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The section of www.rsgolddragons.tk is a place were people can put their reports, theroies, analyis, or etc.Runescape. Any one who wants to post anything please email me us at rsgoldragons@yahoo.com. Thank you. 





A Report on the History and Overview of Runescape by JK


INDEX

  1. Introduction, History, and other varouis aspects of Runescape.
  2. Skills.
  3. Places in Runescape.
  4. Free Member Quests.
  5. Paid Member Quests.
  6. Runes and Runecrafting
  7. History of Cheating in Runescape.
  8. The Economy of Runescape.
  9. Weapons.
  10. The Gods and their History.


SECTION 1: INTRODUCTION, HISTORY AND OTHER VARIOUS ASPECTS OF RUNESCAPE.

RuneScape
 
Developer(s) Jagex Ltd.
Publisher(s) Jagex Ltd.
Release date(s) January, 2001
Genre MMORPG
Mode(s) Multiplayer
Rating(s) N/A
Platform(s) OS Independent (Web Based Java Applet)
Media Download
System requirements Low Detail : 64Mb RAM + 300MHz CPU
High Detail : 128Mb RAM + 500MHz CPU

 
Player exploring the WildernessRuneScape is a 3D Java based massive multiplayer online role-playing game (MMORPG), launched by Jagex Ltd. in January 2001. For a full history see History and Development.

The game has a medieval fantasy theme similar to games such as Ultima Online or EverQuest but often with a less serious tone. One of the more unusual aspects of the game is the ability to do more mundane and non-violent tasks, as well as the more usual RPG fare.

There are often over a hundred thousand players online at once, and on busy weekends, over a hundred and thirty thousand players, spread across its 80+ servers. These servers are located in the United States, the United Kingdom, Canada, and The Netherlands, making it one of the largest online Java games in the world. There are also a few servers running the "classic" version of the game (split between free and pay servers).

Overview
The game is set in a fantasy world, where each player controls his or her own avatar. There is no overall objective or end to the game aside from becoming more skilled at certain activities.


Story
While there is no truely continuous storyline in RuneScape, it does have an extensive history and many developments are made on this overall as the game progresses. Much of this information is unlocked throughout quests. The world that your character plays in is known as Gielinor, although this name is commonly ignored, the land is generally just called RuneScape. Gielinor is a vast landscape with varying climates. You can travel in the pleasant countrysides of the kingdom of Asgarnia, the hellish deserts of Al Kharid, the cold mountains of Trollheim, the underground Dwarven kingdom of Keldagrim, the Northern settlements of Relleka, the swamps of Morytania, the elven forests of Tirannwn and, if you dare, the barren wastelands known only as the Wilderness where anything goes. A multitude of races live in these climates including Gnomes, Dwarves, Goblins, Trolls, Ogres, Elves, the ghosts of souls yet to pass into the next world, and even entire cities of apes. While there are many gods in the world of Gielinor and beyond, many are forgotten in the annals of history, and the three most commonly worshipped today are Saradomin, Guthix, and Zamorak. Saradomin being the god of holiness, and all things good, Zamorak the god of chaos, and Guthix, the god of balance.


RuneScape humor
While there is plenty of serious content in RuneScape, there are also lots of quirky and humorous things going on too. Some of the more unusual things include the ability to cook a variety of types of pizzas; pick bananas on a banana plantation; hold parties with balloons; play with yo-yos, spinning saucers, and toy horses; whacking others with rubber chickens; raising a pet cat which can then perfoam activies such as like catching rats; and duelling other players with a rubber chicken or a bunch of flowers. Around Easter 2005 players had the chance to catch up with the fast-moving giant Easter Bunny (a character no longer present in the game) and recieve a rubber chicken. In addition, if one searches a haystack, one will eventually find a needle. One can also "examine" certain items or people to discover amusing results. For instance, when one examines the Head Chef in the cooking guild, the game prints "Despite his name, he in fact only rarely cooks heads." When one examines the Examiner, the game prints "Upon examining the Examiner, you examine that he is indeed the Examiner." This sort of unexpected content cropping up often provides a welcome break from levelling and is one of the things that makes RuneScape unique.

There are also a lot of quests which have humorous parts:

A quest to turn Ernest the chicken back into human form by repairing the poultrifcation machine.
A quest that involves shooting your character into a rock.
A quest to get some goblins to pick their armor color, and they finally settle on the original color as being best.
A quest which requires the player to get very drunk on a large barcrawl.
A quest to catch a wizard's pet scorpions.
Bob the Jagex Cat, a black cat that wanders around the world and when spoken to hints at being an ancient almighty god.

Starting out in the game
A player new to RuneScape starts out on Tutorial Island. Although it may seem boring to some, Jagex has determined this to be imperative to understanding future gameplay. While on Tutorial Island, players learn about gameplay, controls, combat, communication, cooking, banking, completing quests, and other skills. Once a player has completed the tasks on Tutorial Island, they are teleported to the city of Lumbridge. From then on, players can upgrade their characters in the fashion they desire. They could travel around the character's world between cities such as Varrock, Falador, Port Sarim, etc. Players can also travel around by raising their magic skill to a level high enough to perform a teleport to some of these major cities. In RuneScape, your goal is to develop your character by raising skills, completing quests, et cetera. RuneScape also has a highscores list where you can view the best 500,000 (or over level 30, whichever comes first) players overall and also those who excel in a particular skill.


Combat
 
Players fighting NPCs, monsters called Lesser Demons whose combat level is 82, in the Karamja Volcano DungeonCombat is an important aspect of the game, and killing monsters is one of most direct ways of gaining wealth. Combat is also needed to complete many of the quests, and can be used to fight other players.

There are 3 main types of combat in RuneScape: melee, ranged, and magic.

