Archive for the ‘Activities’ Category

Introduction

 

Playing Shades of Mort’ton

If you have completed the Shades of Mort’ton Quest, then you will be able to cremate shades as a way of increasing your Prayer and Firemaking levels, as well as receiving various rewards.

For additional information on the Shades of Mort’ton quest, please visit the ‘Quests’ area of the Manual.

Location

 

Location of Mort’ton

To begin your journey to Mort’ton you must be able to pass into Morytania. To do this you must have completed the Priest In Peril quest. You will then need to head west, out of Canifis, and then south-west until you can see a gate which you can only pass if you have completed or started the Nature Spirit quest.

From here, you will need to run south (try to avoid the ghasts as they may rot your food) until you reach a wooden bridge. Cross it and then follow the winding path towards the town of Mort’ton.

Normal route
Myreque shortcut route

Shortcut

Once you have completed both the In Search of the Myreque and Priest In Peril quests, you will be able to pass into the realm of Morytania and use the following shortcut to the Mort Myre Swamp.

You will first have to go down the small trapdoor which is situated behind the Hair of the Dog tavern in Canifis to find the Myreque hideout. After searching and entering the far wall, you will then be led through an underground passage to some large wooden doors. Go through them and you will be lead out into the Mort Myre Swamp.

From here you should head south (run, as the ghasts will attack you and will damage you, or turn your food to rot) until you reach a wooden bridge. Climb up the tree to cross the bridge and then right-click on the tree to get the ‘Climb down’ option. Continue south until you reach the boat.

The boat will take you to the East of Mort’ton for free; however, you will need to pay Cyreg Paddlehorn 10 gold pieces for a return ride.

Note: On both routes you may wish to take your blessed silver sickle and pouch in order to protect yourself from ghasts. These items are obtained from the Nature Spirit quest.

Requirements

You will need to have completed the Shades of Mort’ton Quest.

Recommended Items

Mort’ton can be a dangerous place, mainly due to its remoteness. Its nearest bank is in Canifis, so you will have to decide for yourself what the most efficient method for killing and cremating the shades would be (although those who have completed In Aid of the Myreque will have access to the bank in Burgh de Rott, to the south).

In order to make pyre logs, you will first need to make sacred oil. To do this you will need to rebuild the temple using the following resources:

Item Obtained from
Hammer Most general stores.
You will need just one hammer.
Olive oil Razmire’s General Store.
As many as you wish to make into sacred oil.
Swamp paste Razmire’s Builders’ Store.
If you would rather make it for yourself than buy it from the shop, mix some swamp tar with flour and then cook the mixture. Swamp tar can be found in the swamps south of Lumbridge.
Take at least 20.
Limestone Razmire’s Builders’ Store.
Can be mined from the site just west of the Monk of Zamorak Temple, where you start the Priest in Peril quest.
Take around 5.
Limestone bricks Razmire’s Builders’ Store.
Use a chisel with limestone to make these.
Take around 5.
Beams Razmire’s Builders’ Store.
Take around 5.

You may wish to buy a flamtaer hammer from Razmire as it increases your chance of repairing sections of the wall.

To buy these resources from Razmire you simply need to click on him and ask to see his shops.

Alternatively you may right-click him so that you can access your required shop immediately, providing that you have used the permanent cure serum on him, which can be made during the Shades of Mort’ton Quest. If you have not used the permanent cure on Razmire, you can use a temporary serum on him so that you are able to trade with him.

Rebuilding the Temple

Once you have obtained all of the items, you are ready to begin building. The temple is located in the north-east corner of Mort’ton. However, it is recommended that you log into a crowded server, or bring a group of friends, as it is a lot easier to rebuild the temple with a team while the Shades are trying to defend and knock the temple down.

You will now need to click on the broken wall to begin repairing it. Once completed, you will have to use the ‘Reinforce Wall’ option in order to defend it from the shades. While doing this, you can watch your ‘Sanctity’ increase by looking at the Temple Repair chart in the top-right corner of the game window.

Once you have 10% Sanctity or higher, you will be able to light the ‘Holy Fire Altar’ which is situated in the middle of the temple. To do this, you simply need to ‘use’ your tinderbox on it. Once lit, use the olive oil with it to change it into sacred oil.

Please note that you can also gain Sanctity by defending the temple and killing the loar shades. The salve amulet (obtained during the Haunted Mine quest) is particularly useful when fighting shades, as it gives combat bonuses against the undead.

The Shades

Shades are the remains of a long departed soul and can be very dangerous. Please refer to the table below in order to see their combat levels.

Shade Combat Level Location
Loar 40 All over Mort’ton.
Phrin 60 In the small room as you enter the tomb.
Riyl 80 Found in the room behind the steel door.
Asyn 100 Found in the large area behind the black door.
Fiyr 120 Found behind the silver door.

Loar shades can be found all around Mort’ton; however, the other types of shades are located in the tomb. You will need at least a bronze key to enter the tomb, which can be obtained by cremating a level 40 loar shade.

 

Bronze door Iron door Silver door Black door

To cremate shades successfully, it is required that you have obtained the following items:

Item Obtained from
Tinderbox Most general stores.
You will need just one tinderbox.
Sacred oil Made by using olive oil (obtained from Razmire’s General Store) with the temple flame when the temple Sanctity is above 10%.
Take as many as you wish.
Pyre logs Made by using doses of sacred oil on a set of logs (any type)
Take as many as you wish.
Shade remains Obtained by killing shades (any type)
Take as many as you wish.

 

Burning the Shades

To burn the shades you will need different types of pyre logs. To do this, use the sacred oil on your required logs to create pyre logs. This will give you 10 Firemaking experience. Different logs require different doses of sacred oil which is shown in the table further below.

You will need to place the required pyre logs on the funeral pyres you used during the Shades of Mort’ton Quest and place the shade remains on top. Once you have done that, you can use your tinderbox on the pyre to cremate the remains, at which point you will be given Prayer and Firemaking experience points.

The following table shows how much experience you can gain from burning shades and what you will require in order to do so:

Wood required Levels required Doses of sacred oil used Shades that will burn on the pyre Firemaking experience gained
Regular logs 5 2 Loar, phrin 50
Oak logs 20 2 Loar, phrin 70
Willow logs 35 3 Loar, phrin, riyl 100
Teak logs 40 3 Loar, phrin, riyl 120
Arctic pine Logs 47 3 Loar, phrin, riyl 158
Maple logs 50 3 Loar, phrin, riyl 175
Mahogany logs 55 3 Loar, phrin, riyl 210
Eucalyptus logs 63 4 Loar, phrin, riyl, asyn 246
Yew logs 65 4 Loar, phrin, riyl, asyn 255
Magic logs 80 4 Loar, phrin, riyl, fiyr, asyn 404.5
Type of pyre logs used Prayer experience per loar shade Prayer experience per phrin shade Prayer experience per riyl shade Prayer experience per asyn shade Prayer experience per fiyr shade
Regular logs 25 37.5 N/A N/A N/A
Oak logs 33 45.5 N/A N/A N/A
Willow logs 33.5 46 61 N/A N/A
Teak logs 33.7 46.2 61.2 N/A N/A
Arctic pine logs 33.9 46.4 61.4 N/A N/A
Maple logs 34 46.5 61.5 N/A N/A
Mahogany logs 34.3 46.8 61.8 N/A N/A
Eucalyptus logs 34.4 46.9 61.9 79.4 N/A
Yew logs 34.5 47 62 79.5 N/A
Magic logs 35 47.5 62.5 80 100
Rewards

Once the shade has been cremated, a shade key or coins will appear next to the pyre. The keys can be used to gain access to the tomb (see tomb map above) which is located north-west of Mort’ton. This enables you to hunt shades of a higher level, as well as opening a chest of that type. You will need the same colour key in your inventory to open the corresponding doors.

Possible Loot
Bronze
Coins, swamp paste, level 1 clue scroll, chaos runes, sapphire ring, amulet of Defence, silver bar, gold bar, mithril bar, magic staff, steel hatchet, steel medium helmet, steel spear, steel spear(p), steel mace, steel scimitar, steel sword, steel longsword, black hatchet, black dagger, black dagger(p), black spear, black mace, mithril dagger, mithril dagger(p).
Steel
Coins, swamp paste, fine cloth, level 2 clue scroll, chaos runes, nature runes, adamant bars, willow logs, emerald ring, Strength amulet, studded chaps, steel chainbody, steel kiteshield, steel warhammer, steel 2-handed sword, steel battleaxe, black medium helmet, black warhammer, black scimitar, black sword, black longsword, black spear, mithril medium helmet, mithril mace, mithril spear, mithril spear (p), mithril sword, adamant dagger, adamant dagger (p).
Black
Coins, swamp paste, fine cloth, Level 2 clue scroll, nature runes, death runes, flamtaer hammer, willow logs, yew logs, ruby ring, amulet of magic, staff of air, staff of earth, staff of water, staff of fire, steel skirt, black chainbody, black kiteshield, black square shield, black platelegs, black full helmet, black battleaxe, black 2-handed sword, mithril kiteshield, mithril full helmet, mithril platelegs, mithril square shield, mithril chainbody, mithril scimitar, mithril 2-handed sword, mithril warhammer, mithril battleaxe, mithril mace, mithril longsword, adamant medium helmet, adamant scimitar, adamant sword, adamant hatchet.
Silver
Coins, swamp paste, fine cloth, level 3 clue scroll, death runes, blood runes, battlestaff, yew logs, magic logs, amulet of power, diamond ring, flamtaer hammer, mithril plateskirt, mithril platebody, black platebody, black spear, adamant chainbody, adamant full helmet, adamant platebody, adamant platelegs, adamant plateskirt, adamant square shield, adamant kiteshield, adamant spear, adamant Spear (p), adamant battleaxe, adamant 2-handed sword, adamant longsword, adamant warhammer, rune chainbody, rune medium helmet, rune sword, rune scimitar, rune longsword.

 

Fine Cloth

Fine cloth can occasionally be found as a reward from one of the chests. This cloth is used to make splitbark armour (please refer to the table below).

Cremating the higher-level shades gives you greater odds of receiving a ‘higher-level’ key, which in turn gives you greater odds of obtaining fine cloth from the shade’s chest.

Splitbark Armour

If you are making your own splitbark armour, simply take the items required to make each piece and speak with the armoured wizard in the Wizards’ Tower.

The Tower is situated south of Draynor Village, at the end of a stone bridge.

In order to wear this armour you must have level 40 Defence and a Magic level 40.

The statistics for splitbark armour are as follows:

Item Bark Needed Fine Cloth Needed Cost  
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Splitbark helm (m) 2 2 6,000gp + 0 + 0 + 0 + 3 - 2   + 10 + 9 + 11 + 3 + 0 + 7   + 0 + 0 3%
1%
0%
Splitbark body (m) 4 4 37,000gp + 0 + 0 + 0 + 10 - 10   + 36 + 26 +42 + 15 + 0 + 40   + 0 + 0 6%
3%
0%
Splitbark legs (m) 3 3 32,000gp + 0 + 0 + 0 + 7 - 7   + 22 + 20 + 25 + 10 + 0 + 15   + 0 + 0 4%
2%
0%
Splitbark gauntlets (m) 1 1 1000gp + 0 + 0 + 0 + 2 - 1   + 3 + 2 + 4 + 2 + 0 + 3   + 0 + 0 N/A
Splitbark boots (m) 1 1 1000gp + 0 + 0 + 0 + 2 - 1   + 3 + 2 + 4 + 2 + 0 + 9   + 0 + 0 N/A

Note: Bark is obtained by chopping a hollow tree which are found in the Haunted Woods east of Canifis. Please be aware that aggressive monsters tend to lurk thereabouts…

Introduction

 

At war in the Primordial Realm

One of these bizarre features in the Gamers’ Grotto is a portal to a plane composed solely of ‘sacred clay’, the stuff of creation itself. It is likely that, in the earliest times of the universe, the gods themselves fashioned their followers from this clay, not to mention all manner of beasts, rocks and plants. Living and unliving, all things were first formed from this strange substance.

