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Table Of Contents  TruthScape.com
 9  TruthScape Monster Secrets
      9  TruthScape Monster Secrets - Aviansies, the Perfect Magic/Ranged Training Monster

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Aviansies Magic/Ranged Training Guide - Monster Description, Statistics, Attacks and Defence
Aviansies Magic/Ranged Training Guide - Challenges, Tradeoffs and Strategy Issues
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Aviansies Magic/Ranged Training Guide - Drops, Costs, Profits and Experience Rates

The excellent drops of aviansies are one of the main reasons why I recommend them for training. The value of these drops, combined with the low cost of the supplies needed to fight the monsters, means that you not only get back the cost of your runes or ammunition, you can also make a substantial profit to use for training other skills.

In this topic, I will start off by telling you each of the drops you can get from aviansies. Since you will be killing them by the hundreds, I will also provide information for you on the typical cumulative value of drops that you will receive for a given number of kills. Then, I’ll discuss the costs and time involved in killing aviansies, and compare costs and drop values to give you an idea of roughly how much you can make, on average, while training. I’ll also show you about how much experience you can get per hour.

Note that I categorize drops roughly as follows:

  • Very Common: The monster drops the item often, and you are almost guaranteed to see it at least once if you kill it 20 times or more.

  • Common: The monster usually drops the item at least once every 20 or so kills.

  • Uncommon: The monster drops the item perhaps 1 in 50 times.

  • Rare: The drop comes about 1 in 100 kills.

  • Very Rare: This designates a drop that is seen only after killing hundreds of monsters, or one I’ve never gotten but others have claimed to seen on rare occasions.
Individual Drops

All aviansies have two 100% drops: bones (regular, one set) and feathers (a random number from 1 to 6). These seemingly mundane drops are actually more important than you might realize. The feathers are dropped in small numbers, but if you take them all they quickly add up—you can easily get over 1,000 feathers a trip, which you can use to make replacement ammunition for what you consume when ranging. The bones are essential if you want to use the Bones to Peaches spell for healing.

In addition to the bones and feathers, you will usually get another drop as well. Aviansies have no unique or special drops, but their regular drops are quite valuable, especially the noted adamantite bars (see Figure 447). Incidentally, I have not noticed any difference in the drops from the different levels of aviansies. While I would have expected a level 131 to have a greater likelihood of a more valuable drop (like addy bars) than a level 69, that hasn’t been the case in my experience.


Figure 447: Smith’s Delight

Aviansies drop noted addy bars like they’re going out of style. It’s quite common to get them on consecutive kills as I did here, and each note is 4 bars so they add up fast...

 


I have listed aviansie drops in Table 94, roughly in order of increasing value. Value figures are approximations based roughly on current market prices, or alch values for items that a high-level player normally wouldn’t bother to sell.


Table 94: Individual Aviansie Drops

Drop

Approximate Value

Frequency

Notes

(nothing)

0

Uncommon

Once in a while you will just get the 100% drops.

Rune javelins (5)

n/a

Very rare

Jagex has made these fairly worthless, and they can’t be sold, so I recommend dropping them, alching them (though you don’t get back the cost of a nat) or simply using them to kill an aviansie or two until they are gone.

Swordfish (5, unnoted)

n/a

Rare

You won’t want to keep these to take out of the dungeon, but they are very important if fighting without prayer, as they give you 70 points of free healing. See the discussion of healing methods in the topic on strategy and challenges.

If using prayer, just leave them unless you need healing.

Mind runes (5)

75

Rare

For whatever reason, Jagex made minds the rarest of the aviansie rune drops, and you only get 5 at a time. They aren’t worth wasting an inventory slot on (but if you already have a mind slot for maging, might as well take them.)

Body runes (12)

120

Uncommon

These are worth collecting if you are staying for a long time, and if you have inventory space to spare. You can always drop them later if you don’t get enough to be worthwhile and need the space for something else.

Air runes (15)

250

Very common

You’ll want to collect air runes.

Silver ore

500

Very common

These are unnoted and usually not worth taking unless you are about to leave and have empty inventory space.