Melee: To do melee attacks you use weapons such as swords, maces, etc. Players must train their attack, strength and defence. The attack stat determines the chance of making a hit, whilst strength determines the maximum damage you will do. Defence will determine how much damage you could not take. Attack also lets you wield stronger types of weaponry as your attack level increases. Defence also lets you wear stronger types of armor or shields as your defence level gets stronger. Melee attacks are most effective against ranged players.

Ranged: To do ranged attacks you use a bow and arrows or throwing knives Players must train their ranged stat, which determines the chance of hit and maximum damage. The maximum hit can be raised by using stronger ammo.

Magic: To do magic you use runes. Players must train their magic stat. The higher the stat the greater the number of spells available and the more likely they will succeed.

RuneScape has a 'combat triangle', which is intended to stop any one class becoming dominant. Magic will tend to beat melee, ranged will tend to beat magic, and melee will tend to beat ranged. However it is often argued that the triangle becomes unbalanced at times. Continuing updates attempt to address this problem with varying success.

All three combat types also rely on the player's defence and hitpoints stats. The defence stat determines how likely you are to block an incoming attack, whereas hitpoints determine how much damage you can take before dying. The prayer stat, whilst seeming subtle at first, can turn the tide in a fight. Prayers such as the protection spells can render a person invulnerable to enemy attack, and they provide numerous protections.

And of course in addition to that which equipment a player is holding, the potions they have drunk, how much food they have, and countless other factors all combine to determine who will win the battle.

A player's 'overall combat level' is derived from the 7 stats mentioned above: attack, strength, defence, hitpoints, magic, prayer, and ranged. The combat level is designed to indicate a players overall strength and is also used to decide which players can fight each other to stop for example, very high level players preying on very new players. The maximum combat in RuneScape Classic is 123(123.75 including decimal levels), and the maximum in RuneScape 2 is 126 although this can only be achieved by players with a prayer level of at least 98.


Player vs Player combat
Players cannot normally fight with each other in most areas of the map. There are however three different areas where player vs player combat is allowed in RuneScape, each with different rules and properties.


The Wilderness
For a long time the only way to fight other players was to visit the Wilderness. The Wilderness is a large area of map located in northern RuneScape. The Wilderness has great rewards, but also great risks. The Wilderness is the most hostile of the PvP types available because you can be attacked unexpectedly and if you die you will lose all but your most valuable items to the person who killed you. Exactly how many items you keep when you die depends on your prayer settings and if you have attacked another player recently. Killing another player in this area is referred to as PKing (Player Killing). As one gets deeper into the Wilderness they can fight with other players further and further away from their combat level which makes it more dangerous. Half of the wilderness only allows 1-on-1 battles, whilst the other half allows multi-way combat and potentially huge team based wars.


Duelling Arena
The Duelling Arena is only available to subscribers. Located in the Al-Kharid desert it allows a more formal fight where the players can pre-agree the exact terms of combat, and what items will be gambled. It is possible to change a large number of settings to restrict exactly which items and combat styles are required, and players can choose either to duel for fun (in which case no items change hands), or to wager items which the winner will receive. Because of the option to limit the risk to a level of your choosing, this way of testing your combat prowess against other is popular with many players.


Castle Wars
See main article: Castle Wars

Skills
 
A player using the Mining skillSee main article: RuneScape skills
Skills are abilities that enable players to perform activities in the game. Some skills are available only to members and some skills are only present in newer versions of the game. Many of the high-level abilities in each skill are reserved for members only. Players gain experience in a skill when they perform activities that utilize that skill, for instance mining a rock would raise the mining skill. A player's level of experience determines the level of that skill. New abilities are given to the player when they reach certain levels. Higher-level abilities in turn give more experience to compensate for the roughly exponential increase in experience points needed to reach each new level.

As in a number of games, some players chose to focus on improving themselves in a small number of skills. Players who train only one or a few related stats that affect combat level are known as "pure". Some people may have multiple accounts, one or more of which is a "pure account". The purpose of pure accounts is to try to be the same level as an enemy, or a lower level, but specialize in dealing alot more damage, which is especially helpful in player vs player combat.


Game economy
See main article: RuneScape economy

History and Development
 
Player fighting a highwayman in RuneScape Classic (version 3 of the game)[edit]
Version 1
Developer started work on the original game in 1998. This version was very different to the RuneScape of today. It had isometric graphics and was titled 'DeviousMUD'. This version was never released to the public, and only a few people ever saw it.


Version 2
Developer scrapped version 1 and started work on a complete rewrite in 1999. Despite being a complete rewrite, this version was very similar to version 1 with the same graphics and name. This version was released as a public beta for only about one week, and then withdrawn again.


Version 3
Developer started yet again with a third attempt starting on October 1999. This time the isometric view was replaced in favor of 3D graphics and 2D sprites. The game was renamed to RuneScape and released to the public on January 5, 2001. This version is still online today and is currently called RuneScape Classic.


Members launch
On February 27, 2002, Jagex launched a new optional 'members service'. This allows players to pay $5 USD a month to obtain access to new quests, features and skills. Paying members have a far greater choice of things to do, but it is still possible to play the game for free, and there is in fact still more free content available than ever before. Whilst not a new version as such (the game still ran on the same version 3 engine), this did significantly change the focus of the game.

Version 4
Developer went for yet another complete rewrite. Version 4 changes the graphics to full 3D and has many other significant improvements. Whilst in development this version was called RuneScape 2, but when launched was just called RuneScape (version 3 being renamed at the same time). An incomplete beta of this version was available to members on December 1, 2003, and then the finished version was launched on March 17, 2004. This is the current version of the game being promoted by Jagex. This is the version most people think of when one says RuneScape.


Community
Players of RuneScape represent a wide range of nationalities, genders and ages. However, the user base is predominantly English speaking because the game itself is currently only available in English.

Most players play the game fairly casually, spending a few hours a week playing, however it is not uncommon for a dedicated player to spend in excess of four hours a day training his character. There are, however, a few rare cases of players regularly spending over ten hours a day online.