A group of mystics have found this portal and stabilised it enough to secure a way through to that Primordial Realm, but they need bold adventurers to go forth and battle for it so that it can be properly imbued for their dubious purposes…

Location

 

Entrance to the Gamers’ Grotto

The portal to Stealing Creation is located in the north of the Gamers’ Grotto, which can be found just outside of Falador’s north wall. The fastest way to get there is to use a games necklace to teleport directly to the Gamers’ Grotto, but you can quickly walk there from Falador or Edgeville. There is a bank deposit box near the Stealing Creation mystics in which to empty your inventory before heading through the portal to the Primordial Realm.

Requirements

There are no specific requirements to play Stealing Creation – regardless of your levels, you can help your team be victorious! Of course, because this is a skill- and combat-based activity, having higher levels across a number of skills will be advantageous.

Note that you will not earn any experience for anything you do in a game of Stealing Creation.

Recommended Items

You cannot take any items into Stealing Creation, so there is no need to prepare any equipment.

Using Sacred Clay

The quickest and easiest way to begin playing Stealing Creation is to talk to the Head Mystic, who will explain how it works, following which you can simply jump into one of the fenced-off waiting areas to begin playing in a free-for-all match. While you are waiting, you’ll see a small interface indicating how many combat and skill levels each team has.

If you are in a clan and wish to challenge another clan, you can do so using the larger waiting area. Whichever member of the clan enters this area first will be designated the clan leader and can issue challenges or offer alliances to other clan leaders in the area. If you are a clan leader, right-clicking on another leader will allow you to choose ‘Challenge’ or ‘Ally’. To accept an alliance, right-click the person who has offered it and select ‘Ally’. Up to three clans can be allied on each side.

After a short wait and assuming there are enough people to play, you will be transported to the Primordial Realm to begin the struggle.

Graph showing the types of clay available

When you arrive, you’ll notice a number of tables and a couple of portals, as well as your team mates and a mystic. The tables are used to store sacred clay – which is the object of the game, after all – and you can take any items your team has dropped off from these if you’re keen to get out there and start helping. If you’re interested to know what sort of resources are available in your local area of the Primordial Realm, you can chat to your team’s mystic, who will provide you with a graph showing how much of each type of clay is available.

When you’re ready, you can click on one of the portals to get out there and cause some havoc (or gather clay, or make equipment, or steal your opponents’ stuff, or…).

Your main objective is to gather clay, which you can either store in its raw form in your team’s base (by using it on a table or sending it back with a familiar) or convert into useful equipment or weaponry using the kilns you can find in the area. There are a number of ways to gather the sacred clay, but to start with you will have to pick up clay fragments, so that you can then construct tools to harvest from other, better sources.

Because clay fragments are only ever class 1, you do not need any specific levels to collect it.

When you have some clay, you’ll want to convert it into tools so that you can collect higher classes for better equipment. To do so, you will need to take the clay to a creation kiln. To use a kiln, simply click on it while you have some clay in your inventory. There are a small number of rules that control how clay can used at a kiln:

  • Class 1 clay can only be used to make class 1 items. Higher classes will make the highest level of equipment you are able to make, as long as the clay is good enough (e.g. class 3 clay can make up to class 3 items). class 5 clay will always make the highest class of equipment you are able to make.
  • Each class of equipment has a level requirement: class 1 can be used by anyone of any level; class 2 requires level 20 in the relevant skill (Mining for a pickaxe, Magic for mage robes, and so on); class 3 requires level 40; class 4 requires level 60; class 5 requires level 80.

 

The creation kiln interface

To choose an item to make, select the type of equipment you wish to make on the left (weapons, armour, equipment or potions), then the specific item from the list in the middle. The small box in the bottom right shows which types of clay you have in your inventory. The kiln will always try to use the best clay you have available, but you can select a lower class by clicking on it before choosing the item you wish to make.

Assuming you have the clay and an appropriate skill level to make the item with that clay, you will be rewarded with a new item in your inventory.

To begin with, it’s probably a good idea to make equipment for gathering better clay, and possibly some barriers to protect resources from your enemy. There are four types of tool, each of which can be used on a specific type of clay resource:

 
 
 
Pickaxe
(Mining)
  Hatchet
(Woodcutting)
  Harpoon
(Fishing)
  Butterfly net
(Hunter)

In addition to having the correct tool, you require the following levels to gather these resources depending on the quality of the clay:

  • Class 1 clay can be gathered by anyone
  • Class 2 clay requires level 20 in the relevant skill
  • Class 3 clay requires level 40 in the relevant skill
  • Class 4 clay requires level 60 in the relevant skill
  • Class 5 clay requires level 80 in the relevant skill

Sacred clay can also be made into weapons, armour, food and potions. To read more about the different types of weapons and armour available, click here.

The amount that food heals depends on the quality of the clay it is made from, as you might expect.

  • Class 1 food will heal 40 life points
  • Class 2 food will heal 80 life points
  • Class 3 food will heal 120 life points
  • Class 4 food will heal 160 life points
  • Class 5 food will heal 200 life points

In the same way, the number of doses of a potion is dictated by the quality of the clay, so a class one clay fragment will provide a single dose of a potion, while class 5 clay will supply you with a potion containing 5 doses.

Fighting with Clay

With all of your equipment ready or on its way, you should begin thinking about how to win the game. As stated earlier, the object of the game is to gather clay. Any clay you gather, as well as equipment constructed from it, can be stored in your base by clicking the central table, which will automatically distribute it to a selection of other tables. You can take items from these tables if you do not have the skill requirements to make them yourself, but this will reduce your individual score.

Securing Resources

In addition to collecting clay, your team will be scored according to how many of the resources you control. To control a resource, you must construct barriers around it, which can be made in a creation kiln. You need four barriers to control a resource, which require a Construction level to make and to place.

When you have erected barriers around a resource, only players from your own team will be able to access it, although enemy warriors can attack it to break down the walls. Conversely, you can repair the walls as your foes are attempting to destroy it. Higher class barriers can take more damage before they are destroyed.

Combat

Because there are no restrictions on combat in the Primordial Realm (other than the fact that you cannot attack members of your own team), many adventurers enjoy taking the battle more seriously by attacking their enemies as they gather resources, build items, and so on. This is also a good way of gathering clay, as any foes you defeat will drop all of their items (unless they have a Protect Item prayer active), which you can pick up and return to the tables in your base.

There are no level restrictions on combat: it is entirely possible for a level 138 combat monster to pick on a level 10 skiller! To read more about the awesome combat equipment you can wear and wield in Stealing Creation, click here.

Note: if you die, you will respawn either at your base or the nearest resource your team controls. The duration of the Bind, Snare and Entangle spells is much lower in a game of Stealing Creation.

Pickpocketing

If direct combat isn’t your thing, you’ll be pleased to note that the strange atmosphere in the Primordial Realm dulls everyone’s senses just enough that those with a more fluid concept of property rights can take advantage of. Although it may be obvious what you’re doing, if you are careful and choose your targets wisely, you may be able to make a significant impact on your opponents’ ability to gather or retain clay.

You need to have a Thieving level no less than 20 levels below your target’s (so you’d need at least 79 to pick someone’s pockets if they have level 99). To pickpocket from someone, right-click on them and select ‘Pickpocket’. If you are successful and they have any items in their inventory, you will discover yourself to be a little heavier, and them a little lighter.

Fog Banks

Cunning and devious players may enjoy hiding and waiting to ambush their foes as they rush about gathering clay, pickpocketing from unsuspecting foes or chasing people down with a nasty scimitar. The fog banks found in the Primordial Realm are the ideal place to hide, as you become entirely invisible to everyone else while you are in them – you won’t even show up on the minimap.

To hide in a fog bank, simply walk/run into it. Note that you cannot shoot, cast spells or summon familiars from within a fog bank.

Altars

In a frantic and fast-paced game like Stealing Creation, it’s no surprise that you might need to top up your Prayer points as you go. If you are lucky enough to find yourself in a part of the Primordial Realm that features these altars, you’ll discover that they not only restore your Prayer points, but also your run energy and Summoning points, all at once!

If you do not have access to an altar (either because there are none in your area or because they are blocked from you with barriers), you will have to suffice with the potions that can be made at the creation kilns.

Summoning Familiars

Even in the Primordial Realm you can create pouches to summon beasts made of the same clay as everything else. These automatons behave in much the same way as other Summoning familiars, in that they have a number of abilities and you can also make scrolls to activate their ‘Clay Deposit’ special move.

The clay familiars are a beast of burden (able to carry 1, 6, 12, 18 or 24 items, depending on the clay used to make the pouch) with a range of combat levels (25, 37, 58, 93 or 139, depending on quality) and will remain for the whole game unless they are slain. They can also use the ‘Clay Deposit’ special move to send clay or items in their inventory to your base.

Winning the Game

As you perform actions throughout Stealing Creation, you will see your score in the top-left of your screen increase. Almost everything you do while in the Primordial Realm will generate these points except taking items from the tables in your base, which will reduce your points. Your individual score is extremely important, as it is these points that determine how many reward points you earn with which to purchase items at the end of the game.

By increasing your score, you also increase your team’s score, which is what wins you the game. At the end, when the teams’ scores are compared, each member of the winning team will receive a 10% bonus to their individual scores.

Each game lasts 20 minutes, so you have all that time to gather clay and earn points: use it well!

You will earn or lose points for the following:

Gathering sacred clay 15 per class
Processing sacred clay 15 per class
Depositing sacred clay 15 per class
Depositing clay items 30 per class
Withdrawing items from your base* Lose the points you would earn for depositing it
Combat 0.5 per life point damage done to enemy

* If you have 0 points or fewer, you will not be able to withdraw any items.

Rewards

There are a number of rewards available to those who perform well in Stealing Creation, and it would be difficult to say that the mystics are ungrateful…

The score you gain while playing Stealing Creation is converted into Reward Points according to the following scheme:

Stealing Creation Points Reward Points
0 – 19,999 points 1 per 1,000 Stealing Creation Points
20,000 – 21,999 points 20
22,000 – 25,999 points 21
26,000 – 33,999 points 22
34,000 – 49,999 points 23
50,000 – 81,999 points 24
82,000 – 145,999 points 25
146,000+ points 26

You can use these points to purchase sacred clay rewards, or to recharge any items you may already have. All items can be recharged for a flat cost of 20 Reward Points.

Volatile Tool

The volatile tool is a multi-purpose object that you can command to take a new shape. When you do so, it will randomly turn into one of the following: hatchet, butterfly net, hammer, harpoon, knife, needle or pickaxe. These can be used exactly as you would use a normal tool of their type, but will increase the experience you earn by 120% when you use them. The tool will stay in this shape for a certain number of uses (based on your level in the relevant skill) before disintegrating.

The tool will transform back to its raw state ten times before it disintegrates. You can check the percentage of experience remaining by right-clicking on it and selecting ‘Count-charges’.

Morphic Tool

The morphic tool is identical to the volatile tool except that you can choose which of the specific tools it will become. You will earn double experience for using it, although it will also return to its natural form after a certain number of uses (based on your level in the relevant skill, but will last a slightly shorter time than the volatile tool).

The morphic tool can be transformed into a new shape as much as you like until it runs out of bonus experience, when it will disintegrate. You can check the percentage of experience remaining by right-clicking on it and selecting ‘Count-charges’.

Sacred Clay Armour and Weapons

Sacred clay armour is a remarkable construction, the secret of which is known only to the most highly ranked of the mystics. In battle, it can be used to switch combat styles completely, not to mention the fact that it provides excellent combat bonuses, and will double the experience you earn in combat. The experience you earn will slowly degrade the sacred clay items, but it will be spread across all of them, so a full set will last as long as the sum of all of its parts, while two items will last twice as long as one.

To change the type of armour/weapon you are using, operate it in your worn inventory or right-click it in your inventory and select ‘Transform’. All sacred clay armour/weapons you are wearing or wielding will instantly change to that point of the combat triangle, items in your inventory must be transformed individually.

