Ekarderif's guide to maging Aviansies

Level Requirements and Recommendations
- 75 Magic. Obviously, the higher the better, but this guide assumes you have access to Fire Wave. If not, Earth Wave is almost as good. I don't recommend anything lower than that.
- 60 Strength OR 60 agility. This is a must, else you won't be able to get into the GWD. Note that I'm fairly sure you can use temporary boosts for this, but it's kinda wasteful and kills efficiency.
- 70 Ranged. The area of the GWD outside Armadyl's Eyrie tends to get rather crowded, and the ability to get inside can be helpful. Note that you CANNOT use temporary boosts for this.
- 70 Defence. Again, the higher the better. Lower than 70 and you will get hit a lot, because you're not going to have a high range defence bonus.
- 43 Prayer. Not being able to use Protect from Ranged will waste some super restore doses, as well as removing an emergency survival option. Not having this will also mean you take heavy damage from the Thrower Trolls and Ice Wolves on the entrance path. Most players should have this anyways. Higher prayer provides some benefit, but not much.
- 42 Attack and Strength - And anything else you may require to wear Void armour.
- 40 Summoning. The higher the better, but far from necessary, and I've done several trips without it.
- 30 Slayer. For if you're too lazy to use a Fire Staff and need to kill Pyrefiends for fire runes. Shouldn't need this though.
- 70 HP. The more the better.
- 71+ Combat - the higher this is, the more Aviansies you can left click attack.
Quest Requirements and Recommendations
- Learning The Ropes - Duh.
- Troll Stronghold - To get into the GWD.
- Temple of Ikov - For the Armadyl Pendant. I recommend choosing the good side, because it is easier to recover the pendant if you lose it this way, as well as it being easier to get multiple - you can simply talk to the Knight, rather than having to kill several waiting for the drop.
- Death Plateau - Required for Troll Stronghold.
- Eadgar's Ruse - This unlocks the Trollheim Teleport, which is nearly essential.
- Mage Arena miniquest - you'll be wanting a God Cape. Not necessary but rather useful and saves money.
- Cook's Assistant - Not that this helps at all, but if you haven't done it, you're open to ridicule, and nobody wants that.
Equipment and Inventory

This is my recommended setup. The Armadyl Pendant is a necessity. If you do not wear it, the Aviansies will all be aggressive towards you, which is not a good situation to be in with +133 range defence. The Infinity Boots can be replaced with any boots with a positive mage attack bonus, such as Wizard or the very cheap Mystic. Seers Ring can be replaced with Explorer Ring, Lunar, Beacon Ring, or Ring of Life. Do NOT use a Ring of Wealth - it seems to increase Rune Dagger drops while reducing the more vauable adamantite bar drops. Of course, as always, the Ring of Recoil is an option aswell. The Zamorak Kite and Saradomin Cape can be interchanged with the Saradomin Kite and Zamorak Cape, but this increases equipment costs by over 200k and provides no benefit at all, so I do not recommend it. I use a Mystic Lava Staff in this setup, but this is only to help kill any nearly dead Goraks without wasting runes - a lava battlestaff will do just fine. The mith grapple is in case you need to access the Eyrie, and that slot will never be used for anything else anyways - you're maging, after all. The Void is very helpful, but can be replaced with Ahrims and Barrows Gloves if you are VERY desperate. Of course, should you do this, your range defence will be very low, so it is clearly not a good option. You could also hybrid with something like Verac's Helm, but overall Void Mage is easily the best setup here. It also has the added advantage over Ahrim's that it doesn't degrade, significantly increasing profit per trip. Note also that the Void set has a 30% accuracy bonus that cannot be seen here.