Clans
 
A typical clan war.Players often band together to form groups known as 'clans'. Many clans are just groups of friends who help each other in the game, have in-game parties and organize events. Others are more focused on player vs player combat, and form armies to gain an advantage when PKing (Player Killing) in the wilderness. These clans often form and break alliances with each other, and fight each other in large clan wars to see which clan is the best. The clan pictured to the right is The Moriquendi who are fighting The Unbreakables.

Some clans are short lived, lasting just a month due to wars, in-fighting among members, and inactivity. Some do grow over time and flourish as new members join. Clans like "The Gladiatorz" and "The Sabres" have been around for over four years, forming in the first few months of Runescape. As of 2005, it is certain that there are now more than 1000 clans in RuneScape.

The game currently has no formal support for forming clans of players, aside from the special wilderness garments which stop a player from attacking someone wearing the same type of cape and the "clan recruitment" and "clan discussion" forums of the official RuneScape message board. It is very difficult to obtain enough of the same kind of cape to support a huge clan. A developer news post in 2004 did hint at the possibility of a proper clan system being added in the future. A brief history of clans can be found at Runescape Clan History according to TimmyMWD (http://www.geocities.com/timmymwd/).


Drop Parties
Occasionally, players host drop parties. They may be quitting, trying to clear out space in their bank, or just feeling generous with their items. They usually advertise the party on forums so more people are there. They drop the items and the people try to get them. The first drop parties were in fact scams. The hosts of these drop parties wanted other people to drop items without dropping anything themselves. Drop parties are now much safer thanks to the drop party hall in Seers Village. You put items in a chest and pull a lever (this costs 1,000 gold pieces) and the items will fly out of the chest inside balloons.

Quests
Quests in RuneScape are one-time adventures (Although additional quests are frequently relased. Mainly one-by-one) which serve a variety of purposes. The novice quests act as tutorials to get new users acquainted with the various skills and abilities as well as giving them some extra money. More difficult quests serve as a rite of passage which test the player's and their character's abilities. All quests include some kind of reward such as money, rare/valuable items, or an increases in abilities. Some quests are part of an overlapping storyline. Each quest also awards a certain number of quest points. 32 quest points will grant access to the Champions' Guild. The members-only Hero's (55 quest points required to start) and Legend's (107 required) quests grant access to their respective guilds upon completion. Quests can be found all over the map, in the game's three kingdoms of Misthalin, Asgarnia and Kandarin, as well as some even more distant lands.


Graphics
The graphics of RuneScape, while not revolutionary on the whole, are of good quality for a freely available Java game. The latest version of the game is rendered in complete 3D. A lot of emphasis has been placed on allowing players to customize their character. Players are given a wide choice in creating character models, from hairstyle to facial features. Additionally, appearance can be further optimized by wearing/holding different items, with each different weapon having a unique image. There are also many different animations in the game for the variety of things you can do from combat, to magic, to the various quests. The game can be run on high or low detail level. While high detail gives different things more texture or design, low detail gives every thing a cleaner cut look, and reduces in-game latency. The female characters of RuneScape has recently had a facelift, and now are more distinguishable from the male characters. The females are also given more clothing to choose from. In addition to this, certain Members Quests have cinematics, not nearly as high quality as from games such as World of Warcraft, but still relatively good.

Random events
 
Tree Spirit random eventA variety of random events can take place in the game. Jagex maintains that this is to help prevent macro programs. They can also add variety to some of the more repetitive activities in the game.

Players must respond to most of these in the correct manner or will receive a negative effect (such as being teleported across the map) Some of these negative effects can be quite annoying, but most can be easily avoided if players are paying attention. Some random events will also give players a reward if they react appropriately. The random events which give rewards are generally far more popular. Some players dislike random events which can give penalties but no rewards and consider them annoying hindrances.

The following is a list of the different random events in the game at the time of writing.


Guardians
Guardian random events are quite dangerous and annoying; they include the River Troll, Rock Golem, Watchman, Zombie, Tree Spirit, and Shade NPCs. River Trolls generally attack when players have been fishing in the same place for a long time. Tree spirits and Rock Golems may rise when woodcutting or mining. Tree Spirits can attack even if the player is not cutting wood but happens to click on the tree. Zombies and Shades may rise when a lot of bones have been buried. Guardian monsters are always considerably tougher compared to the player they are attacking, but their loot might be worth fighting for.


Annoying
Some random events monsters are simply annoying. Examples include the Swarm of Insects (only escapable by running away; otherwise it keeps attacking until the player dies), a tree changing into an Ent (causes hatchet to break), finding a Whirlpool in the water (only high level players can fish in these), a Smoking Rock (mining such a rock will cause an explosion which injures the character and breaks the pickaxe, but the pickaxe may be fixed by the pickaxe merchant Nurmof in the Dwarven Mine), Poison Gas, Moving Fishing Spots and big fish which steals the player's fishing equipment.


Inconveniences
Random breakage of equipment such as pickaxes when mining and hatchets when woodcutting are another type of random events that are simply inconveniences. Players can generally avoid these by not mining a smoking rock, not trying to cut down an Ent, or not fishing where there is a Whirlpool or Big Fish. Damaged equipment is easily repaired though, either by player himself or by visiting certain NPCs with the required skill. Pickaxes can be fixed by "Nurmof" in the Dwarven Mines, and "Bob" at the "Bob's Axes" in Lumbridge can repair your hatchet that was broken by trying to chop down an Ent. When fixing items, a small cost is incurred based on the value of the equipment. Split hatchet and pickaxe heads can be fixed by using the shaft with the head.


Teleporting
Sometimes, the Mysterious Old Man will appear, and teleport a player to a special location. In order to return, a player must accomplish a given task, such as mimicking a mime or navigating through a maze as fast as possible. A generous gift or special ability (such as a brand new emote) is granted for the accomplishment.