When your armour or weapon has run out of ‘bonus experience’, it will retain its combat stats but will no longer provide the extra experience and cannot change form. You can have these items recharged by the mystics to restore them to their malleable, experience-granting state. You can check the percentage of experience remaining by right-clicking the item and selecting ‘Count-charges’.

Melee Equipment Statistics

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Platebody 40 + 0 + 0 + 0 - 30 - 10   + 82 + 80 + 72 - 6 + 80 + 40   + 0 + 0 N/A
Platelegs 40 + 0 + 0 + 0 - 21 - 7   + 51 + 49 + 47 - 4 + 49 + 15   + 0 + 0 N/A
Helmet 40 + 0 + 0 + 0 - 6 - 2   + 30 + 32 + 27 - 1 + 30 + 7   + 0 + 0 N/A
Scimitar 40 + 7 + 45 - 2 + 0 + 0   + 0 + 1 + 0 + 0 + 0 + 0   + 44 + 0 N/A

 

Mage Equipment Statistics

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Robe top 40
40
+ 0 + 0 + 0 + 20 + 0   + 0 + 0 + 0 + 20 + 0 + 20   + 0 + 0 N/A
Robe bottom 40
40
+ 0 + 0 + 0 + 15 + 0   + 0 + 0 + 0 + 15 + 0 + 15   + 0 + 0 N/A
Hat 40
40
+ 0 + 0 + 0 + 4 + 0   + 0 + 0 + 0 + 4 + 0 + 4   + 0 + 0 N/A
Staff 40 + 10 - 1 + 40 + 10 + 0   + 2 + 3 + 1 + 10 + 0 + 0   + 50 + 0 N/A

 

Ranger Equipment Statistics

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Leather body 40
40
+ 0 + 0 + 0 - 15 + 15   + 40 + 32 + 45 + 20 + 40 + 40   + 0 + 0 N/A
Chaps 40
40
+ 0 + 0 + 0 - 10 + 8   + 22 + 16 + 24 + 8 + 22 + 15   + 0 + 0 N/A
Coif 40
40
+ 0 + 0 + 0 - 1 + 2   + 4 + 6 + 8 + 4 + 4 + 5   + 0 + 0 N/A
Bow 40 + 0 + 0 + 0 + 0 + 47   + 0 + 0 + 0 + 0 + 0 + 0   + 0 + 0 N/A
Introduction

 

Making rum and… havoc!

Fearing another time when their rum supply is threatened, the pirates of Mos Le’Harmless have decided to set up their own still. After a number of arguments, however, they have ended up with two stills, both of which are attempting to shut the other down as they fight over the rare ingredients. Due to the pirates’ code that effectively states that ‘no pirates can fight in port’ they have to resort to sabotage, arson and monkey fights.

This is an activity heavily based on teamwork. It may be wise to organise your team and decide what everyone is going to do to maximise your chances of winning.

Location

 

Location of Trouble Brewing

The entrance point for Trouble Brewing is found on Mos Le’Harmless. You will need to take Bill Teach’s ship from Port Phasmatys to get there. You can only sail to Mos Le’Harmless if you have completed Cabin Fever.

When you arrive on Mos Le’Harmless, head north into the open jungle area of the island, and then head due east until you see the activity buildings/area.

Requirements

You must have completed Cabin Fever to access Mos Le’Harmless, the island on which this activity is located.

You must have a Cooking level of 40 or more to participate in this activity.

Recommended Items

All the items you will need for this are found in the activity area. You are not allowed anything in your inventory when you enter this activity. There is a deposit box outside, should you need to put items from your inventory into your bank. You may still wear/wield whatever you want, with the exception of a helmet or hat.

As you are likely to do a lot of running about, it may be wise not to bring armour and wear either Ikov’s Boots of Lightness (obtained during the Temple of Ikov Quest) or the Hunter falconry capes to subtract kilograms from your total weight, making your run energy drain at a slower rate.

All the items you will need are found on the tool store table. Each team is given 10 of each repair section. When this supply is depleted, you will need to craft more pieces by using logs on the nearby workbench.

Brewing Rum and causing Trouble!

There are two shacks outside the brewing compound where you can join the teams. One team will work for Fancy Dan, and the other will work for San Fan. There has to be at least three players on each team before the game begins.

You will not be allowed to wear hats, or have items in your inventory. If you need to put any items from your inventory into your bank then locate the deposit box next to Honest Jimmy.

Brewing the rum

There are five ingredients for the rum that each team has to grab. Take note of the interface overlay that shows how your team is doing, both in terms of bottles, burning equipment and ingredients. The following map shows the location of the main ingredients.

The Touble Brewing compound

The hoppers for each team are found above the brewing compound

Bitternuts

The first ingredient is bitternut. This is a coconut-like plant, which can be found in abundance in the area. Unfortunately, you cannot get up the trees to get the nuts.

At the centre of the arena, there are several monkeys wandering about. If you manage to successfully use your Agility and ‘catch’ a monkey, it will go into your inventory (you can only ever hold two monkeys at a time, and each team can only ever have 12 monkeys total at any one time).

When caught, a monkey is pretty much useless, as players from either team cannot tell them apart. To make the monkey work for you, you have to use a bowl of coloured water to turn it the same shade as your team. This water is made by adding flowers of your team’s colour to the kettle, then using an empty bowl on the kettle to collect some water.

When you have a coloured monkey, use it on a bitternut tree. The monkey will climb up and pass you a bitternut before vanishing. If two monkeys are in the tree at the same time, then they will fight.

If you talk to the monkey while wearing a monkeyspeak amulet or cramulet then you can either tell it to hurry up or be careful (this directly effects the speed and probability of getting a bitternut). It takes one Bitternut to make one bottle of rum.

Sweetgrubs

There are a few sweetgrub mounds scattered around the map. You can get a piece of meat from the table/tool store in your main compound. If you use the meat on a sweetgrub mound, you may get some sweetgrubs.

Each use of a piece of meat has a chance to ‘use up’ that mound for a short duration, and a small chance of setting off a swarm of angry sweetflies (similar to the ‘swarm’). One load of sweetgrubs is needed for one bottle of rum.

Scrapeytree bark

Scrapeytree bark can be found, but you will first need a hatchet to get some. If you search the tool space, you can find one in the supply.

From here, you will need to locate a rather ugly scrapey tree, which are a little less common than the bitternut trees.

These have no Woodcutting requirements to cut, but a higher Woodcutting level results in a quicker cutting speed. One load of bark gives one bottle of rum. Please be aware there is a small chance you will get diseased while obtaining scrapeytree bark.

Coloured water

Red or blue water is needed, depending on what team you are on. You will need to grab a handful of a type of flower growing around the other team’s still. This flower needs to be used on a kettle in your own still to extract the colouration.

Following this, you will need to use a bowl on the kettle to get the coloured water and then pour it into the correct hopper. It takes three bowls of water to make one bottle of rum.

Water

Buckets of water. Each still has a pump that can be sabotaged, and there is a large body of water that you can use buckets on to get the water. It takes 5 buckets of water to make one bottle of rum.

Wood

While not needed for the rum, the various jungle trees can all be cut down and used to fuel the three main boilers in which the rum is distilled. Each team will have to use logs on the boilers to fill the fuel hopper, and then light them.

The hoppers then need to be maintained in order to keep the temperature at the right level. There is a log store in each hut that you can use to store logs, and thus one group of players can cut trees while the others feed the boilers.

The main brewing overlay shows whether the furnace is at the right temperature or not. On average it takes ten logs burning to bring the boiler up to the correct temperature, and it consumes one log per minute.

Brew the rum

When the number of hopper ingredients reaches the necessary amount, then all the players on your team (that have provided ingredients) will be informed. It takes one minute for a bottle to be produced, so if the team is working efficiently then they have plenty of warning to stop what they are doing and grab the bottle before the other one arrives and the first falls on the floor.

Packaging the bottles

If there is already a bottle of rum at the end of the still then the first bottle will drop to the floor and smash. You will need to wait at the end of the still to collect the bottles. Each bottle collected (and automatically put in the crate) scores one for that team, and the score is displayed on the screen to show both teams how they are doing.

Sabotage and Repair

While the players cannot attack each other directly, due to the pirate code, they can sabotage each others’ stills.

Most of the locations in the still hut, and most of the stills themselves, can be set on fire. You will need to have a lit torch (available in the huts) to do this and use it on the still.

If you are successful, the still will catch fire and will continue to take damage until it is put out. The still can take five levels of damage before it is destroyed.

To repair the still you need to use a bucket of water on the burning section, stopping the fire. You will then have to click the repair option on the broken part while holding a number of either timber sheets or wooden pipe sections.

Wooden planks are used to repair larger parts of the machine, such as the hoppers and the main body of the still. Pipes are used for everything else.

The repair parts are taken from a limited supply. Each team starts with 10 of each piece on a table. They can craft replacements from logs by using them on a workbench. This brings up a small interface where you can choose to craft pipes, sheets or bridge sections in the usual 1, 5, 10 and X way.

Bridges

Between the two stills are a number of bridges. These can be set on fire in the same way as the stills. Being a lot larger than the still parts, though, these need more water to put out. You will need to use one bucket of water for each point of damage on the bridge to extinguish it totally. If your team does not put it all out, then it will begin to burn again.

Each team can only torch their enemies’ bridge, and can only repair their own bridge when it burns down. The bridge must be fully repaired before it can be walked across again. There are three islands, each of which has a bridge for each team on it.

Trees and Flowers

Wood is needed to repair the stills, fuel the brewing process and build the bridges. You can set fire to the other team’s trees, forcing them to have to put them out before they can cut them down. If the trees are left to burn, then they take longer to regenerate than if they had been cut down normally. Trees do not need to be repaired, they can simply be put out with water, and then cut normally.

Still Defense

To defend the still against attacks you can work a large steam pump (if you have enough run energy). This feeds off the three boilers. If you pump, you will add pressure. When the pressure reaches full, you will automatically stop pumping.

You can stop pumping at any time, releasing the pressure through the pipes of the still to defend it. Each area that is on fire is extinguished, and takes an extra level of damage. Also, each of these pieces vents steam at the closest enemies.

Rewards

 

Experience

Activity Experience
Buckets of water added to hopper 0 (but a required ingredient)
Coloured water added to hopper 40 Cooking
Sweetgrub added to hopper 40 Cooking
Scrapeybark added to hopper 40 Cooking
Bitternut added to hopper 80 Cooking
Each log put into the boilers 40 Firemaking
For each flammable thing set on fire 50 Firemaking
For each repair item crafted 12.5 Crafting
For each successful repair 12.5 Crafting
For each burning location put out 50 Firemaking
For each monkey captured 15 Agility
For each point of pressure pumped 10 Strength

 

Bottle collection

If you have provided enough of an ingredient to make a bottle of rum, you will see the bottle of rum and be able to pack it away. If you provide ingredients for more than one bottle, you will be able to see the next few bottles.

Bonus experience

At the end of the game, you will receive some bonus experience depending on how well your team did and how hard you worked.

You will receive 100 Crafting exp, 250 Cooking exp and 150 Firemaking exp for every bottle of rum that your team produced, as long as you contributed enough ingredients. To receive this experience, you will need to have contributed either: 1 scrapey-bark, 1 bitternut, 1 sweetgrubs or 3 coloured water per bottle of experience claimed.
Please note: Adding buckets of water to the hoppers does not grant this experience.

If you have not contributed, you cannot see and hence cannot take the bottles produced, and as a result of this you will not receive the experience.

Items

Each player on a team gains two pieces of eight for every bottle of rum their team produced. They also gain an additional piece of eight for every task they complete (such as gathering ingredients, sabotage etc). These can be traded at Honest Jimmy’s for ragged navy uniforms, tricorn hats, piratical banners and ‘The stuff’ to increase the chance that your own brews will reach maturity.