Water runes (30)

600

Very common

These stack so you’ll want to collect them.

Law runes (2)

650

Common

Even though you only get 2 at a time, law runes are obviously worth keeping.

Chaos runes (3, 16)

400 / 2,000

Common

The drop of 3 chaoses is more common than 16. Either way, these are worth a slot.

Anti-poison potion (5, unnoted)

1,000 to 5,000

Common

You’ll usually just leave these on the ground, as they are of no value in combat and they are unnoted. I sometimes use them as “inventory filler” near the end of a trip.

Grimy Herb

500 to 8,000

Common

I generally keep herbs from ranarr and up, unless I have extra inventory space.

Nature runes (9)

2,700

Common

These stack with the natures you’ll be bringing anyway.

Uncut gem (sapphire, emerald, ruby or diamond)

1,000 to 5,000

Uncommon

I always keep emeralds, rubies and diamonds. Sapphires I hold onto if I have space.

Rune dagger (p+)

4,800

Common

These should be alched.

Blood runes (11)

5,000

Uncommon

Obviously worth keeping.

Runite limbs

9,600

Uncommon

Alch these as well.

Adamantite bars (4, noted)

11,000

Very common

The noted addy bars are the ‘star attraction” here, of course, and you’ll obviously make some room for them!

Half key

20,000 to 30,000

Very rare

I’ve gotten a half key once, obviously I kept it. J


If that weren’t enough, aviansies also drop level 3 clue scrolls!

Note that one issue with aviansies is inventory management, because you kill so many of them on a trip. In the “Notes” column I provide some information on whether I recommend holding the drops or leaving them, depending on various circumstances. (By the way, I do collect feathers, but I only spend time to pick them up if I have inventory room and if I am also going to the drop pile to pick up something else.)

Typical Cumulative Drops and Drop Values

Drop lists are good to have, but what you probably really want to know is what typical drops are like over a period of time when actually training. I recorded drop totals during my tests, and since the dungeon keeps track of killcount for you automatically, this made it easy enough to figure out some typical cumulative drop values for killing aviansies. In Figure 448 you can see the results from three different trips of about two hours each.


Figure 448: Aviansie Loot

Here’s what I got on three different trips, each about two hours in length. Of course there’s a fair bit of randomness, but with so many kills, things mostly even out. Note that in some cases I picked up items just to fill empty space before teleporting (the anti-poison potions and silver ore for example.) The gold ore was from a pyrefiend. And no, I didn’t get the godsword from an aviansie, sorry if that got you excited. J

 


I made some calculations using drops from from over 2,500 kills spanning 11 trips. Note that this does not represent all drops, just the ones I decided to keep with me to take out of the dungeon—lots of silver ores, anti-poison potions and lesser herbs got left behind! Here’s what I determined as averages for “net” aviansie drops, per 100 kills:

  • 311 feathers

  • 96 addy bars

  • 30 nature runes

  • 200 air runes

  • 300 water runes

  • 7 law runes

  • 17 chaos runes

  • 17 blood runes

  • 28 body runes

  • about 50,000 in gold (from alchs, mainly)

  • about 19,000 worth of gems, herbs and miscellaneous drops

Using typical current item values, this works out to around 364k worth of drops per 100 kills, or 3.64k per kill. Not bad at all, since as you’ll see below, you can easily kill over 100 of these per hour!

Typical Costs

The costs associated with training on aviansies will depend on two main choices: how you choose to kill them (ranged or magic, and using which weapon or spell), and how you decide to heal or protect yourself from damage. The three methods that I recommend are ranging without prayer, ranging with prayer, and maging using Magic Dart. I’ll explore these options in detail in the topic on challenges, tradeoffs and strategy issues, while summarizing them and their associated costs here so I can compare the cost figures to drop values.

Note that if you have a Saradomin godsword and bring it with, this will both extend the time you can stay in the dungeon and also lower costs, since it provides free healing, as well as prayer points that save food. Also, any swordfish drops you get from aviansies will also extend trips and save costs. In order to keep comparisons fair, I have not taken either of these into account in the analysis that follows.