The Genie also teleports you if the player hasn't talked to him to get his lamp. He will also drop all items that are on the player, including those that are wielded, randomly across the area.


Gift Givers
Some random events consist of characters that simply give gifts. For example, a Drunk Dwarf may appear with beer and kebab, Genie with a magic lamp and the Mysterious Old Man with a strange box. If ignored, even gift givers can hurt a player (Dwarves), or teleport him to a random location on a map (Genies and Mysterious Men).

When a lamp is rubbed, a menu with all of the available stats is opened, and the player can choose what skill they wish to gain experience in. The player will gain experience equal to ten times their current level in that skill. Note that people playing the free version may not choose to advance member's stats with such a lamp.

The Mysterious Old Man's strange box is a special item, since it can multiply when unattended. Unless a player opens the box and solves the riddle inside, their entire inventory might fill up with boxes. Once all the boxes have been cleared, a small gift is given, usually an uncut gem, an uncut diamond if lucky (or in member's case, a half-key or a cosmic talisman), but only a small sum of money when unlucky.


Mini-Games
There are a few "mini-games" that can be played within RuneScape. These are available to members only.

Agility Arena
Navigate through an ancient lava filled cavern through various traps, nabbing tickets that earn you prizes along the way. Rewards include items and herbs found no where else, along with lots of agility exp.


Archery Guild
Members of the Archery Guild pay a small entrance fee and shoot a target. Tickets are awarded depending on how well one scores. These tickets can be exchanged for equipment from a nearby ticket trader.


Barrows
A way to get some of the best armor at the game, with great challenges. One must travel through shifting tombs, killing the spirits of powerful warriors and the undead minions that inhabit the tombs. Find your way to a chest that can contain extremely powerful armor that these once legendary warriors wore.


Burthorpe Games Room
In the Burthorpe Games Room, one can choose from two classic games, with runes being used as game pieces. Runelink is similar to Connect 4. Draughts is the British name for checkers.


Castle Wars
See main article: Castle Wars

Duel Arena
Duel arena is a battle zone where players can fight without the risks of the Wilderness. They can choose options such as "no prayer" or "no food," or they can stake items on the fight.


Fishing Trawler
The Trawler is Captain Murphy's vessel, that is full of holes and falling part, and it is your party's job to keep the boat afloat as the net gathers both rare and common fish, along with junk. Keep the boat on the surface by keeping water out with bailing buckets, and sealing holes with tar. Keep the net repaired if you want fish too!


Gnomeball
A minigame where you try to score the ball through a goal, but with many gnomes in your way with the intention of stopping you. Trains agility.


Mage Arena
The mage arena is where high level magicians work to receive and learn to use God staves. You need level 60 magic to do this, and have to battle your way through several opponents.


Tears of Guthix
Tears of Guthix is only accessible after doing a quest. The number of quest points a player has determines the length of time that player can spend in this mini-game. The aim is to collect blue tears from the weeping rocks in a bowl to gain experience to one's weakest skill. If you collect pink tears, the amount of tears in your bowl goes down. The more tears collected, the more experience one gets.


Treasure Trails
Clue Scrolls give members a chance to obtain rare and valuable items by following a series of clues. Clues are mostly dropped by monsters but can also be found in the shade chests. Clues come in three levels, and generally, tougher monsters drop higher level clues. Higher level clues offer the potential for greater rewards.


SECTION 2: SKILLS

RuneScape skills are abilities that enable players do things in the RuneScape game. Some skills are members-only and some skills are only in newer versions of the game. Many of the higher-level abilities in each skill are reserved for members only. Players gain experience in a skill when they use abilities which utilize that skill. A player's amount of experience determines the level of that skill. New abilities are given to the player when they reach certain levels. Higher level abilities in turn give more experience to compensate for the roughly quadratic increase in experience points needed to reach each new level.

In alphabetical order:


Non-Member Skills

Combat
 
More specifically melee combat, is a particularly important skill in RuneScape, as monsters are abound in this fair world. Many people train their characters in dungeons, castles, and sewers. The monsters in between cities are generally not aggressive. More powerful monsters with valuable treasures can be found in the Wilderness; they also may attack at any time. Other players can also be fought there, and are often even more dangerous. Combat is divided into four main skills in which to gain levels: Attack, Strength, Defense, and Hitpoints. A certain level of each of the first three is needed to use better weapons or armor. Whichever style of fighting that is chosen (accurate for attack, aggressive for strength, defensive for defense or controlled for a combination of the three) determines what skill improves. Hitpoints experience is gained no matter which type of fighting is chosen.


Cooking
 
RuneScape includes various types of food, which when eaten will restore varying amounts of health. The more rare or harder to make foods generally restore more health than more common ones. As a player's cooking level increases, they will be able to cook more and more complex types of food, such as lobsters, pizzas, or cakes. To cook food, the player first mixes the necessary ingredients in the appropriate container, and then finds a fire or range to cook it. Some foods (such as pizza or cake) can only be cooked on a range, but these are commonly available in towns, and are free to use. Players with higher levels of this skill are less likely to burn their food. Burnt food is inedible and useless.


Crafting
 
Improving their crafting skillCrafting allows players to make various items with traditional crafting skills such as pottery, glassblowing (members only), leather work and gold- and silversmithing. In the early stages of advancing this skill players can only make basic pottery items such as pots and bowls; basic leather items such as gloves and boots; and spin wool into balls and flax into bow strings. Members can blow glass into beer glasses at an early stage. These basic items are sometimes useful but only bow strings are valuable.