Treasure Map
If you speak with Honest Jimmy, he will sell you a medium level treasure trail map clue for 5,000 pieces of eight.

Introduction

 

Into glorious battle

On the outskirts of the TzHaar city, there is a large arena known as the Fight Pit. Used mainly for training and trials by the hunters of the TzHaar race, they’ve opened it up and are allowing outsiders to fight for the glory of being the Champion!

The TzHaar Fight Pit is a fast-paced multi-player game, with no limits and no restrictions. Are you tough enough to outlast everyone else in this gladiatorial fight to be the last man standing?

Location

 

Location of the TzHaar Fight Pit

The TzHaar city is located deep under the volcano on Karamja. To get there, locate the volcano dungeon and go down into it. Once down you should immediately see another dungeon entrance, made from a lava-like material. On entering this, you will be in the TzHaar area. From the entrance, head south to the crossroads, then keep walking west, past the bank and Fight Cave entrance, to the second activity star, the Fight Pits.

Requirements

There are no quest requirements for the Fight Pits. However, a high combat level is advised if you wish to be the last man standing.

Recommended Items

As the Fight Pits is basically ‘safe player-killing’, an inventory similar to what you would take to player kill is advised.

Please note: You will not lose items if you die in the Fight Pits.

Please note that some people do not wish to use food in the pits, but if you wish to survive a lot of attacks, it is definitely advised.

If you intend on fighting for a long time, then it may be wise to take an antipoison potion, in case you get poisoned. As always with any fights, it is advised that you should take a large supply of food – the higher-healing you have the better – some Prayer restore potions and possibly tactical equipment. For more information, please see our Tactics section.

Fighting in the Pits

 

Viewing orb interface

The aim of the game is survival. Can you be the last man standing? There are many ways to play this game, simple as it may seem but you must adopt the winning strategy to survive.

Once you have arrived at the Fight Pits, pass through into the waiting area. If there is no game on at the moment then wait. As soon as there are two or more people waiting, the game will begin.

If there is a game in play, you can use the viewing orbs to view into the pits and move around between orbs to watch the action.

When you enter the pit, you must wait for Tzhaar-Mej-Kah’s signal before you can fight. Use this time to find the group you are with, or to hide and take cover where no one is. The number of players alive in the pit (and the last champion) is displayed on the game screen.

Your main danger is teams, a group of friends, (or newly met friends in the waiting area!) that have decided not to attack each other but to all ‘gang up’ on individual players.

The simple solution to this is to get a team of your own! If you are alone and have use of the Ancient Magicks, it will be possible for you to hit the team with a multicombat attack. If the team members are wearing armour, then the damage they can take is devastating.

A large drawback with teams in the Fight Pit is that it must end somewhere; the game has a limit and you will be killed, so how much do you really trust your teammates?

If you do last and wait with the other survivors, then the TzHaar will finish the fight for you, sending in, at first, a wave of level 22 Tz-Kih, which drain Prayer as they attack. If you clear these, the TzHaar will bring the next onslaught, a wave of level 45 Tz-Kek, which can be harmful in large amounts. If you beat these, finally, a large amount of level 90 Tok-Xil will turn up and begin to use Ranged attacks and after these, you will get constantly hit with 1′s, so this is the point that it is everybody for themselves!

Rewards

The reward from the Fight Pits is Champion status! You will have the ‘red skull’ mark to show everyone else. If you are the champion and leave the pits (by passing through the fire wall), you will be rewarded a variable amount of ‘TokKul’ which is the currency the TzHaar use.

For a list of items and more information about Tokkul, see the Tzhaar Rewards Page.

Introduction

 

First steps of commanding

To get the most from an army of mercenaries, a strong-willed commander is required to whip them into shape, keep them on course and ensure that they don’t run for the hills at the first sign of danger. You may be that strong-willed commander; prove your tactical worth against up to three opponents and see your name rise up the Mobilising Armies scoreboard.

Location

 

Location of the Mobilising Armies Command centre

The Mobilising Armies Command Centre is situated west of Oo’glog. It is also accessible by walking south-west over the Feldip Hills.

The site can also be reached by teleportation: cast the Mobilising Armies Teleport spell from your standard spellbook, operate the ring of duelling, or use a spirit tree to appear at the gates of the Mobilising Armies Command Centre.

Requirements

There are no specific requirements to play Mobilising Armies – your performance is not based on skill or combat levels, but is instead based on your tactical abilities.

Note - To hire mercenary squads and special units, you will need a stock of commodities (Junior Cadet Mal will pay for your first ten squads and five special units). See Recruitment for more information.

Quick Start

The following is a Quick Start guide for those who have not yet gone through the in-game tutorial.

 To begin mobilising your armies, talk to Junior Cadet Mal, who patrols the Command Centre’s southern gates. He will guide you through the ins and outs of commanding, from recruiting squads to the rewards. He also has extra lessons that are not compulsory and can be completed at a later date.

During your whistle-stop tour, Mal will give you enough investment credits for ten mercenary squad contracts. These are all you need to start warmongering. To choose the race and class of the squads you wish to command, go to the recruitment room and talk to the various recruiters there.

With 10 squad contracts in your inventory, you can begin a battle. No items may be taken to battle with you other than worn items, squad contracts or special unit forms, so place any other inventory items within a bank (there is one in the north-west of the encampment). Begin a battle by entering the briefing rooms near the south wall of the encampment.

Recruitment

The following information is written for those who wish to know more about Mobilising Armies. You will be required to complete a tutorial with similar information before you can start playing.

A commander is only as good as the army they command, so your first step should be to recruit one! Armies are made up of ten mercenary squads, each of which can be hired from the recruitment room in the south-west corner of the camp.

The recruitment room and recruiters

Representatives of three different races (elf, goblin and dwarf) wait at their desks in the recruitment room, ready to offer you the services of their mercenaries. You need ten squads of mercenaries to complete an army, and you may mix and match from any of these races. You may also choose whether you want each squad to be light (fast but weak) or heavy (slow but powerful). Make sure you get ten squads – otherwise, you will not be able to begin a battle.

Once you have completed the Mobilising Armies tutorial, you will also be able to use the squad recruitment menu to resupply your defeated squads, change the squad’s race, and switch a squad from light to heavy or vice versa. Your squad’s current stats and details can be viewed across the top and on the right-hand side of the squad recruitment screen.

Once you have selected a squad, their race and their class, you will need to pay for their contract. This is not as simple as offering a number of gold coins; instead, squads are recruited by increasing your Mobilising Armies ‘investment credits’.

Your investment is increased by right-clicking on Junior Cadet Mal and selecting ‘Invest’. This will take you to the ‘Investment Credit Exchange’ screen, where you can offer tradeable items (called commodities) in return for investment credits that will help you pay for mercenary squads.

A full list of commodities can be found by right-clicking on Junior Cadet Mal and selecting ‘Commodities’. A huge number of items can be offered, and they are generally categorised as follows:

  • Armour
  • Arrows and other ammunition
  • Drinks and cooked food
  • Flatpacked furniture
  • Herbs
  • Hunter furs and rewards
  • Jewellery
  • Potions
  • Runes
  • Summoning pouches and scrolls
  • Teleport tablets
  • Weapons

Almost all commodities are tradeable items that can be made in RuneScape, and you will naturally gather these sorts of items while skilling. Once you have the investment credit you require for your chosen squads, you can return to the recruitment room and purchase their services. You can also return to the recruitment room to resupply your squads if they have been defeated in combat, for a lower price than they were initially purchased.

You may, however, feel that you need a little something extra to turn the tide of victory, so why not purchase a special unit to catch your enemy off guard?

Special Units

Special units are one-off events that can be used in battle to gain the advantage. These, like the squads, are bought with the investment that you have accrued by offering commodities to Junior Cadet Mal.

Gnome more mister nice guy!

Special unit requisition forms are available from the Special Units Table in the south-east of the encampment. You may purchase a maximum of five special units for battle, and there are five different types:

  • Cannon – This can be placed so it faces north, south, east or west. Once placed, it will damage any squads in that direction.
  • Glider – This will instantly damage any one squad.
  • Chompa bomb – This furry menace damages any units within its explosive range.
  • Distractor – This pauses nearby units, giving you time to gain the upper hand.
  • Barricade – This is a long wall that can be used to defend yourself or slow down your enemies.

Unlike squads, once you use a special unit, it is discarded and cannot be recovered.

Preparing for Battle

 

The briefing room entrance

A battle can be initiated once you have ten squad contracts in your inventory and up to five special unit contracts. When you feel ready, enter the briefing room near the south wall of the encampment. You will need to bank all inventory non-contract items before you go down the briefing room stairs.

Once here, you will be greeted with the Scenario Selection screen. Four scenarios can be unlocked as you play different scenarios, each of them offering very different rules and conditions for victory. The first time you play Mobilising Armies, you will only have ‘Conflict’ available: a straight-up, free-for-all combat scenario.

On the Scenario Selection screen, you can also see the number of players in the briefing rooms for these scenarios. A game will not start until there are 20 people in the briefing room, and each game starts with four players (except for ‘Conflict’, which is a battle between two players). The number of players may reduce to two if players drop out during the battle.

Once you have chosen your scenario, you will be presented with the Scenario Options. Here you can read the details of your chosen scenario, and you can also change your squad formation. There are nine formations in total, each unlocking as you increase your Rank. It is often worth changing your formation according to your style of play, the scenario, or what you fancy at the time. Click ‘Next’ when you are happy with your choices.

Next is the Scenario Investment Options screen. Here, you can invest as much as you wish for the next game. Mobilising Armies’ rewards are determined by how much you invest on this screen (as well as how mightily you perform, of course) so keep this in mind when choosing how much investment to put into the scenario. For example, if you invest 10k, you will receive a reward based on this value PLUS how well you did in battle. Once you are happy with your selection, click ‘Play!’

Briefing Room

 You are then moved into the scenario’s briefing room. While in the briefing room, take some time to check the information pane in the top-right of your game display. This shows the scenario, the time in minutes before the next game and the number of players currently available (a minimum of twenty players are required in a briefing room for a battle to start).

When a game is ready to begin, players are picked at random to start together. If a player in the briefing room is not picked, they will have a much greater chance of playing the next game.

Battle!

When the game starts, your squads will be circled by rings of one of four different colours (only red or blue are available in the ‘Conflict’ scenario). This is where you start commanding and take your first tentative steps on the path to glory!

An at-a-glance display is available in the top-right of the game window, so you can keep tabs on the number of players that are playing, the time remaining before the end of the battle, the strength of your army, your team colour and how many squads you have defeated. You will also notice that your side interfaces have changed to include Mobilising Armies-specific tabs. These tabs are as follows:

Camera

The first you will want to explore is the Camera tab. Here, you can move the position of the camera, zoom in or out, see a basic map of the island, reset your view and go to your squad at the touch of a button.

Pressing the arrow keys will move the camera, while pressing ‘CTRL’ and using the arrow keys will rotate or adjust the height of the camera. Holding ‘Shift; and using the up and down arrow keys will zoom the camera in and out.

The camera controls are also accessible from the top-left of the main game screen, and clicking on the camera icon there will reset the camera to its default position.

 

Squad Commands

Once you have selected a squad, your side panel will change to include a tab called ‘Squad Commands’. An arrow will appear above a squad to indicate that it is active.

The commands for a squad changes according to the scenario. On ‘Conflict’, the commands are simple: to move, you have two choices. You can click on the ‘Move’ button (indicated by footprints), and then click on the area you wish to move to, or you can simply click on the area you want to travel to. If you wish to attack a target, click ‘Attack’ and select an opposing unit, or simply left-click an opposing unit. You may also right-click to select the attack option on an opposing squad.

‘Explore’ sends your squad out in search of buried treasure. The squad will continue to search for spoils until they are told otherwise. If you’re lucky, you’ll find a prize tucked into the scars of the battlefield.

 

Special Units

If you have special unit requisition forms ready for your battle, you can see them displayed in another side panel. From here, you are able to place your cannons, gliders, chompas, distractors and barricades. Simply click on the graphic of the unit you wish to place, then select the area of placement on the map.