Ranging Without Prayer

First, let’s consider ranging without prayer. I recommend using addy bolts; on average, you use up approximately one bolt per kill, worth around 300 gold. If you use a crystal bow instead you will have to substitute for this recharging costs, which are even higher. On top of that are food and potion costs, which depend on which of the three healing options you select: using just food, using food plus Saradomin brews and super restore potions, or using food along with the Bones to Peaches spell. Here’s how the costs stack up for these options:

  • Only Food: In my tests, this option yields about 145 kills in a little over an hour before you run out of food (assuming no swordfish drops). The cost is only 5,000 for the food, plus 4,000 for a ranging potion, and about 8,000 for alching runes and other costs. This yields a total cost of around 400 per kill.

  • Food, Sara Brews and Super Restores: This method permits about 300 kills in just over two hours. Costs include bolts, two ranging potions, food, Saradomin brew and super restore potions, plus miscellanous costs, yielding a total of around 500 per kill.

  • Food and Bones to Peaches: In theory, you can stay down in the dungeon forever if you bring enough runes, but this means leaving a lot of drops behind, so in practice I stay for about two hours. The costs here are bolts, ranging potions, initial food, and runes for casting Bones to Peaches. This is the most cost effective method, coming in at around 375 per kill, if you cast B2P yourself—if you have to buy tablets, it is a little over 400 per kill.
Ranging With Prayer

The costs here will include bolts, ranging potions and prayer potions (as well as miscellaneous costs). I recommend using enchanted emerald bolts for this technique, and due to how the method works, you’ll consume less than one bolt per kill, on average. The total cost per kill works out to around 625.

Maging Using Magic Dart

Maging is much more expensive than ranging, so we should expect the cost per kill to be substantially higher. On average, about 5.5 casts of Magic Dart are required per kill, resulting in a base cost of about 1,900 just for the death and mind runes. On top of that we must add food and potions. This technique combines the healing methods used in ranging, using food at first, Saradomin brews and super restore doses to provide prayer and increase defence, and Bones to Peaches for the extra healing needed.

Total cost, including combat runes, food, two Saradomin brews, one super restore, Bones to Peaches runes (or tablets) and Ahrims set repair is about 2,200 per kill.

Kill Rate and Profits Over Time

In the preceding sections we figured out the average drop value and cost per kill in training on aviansies. We can now use that information, combined with my tests to determine how fast the aviansies can be killed to determine how much profit you can make per hour. The data is summarized in Table 95. Note that my figures assume using addy darts for ranging withot prayer, and the figures for kills per hour also include extra time for banking, to conservatively simulate the total time for multiple runs. Again, they don’t take into account the fact that if you get swordfish drops you can stay considerably longer with the same amount of supplies.


Table 95: Summary of Aviansie Kill Rates, Costs and Profits By Method

Training Method

Average Drop Value Per Kill

Typical Cost Per Kill

Profit Per Kill

Approximate Number of Kills Per Hour

Approximate Profit Per Hour

Ranging Without Prayer, Using Only Food

3,640

400

3,240

135

437k

Ranging Without Prayer, Using Food, Sara Brews and Super Retores

3,640

500

3,140

140

440k

Ranging Without Prayer, Using Bones to Peaches

3,640

375

3,265

140

457k

Ranging With Prayer

3,640

625

3,015

175

527k

Maging Using Magic Dart

3,640

2,200

1,440

120

173k


Experience Rates

In my many tests with various techniques fighting aviansies, I noticed that the XP rate per hour tended to vary more than with other monsters. This is probably due to both the usual randomness of the RuneScape combat formula, added to the fact that varying amounts of damage are done to the aviansies by other monsters (“pets”) in the dungeon.

On average, I have found the following to be typical experience rates:

  • Ranging Without Prayer: About 27k to 29k Ranged XP per hour.

  • Ranging With Prayer: About 28k to 30k Ranged XP per hour.

  • Maging: About 33k to 36k Magic XP per hour.

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Aviansies Magic/Ranged Training Guide - Monster Description, Statistics, Attacks and Defence
Aviansies Magic/Ranged Training Guide - Challenges, Tradeoffs and Strategy Issues
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