Ancient Magic is the term that describes a series of spells in Final Fantasy XI. These are generally considered to be the 6 Elemental Magic Spells available to Black Mages only between the levels of 50 and 60. All of them take about 18 seconds to cast and do relatively similar amounts of damage. Tier 1 Ancient Magic is generally regarded as useless by the player base due to its hideous mp-to-damage ratio as well as its obscenely long casting time, but if used with proper timing and skill it can be very deadly. Ancient Magic is also usable by black mage enemies (usually beastmen, most undead, and wild elementals, but certain notorious beasts are well-known for using it), and is usually difficult to interrupt in such cases.
The second tier of Ancient Magic is attainable through the merit system (and even more monsters to use it as well), and though it has a shorter casting time than the first tier it is considered very deadly.
| Level - | Element - | Ancient Magic |
|---|---|---|
| 50 | Ice | Freeze |
| 52 | Wind | Tornado |
| 54 | Earth | Quake |
| 56 | Lightning | Burst |
| 58 | Water | Flood |
| 60 | Fire | Flare |
In addition to the high damage, Ancient Magic weaken the enemy it is cast on to the weakness of that spell. Such as, casting Flare (Fire element) will weaken your enemy to water. Unfortunately this effect is all but useless as the Black Mage will either pull hate or be very close to doing so, in addition to having just spent a very large amount of their MP, and thus will be unable to take advantage of this effect.
A second level of Ancient Magic is available to Black Mages after they reach level 75. Each one of these costs 3 merit points in order to attain, and 4 then 5 points to upgrade to their maximum potential (notable however is that only 6 levels may be purchased within the group 2 category, sharply limiting the Black Mage's maximum potential- at most one can either buy all 6 spells at level 1, max only 2 spells to level 3, or buy 3 spells at level 2. Other combos may exist but few if any pursue them). The increase in damage is considerable, and the fact that all of the Ancient Magic II spells actually cost less MP than their Ancient Magic I counterparts and can be cast in 10 seconds rather than closer to 20 makes these spells much more attractive than their tier 1 versions, especially if fully upgraded.
Ancient Magicks is a branch of Magic that is unlocked upon completion of the quest Desert Treasure. This magic requires higher skill levels to use (all spells except the home teleport require at least 50 Magic), but include the most powerful combat spells in the game.
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To change to Ancient Magicks, the player must go to Jaldraocht Pyramid in the desert south of Al Kharid, west of Pollnivneach and north of Menaphos. After entering the pyramid at the rear, the player can pray at the altar there to change between Ancient Magicks and the standard spellbook. Praying at this altar drains the player's prayer points to zero, but players can still change your spellbook even with your prayer being 0.
It is easier for some players to change back to normal via Astral Altar, by changing to Lunar Spells, and then back to Standard Spellbook, as it prevents players from having to go to the desert and having their prayer drained.
The quickest way to reach the pyramid is to use a Pharaoh's Sceptre (obtainable through the Pyramid Plunder minigame), and use the "Jaldraocht" Teleport. This places the teleporting player directly on top of the pyramid. The player can then simply walk through the doors, run down the stairs and enter via the tunnel at the back. Another way to reach this pyramid is to use a Camulet to teleport inside Enahkra's temple, climbing out of the temple, and running east.. Another method is by using Ali Morisanne's magic carpet fleet for transport to the Bedabin Camp or Pollnivneach, and running from there to the pyramid. A Slayer Ring can teleport the player to Pollnivneach. Also, if your player-owned house is located in Pollnivneach, you may use the teleport to house spell for quick access.
After the player completes the Desert Treasure quest, he/she can buy an Ancient staff for 80,000 coins from Eblis, who is found around the circle of mirrors seen in the quest. The staff can only be bought once. However, it is tradeable between players. The ancient staff may also be bought on the Grand Exchange for 67,100 coins or it can be obtained as a drop from Mummies found in the pyramid or the Chaos Tunnels. While originally one of the few staves that could auto-cast ancient magic spells, the update on 2 September, 2009 changed this so that any player can autocast directly from the spellbook, rendering the original purpose of the ancient staff useless. Now, however, the ancient staff provides 10% bonus damage to any spell cast while it is equipped.
Whilst the teleport spells used in Ancient Magicks aren't as useful as regular magic teleport spells, the combat spells are quite powerful.
These group of spells are commonly used by mage tanks in multi-combat PvP minigames such as the Tzhaar Fight Pit. They are also commonly used in magic only duels in the Duel Arena and other minigames such as Castle Wars and Fist of Guthix. The ice spells notably have the same effect as the Bind-type spells, as well as causing damage.
Thus, ancient ice spells are extremely dangerous.These spells are the most commonly used in the ancient spellbook because of their spell effects, damage, and price. The ice spells are commonly used in PvP minigames such as Bounty Hunter, Castle Wars, and Clan Wars because of their ability to freeze multiple opponents and cause damage at the same time. The miasmic spells are special spells that can only be cast if the caster is wielding Zuriel's staff . They are the highest hitting group of spells which have the ability to lower opponent's ranged and melee weapon speed which is very useful in long-term fights.
However, these spells are not commonly seen because few people have Zuriel's staff. Ancient Magick spells are commonly used in the Fist of Guthix minigame because of their ability to freeze, and the fact that free runes are given to the players before the game starts. The highest hitting group of spells are the miasmic spells, followed by ice, blood, shadow, and smoke.
