Splashing/Guide

This article details how to splash. Splashing is the act of training magic by casting combat spells against a NPC while having too low magic accuracy to be able to actually hit. Although no damage is dealt, each Magic combat spell will still give the player a constant base amount of experience.

Despite the NPC remaining alive indefinitely, after 20 minutes the player will stop auto-retaliating. As a consequence, timely interaction with the game is needed to not be logged out due to inactivity.

Equipment required

It is necessary to wear items adding up to -64 Magic attack or lower.

A typical example setup (40+ Range):

Players without 40+ Range for d'hide vambraces can achieve the desired Magic attack by swapping the elemental staff for a Cursed goblin staff (obtained from Diango in Draynor). This precludes the rune savings of an elemental staff, but achieves -68 Magic attack.

If the user is a Member they may also seek to use certain pieces of the Granite equipment set (50 def/50 str) as Granite legs gives a -31 to Magic attack (-21 with Platelegs), and the Granite shield gives -12 instead of -8 with a Kiteshield.

The exceptions are the Granite body, as it gives -22 instead of -30 with a regular Platebody, and the Granite boots as they only give a -1 to magic attack.

Splashing rates by spell

Standard Spellbook

Lvl Icon Name Runes Base exp/cast Exp/hr*1 Exp/hr
(Harmonised nightmare staff)*2
Raw cost/cast*3 Cost/cast
(basic elemental staff*4)
Cost/hr
(basic elemental staff*4)
Gp/exp
(basic elemental staff*4)
Cost/cast
(combination elemental staff*5)
Cost/hr
(combination elemental staff*5)
Gp/exp
(combination elemental staff*5)
1
Wind Strike 1 1 5.5 6600 8250 7 2 2,400 0.36 2 2,400 0.36
5
Water Strike 1 1 1 7.5 9000 11250 12 7 8,400 0.93 2 2,400 0.27
9
Earth Strike 1 2 1 9.5 11400 14250 17 7 8,400 0.74 2 2,400 0.21
13
Fire Strike 2 3 1 11.5 13800 17250 27 12 14,400 1.04 2 2,400 0.17
17
Wind Bolt 2 1 13.5 16200 20250 87 77 92,400 5.70 77 92,400 5.70
23
Water Bolt 2 2 1 16.5 19800 24750 97 87 104,400 5.27 77 92,400 4.67
29
Earth Bolt 2 3 1 19.5 23400 29250 102 87 104,400 4.46 77 92,400 3.95
35
Fire Bolt 3 4 1 22.5 27000 33750 112 92 110,400 4.09 77 92,400 3.42
41
Wind Blast 3 1 25.5 30600 38250 180 165 198,000 6.47 165 198,000 6.47
47
Water Blast 3 3 1 28.5 34200 42750 195 180 216,000 6.32 165 198,000 5.79
53
Earth Blast 3 4 1 31.5 37800 47250 200 180 216,000 5.71 165 198,000 5.24
59
Fire Blast 4 5 1 34.5 41400 51750 210 185 222,000 5.36 165 198,000 4.78
62
Wind Wave 5 1 36 43200 54000 278 253 303,600 7.03 253 303,600 7.03
65
Water Wave 5 7 1 37.5 45000 56250 313 278 333,600 7.41 253 303,600 6.75
70
Earth Wave 5 7 1 40 48000 60000 313 278 333,600 6.95 253 303,600 6.33
75
Fire Wave 5 7 1 42.5 51000 63750 313 278 333,600 6.54 253 303,600 5.95
81
Wind Surge 7 1 44.5 53400 66750 272 237 284,400 5.58 237 284,400 5.58
85
Water Surge 7 10 1 46.5 55800 69750 322 272 326,400 5.85 237 284,400 5.10
90
Earth Surge 7 10 1 48.5 58200 72750 322 272 326,400 5.61 237 284,400 4.89
95
Fire Surge 7 10 1 50.5 60600 75750 322 272 326,400 5.39 237 284,400 4.69

*1 Each game tick is 0.6s, a magic combat spell takes 5 ticks, so in 1 hour a player can cast ("splash") 1200 combat spells.

*2 Using a Harmonised nightmare staff (306,033,132), which autocasts with a speed of 4 ticks.

*3 The "raw cost" assumes that all runes needed are bought.

*4 The "cost" assumes that the Basic elemental staff is used for the core elemental runes and air runes are also used for non-Wind spells. (No requirements to wield)

*5 The "cost" assumes that Mist Battlestaff (38,160), Dust Battlestaff (12,153), Smoke Battlestaff (1,221,850) or their Mystic variants are used for Water, Earth, Fire spells respectively to completely cover the core elemental runes. (This requires at least level 30 Magic , which is quickly obtained).