Cannons and barricades must have their direction of placement chosen before you deploy them on the battlefield. The glider will require you to select a target squad, rather than area of land.

 

My Squads

The My Squads tab is not available in the Tutorial, but will be accessible in the main game. By clicking on this tab, you get an overview of each squad’s status, race and class. You will also be able to click on the hand icon which jumps the view to that squad and shows you the squad’s Squad Command options. Click ‘View next squad’ to cycle through all of your active squads.

 

Forfeit

The tab to the right of My Squads is the Forfeit tab. This allows you to surrender, but you would be advised to continue playing. You lose all your squads, special units and credits that you invested in the scenario if you surrender, and you receive no reward points or Ranks.

End-Game

A game of Mobilising Armies lasts until one person is left or the scenario-specific rules have been achieved (for information on these scenario-specific rules, please see the Scenario section at the bottom of the page). If you exit the game before it has finished, your squads will disband and you’ll have to rehire them at the recruitment room.

Any defeated squads can be recovered for a fee that is smaller than when you first hired them. These squads will be represented in your inventory as a contract with a red ‘X’ on them. If you made it to the end of a scenario, any squads that remained alive will still be available, ready for the next battle. The squads are represented in your inventory as a contract without a red ‘X’.

If you see it to the end of the battle, regardless of whether you win or lose, you’ll get rewards based on the investment you offered before the battle, and how well you performed.

Rewards

Reward comes in the form of ‘reward credits’ and increased Ranks. The number of reward credits you receive after a battle is based on the amount you invested before the battle, and how successful you were. These reward credits can be spent or saved up – they do not disappear when you leave the encampment.

To exchange reward credits, visit the officers’ tower in the north-west of the encampment. To begin with, you’ll only be able to access the basement floor, but, as your Rank increases, you’ll be able to access higher levels and the better rewards they contain. After each game, you will also gain a Rank point. These cannot be spent, but, as you gain Ranks, you will be able to unlock more formations and scenarios.

Within the tower there are several ways to spend your hard-earned reward credits.

            Spoils of War: You may get your mitts on spoils of war – a selection of resources, gold and items that have been plundered from the scenario. The spoils of war improve as you rise up the officers’ tower.
            Special items: Special items can be bought to help your skills and adventuring outside of the Mobilising Armies encampment. Locators will teleport you to a resource type of your choice, from Mining spots to Woodcutting trees, choosing a specific spot at random. Quest kits are a one-slot container for items you often need in quests, such as rope, chisels, lamps and tinderboxes. According to your Rank, you can also buy various uniforms to show off your Mobilising Armies prowess.
            Imbue rings: Certain rings can be imbued, adding combat boosts to them. For a full table of rings and their bonuses, please see the table below.


Item  
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Gold ring + 0 + 0 + 0 + 0 + 0   + 0 + 1 + 0 + 1 + 1 + 0   + 0 + 0 N/A
Emerald ring + 0 + 0 + 0 + 0 + 0   + 3 + 2 + 2 + 2 + 2 + 0   + 0 + 0 N/A
Sapphire ring + 0 + 0 + 0 + 0 + 0   + 1 + 1 + 2 + 1 + 1 + 0   + 0 + 0 N/A
Ruby ring + 3 + 3 - 4 + 3 + 3   + 0 + 0 + 0 + 0 + 0 + 0   + 0 + 0 N/A
Diamond ring + 5 + 4 + 4 + 4 + 4   + 0 + 0 + 0 + 0 + 0 + 0   + 0 + 0 N/A
Lunar ring + 0 + 0 + 0 + 5 + 0   + 0 + 0 + 0 + 5 + 0 + 0   + 0 + 0 N/A
Ring of Charos + 0 + 0 + 0 + 0 + 0   + 4 + 4 + 4 + 4 + 4 + 0   + 0 + 0 N/A
Dragonstone ring + 5 + 5 + 5 + 5 + 5   + 5 + 5 + 5 + 5 + 5 + 0   + 0 + 0 N/A
Onyx ring + 6 + 6 + 6 + 6 + 6   + 6 + 6 + 6 + 6 + 6 + 0   + 0 + 0 N/A
Archers’ ring + 0 + 0 + 0 + 0 + 8   + 0 + 0 + 0 + 0 + 8 + 0   + 0 + 0 N/A
Seers’ ring + 0 + 0 + 0 + 8 + 0   + 0 + 0 + 0 + 8 + 0 + 0   + 0 + 0 N/A
Warrior’s ring + 0 + 8 + 0 + 0 + 0   + 0 + 8 + 0 + 0 + 0 + 0   + 0 + 0 N/A
Berserker ring + 0 + 0 + 0 + 0 + 0   + 0 + 0 + 8 + 0 + 0 + 0   + 8 + 0 N/A


Scenarios

‘Siege’ – In this scenario, victory is gained by defeating your opponents or by breaking into the castle that sits at the centre of the map. To break into the castle, you’ll need to breach the walls with a squad or with a catapult. To attack the walls with a squad, use the ‘Attack wall/catapult’ command in your Squad Commands tab and then click on the offending wall (you may also attack an opponent’s catapult in this way) or simply left-click the wall. To build a catapult, use the ‘Collect’ command in your Squad Commands tab to gather wheels, wood, rope and limbs from the shipwrecks that are strewn across the shore, or simply left-click the shipwreck. Once all of the catapult parts are collected, a catapult will automatically appear. Use the ‘Collect’ command to gather 4 rocks from the rockpiles around the map and the catapult will fire at the castle automatically, bringing you closer to victory.

‘Hoard’ – This scenario is set at a dragon’s volcano, where you must collect 100,000 gold or defeat your opponents to become the victor. Gold can be collected by using the ‘Cave Collect’ command in your Squad Commands tab or by just left-clicking the cave. In order to collect gold from the dragon, you need at least two squads, one collecting at the cave and another to carry the gold from the cave to the boat. You can also steal gold by killing opponents’ squads, and it is worth noting that squads collecting gold are more susceptible to damage.

‘Rescue’ – This scenario requires you to be the first to save 28 TzHaar from their steaming fissures. This comes with a new command, ‘Rescue’. Click this command and then click on a flailing TzHaar to save them from certain doom, or simply left-click on the TzHaar. You may also steal TzHaar from your opposition by clicking on the ‘Steal’ command and then an enemy’s stock, which is by their command tent and lander on the outskirts of the map.

Introduction

 

Whose theory is most probable?

The scientific world is, as anyone of good education and a quick wit can tell, a melting pot of new ideas and the spirit of cooperation. Unfortunately, when science is handed to wizards, things are rarely so convenient. The adepts of the Wizards’ Tower in southern Misthalin have recently embarked on a great deal of research, and in their quest to be published in the eminent Runecrafting Journal have established two research units, one yellow and the other green.

Move through pocket universes and play with arcane energies beyond mortal comprehension (well, beyond comprehension until the research is published), discover the essence of magic and win fabulous prizes.

Location

 

Location of the Runecrafting Guild

The Runecrafting Guild can be found through a portal on the first floor of the Wizards’ Tower. Rather conveniently for those unfamiliar with the Guild, the wizards’ love of the colour purple makes this a simple portal to find.

The Wizards’ Tower can be found quite quickly by teleporting to Lumbridge followed by a quick walk west to Draynor Village, and a gentle meander south. Alternatively, if you have finished the Tasks in the Lumbridge/Draynor set, you will be able to make use of the cabbage-port granted by the explorer’s ring to arrive at the Port Sarim cabbage patch.

Requirements

You must have completed Rune Mysteries and have a Runecrafting level of 50 or greater.

Recommended Items

You do not need any specific equipment to play The Great Orb Project other than the wands given to you by the wizards running the experiments. Because you need space for these wands and the essence that may appear in your inventory, it’s probably a good idea to carry no items into the game with you. You must also keep your head clear to wear a hat indicating your team.

Taking part in the Project

 To begin playing The Great Orb Project, you will need to speak to one of the two lead researchers. Acantha believes that the green energy that manifests around the altars is pure magical energy and the yellow energy is a by-product, while Vief believes the opposite. The two wizards will explain how to help out with their research, but you can simply right-click them and select ‘Join’ if you have already had the process explained.

When you have joined Acantha’s or Vief’s team, you will find that you are now wearing a suitably coloured hat and carrying a few fancy bits of arcane equipment. The hat not only allows you to identify members of your team, but also helps to remind you which energy orbs you should be trying to get back to the altars.

Equipment Use
Repeller wand The repeller wand can be used to push the orbs of magical energy around. To use it, simply click on the orb you wish to move. Remember, of course, that you will need to position yourself to make sure it goes in the right direction.
Attractor wand Attractor wands, as you might expect, pull the energy orbs towards you. Like the repeller wand, you can pull an orb towards yourself simply by clicking on it.
Barrier generator To help you hold back the wicked energies that your opponents are attempting to draw into the altars, you can click on the barrier generator in your inventory. This will raise a temporary field where you stand through which no energy orbs can pass unless it is already being pulled or pushed.

You can swap which of the two wands you are holding by clicking on the wand in your inventory or by right-clicking on one of the orbs and selecting ‘Change-wand’.

Once the teams have been decided and there are enough players to help each team, a portal will open in the Runecrafting Guild to take you to the Air Altar, the first of the areas in which you will be working. The portal will only remain open for twenty seconds, so don’t loiter too long in the Guild! If you are playing on a free world, you will only take part in The Great Orb Project at six altars; if you are playing on a members’ world, you will go to eight. The altars you go to are as follows:

  • Air
  • Mind
  • Water
  • Earth
  • Fire
  • Body
  • Chaos (Members Only)
  • Nature (Members Only)

At each altar it is your duty to bring the orbs of your team’s colour to the altar, while keeping the other orbs at bay. The only way to do this is through using the wands and the barrier generator, and fine-tuned teamwork will almost always win the day.

The interface to the right will keep track of the number of orbs each side has brought to the altar, as well as showing your level of participation in the contest. The meter to the right will slowly drain, but can be topped up by moving orbs about and generating barriers. If your meter empties, you will be returned to the Runecrafting Guild to receive an ear-lashing from Wizard Elriss.

The distance you can push or pull an orb depends on your Runecrafting level, so those with the highest levels will be able to move them about the fastest. Because the wands are tied to a specific colour, though, this is not true if you are trying to move your opponents’ orbs: in this case, the orb will only ever move one square.

You can use your wands to move any orb until the last thirty seconds, when you will only be able to move your own orbs about. Barriers will continue to block the magical energy as normal.

Each round lasts for two minutes, and whichever team has brought the largest number of their orbs to the altar will win. Everyone taking part will then receive a few rune or pure essence, and be given a few moments to craft some runes at the altar if they wish, before a new portal opens and the teams travel to the next destination.

At the end of the six or eight altars (depending whether you are on a free or members’ world), the team that won the most altars will be declared the winner and everyone will receive a number of tokens depending on how many altars their team won and whether they won overall.

Rewards

 Each altar will generate some rune or pure essence in your inventory. You will have a short period of time to convert any essence you like into runes using the altar before you have to move on to the next altar. You will receive double the normal experience for crafting runes at this time.

In addition, Wizards Vief and Acantha have managed to secure enough funding to pay their research assistants for their help. At the end of each game, you will be awarded a number of tokens based on how well your team performed. You will receive the following for each altar:

  • Win: 100 tokens
  • Draw: 25 tokens
  • Loss: 10 tokens

You will receive a further 200 tokens if your team wins the majority of the altars.

These tokens can be traded in for a variety of rewards for the magically-inclined adventurer. These range from rune/pure essence and talismans, up to runecrafter robes and Runecrafting staves.

Runecrafter Robes
Aside from looking the part and indicating your allegiance to one scientific theory or another (or a more scientifically-appropriate neutral stance), runecrafter robes provide a bonus to your Runecrafting level for moving orbs about while you are playing The Great Orb Project. Because you cannot wear it during the activity, the hat has no such bonus.