Ancient Magicks is not allowed in Barbarian Assault.
The Ancient Magicks combat spells are divided into five categories; Smoke, Shadow, Blood, Ice, and Miasmic. Each categories has its own special effect along with the damage the spell would normally do. These effects are:
Note: All max hits are doubled in the While Guthix Sleeps quest's final battle. The max hits are out of date due to new magic boosting potions and magic damage boosting staves/wands.
| Icon | Spell | Magic Level | Runes Required | Experience | Max Hit | Spell Effects |
|---|---|---|---|---|---|---|
| Smoke Rush | 50 | 2 |
30+ | 13 | Poisons target starting at 2 damage. | |
| Shadow Rush | 52 | 1 |
31+ | 14 | Temporary lowers target's Attack level. | |
| Blood Rush | 56 | 1 |
33+ | 15 | Heals caster 1/4 of damage inflicted. | |
| Ice Rush | 58 | 2 |
34+ | 16 | Prevents victim from moving for 5 seconds. | |
| Miasmic Rush | 61 | 1 |
36+ | 19 | Slows opponent's melee or ranged attacks by 50% for 12 seconds. This spell can only be cast while wielding Zuriel's staff. | |
| Smoke Burst | 62 | 2 |
36+ | 19 | Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 2 damage. | |
| Shadow Burst | 64 | 2 |
37+ | 20 | Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level. | |
| Blood Burst | 68 | 2 |
39+ | 21 | Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted. | |
| Ice Burst | 70 | 2 |
40+ | 22 | Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 10 seconds. | |
| Miasmic Burst | 73 | 2 |
42+ | 24 (26 because you must use a staff giving 10% to magic damage) | Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 24 seconds. This spell can only be cast while wielding Zuriel's staff. | |
| Smoke Blitz | 74 | 2 |
42+ | 23 | Poisons target starting at 4 damage. | |
| Shadow Blitz | 76 | 2 |
43+ | 24 | Temporarily lowers opponents Attack level. | |
| Blood Blitz | 80 | 4 |
45+ | 26 | Heals caster 1/4 of damage inflicted. | |
| Ice Blitz | 82 | 2 |
46+ | 29 | Prevents victim from moving for 15 seconds. | |
| Miasmic Blitz | 85 | 3 |
48+ | 28 (30 because you must use a staff giving 10% to magic damage) | Slows opponent's melee or ranged attacks by 50% for 36 seconds. This spell can only be cast while wielding Zuriel's staff. | |
| Smoke Barrage | 86 | 2 |
48+ | 27 | Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 4 damage. | |
| Shadow Barrage | 88 | 3 |
48+ | 28 | Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level. | |
| Blood Barrage | 92 | 1 |
51+ | 29 | Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted. | |
| Ice Barrage | 94 | 2 |
52+ | 33 | Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 20 seconds. | |
| Miasmic Barrage | 97 | 4 |
54+ | 32 (35 because you must use a staff giving 10% to magic damage) | Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 48 seconds. This spell can only be cast while wielding Zuriel's staff. |
| Icon | Spell | Magic Level | Runes Required | Experience | Notes |
|---|---|---|---|---|---|
| Edgeville Home Teleport | 0 | None | None | Teleports next to the bank of Edgeville free of charge. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes. | |
| Paddewwa Teleport | 54 | 2 |
64 | Teleports to the entrance of Edgeville Dungeon. | |
| Senntisten Teleport | 60 | 1 |
70 | Teleports to the Digsite and Senntisten Temple. | |
| Kharyrll Teleport | 66 | 1 |
76 | Teleports to Canifis. The only teleport that can be used in a POH portal that is not from basic spell book. | |
| Lassar Teleport | 72 | 2 |
82 | Teleports to the top of Ice Mountain. | |
| Dareeyak Teleport | 78 | 2 |
88 | Teleports to the ruins in the Wilderness. | |
| Carrallangar Teleport | 84 | 2 |
82 | Teleports to the Graveyard of Shadows in the wilderness. | |
| Annakarl Teleport | 90 | 2 |
100 | Teleports to the demonic ruins in the Wilderness. | |
| Ghorrock Teleport | 96 | 2 |
106 | Teleports to Ice Plateau in the Wilderness. |
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| Rush spells |
Smoke Rush • Shadow Rush • Blood Rush • Ice Rush • Miasmic Rush |
| Burst spells |
Smoke Burst • Shadow Burst • Blood Burst • Ice Burst • Miasmic Burst |
| Blitz spells |
Smoke Blitz • Shadow Blitz • Blood Blitz • Ice Blitz • Miasmic Blitz |
| Barrage spells |
Smoke Barrage • Shadow Barrage • Blood Barrage • Ice Barrage • Miasmic Barrage |
| Basic magics |
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| Lunar spells |
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| Ancient Magicks |
Edgeville Home • Paddewwa • Senntisten • Kharyrll • Lassar • Dareeyak • Carrallangar • Annakarl • Ghorrock |
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| Oldak's Moving-over-distance Spheres |
Dorgesh-kaan sphere • Goblin village sphere • Plain of Mud Sphere • Bandos throne room sphere |
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| Runecrafting Teleport Tablets |
Air • Mind • Water • Earth • Fire • Body • Cosmic • Chaos • Astral • Nature • Law • Death • Blood • Runecrafting Guild |
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