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Practice and trials

  1. What it is
  2. How to get it
  3. How to use it
    1. The dummies
    2. Trials
    3. Visual settings
  4. Tips and counterplay

What it is

A practice room in its own small dimension, with training dummies to cast at, and three optional spell trials that each reward a Torn Page the first time.

How to get it

  • /runelab practice enter takes you to the room. /runelab practice leave returns you to where you were, even after logging out there.
  • Your gear, runes and game mode stay the same, and normal spell, mana and defence rules apply.
  • If you fall, you’re put back on the platform. Nothing is built in your own world.

How to use it

The dummies

Each dummy’s nameplate shows its damage over the last five seconds and its burst total. That’s damage to the dummy, not to an armoured player.

Trials

In Survival or Adventure, start one with /runelab trial precision, variety or fusion. You get 90 seconds and a total budget of 100 mana.

Trial Goal
Precision 5 casts and 5 spell hits on dummies, each hit 6 damage or less
Variety 4 different shapes and 5 spell hits
Fusion 3 different fusions (named or woven) and 5 spell hits
  • Only spell damage counts; punches don’t.
  • Leaving the room, dying, switching to Creative or Spectator, running out of time or going over the budget ends the attempt.
  • The first clear of each trial gives one Torn Page. Repeats announce success but give nothing.
  • Trials never block your normal progress.

Visual settings

Bind a key to Magic visual settings in Controls (it has none by default). You can set your own and other casters’ spell effects to Full, Balanced or Minimal, dim flashes, and turn camera shake down. Warning circles always stay.

Tips and counterplay

  • Precision rewards cheap, light spells: big hits over 6 damage don’t count.
  • Plan your mana: 100 must cover every cast.
  • Test a new build on the dummies before taking it into a fight.

Type to find a guide, rune or recipe.