  • Runecrafter gloves provide a +2 bonus.
  • Runecrafter robes provide a +3 bonus.
  • Runecrafter skirts provide a +3 bonus.

 

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Runecrafter gloves None + 0 + 0 + 0 + 2 + 0   + 2 + 2 + 2 + 2 + 2 + 0   + 0 + 0 N/A
Runecrafter hat None + 0 + 0 + 0 + 3 + 0   + 3 + 3 + 3 + 3 + 3 + 0   + 0 + 0 N/A
Runecrafter skirt None + 0 + 0 + 0 + 4 + 0   + 4 + 4 + 4 + 4 + 4 + 0   + 0 + 0 N/A
Runecrafter robe None + 0 + 0 + 0 + 5 + 0   + 5 + 5 + 5 + 5 + 5 + 0   + 0 + 0 N/A

Runecrafting Staves
Runecrafting staves are much more than just a pretty ornamentation: you can use them exactly as you use a Runecrafting tiara, as well as distracting the eyes in the Abyss to help you sneak past. To bind a talisman to a staff, simply take the talisman and the staff to the talisman’s altar and use either of them on it.

Note that the law staff (created by attaching a law talisman to a Runecrafting staff) has no combat bonuses, so it can be taken onto Entrana. A staff that does not have a talisman attached cannot be wielded.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Runecrafting staff None + 0 - 1 + 7 + 5 + 0   + 2 + 3 + 1 + 15 + 0 + 0   + 33 + 0 N/A

Runecrafting Teleport Tablets
Runecrafting teleport tablets are identical to the teleport tablets you can build in your player-owned house and can be used to teleport you to any altar you have the requirements to craft runes at.

Extra Features

The Runecrafting Guild, being a place of research and filled with the wonders of magical experimentations, holds more than just the two recruiting scientists. Within its walls you will also find that the mages have been very busy indeed…

The Omni-Talisman (Members Only)

The omni-talisman is a remarkable object created by Elriss to enable the devoted runecrafter to access almost every altar freely. If you are able to show her a talisman for each of the Runecrafting altars that require them (so there’s no need to find a talisman for the Ourania Altar, for instance), she will grant you a hefty chunk of Runecrafting experience for each, as well as the omni-talisman.

To craft an omni-talisman into a tiara or staff, take it to Wizard Korvak, who can be found staggering about in the Runecrafting Guild, jumping at shadows and being generally terrified of everything.

Wizard Korvak (Members Only)

In addition to helping you convert the omni-talisman into tiaras and staves, Korvak will also replace a lost medium abyssal pouch and repair any other pouches you have – of course, his experiences have cost him his sanity, so expect to have to pay for his services.

The Rune Altar Map

Dominating the Runecrafting Guild you will doubtless notice a massive map of RuneScape. This is no ordinary map, of course – mages would never leave something so impressive alone – and can be used to locate the mysterious ruins that hide Runecrafting altars. To locate an altar, simply use a talisman on it and it will highlight it for you, along with a short description to help you find your way.

Introduction

 

Hunting the enemy

There are strange secrets buried in the cold and ancient parts of the world, and every now and then one of them is drawn back into the light. The druids of Guthix have found a truly ancient artefact and its truly bizarre guardian.

Fist of Guthix is a combat-based activity that pits you against a single opponent in a battle of cunning, speed and sheer determination. The rewards are great for those who can both hunt their enemy and evade that same enemy in turn…

Location

 

Entrance to the Gamers’ Grotto

The portal to the Fist of Guthix arena is located in the south of the Gamers’ Grotto, which can be found just outside of Falador’s north wall. The fastest way to get there is to use a games necklace to teleport directly to the Gamers’ Grotto, but you can quickly walk there from Falador or Edgeville. There is a banker in the first Fist of Guthix antechamber, so you can prepare for battle once you arrive.

Requirements

There are no specific requirements to play Fist of Guthix, just a tactical mind and possibly some handy equipment:

      Armour
Because Fist of Guthix is combat-based, you’ll find it useful to bring some sort of armour with you. Be aware, though, that you’ll be running around an awful lot, so heavy plate armour might not be the best choice.
 
      Weapon
It will be hard to come out on top armed only with your fists, so make sure you bring a weapon of some sort! Any missile ammunition you use will be replaced when you leave the activity and runes will be supplied for your use, though, so don’t worry about their cost.
   
Getting Started

To begin playing Fist of Guthix, you must first speak to Fiara, guardian of this holy site. You shouldn’t find it terribly difficult to spot her, as she is, quite obviously, a giant earwig… thing. If you can’t see her, you’ll find her in an alcove at the eastern end of the cave.

Fiara, aside from explaining that she doesn’t much like the druids, will explain how to play Fist of Guthix, which you can also read about below.

While you are in the cave, you may also discover that a bar appears at the bottom of the game window telling you that an item you are carrying is not permitted when playing Fist of Guthix. Conveniently for you, there is a wandering banker available in the central area of this cave, so you can quickly drop off any items you might be carrying that you cannot use in the arena.

Having spoken to Fiara and dropped off any items you’re not allowed to carry in the arena, you will be ready to face your enemy at the Fist of Guthix! Head over to the cave entrance next to Fiara and prepare for the competition!

Hunting and being Hunted

When you enter the arena, you will be automatically paired up with another player, whose name will appear in a box in the top-right corner of your game screen. There will be a brief countdown, and then one of you will be designated the hunter and the other will be the hunted. Because Fist of Guthix is a two-round activity, you will swap roles with your opponent at the end of the round.

  • If you are the hunter, your task is simply to track down and slay your opponent.
  • If you are the hunted, your task is to evade your opponent and gather as many charges from the Fist of Guthix as possible.

You will also discover that you have been given a number of useful items.

Item Purpose
  5 Bandages
Each bandage can be used to heal 150 life points. Because you cannot bring food or potions into the Fist of Guthix activity, this is one of the only ways to heal yourself. Use them wisely!
  300 Catalytic runes
Catalytic runes are a universal replacement for non-elemental runes, so you do not need to expend any of your own runes to cast spells.
  1,000 Elemental runes
Elemental runes are a universal replacement for fire, air, water and earth runes, so you do not need to expend any of your own runes to cast spells.
  Tele-orb
The teleport sphere can be used once to teleport you directly to the Fist of Guthix in the centre of the arena.

You will receive these items when you first enter the arena, and none of them will be replenished when you swap roles with your opponent. You will discover that any Ranged ammunition you use in the arena will be returned to you when you exit (unless it is destroyed or used up, like bolt racks for Karil’s crossbow), so you don’t need to worry about picking up your arrows – that would only slow you down!

The Fist of Guthix arena is a large, roughly circular cavern with a few key locations within the otherwise empty space.

The Fist of Guthix Arena

 

Stone dispensers Fist of Guthix Portal chambers

Stone Dispensers
If you are being hunted (as shown in the top right of your screen), you will need to carry a stone of power, which you can get by clicking on one of the stone dispensers. There are plenty of these around the arena, so you shouldn’t find it too hard to get one. If you forget to pick one up, you will see a message in the bottom-right of your game window to remind you.

The Fist of Guthix
The Fist of Guthix is an ancient source of power that the druids are attempting to harness. If you are being hunted and trying to gather charges, you’ll find that your stone of power gets greater charges the closer you are to the Fist of Guthix and that you get the most while standing on the Fist itself. Your run energy will also restore remarkably quickly while standing there, but you’ll be easy for your opponent to find!

Portal Chambers
The portal chambers are strange rooms that you can only access if you are being hunted. You cannot gather charges while in these rooms, but while you are there you will be invisible to your opponent. You can also teleport to a random portal chamber by clicking on the portal in the middle of each room. Beware, though, because you will be slightly injured each time you pass through the energy barriers into a portal chamber and 20 charges will be removed from your stone each time you use the teleport portals. In addition to this, you will notice a faster damage rate for simply being the hunted.

After leaving a portal chamber, you will have to wait twenty seconds before you are able to enter again.

Collecting Charges

To collect charges with your stone of power, you must be wielding it. Because it requires two hands to wield the stone and it cannot be used as a weapon, you will be unable to fight back while doing so.

In addition to this, you’ll find that having such a vast quantity of energy flowing through the stone is a bit dangerous, and your statistics will gradually decrease the closer you get to the Fist of Guthix itself – you’ll also find yourself taking damage from the raging power. The rate at which you take damage will increase while you are in a portal chamber. On top of this, the only spells you will be able to cast while being hunted are the Vengeance, Dream and any of the ‘cure’ spells from the Lunar spellbook. Any familiars you have out will have significantly reduced combat abilities.

Note: The duration of the Bind, Snare and Entangle spells is much lower in a game of Fist of Guthix.

In the unlikely event that you manage to kill your hunter, you will be displeased to discover that they simply respawn at the edge of the arena, ready to hunt you once again!

Winning the Game

After the two rounds have been played, you will both be returned to the entrance cave and one of you will be declared the winner based on who collected the most charges while being hunted.

If your opponent logs out without completing the game, you will automatically be declared the winner and, if you have not yet collected any charges from the Fist of Guthix, you will be compensated with some free charges.

Charges and your total skill level relate directly to the number of tokens you receive as a prize, and these tokens can be used to buy some positively fantastic goods. To see what you might be able to buy, talk to the druid Reggie, who runs a small shop of sorts.

Note that you do not need to win a game of Fist of Guthix to earn tokens, you can earn a few simply by putting in a decent effort and surviving for a while.

Rewards

In addition to the tokens you win, you will also be given a rating, which you can compare to other players on the Hiscores table. You will need a rating of 500 to feature in the hiscores.

The items you can purchase using your tokens are detailed below. Note that none of these items are tradeable unless they are completely uncharged (if you want to trade, Reggie will be happy to uncharge them – simply use them on him). This means, of course, that any item that crumbles when it runs out of charges can only be gained by playing Fist of Guthix. Uncharged items have significantly reduced stats.

Druidic Mage Robes
While you are wearing a complete set of druidic mage robes, your Bind, Snare and Entangle spells will be more effective. These robes degrade over time in the same way as Barrows equipment, but can be recharged by paying Reggie a small quantity of tokens.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Druidic mage hood 20
10
+ 0 + 0 + 0 + 3 + 0   + 0 + 0 + 0 + 3 + 0 + 3   + 0 + 0 N/A
Druidic mage top 20
10
+ 0 + 0 + 0 + 7 + 0   + 0 + 0 + 0 + 7 + 0 + 7   + 0 + 0 2%
1%
0%
Druidic mage bottom 20
10
+ 0 + 0 + 0 + 6 + 0   + 0 + 0 + 0 + 6 + 0 + 6   + 0 + 0 N/A

Combat Robes
While you are wearing a complete set of combat robes, there is a chance of the robes supplying any mind, chaos, death or blood runes when casting a combat spell. These robes degrade over time in the same way as Barrows equipment, but can be recharged by paying Reggie a small quantity of tokens.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Combat hood 20
10
+ 0 + 0 + 0 + 3 + 0   + 1 + 1 + 1 + 3 + 0 + 4   + 0 + 0 N/A
Combat robe top 20
10
+ 0 + 0 + 0 + 7 + 0   + 1 + 1 + 1 + 7 + 0 + 8   + 0 + 0 2%
1%
0%
Combat robe bottom 20
10
+ 0 + 0 + 0 + 6 + 0   + 1 + 1 + 1 + 6 + 0 + 7   + 0 + 0 N/A

Battle Robes (Members only)
While you are wearing a complete set of battle robes, there is a good chance that the robes will supply any mind, chaos, death or blood runes when casting a combat spell. These robes degrade over time in the same way as Barrows equipment, but can be recharged by paying Reggie a small quantity of tokens.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Battle hood 60
50
+ 0 + 0 + 0 + 5 + 0   + 7 + 6 + 8 + 5 + 0 + 8   + 0 + 0 4%
2%
0%
Battle robe top 60
50
+ 0 + 0 + 0 + 26 + 0   + 17 + 15 + 20 + 26 + 0 + 30   + 0 + 0 8%
4%
0%
Battle robe bottom 60
50
+ 0 + 0 + 0 + 20 + 0   + 14 + 11 + 16 + 20 + 0 + 23   + 0 + 0 5%
2%
0%