Following this, players learn to work with metals, crafting them into jewellery items: gold rings, necklaces and amulets and silver god symbols. With the appropriate level of magic, a crafter can add precious gems (obtained by mining), to gold jewellery and enchant it with magic spells to amulets (called "ammys"): amulets of magic, defense, strength and power. Members can also enchant jewelled rings to make magic rings: ring of recoil, dueling, forging and life. In addition members can add the rare and valuable dragonstone to gold jewellery and enchant dragonstone rings to make rings of wealth and dragonstone amulets to create amulets of glory.

At a high crafting level members can craft powerful dragonhide armour for ranged combat from the hides of the great green, blue, red and black dragons, and make more advanced glassware objects including Orbs, which when enchanted can be used to make craft the four types of powerful magical elemental battlestaffs: water, earth, fire and air.


Firemaking
 
Many consider firemaking to be a worthless skill. Others see it as a simple way to raise a character's total number of skill levels. Whatever the view, firemaking is the simple art of creating fire from logs and a tinderbox. Occasionally one will see a player or group of players attempting to raise their fire level quickly by cutting down entire areas of forests and setting them ablaze. Some players will also have fun with the skill and for example make shapes, words or clan names on the ground by dropping and lighting the logs on fire. There is been an area which is dependant on fire making to stay alive in the Lumbridge swamp caves, for members.

There is also the skill of burning shades at the swamp town Mort'on.


Fishing
 
Fishing is a very valuable skill in RuneScape. It provides much of the food necessary for fighters to heal, and rare food such as lobsters are always in high demand. Persistent fishers gain experience quickly and will soon find themselves able to catch extremely valuable lobster and swordfish. Fish can be cooked over fires or ranges. The popularity of rare fishes is due to the simplicity in their preparation and consumption. Catching and cooking fish is a two-step process whereas the preparation of foods equivalent in healing ability usually require several ingredients and cooking utensils. Fish also heal faster as they are not partitioned into multiple servings like the aforementioned foods. There are several members-only fish, such as shark or slimy eel. Also, players may experience one of three random events while fishing. A river troll may attack or fishing equipment might be whisked away by a whirlpool or a big fish. There is also a mini-game related to fishing, in which a player becomes a hired hand on a leaky fishing boat.

Fishing can be thought of as a companion skill to cooking as raw seafood is inedible. Players without a high enough cooking level to cook their catch will be at a disadvantage as they must get others to cook their seafood in order to eat them. Also, raw seafood sells at a lower price due to inconvenience and the probability that some will become burnt and therefore useless. A low cooking level also reduces the efficiency of fishing since a larger percentage of a player's catch will end up burnt.


Magic
 
Once considered only a supplement to melee, magic is now a battle skill in its own right. Mages even have some types of armor specific to them, called splitbark armor, mystic robes, and ahrim the corrupted's magic set. However, because the materials involved in making splitbark armor are semi-rare and available only to members, splitbark armor is uncommon to come by and is only available to members, so instead, players on the free servers wear wizard's robes, hats, etc. For members, once in the magic guild, mystic robes, which has a higher magic bonus than splitbark armour, can be bought.

Mages may also wield various magic staffs and battle staffs. For magic staffs, there is the plain staff which is a slightly magical stick, the magic staff which increases a little bit of your magic attack and defense bonus, and the fire, water, air and earth staffs which substitute an unlimited amount of each of the particular runes the staff is made to. For example, one wielding a fire staff would have an unlimited amount of fire runes. These staffs can be purchased in most magical weapons stores. Battle staffs cannot be bought, and must be made by players. Like normal staffs, they will substitute for runes but they also have fighting stats equivalent to a rune longsword.

There are also five other specialized staffs needed for special spells; the Iban staff for Iban blasts (obtained from the Underground Pass quest), the staffs of the RuneScape gods for spells which summon a god's power. The "Staff of Zaros" or "Ancient Staff" (obtained from the Desert Treasure quest) however is unique. After completing the Desert Treasure quest mages can choose between a new spell list (a reward for completing the quest) or their old one. The "Ancient staff" simply allows players to 'autocast' their new spells, but they can be casted with every other kind of staff and even without one, as long as the player have the necessary runes. The new spell list gotten from the 'Desert treasure' quest contains 20 new spells, including offensive and teleportation spells. Other magical equipment includes "god capes", mage robes, and the Amulets of Magic, Glory, or Power.

With the appropriate runestones (runes) and skill level, players can cast a variety of spells, including curses, missiles, and teleports. Many higher-level spells are available only to members, such as the elemental waves. All spells are composed of one or more types of elemental runes (fire, water, earth and air), which give the spell its elemental alignment; and a "binding" rune, which gives the spell its type. Each type of binding rune is associated with one type of spell. For example, all "strike" spells are made from an elemental rune and a Mind Rune. All teleport spells use Law runes, and so on.


Mining
 
Mining is one of the widely used skills as many other skills run into it. Mining is used to get raw materials for making armour, weapons, nails, and crafting supplies. As a player's level in this skill increases, they will be able to mine more different types of "ore": clay, copper, tin, iron, silver, coal, gold, mithril, adamantite, blurite and rune. Gems such as sapphires, emeralds, rubies and diamonds can also be found randomly while mining. The ores can be smelted with the smithing skill and forged into valuable weapons and armor. Since rare weapons and armor are in such high demand, it follows that the ores they are made from are also in high demand.

Players need a pick in order to use this skill. As a player's mining skill increases, they are allowed to wield different varieties of pickaxe (you cannot make a pickaxe). More expensive (and consequently rarer) pickaxes will allow a player to mine faster and with less fatigue (in RuneScape Classic).

There are various random events specific to mining, such as the possibility that the pick head may come flying off or that explosive gases may spew from a rock and injure the player; a player could also be attacked by a rock golem who will always be of a higher level.

Shilo Village has some gem rocks. You can also get opals, jades and red topaz there. Jades and red topaz have no use except cutting and selling. Opals can be made into bolt tips. You can get every type of gem here except dragon stone. The gem rocks are for members only.