Ancient Magicks

Lvl Icon Name Runes Base exp/cast Raw cost/cast*5 Cost/cast*6 Exp/hr*7 Cost/hr*6 Gp/exp*6
50
Smoke Rush 1 1 2 2 30 504 504 36000 604,800 16.80
52
Shadow Rush 1 2 2 1 31 653 653 37200 783,600 21.06
56
Blood Rush 1 2 2 33 737 737 39600 884,400 22.33
58
Ice Rush 2 2 2 34 494 484 40800 580,800 14.24
62
Smoke Burst 2 2 4 2 36 673 673 43200 807,600 18.69
64
Shadow Burst 1 4 2 2 37 961 961 44400 1,153,200 25.97
68
Blood Burst 2 4 2 39 1,144 1,144 46800 1,372,800 29.33
70
Ice Burst 4 4 2 40 658 638 48000 765,600 15.95
74
Smoke Blitz 2 2 2 2 42 871 871 50400 1,045,200 20.74
76
Shadow Blitz 2 2 2 2 43 1,169 1,169 51600 1,402,800 27.19
80
Blood Blitz 4 2 45 1,342 1,342 54000 1,610,400 29.82
82
Ice Blitz 3 2 2 46 851 836 55200 1,003,200 18.17
86
Smoke Barrage 4 4 2 4 48 1,231 1,231 57600 1,477,200 25.65
88
Shadow Barrage 4 2 4 3 49 1,673 1,673 58800 2,007,600 34.14
92
Blood Barrage 4 4 1 51 1,826 1,826 61200 2,191,200 35.80
94
Ice Barrage 6 2 4 52 1,196 1,166 62400 1,399,200 22.42

*5 The "raw cost" assumes that all runes needed are bought.

*6 The "cost" assumes that a Kodai Wand (67,599,987) is used, which supplies infinite water runes. Elemental staves cannot be used as they do not provide auto-cast for ancient spells.

*7 Each game tick is 0.6s, a magic combat spell takes 5 ticks, so in 1 hour a player can cast ("splash") 1200 combat spells.

Arceuus spellbook

The demonbane spells of the Arceuus spellbook can only be cast on demonic monsters. Magic attack bonus needs to be -64 or lower to always splash, and equipping a tome of fire or skull sceptre will make that more difficult to reach while saving runes. Weaker demonic monsters such as icefiends and pyrefiends are ideal given their low stats, however armour will need to maximise Magical melee while keeping Magic accuracy low enough to splash. Players can also reanimate an Ensouled imp head to splash at the Dark Altar to take less damage. Unlike regular imps, reanimated ones will not teleport away.

Lvl Icon Name Runes Base exp/cast Exp/hr*8 Raw cost/cast*9 Cost/cast
(Tome of Fire*10)
Raw Cost/hr*9 Cost/hr
(Tome of Fire*10)
gp/xp*9 gp/xp
(Tome of Fire*10)
44
Inferior Demonbane 4 1 27 32400 97 77 116,400 92,400 3.59 2.85
62
Superior Demonbane*11 8 1 36 43200 194 154 232,800 184,800 5.39 4.28
82
Dark Demonbane*11 12 2 43.5 52200 368 308 441,600 369,600 8.46 7.08

*8 Each game tick is 0.6s, a magic combat spell takes 5 ticks, so in 1 hour a player can cast ("splash") 1200 combat spells.

*9 Includes the cost of Fire Runes.

*10 Tome of fire does not consume pages when autocasting Arceuus Spells. Therefore the cost of burnt pages is ignored.

*11 Requires completion of the quest A Kingdom Divided.

30 to 99 strategies

Total experience required: 13021068.

Strategy # of splashes Time (hr) Cost - Combination Staff Cost - Elemental Staff (F2P)
2367467 1973.0 4,734,933.82 4,734,933.82
1736143 1446.9 3,472,284.80 12,152,996.80
1370639 1142.3 2,741,277.47 9,594,471.16
1132267 943.6 2,264,533.57 13,587,201.39
${\displaystyle \rightarrow }$ 579314 482.8 44,515,154.62 53,198,729.52
${\displaystyle \rightarrow }$ ${\displaystyle \rightarrow }$ 381648 318.1 61,909,797.48 69,481,498.90
${\displaystyle \rightarrow }$ ${\displaystyle \rightarrow }$ ${\displaystyle \rightarrow }$ 317135 264.3 75,747,820.44 Members Only Spells
${\displaystyle \rightarrow }$ ${\displaystyle \rightarrow }$ ${\displaystyle \rightarrow }$ ${\displaystyle \rightarrow }$ 301246 251.1 70,377,146.66 Members Only Spells

Locations

Any monster that cannot deal damage sufficient to cumulate to a player's health going to zero can be used to splash (given the defensive bonuses of the splash equipment the player is wearing). Commonly used monsters are rats, seagulls, and spiders, though rats in member's worlds can be killed by unwanted cats.

Popular locations include seagulls in Port Sarim and in Port Piscarilius.

Players may also elect to check the Bestiary/Levels 1 to 10 and find a suitable creature/location themselves.

The only exception is the area in Lumbridge as shown in the map, including the castle basement. Here, spells yield no experience for casting if a player's magic accuracy is too low to deal damage. This was done because the large amount of players splashing on rats looked odd to new players. [1]

The lvl 1 chickens just east of East Ardougne east bank right next to Captain Barnaby are a good choice, as they are close to a bank and there will be few (if any) other players.

Should reaching -64 Magic attack prove difficult, attempting to splash on monks at the Edgeville Monastery is a viable alternative. This is due to their high health, relatively high defence for their level, and regular healing. As a result, low level strike spells are unlikely to kill them even when they connect. This will also provide slightly higher Magic XP per cast and some Hitpoints XP when damage is dealt.

Location Levels Members Spawns Map
House west of the Grand Exchange13Maplink
North of the Chaos Temple (Wilderness)16Maplink
Stronghold of Security: Catacomb of Famine160Maplink
Stronghold of security: Vault of War156Maplink
Cabin Fever Boats, 1st floor[UK]2nd floor[US]13Maplink
Arceuus, outside the Tower of Magic18Maplink
Wilderness spider nest holding a Sapphire spawn117Maplink