Dragonhide Coifs
Dragonhide is among the finest of all Ranged armour, and the druids have perfected the art of forming it into coifs. They will degrade over time in the same way as Barrows equipment, but can be recharged by paying Reggie a small quantity of tokens.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Green dragonhide coif 40
40
+ 0 + 0 + 0 - 1 + 4   + 4 + 6 + 8 + 4 + 5 + 4   + 0 + 0 0%
3%
1%
Blue dragonhide coif (m) 50
40
+ 0 + 0 + 0 - 1 + 5   + 4 + 6 + 8 + 4 + 6 + 5   + 0 + 0 0%
3%
1%
Red dragonhide coif (m) 60
40
+ 0 + 0 + 0 - 1 + 6   + 4 + 6 + 9 + 4 + 6 + 6   + 0 + 0 0%
3%
1%
Black dragonhide coif (m) 70
40
+ 0 + 0 + 0 - 1 + 7   + 4 + 7 + 9 + 4 + 7 + 7   + 0 + 0 0%
3%
1%

Gauntlets
Everyone needs some decent gauntlets to keep their hands safe from wayward arrows, battleaxes and talons, and these are an excellent option. They come in a ‘charged’ form, which will lose their charge if you drop them when you die while wearing or carrying them (so they will not be uncharged if they are one of the items you keep). You can recharge these gauntlets by paying Reggie a small quantity of tokens.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Bronze gauntlets None + 0 + 0 + 0 - 1 - 1   + 2 + 3 + 3 - 1 + 2 + 2   + 0 + 0 N/A
Iron gauntlets None + 0 + 0 + 0 - 1 - 1   + 3 + 4 + 4 - 1 + 3 + 3   + 0 + 0 N/A
Steel gauntlets 5 + 0 + 0 + 0 - 1 - 1   + 4 + 5 + 5 - 1 + 4 + 4   + 0 + 0 N/A
Black gauntlets 10 + 0 + 0 + 0 - 1 - 1   + 5 + 6 + 6 - 1 + 5 + 5   + 0 + 0 N/A
Mithril gauntlets 20 + 0 + 0 + 0 - 1 - 1   + 6 + 7 + 7 - 1 + 6 + 6   + 0 + 0 N/A
Adamant gauntlets 30 + 0 + 0 + 0 - 1 - 1   + 8 + 9 + 9 - 1 + 8 + 8   + 1 + 0 N/A
Rune gauntlets 40 + 0 + 0 + 0 - 1 - 1   + 10 + 11 + 11 - 1 + 10 + 10   + 2 + 0 N/A
Dragon gauntlets (m) 60 + 0 + 0 + 0 - 1 - 1   + 14 + 15 + 15 - 1 + 14 + 14   + 3 + 0 N/A

Spiked Shields
These viciously barbed shields make an impressive addition to any warrior’s equipment, and even provide a Strength bonus. These shields will degrade over time in the same way that Barrows equipment does, but you can recharge them by paying Reggie a small quantity of tokens.

Item Levels
Required
 
Attack Bonuses   Defence Bonuses   Other  
[Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range]   [Image: Stab] [Image: Slash] [Image: Crush] [Image: Magic] [Image: Range] [Image: Summoning]   [Image: Strength] [Image: Prayer] [Image: Absorption]
 
Adamant spikeshield 35 + 0 + 0 + 0 - 6 - 2   + 25 + 27 + 23 + 0 + 25 + 26   + 1 + 0 3%
0%
6%
Adamant berserker shield 35 + 0 + 0 + 0 - 8 - 2   + 28 + 32 + 30 - 1 + 30 + 31   + 2 + 0 3%
0%
6%
Rune spikeshield 45 + 0 + 0 + 0 - 6 - 2   + 39 + 41 + 37 + 0 + 39 + 36   + 3 + 0 3%
0%
7%
Rune berserker shield 45 + 0 + 0 + 0 - 8 - 2   + 45 + 49 + 47 - 1 + 47 + 41   + 4 + 0 3%
0%
7%

Herb Gloves
Irit, avantoe, kwuarm and cadantine gloves increase the chance that you will receive those herbs as drops instead of other herbs. Any time that you would receive a herb drop, there is a 50% chance that it will automatically be the same herb as your gloves. This has no effect on creatures like fever spiders, who only drop one type of herb. These gloves will crumble to dust after 100 such drops.

You need a Herblore level of 50 to wear irit gloves, 60 to wear avantoe gloves, 70 for kwuarm gloves, and 80 for cadantine gloves.

Fishing Gloves

     

Swordfish and shark gloves give you 100 extra Fishing experience every time you catch the same sort of fish as your gloves. These gloves will crumble to dust after catching 1,000 of the appropriate fish.

You need a Fishing level of 65 to wear swordfish gloves and 90 to wear shark gloves.

Runecrafting Gloves

         

Air, earth and water Runecrafting gloves give double the normal experience when you are crafting runes of the same type as your gloves. The gloves will crumble to dust after you have used 1,000 essence in this way.

You need a Runecrafting level of 10 to wear air Runecrafting gloves, 20 to wear water Runecrafting gloves, and 30 to wear earth Runecrafting gloves.

Dragon Slayer Gloves

Dragon slayer gloves are an excellent tool for adventurers embarking on Slayer assignments to kill dragons. While wearing these gloves, you will receive 15% more Slayer experience for each dragon you kill and +10% to your Attack against dragons on a Slayer task. They will crumble to dust after killing 1,000 dragons.

You need a Slayer level of 70 to wear dragon slayer gloves.

23
Apr

The Duel Arena

Posted by: Mod Alex Tags: , , ,

Introduction

 

Location of the Duel Arena

The Duel Arena is one of the places in RuneScape where you can fight other players for fun or reward. There are two methods of duelling there: staked or friendly duels. Friendly duels are just meant to prove a point of honour, show your superiority or just for a bit of fun. Staked duels are where you put your money where your mouth is (and then show your superiority to win whatever your opponent has staked).

Staked/Friendly duels can be fought on any world, but there are some recommended worlds listed on the themed worlds list.

The Duel Arena

Duelling is a competition between two individuals to prove their might in combat, unlike the chaos of PvP fighting in the Wilderness or the mass combat of Clan Wars. If you choose to duel, you can focus all of your attention on a single foe.

You can challenge players in the hospital and on the walkways that overlook the six duel arenas above ground. Right-click on their character and select the ‘Challenge’ option to bring up the challenge options (see image below). The other player will then be informed of your request. To accept your duel they must right-click on your character and select the ‘Challenge’ option or click on the challenge text in their chat window. The Duel Arena battle axe icon (see left) will appear on your screen in any location where you can issue a challenge. 

In the Duel Arena area above-ground, you can choose to fight either a ‘friendly’ duel or a ‘staked’ duel. The difference between them is that in a staked duel you can wager cash and items on the outcome (although the amount you can win is restricted; see the Staked Duels section below for further information). Friendly duels do not involve a stake and are solely for a bit of fun or some practice. The player you challenge will be informed whether you want a friendly duel or a staked duel.

Friendly Duels

 

Friendly duel interface

If you choose to fight a friendly duel, you will be presented with the interface to the right.

On this screen you have a number of ways of restricting how the duel is fought. On the left, you can click on an inventory slot to disable it, while on the right you can select from a number of options. Your opponent can do the same.

Please note that disabling either one of the hand slots will prevent players from using ANY two-handed weapons. This includes all bows and halberds, the granite maul, etc. In addition, you cannot use salamanders if Magic, melee or Ranged are turned off.

The duel options are explained below:

No Ranged: Don’t want someone popping arrows at you? Choose to turn off ranging.
No Melee: Disables all hand-to-hand fighting.
No Magic: Disallows the use of Magic in this duel. Good if you want to save your runes for later.
Fun Weapons: Use a fun weapon to defeat your opponent, such as the rubber chicken or flowers.
You cannot choose Fun Weapons and No Melee because all fun weapons are melee.
No Forfeit: Fed up with your opponent giving up? Then tick this box and make it a fight to the death!
You cannot choose No Forfeit and Fun Weapons.
No Drinks: You and your opponent will not be able to drink any type of beverage or potion to boost your stats.
No Food: Don’t want your opponent eating food and healing all the time? Choose no food.
No Prayer: Disallows the use of Prayer in this duel.
No Movement: Don’t want your opponent running away all the time? Tick this option.
You cannot choose No Movement and No Forfeit/No Melee because you may run out of ammunition or runes.
Obstacles: Are you a ranger or mage? Obstacles may help you to put a barricade between yourself and your opponent.
You cannot choose Obstacles and No Movement.
Enable Summoning: Feel like teaming up with a familiar to smite your foe? Turn on the ability to summon familiars.
No Special Attacks: Some weapons have special attacks. This option turns these off.

Note: If Summoning is enabled, familiars will be able to attack using all of their options – Selecting ‘No Melee’, for instance, will not stop a familiar from using melee to fight.

When you are happy with the set up, click ‘Accept’ and wait for your opponent to do the same. When you are both happy, you will be teleported into an arena – it’s time to fight!

Staked Duels

 

Standard duel interface

Much like friendly duels, you will be presented with an interface with the fighting options. In addition, you will have a box detailing what you and your opponent are staking.

Here, you can see the items that you will win if you are victorious in the duel, or what items you will lose should you be defeated. If you are satisfied by the options and stake, click ‘Accept’. When both of you have done so, you will see a confirmation screen.

You should check this carefully to make sure you are still happy with the conditions and stake, then click ‘Accept’. When you have both done so, you will be teleported into an arena to fight out the duel. Note that all boosted stats will be returned to their normal value before any duel begins, although you can still use potions during the duel provided they haven’t been disallowed.

Fight!

 

You will be able to see a big yellow arrow above your opponent’s head and on the minimap so you can easily pick out who you should be fighting. The duel will continue until a player forfeits (if allowed), or until one player has been defeated. You can forfeit by clicking on one of the trapdoors around the arenas.

Both players will be taken to the hospital nearby to be healed. The winner can then savour their victory and receive their winnings!

Remember that this is a safe activity, so the only items you can lose are those that you stake. If you try to escape the duel by closing your browser, you will automatically lose and your opponent will be awarded your stake.

There is a scoreboard located just west of the Duel Arena Hospital, which displays the results of a number of recent staked/friendly duels.

23
Apr

Clan Wars

Posted by: Mod Alex Tags: , , ,

Have you ever wanted to march into glorious battle with the entirety of your clan chat channel? To struggle for domination and the right to gloat, at least until next time? To fight back-to-back with your friends against superior numbers and prevail?

Clan Wars is the answer to your desires, giving your clan the chance to prove its superiority over others in epic battles.

Location

 

Entrance to the Gamers’ Grotto

The Clan Wars arena is located in the eastern chamber of the Gamers’ Grotto, which can be found just outside of Falador’s north wall. The fastest way to get there is to use a games necklace to teleport directly to the Gamers’ Grotto, but you can quickly walk there from Falador or Edgeville. There is a bank chest in the Clan Wars chamber, so you can prepare for battle once you arrive.

Requirements

If you wish to initiate a clan war or accept a clan war challenge, you must be ranked as a captain or higher in your clan chat channel.

If you are not a member of a clan, or simply want to take part in a grand battle, you can enter one of the free-for-all arenas and enjoy an endless battle.

Recommended Items

 Probably the most useful piece of equipment will be a wilderness cape so you will know your friends from your enemies with ease. You should try to make sure everyone in your clan has the same cape to make identification simpler. Conveniently enough, one of the Wilderness cape sellers, Larry, has come to enjoy the comfort of the Clan Wars challenge hall, so it’s a simple matter to purchase one from him.