You can also pan (members only) for stuff in a river, getting rock samples, gold nuggets, opals, coins, sapphires and jades. Three gold nuggets can be traded in the exam center for a gold ore. Before you can pan you must start the Digsite quest and give the panning instructor a cup of tea.

Prayer
 
Prayer, which provides immunity from NPCsPrayer is a skill based on the burying of bones that are dropped when creatures die. Many players choose to ignore it, but it can be invaluable, especially in the wilderness. Depending on one's prayer level, (which could be interpreted as the character's devotion to the gods) a player can invoke many different blessings, from melee stat boosts to protection of items after death. The most valuable prayers are, of course, only available at the highest levels.

Levels in prayer are achieved by burying bones. Most monsters drop bones when they die. Regular bones, the most common, give 4.5 experience points. Big bones, dropped by ogres, giants and trolls, are worth 15 experience. However, as with most skills in RuneScape, the best bones are only available to members. Bat bones, baby dragon bones, jogre bones, dragon bones are all available from their corresponding monsters. The new Zogre Flesh Eater Quest allows access to a training area where you can pick up Zogre, Fyrag, Raurag and Ourg bones (which give the most experience in the game).

After Completing the Ghosts Ahoy, players can gain entry to the ectofunctus, which through a tedious process, allows the user to get 4 times the amount of normal experience per bone. However, this process is usually only used for Dragon Bones and the new zogre bones, because it is not economical to use with the other bones.

When a player uses a prayer, their prayer points will gradually drop at a set rate depending on their level. Players can use multiple prayers at once, however this will cause their prayer points to drain faster. One's maximum prayer points are equal to their level in prayer. Prayer points can be recharged at any altar (usually found in churches). The "restore prayer" potion will also restore 21 points of prayer, although this is available only to members. The so-called Prayer Guild is located on the second floor of the monastery. The altar there recovers prayer to two above one's maximum. This altar can only be accessed by those with a prayer level of 31 or above.

People who rely on prayer in combat (and thusly have a massive prayer level) are often called "prayer beasts". They typically wear priest, druid, monk, or Zamorak robes, and wield maces; all of these give bonuses to prayer. Three types of amulets also lend power to prayer: the Amulet of Glory, which, along with other things, gives a +3 to prayer, and the (Un)holy Symbol of (Zamorak or Saradomin). These amulets of the gods give a +8 bonus to prayer.

After finishing the Horror from the Deep quest, people are given a prayerbook. There's a choice between the three RuneScape gods: Zamorak, Saradomin or Guthix. After all four pages of the book are filled, the player will be able to preach. Damaged book (Guthix) - When completed, it gives +5 to prayer and +4 to all Attack, +4 to all Defense stats. Damaged book (Saradomin) - When completed the Holy book gives +5 to prayer and +8 to all Defense stats. Damaged book (Zamorak) - When completed the Unholy book will give +5 to prayer as well as +8 to all Attack stats.


Ranging

Ranging is another combat skill, dealing in the art of chucking or shooting sharp things at other people. This skill is important to the balance of RuneScape's combat. RuneScape has this to say about ranging, "The ranged skill is used for attacking players or monsters from a distance with weapons such as bows and arrows, throwing knives and many others. This skill is useful if you prefer to fight a foe from a distance, using hit and run tactics to avoid damage yourself. Range is also particularly effective against mages and the armour (Dragonhide) provides defense to the powerful combat spells, so this is a useful skill when fighting magic users."

Ranging is an important and useful skill to have in many places and can also provide some interesting times. Ranging is also said to be a quicker skill than magic and melee to improve. Ranging is also intertwined with the skill of fletching, as nearly everything made in fletching uses the ranging skill when used for its task. As result many players who develop one skill will work at the other at the same time. This is similar to some other skill complements, such as firemaking is only mainly useful for woodcutting. It is really more similar to the connection between smithing and fighting, though these skills are also heavily reliant on other skills, in the case of smithing it's normally linked to mining. In any case, ranging can be way to reap the benefits of other production skills and provide an alternative way to kill other players (in the wilderness only) and NPCs. For those that don't want to use magic, it's the only other way to do range attacks and would be even more useful in that case.


Runecrafting

Runecrafting was not in the original RuneScape but was available in RuneScape 2. This skill is used to create the necessary runes for casting magic. The two components needed to create a rune are rune essences and talismans. Players must first complete the Rune Mysteries Quest to gain access to the underground mine containing rocks for making runes (players must also complete special quests for higher rune talismans such as the one for law runes). Players must then mine the rocks to obtain rune essences which are not stackable, unlike runes. Talismans are obtained as drops from monsters, and there are several different types, each corresponding to a type of rune. The talismans act as a kind of compass, giving the direction of the corresponding altar ruins. Upon placing the talisman on the altar ruins, the player is transported to the location of a rejuvenated altar. Using this altar will transform all rune essences which the player is holding into runes of that type. The function of the talisman can also be transfered onto a tiara by using it an a runecrafting altar. After this enchanting process, the tiara can be worn to get access to the runecrafting altar without the talisman.

As players progress in the skill they can create rarer and more valuable runes. Non-members are limited to the elemental, body, and mind runes. Members can also craft cosmic, nature and law runes. Runecrafting is a very difficult skill to gain experience in, as the runecrafting altars are a long distance away from a bank where a player can store the crafted runes and obtain new rune essences. The use of teleportation and high agility help to speed up this difficult skill. Higher levels also enable a player to runecraft multiple runes from each rune essence. In order to speed up the runecrafting skill, some players pay other players to bring them the essences and trade them for money or runes.

Member players also have access to the Abyss. This is a more dangerous, but faster path to all the runecrafting altars. The Abyss also is the place where players can obtain four sizes of pouches to hold essences. Larger pouches require higher runecrafting levels.

Although not in the game currently, it has been confirmed that talismans and altars will exist for the highest-level runes in future updates this year.


