Armour Setup (most magic damage)[edit | edit source]
Notes:
- The occult necklace gives the highest magic strength bonus but the 3rd age amulet has a +3 higher magical accuracy.
- Maximum magical bonus of +486. While the Rada's Blessing 4 does not provide direct magic stats, it can prolong the use of magic-boosting prayers.
- Magus Ring offers a 2% Magic bonus and +15 Magic damage, but has no magic defence stats unlike the Seers ring (i)