This inventory assumes that you have unlocked both Trollheim Teleport and Bones to Peaches, as well as having accessed the God Wars Dungeon before. The law runes are for the teleport. You can take 4 if you want an emergency tele right away, but Aviansies drop plenty. The nature runes are for Bones to Peaches and High Alchemy. It really doesn't matter how many you bring - I tend to find I come out with more than I went in with. Note that the Aviansies will almost certainly drop water runes well before you need to cast Bones to Peaches, and in far greater quantites than you will use for it. The Blood and Dust runes are for casting Fire Wave. A more expensive option is to use Air Runes, which has the added benefit of not needing to clear space for them every time they drop (because the game chacks for Air runes before Dust, any you do pick up will be consumed with your next 3 casts of Fire Wave). Earth and Fire runes are covered by your staff and are thus unneeded. More on the potions later. The crossbow is for accessing the Eyrie, and can be alched if unneeded. The tuna are for disposable food which can be eaten to clear inventory space with little wastage. The rest is an initial supply of food to rely on before you start using bones to peaches - the monkfish are interchangable with anything better, though I do not recommend using sharks, tuna potatoes or the like unless you are relying on tablets for your bones to peaches spells - runes for the spell are in plentiful supply here. Replace another monkfish with rope if this is your first time here, and another with your stack of bones to peaches tablets if you are using those. If you are using a familiar, summon it (and fill if applicable) before you leave the bank to save space - do not carry around pouches unless necessary. If it is necessary, replace one of the monkfish with an extra pouch. Another option is to bring Excalibur for the defense benefit provided by its special attack, though I do not bother as I consider it unnecessary micromanagement for a very small benefit.
As for choice of familiar, I recommend either a Void Spinner, Bunyip, or your best fighting familiar (Even melee - Aviansies are not immune to melee attacks from familiars!). If you insist on using a Beast of Burden, fill it with good food like monkfish, but bear in mind it will most likely not last long enough to carry items back to your bank. Of course, this is not relevant if you are using a pack yak, as you can bank items on the spot then - remember to bring scrolls if this is the case!
The Method
If you like, you can use the Ancient Mace's special attack on a low level creature before you bank and leave to boost your prayer supply - energy upon entry is irrelevant as the entrance area to the GWD drains special attack energy anyway. Upon entering, take the following path to get to the dungeon (terrible MS Paint editing skills FTW):

The green path is in actuality not a straight path - you can go down the mountain any way you like, preferably via the Agility obstacles. Once you reach the path to the north (which leads to the Ice Path used in the Desert Treasure quest), turn on Protect Range and run past the Thrower Trols, following the red path on the map above. The yellow path signifies where the boulder is - either use your Strength to push it aside or your Agility to slip past it. Either way, turn on Protect from Melee and follow the blue path. I recommend repeatedly clicking the point you want to go to on the minimap while holding down the CTRL button. This is because you will occasionally get a burst of running in before the ice area redrains your run energy. Use rope on the hole if applicable, and then go in the dungeon! (Note that the ice area effect only happens outside, so all of the effects will gradually wear off once you get inside).
There are many spots you can stay at to kill the Aviansies, but my personal favourite is this one, outside the Eyrie, on the west side of the Aviansies' area:

There is a level 71 Aviansie that spawns just here, a level 83 that spawns just to the southeast, a level 89 that spawns just to the west (which I don't generally bother killing unless it's already low on health) and a level 69 that spawns just to the north and occasionally wanders into this alcove. The level 71 and 83 Aviansies will usually attack the level 149 Gorak that spawns in this area, and when you attack, the Gorak will also gradually do damage to the Aviansie - with a max hit of 14, this speeds up kills considerably. Of course, you can use a fighting familiar to achieve the same effect, or even to triple team the Aviansie.
If the outside area is crowded, which is often is, your max hit of 20 will do you no favours unless the occupant of the spot is below around 75 ranged. If they are, just crash them. (Yes, I'm evil.) If not, you'll have to go in the Eyrie, where the aviansies are considerably tougher, but still manageable.
In either case, the basic method is simple - set your staff to autocast Fire Wave and let rip, and very soon the Aviansie will die. Pick up drops (more information on which drops to keep in the next section). Eat as necessary, both to free up space and to heal. Always pick up bones whenever you would otherwise have a free inventory space, and leave them if not. When you have a few bits of food left, turn on protect from ranged and use it to get a few kills without taking damage until it drains to the point where none of the super restore doses will be wasted. Once you are down a super restore dose's worth of prayer points and around 10-15% of your HP, drink two doses of Saradomin Brew and one dose of super restore, in that order. Your HP will now be above your max, your defense will be higher than normal and your prayer points will be back to full (and if you are using a familiar and have brought a pouch, your summoning points will also be partially refilled, allowing you to resummon if you wish.)
After this, when you run out of food, brews and restores, keep killing and cast bones to peaches on your bones. Eat, rinse and repeat as necessary. As all other resources are essentially unlimited, you will most likely only have to leave when you run out of runes to cast your attack spell. Remember that you will never get any random events while in the God Wars dungeon!
Drops - which are worth keeping? (Information on drops and drop rates courtesy of Qeltar)
4 Adamantite Bars (noted) - A common drop. The crux of your profit. You obviously want to keep these.
Rune Dagger (p+) - Fairly common, and these are mainly what you will be alching.
Runite Limbs - Rare. Alch these aswell.
5 Rune Javelins - Even Rarer. Also alch these. Remember, Magic XP is good.
15 Air Runes - Common. Pick these up to save using your own dust runes for 3 casts of Fire Wave.
30 Water Runes - Common. Keep these, they're worth a fair bit, stack, and you'll be using them for Bones to Peaches.
5 Swordfish - Fairly Rare. Not noted, but provide useful food. If you get these, eat peaches and bury bones to make room for them, as these provide more benefit than either.
2 Law Runes - Fairly Common. Keep these. Always useful, especially for getting out.
9 Nature Runes - Common. Keep these, obviously.
3 or 16 Chaos Runes - Moderately Common. Worth enough to be worth keeping. If you run out of bloods halfway through a kill, use some of these to finish the Aviansie (or some more Aviansies if you wish) off before leaving.
Grimy Herbs - Common. I usually keep the ones worth 1.5k or more on the GE - that is, dwarf weed, kwuarm, ranarr, and possibly some others depending on current prices. Clean these, even those you don't keep, for free herblore XP, because everyone loves Herblore XP. You can keep others if you wish to. Note that these do NOT drop snapdragon.
Feather - 100% drop. Vary in number. It's your call, but I keep these.
Bones - 100% drop. Take these to turn into peaches.
12 Body Runes - Again, I prefer to keep these, but others may not want to bother. Of course, if you feel wasteful, you can always use them to cast spells on the monsters for extra Magic XP - not that I do!
11 Blood Runes - Obviously take these. No reason not to.
Uncut Gems - Rare. I keep ruby and diamond. Emerald you can keep if you wish. Sapphires aren't really worht keeping nowadays.
Loop/Tooth Half of key - EXTREMELY rare. Worth keeping, obviously. I've only ever gotten one of these.
Clue Scroll - Only One Per Trip. Though these are a rare drop, it is VERY rare to come away from your trip without getting one. One of the main prizes here, and I advise you to keep it and complete the Trail after the trip - I have gotten 2m loot from these once, and obviously even higher is possible. Even if not, if you do this method often, these help break the monotony.
Silver Ore - Common. Unnoted and thus not worth wasting space on.
5 3-dose antipoison potions - Common. Not worth keeping unless you are about to leave, in which case I advise combining into 3 4-dose pots and 1 3-dose ones, and then dropping the empty vial. Don't bother selling these, though.
5 Mind Runes - Very rare. Too rare to bother keeping a stack of them, as you will likely only get this drop about twice in your trip and these are very cheap nowadays.
For those who don't want to keep referring to this list and want a rule of thumb, here it is. If it stacks or is worth more than 1.5k, keep it. Otherwise, leave it. The exceptions are Mind Runes, Bones and Swordfish.
QWIABABWBAAABIPTH
What, I hear you ask? The answer is simple. Questions Which I Anticipate Being Asked But Which Won't Be Asked At All Because I Posted Them Here.
What are the average drops per trip?
Around 350 adamantite bars, 180k cash and a clue scroll, with miscellaneous other loot.
How much magic experience do you get per trip?
I tend to average around 130k, with surprisingly little deviation.
How many kills do you get per trip?
Around 350-400, with an average ratio of 1 addy bar per kill.
Isn't ranging more profitable?
Yes, but the aim of this method is fast mage XP at a profit.
Can pures do this?
Your mother was a hamster and your father smells of elderberries.
Kittguin firetrucks like a tiger!
Yes, he does.
Anyways, this is my first guide, so feel free to ask questions or constructively criticise!







