Magical blastbox



The Magical blastbox is a reward item from the Dungeoneering skill that can be bought with 40,000 Dungeoneering reward tokens. It was released on 19 August 2010. It requires a Magic level of 30, a Runecrafting level of 30, and a Dungeoneering level of 30 to use. However, a minimum of 400,000 experience is needed to get 40,000 tokens, effectively pushing this item to have actual requirement of at least 63 Dungeoneering. The Magical Blastbox can also be dropped by forgotten mages within the dungeons of Daemonheim, but this version cannot be taken outside of the dungeons.

Dropping monsters

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Rune storing abilities
This item can store runes for use in bolt spells and blast spells, along with adding a special critical hit ability to the spells. To use and store runes, place the required runes for the chosen spell in your inventory. Choose "charge" option by right-clicking the box. The capacity of the box is indicated by "Charges". Two air runes and one chaos rune count as one charge in bolt mode, while three air runes and one death rune count as one charge in blast mode. Note that bound runes cannot be used to charge the blastbox.

Once charges are put into the magical blastbox, it must be wielded in order to use the runes. Using a spell will use up one charge and additional runes needed (water, earth, fire or none). The box, unlike most other rune-supply equipment acts according to individual spells. For any single bolt or blast spell, the full amount of chaos or death, and air runes are provided as long as a charge is available. In this way fire bolt and fire blast will have one air rune saved. (Explained below)

For example: A player wishes to cast 100 water bolts, each spell using 1 chaos, 2 air and 2 water runes. 100 charges of bolt spells are put into the box, equal to 100 chaos and 200 air runes. The 200 water runes needed must be supplied from inventory or an item that supplies infinite water runes, not wielded in off-hand slot. Fire bolt, in turn, requires 4 fire, 3 air and 1 chaos each, and is transformed into 4 fire and 1 charge each with assistance of box, effectively making the requirement into 4 fire, 2 air and 1 chaos.

To check, empty the charges, or change mode, the box must be unequipped. If remaining charges are in the box while changing mode, the charges will automatically be returned to inventory space. Doing any of these without enough inventory space will just stop the process.

As the charges are dedicated to bolt and blast spells only, the runes charged into the box will not show up on other spells. That means having no air runes in inventory and wielding the box will show 0 air runes in all spells except bolt or blast.

Critical Hit Ability
The Magical blastbox also has the ability to deal an additional 25% more damage which appears in a separate hitsplat (shown below). This critical-hit ability effectively pushes the maximum magic hit in F2P to 250 with maximum bonuses, split between two separate hits of 200 and 50.

The critical-hit ability occurs at a rate of once every five casts on a monster or NPC, so it will deal 25% more damage on the fifth cast, tenth, and so on. Switching monsters does restart the count. Every fifth shot will be critical even if a target dies and another one takes the fifth shot. In PvP situations, the rate of additional damage is random (the odds are experimentally ~1:9), and IS NOT related to your opponents combat level in any way.

The additional damage only works with bolt and blast spells, but will work as long as the blastbox is wielded. The critical-hit ability doesn't require you to use charges from the box, and it will work with any bolt or blast spell, no matter what setting the box is on. This is useful in minigames such as Fist of Guthix where the player is supplied with elemental and catalytic runes and is not required to use their own runes.

The item can be dropped on the floor, however charges stored in it will not be destroyed. It will not appear on the ground to other players as it is untradeable.

On NPCs, the blastbox gives a 25% extra critical hit every 5 casts. From this we can theoretically infer a 5% Damage Boost on NPCs on every cast (Since 25/5=5). However fighting weaker monsters significantly lower the overall boost value. The blastbox will do critical every 5th shot (with no splashes).

In Dungeoneering


The Magical blastbox can also be found as a drop from Forgotten mages. The properties are very similar to those of the above-ground Magical blastbox, except that it does not carry the critical hit feature. The magical blastbox counts only as an ammunition slot. Although it is possible to charge the blastbox with more than 125 charges, it will only have 125 charges at the beginning of each dungeon. It is one of the two bindable magic ammunition that gives any bonus, besides the celestial surgebox. The Smuggler will pay 600 coins for this item. The low alch refund is 800 coins and high alch refund being 1200 coins.

Trivia

 * The examine text of the magical blastbox might be the combination of the examine text of the staff of light and the Godsword hilts.
 * Jagex also stated in the FAQ that there will be a wave/surge box version. On 2 November 2010 this box, the Celestial surgebox, was released along with the Warped Floors.
 * The file name in the game guide is "bolt_blast_box.gif" which may have been its original name.
 * The extra damage ability is not listed in the Knowledge Base or in any part of Runescape, resulting in most players not knowing of it and believing the box is worthless. This might be a glitch or a hidden update.
 * The alchemy value of the box protects it over many items free-to-play mages would have, and as it holds the runes a mage would use for combat, it reduces the cost of dying as a mage. This can come in handy while player killing, if the player uses Protect Item and does not have a more valuable item (such as a rune weapon).
 * There was a glitch that prevents a player from casting Fire Bolt using the magical blastbox, stating that the player does not have enough chaos or air runes to use the spell even with charges in the box. This was fixed on 6 October 2010.
 * There is also a glitch that prevents a player from casting Wind Blast using the magical blastbox, just like the one above. This has not been fixed.
 * There seems to be an effect where if a magical blastbox is bound, coin drops will be generally very low throughout all dungeons - it is not known whether this is intentional or a glitch. If this is intentional, it can be justified as the player does not need large amounts of rune essence, which has to be bought with money, to craft runes. The only runes the player would have to craft are the elemental runes.
 * There is a glitch where the critical hit does not work in daemonheim for blast spells. It, however, does work for bolt spells.
 * Another glitch is when you have the blastbox in the Daemonheim dungeons you can bind it then sell to the smuggler, then bind another item to yourself, after which when you complete the dungeon and go to the next one, you will have it and the other item that's bound to you.
 * There is a glitch where the level up box says you need level 35 Runecrafting to use the Magical Blastbox when it only requires Level 30.
 * There is an unfixed glitch that Magical Blastbox cannot change from blast to bolt spells.