Since you are representing the pride and power of your clan, and to give yourself and your clan the best chance of winning, it is useful to field the best arms and armour that you can.

You should try to pick out a role for yourself, where you can perform useful functions for your clan. What works best for you and your clan is something you’ll find out as you fight in more clan wars.

Going to War

To begin a clan war

A mage prepares to enter the battle

If you are inside the challenge hall and have a clan rank of at least Captain in an active clan chat channel, you will have a new “Challenge” option when right-clicking on a member of another clan. You are able to select “Challenge” in order to declare your intention of starting a clan war, in the same way as challenging when duelling. If the person you challenge is also a Captain (or higher) in an active clan chat channel, they will have the option to accept.

To accept the clan war
If you are of a suitable rank in an active clan chat channel and a dastardly foe of suitable rank challenges you to a clan war, you will receive a message stating this in your chat window.

At this point, you can click on the challenge in your chat or right-click on the other player and select ‘Challenge’ to accept, or simply ignore it and wait for another challenge.

Options for setting up a clan war

To establish the rules for a clan war, the interface you can see to the right will pop up. You can adjust any of these to agree upon the specific rules for the war you are about to begin. The options are as follows:

Victory

  • Knock-out
    The arena will be closed as soon as the battle begins. Additional players may not enter, and existing players may not return to the battle if they leave or die. The battle ends when one clan has defeated all the enemy players.
  • Kill-count
    The arena is open, so additional players may enter at any time during the battle. The battle ends when one team’s kill-count reaches the value you decide upon. The target value has a number of options, ranging from 25 to 10,000.
  • Most kills at end
    The arena is open, so additional players may enter at any time during the battle. The battle ends when the time limit is reached, at which time the team with the higher kill-count is declared victorious.

Stragglers

  • Ignore 5
    If you prefer not to spend time hunting down the last handful of opponents, who may have an awful lot of run energy and a fear of death, you can set the war to end when one clan has only 5 members left.
  • Kill ‘em all
    For a truly dominating victory, you will have to kill every last member of the opposing clan or wait for them to leave the arena.

Time limit

  • You can choose to have a time limit between 5 minutes and 8 hours, or no time limit at all. A clan war will always end if a clan is reduced to no members if Kill ‘em all is selected as the victory condition, or when one has 5 or fewer members if Ignore 5 has been chosen. If the time limit is reached, the winner will be determined as follows:

    If the battle is a knock-out match, the clan with the most survivors will be declared victorious.
    If the battle allows run-ins, the clan with the highest kill-count will be declared victorious.

On death…

  • …you keep your items
    If this option is turned on, you will retain all of your items when you die.
  • …you lose your items
    If this option is turned on, you will drop all of your items if you die, holding onto your most expensive item if you have the Protect Item prayer active. Beware! There are no gravestones in Clan Wars challenges. Furthermore, you will not be able to retrieve your dropped stuff, so don’t take anything that you’re not prepared to lose. In such matches, you may be able to collect some of your defeated foes’ items – food, potions, runes and other ammunition – assuming you can use them in the current battle (so you can’t pick up food if its use has been disabled, for instance). Any such drops will affect your trade limit, as well as your victim’s trade limit.

Combat rules

  • Melee
  • Magic – can be set on (all spells allowed), standard spellbook only, Bind/Snare/Entangle only, or off
  • Ranged
  • Prayer
  • Summoning
  • Food
  • Potions

Arena

  • You can select the arena in which you will fight. Some arenas may have advantages for certain combat styles, so it’s good idea to check which one you will be fighting in.

Upon accepting a challenge, both yourself and the challenger will be teleported into the arena, on the side assigned to your clan.

Preparation phase

To take part in a clan war
If you’re in an active clan chat channel, when one of your clan officers initiates a clan war on the same world as you, you will receive a message in your clan chat telling you that a war has been declared.

You will then have two minutes to arm yourself and enter the purple portal in the Clan Wars challenge hall in order to take part in the war.

You may find it useful to set a ‘caller’ while you prepare. You can do this by chatting to Calladin, so you can name a member of your clan (or your opponents’ clan, if you want to spy!) whose chat will appear prominently on your screen. Once battle has commenced, you’ll be able to change your caller by right-clicking the small speech bubble on the left of the game window.

Before the battle begins, the Clan Wars arena is divided into two separate areas by a huge wall from east to west. This wall keeps the clans apart until preparation is finished; you can use your Clan Chat channels to plan your team strategies and tactics and get into positions ready for the outbreak of the war phase.

Note that there is no minimum number of players required to fight in a clan war, and everyone in your clan chat channel can join in. Your battle could be just between you and a private nemesis, or between two armies!

It is possible for a clan to be taking part in multiple and simultaneous clan wars on different worlds.

War phase

The war phase

Once the timer has reached zero, the magical wall dividing the arena will gradually sink into the earth allowing the clan war to begin.

Depending on the settings chosen, players entering after the battle has begun may be placed in the viewing area to watch the fight or allowed to join the battle.

If you are not in a clan when you enter the portal, you will be asked if you wish to view a specific battle, or simply any battle. If you know of a clan war in progress, you can type in the name of one of your friends who is currently in a clan war. If you are simply interested in war for its own sake, you can be shown a random battle currently in progress. You will then be teleported into the viewing area and allowed to view the war.

At this point, it is a fight to the death for each clan, the idea being to eliminate all of the opposing clan’s fighters before all of your clan’s soldiers are slain. Superior equipment, tactics and good teamwork may allow a smaller clan to overcome a larger, less organised one, so it’s not just numbers that count.

You can keep track of how many foes your clan must defeat and how long the battle might run for by looking at the interface in the top-right corner of your screen.

Post-war phase

When one clan is finally defeated, the surviving clan is declared the victor and all players will be returned to the challenge hall.

Rewards

The glory of victory in a clan war is its own reward! That being the case, there is a plaque on the wall (behind the clan portal) to commemorate the winners of the prestigious Jagex Clan Cup. Identical plaques also reside in Lumbridge (just outside the castle’s main gate) and in Edgeville (behind the Soul Wars portal).

The Free-for-all Arenas

 

A warrior prepares

If you are not a member of a clan chat channel, or simply want a bit of solo chaos, then the free-for-all arenas may be the challenge you’re looking for. The arenas can be accessed through the white or red portals in the north of the challenge hall.

The white portal will take you to an arena of endless battle, in which you will not lose any items if you die. The red portal will take you to a different arena, but you will lose your items if you die. There are no gravestones in the dangerous arena, so it is probably safer to only take items you are not especially attached to.

In the dangerous free-for-all arena, you will be able to collect anything your defeated foes’ drop…

Both free-for-all arenas have a ‘non-combat zone’ at the southern end of the arena, so you will be able to prepare yourself when you arrive.

Rated Clan Wars

 

Rated Clan Wars

For those clans who just have to prove their combat prowess, Rated Clan Wars could well be a good way to do so. For a clan to participate in a Rated Clan Wars battle, each clanmate must first collect an RCW badge from the Sergeant-at-Arms in the Clan Camp (or, alternatively, one of the clan’s admins can distribute badges to the rest of the clan). Then the clan’s leader will need to issue a challenge to the leader of another clan. Once a challenge is accepted, all clanmates from both sides who are in the Clan Camp and holding an RCW badge will be teleported to the Rated Clan Wars arena. The rules of the rated game are fixed so all clans are always fighting on the same terms, which makes for a fairer comparison of each clan’s warring abilities in the clan hiscores.

The rules are as follows:

  • Each side can bring anywhere between 10-500 clanmates.
  • Matches last between 30-120 minutes, based on how many clanmates are in the battle.
  • Players respawn on death during this period and total kills are tracked for each clan.
  • Players respawn with 14 RCW chickens, which each heal 20% of your life points.
  • No weapon or combat types are prohibited.
  • You cannot leave the fight and come back in.
  • Matches are always safe.
  • If the match is held on a free world, all free-to-play rules apply.

The post-match scoring is slightly obfuscated so that it cannot easily be exploited by players who aren’t in keeping with the spirit of competition, and seek only to manipulate their standing in the hiscores. But, to give you an idea, your score will be your clan’s proportion of the total kills multiplied by the number of enemy participants, and then multiplied by the enemy clan’s performance rating. Each clan’s performance rating is the part that’s hidden, and it can increase or decrease depending upon your clan’s performance. Generally, you will receive better scores by playing larger matches, playing more frequently, scoring better than the enemy in matches, and playing against clans that have a higher performance rating.

Introduction

 

Dodging blades in the Agility Arena

The enterprising Cap’n Izzy No-Beard invites you to the Brimhaven Agility Arena. He has discovered an ancient cavern under Brimhaven and developed it into a fun place to train your Agility. His services are not free, however, and you will have to pay him 200 gold pieces if you wish to enter.

Location

 

The Arena Location

This ancient Agility Arena is located on the island of Karamja. You can find it just north-east of Brimhaven, under the ground. This is marked with a activity key icon on your minimap.

Cap’n Izzy No-Beard can be found in a bamboo hut; you may ask him for information about the arena before you enter.

Requirements

The arena is a huge cavern of platforms connected by traps and obstacles. There are many different routes to get around the Agility Arena and you are much more likely to fail the obstacles on some routes than on others. Some ways cannot be taken until you reach a certain Agility level (please refer to the trap levels below), so it is recommended that you are at least of level 40 Agility. Be warned: it is possible to hurt yourself while attempting this obstacle course.

Recommended Items

You cannot enter the arena without paying your 200 gold pieces entrance fee, so remember to have this amount in your inventory. You must also remember that it is likely that you will lose life points from failing some obstacles, so take some food. In addition to this, it is wise to take a method of teleportation, such as runes or an amulet of glory if you are in need of a swift escape.

Try not to take much and wear Boots of Lightness or the Hunter falconry capes to subtract kilograms from your total weight, making your run energy drain at a slower rate: this will increase your chance of getting that extra ticket. Boots of Lightness are obtained during the Temple of Ikov quest and reduce your weight by 4kg.

Also, it may be wise to take super restore or Agility potions, should your Agility level be lowered by failing the dart obstacles.

The Arena

 

Tagging a pillar

Upon entering the arena, one platform is marked by a flashing arrow. You will see this on your minimap: try to make your way to it. After one minute the flashing arrow will move to a new pillar which you will need to get to. If you tag more than one active pillar in a row then you will receive a ticket. You won’t get a ticket for tagging the first pillar, but you will for every following pillar. If you miss a pillar you will miss out on the next ticket, so try to get as many as you can!

While in the arena, you can check your progress by using the indicator in the top-right of the game screen. This shows whether you were successful in tagging the last pillar as the indicator will turn green when successful and red when you have failed to reach the active dispenser before the arrow moved on. This is very useful when you are not sure whether you made it in time!

Each obstacle has a level requirement and gives a different amount of experience, which is shown in the table below.

Map of the Brimhaven Agility Arena

 

Level 1 Agility Obstacle      Level 20 Agility Obstacle    Level 40 Agility Obstacle
Obstacle Levels
required
Experience
gained
Rope swing 1 20
Pillars 1 18
Low wall 1 8
Log balance 1 12
Ledge 1 16
Monkey bars 1 14
Balancing rope 1 10
Planks 1 6
Floor spikes 20 24
Pressure pads 20 26
Hand holds 20 22
Darts 40 30
Spinning blade 40 28

It is also worth mentioning that if you fail the darts obstacle you will temporarily lose Agility levels, which only a super restore or Agility potion can return.

Rewards

Pirate Jackie the Fruit, who works in the reception hut of the Arena, will exchange the tickets for items or additional Agility experience.

Number of Tickets Reward
1 240 experience (per ticket)
3 1 x Toadflax
(Please refer to our Herblore guide)
10 1 x Snapdragon
(Please refer to our Herblore guide)
10 248 experience (per ticket)
25 260 experience (per ticket)
100 280 experience (per ticket)
800

Pirate’s hook
(Provides slightly better protection than leather gloves. Its function is mostly decorative)

1000 320 experience (per ticket)
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