Smithing
Smithing is a skill in RuneScape that has the potential to be extremely profitable. Smithing uses the ores obtained from mining to make armour and weapons.

There are two stages for smithing: Smelting (obtaining bars by smelting them in a furnace) and forging the equipment. As a player's level increases from smelting and smithing, better types of bars and more valuable equipment will become available. All bars have a 100% chance of being successfully smelted, with the exception of iron, which has a 50% chance. However, with the aid of an enchanted Ruby Ring of Forging, one can make up to 140 iron bars with a 100% chance. A 100% iron-forging rate can also be achieved through the spell "superheat item", if you have the magic level and runes required to cast it.

Bronze, iron, steel, mithril (abbreviated: mith), adamantite (abbreviated: addy), and runite bars (abbreviated: rune) are used to make corresponding armours and weapons. Gold and Silver are used for making jewellery. Arrowheads, wire, nail, and dart tips can also be created with smithing.

There is no way to make Black or Dragon equipment. Dragon, supposedly, is from another world, but there is no word on why Black is unsmithable. Some people speculate that black is made from pure coal, but in reality black armour comes from "impure" iron ore that has large amounts of carbon in it turning the armour a black color.


Woodcutting

Woodcutting is extremely simple and only involves cutting wood. All one needs is an axe, which could be made of (in order from the weakest and least-expensive type to the strongest and most-expensive types) bronze, iron, steel, black, mithril, adamantite, and runite. Axes can be wielded and used as a weapon, or may be kept as inventory and unlike in mining, any hatchet can be used at any woodcutting level. When woodcutting, many players deposit their weapons and wield their axe to allow one extra space for logs in their inventory. The logs that can be cut on free servers are regular trees and evergreens, oak, willows, maples and yews. On member servers there are hollow trees and magic trees. On free servers woodcutting is not a profitable skill without trading with a member player. On members servers it is the total opposite as it forms the basic ingredient for the members only fletching skill. As member players are also capable of trading on the free servers, there is an increased demand on the popular logs (normal and yews).


Member-only Skills

Agility
Agility is used to access some remote areas and to take shortcuts, especially in the wilderness and on some more difficult quests. A higher agility level also contributes to a faster stamina regeneration rate which helps the player run further and faster - this is particularly convenient when escaping from a player killer in the wilderness or traveling to a distant town. Faster travelling is beneficial to many other skills that require a player to navigate between a bank and an experience-enhancing location. A reduction in travel time allows a player to spend more time in enhancing a skill.

When a player reaches a certain Agility level, he or she will be able to complete certain obstacles with a 100% chance of success. A player with a low Agility level will not be able to attempt most obstacles. Courses, formed by multiples of obstacles, provide excellent training for Agility. Experience is obtained after the completion of each individual obstacle, and a bonus is added when successfully completing a course in a certain order. If a player falls while attempting to overcome an obstacle, damage may be dealt.

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Fletching
In real life fletching is the art of making arrows, and in RuneScape it is the same but it is also the ability to make bows and do some other tasks. The skill debuted in 2002 in RuneScape Classic, and is also in RuneScape 2. Used to create bows and arrows, coupled with magic, this skill is very good for making money and gaining experience in both skills. The RuneScape website says: "To make bows you first need to acquire some wood. Depending on the type of tree you chop down you can get different sorts of logs. Next use a knife with the logs to cut them into either a shortbow or a longbow. If you want to make several of the same object, simply right-click and select the number you wish to produce. To make a bow string you need to find a flax plant and use it with a spinning wheel. Finally add the string to the bow to complete it." Rarer types of wood are harder to acquire, but make better bows which shoot more accurately. There are many different types of bows, each requiring a certain skill level both to make both for short and long versions. Some types of bows include 'generic' Bow, Oak Bow, Willow Bow, Maple Bow, Yew Bow, Magic Bow with oak short bow requiring, for example, level 20 fletching but something like the Magic long bow requiring level 85.

There are other things to be made besides bows though, like arrows, throwing darts, crossbow bolts, each of which follow a similar pattern of both high and low level versions. With the case of arrows, it's important to make arrows that which a bow can handle, as some higher-level arrows cannot be wielded on low level bows. Bolts do not have this restriction, and as of 2005 only coming in five types, normal, poisoned, Opal, Pearl and Barbed bolts. The throwing darts again require different skill levels to use a different material set similar to armor and swords, starting with bronze and going up to rune, with better darts needing a higher level of fletching. In the case of darts, the ranged skill determines if it can be wielded. Making darts of too high a level for ranging skill means that the player cannot use them.

After completing the Zogre Flesh Eater quest one can make composite ogre bow and brutal arrows. Brutal arrows come in all the metals that and use nails instead of arrow heads. The composite ogre bows are made with an achey log and wolf bones.


Herblore
Herblore is used for quests and for creating a variety of potions. Herblore always requires an herb and a second ingredient, like an eye of newt. According to the RuneScape website: "Herblore is used to make different sorts of potions and poisons. Before you can use herblore you will need to complete the Druidic Ritual quest". The herbs found in the game will often require identification, some common herbs used to make potions include Guam Leaf, Marrentill, Tarromin, Harralander, Ranarr Weed, Toadflax, Irit Leaf, Avantoe, Kwuarm, Snapdragon, Cadantine, Lantadyme, Dwarf Weed, and Torstol. However not all herbs can be identified immediately. Another key part of being able to make potions is having a vial, which can be made using crafting skill or can be bought from the store or other game players. A vial is filled up with water and herbs to make a potion. There are a number of potions available to be made largely dependent on the herblore skill level which determines what herbs can be identified, and what potions are possible to make. Other things besides just herbs can be used in potions, including ground ingredients such as unicorn horn, blue dragon scale and chocolate, which must be ground first to be used though. Also potions can be used for a wide variety of things, but poisoning can only be done to certain game items such as arrows and daggers. Anti-poison potions can be made to counter the effects however.

Guthix is the god of balance in RuneScape. He supposedly created the Herblore stat. Taverley is a town completely dedicated to Guthix. He is followed by the Druids of Taverley. In the Mage Arena, you can get a Guthix Staff to perform the Claws of Guthix spell. In his letters on Runescape.com, he talks in Middle English.


Slayer
According to the RuneScape website, “The Slayer skill allows you to kill strange new creatures which would previously have been immune to your attacks. These creatures have been hoarding treasure for a long time, previously undisturbed, as such you'll find greater rewards from killing them. To start the Slayer skill find one of the Slayer Masters which are located in various places around RuneScape. There are 5 Slayer Masters in total, each catering to different strengths. They can be found in Burthorpe, Morytania, Edgeville Dungeon, Zanaris, and Shilo Village." The site continues on to say "The Slayer Master will assign you to kill a certain number of a specific type of monster, by killing those monsters you will gain experience in the Slayer skill. Each of the Slayer Masters has a different pool of creatures that he will assign from, each tailored to suit different levels of players. You may get another Slayer Master suggested to you as best suited for your level, but you can ignore that advice if you wish." A more complicated skill in terms having to see special people, but potentially a fun way to be able to kill a lot of more off-beat monsters different from the normal ones. Many of these are very innovative methods sometimes requiring special equipment such as earmuffs. The idea is that, for a normally equipped player, the monster has a special ability that stops you from being able to attack and kill it similar to the trick Hercules employed in Greek mythology.


Thieving
A darker skill, thieving lets a player pickpocket, steal from market stalls and chests, and unlock doors using unorthodox methods. Items that can be gained range from cakes and fur to gems through pick-pocketing some of the most powerful NPCs, like Heroes, in the game. An example of using the skill would be pick-pocketing a Warrior NPC, found in Al-Kharid and North of Ardougne. It would require level 25 thieving and gives 25 experience points and 18 gp (units of game currency). Another example of using the thieving skill would be stealing from a stall in the market area. One specific example would be stealing from a fur stall, which requires level 35 thieving, and if successfully done results in getting 25 thieving experience points, and either Grey wolf fur or regular fur (as of 2005). The lock picking of chests and special rooms on locations on the map follows a similar process, each requiring a certain level and resulting in certain benefits. The skill development is also affected by random events, in this case meaning special events that occur randomly in the game to player when engaging in a task (see other section).In the case of this skill, it is a watchman whose level ranges from level 14 to level 170, depending on your combat level. A poisonous cloud can also hit you if you thieve too much.


Farming
Farming has not yet been introduced (see the upcoming skills section).


Other Skills
The following skills and abilities are very important to play the game. These skills differ from those described above because they are not always dependant on experience points.


Player Killing (PvP)
Player Killing, or PvP is the activity of killing other players for their items. This is a great money maker for those who are adept in this skill. PvP requires a great deal of skill, coordination, and planning. The Wilderness in which player killing occurs is very dangerous, although there are many prizes and rewards waiting for those who are courageous enough to venture in.


Scamming
This is against Jagex rules, but some players try to trick other players into fraudulent deals. It is very important for players to be able to identify these scammers as player trading is such a major part of the game. The game helps prevent player to avoid scamming. The key aspect is to carfully examine the items on the final trading screen. At this point of the deal, players can only accept or reject a deal. In the excitement of striking a "good" deal, players may forget to check the last screen and accept the deal too quickly only to find that some items have been changed or the number of items to be 10 times lower.


Navigation
Knowing your locations in RuneScape and the fastest ways to get to them can make a huge difference in how you experience the game. There are several methods of transportation that may be available to you depending on your skill level, items in your possession and which quests you have completed.


Walking and running
Walking and running are the most basic form of transportation, requiring no money, skills or items. Walking is your normal mode of transportation and running is an option for when you need to pick up the pace. Running depletes your energy; when it gets to zero you will automatically start walking again. The drain rate depends on the weight of your equipment. The recharge rate depends on your agility level. There are several potions that can rapidly restore your energy.


Ships
There are ships located in many of RuneScape's coastal cities. Most require you to pay a boarding charge. They can take you to places (usually islands) that would otherwise be inaccessible as well as provide you with short cuts, i.e. taking a ship from Port Sarim to Karamja then another to Ardougne saves time and a trip over white wolf mountain.


Teleportation
There are several means of teleportation in RuneScape. By using runes and your magic skill you can teleport to most major cities. There are also several pieces of jewelry and a musical instrument that can teleport your character to different cities and locations. There are also teleport levers in Ardougne and the high level Wilderness that provide a quick escape and alternatively an ambush. Teleportation by magic and jewelry is usable everywhere but the Wilderness above level twenty with the exception of the Amulet of Glory which works until level 30.


Gnome Glider
After completing The Grand Tree quest, you will be able to use the Gnome Gliders located throughout RuneScape. The gliders are located at: The Grand Tree, The Gnome Battlefield, Al Kharid, The Digsite (you can only go to the digsite, the glider there is broken), White Wolf Mountain, and Karamja.

After you finish the One Small Favour quest, you can then take a glider to Feldip Hills.

You can take any of them to the Grand Tree which is the hub and either get back on to get to a different city or get off and use the spirit trees.


Spirit Trees
To use the spirit trees you must first complete the Tree Gnome Village quest. There are two old trees and two smaller trees. The two old trees are in the Tree Gnome Village and Tree Gnome Stronghold; they can teleport you to any of the other trees. The smaller trees, the Forest North of Varrock Spirit Tree and the Battlefield of Khazzard Spirit Tree, can only teleport you to the Tree Gnome Village tree.


Maps
There are several maps available to players. The in-game map is the most useful; it shows the location of other players, monsters and items in relation to your character by the use of colored dots. You may click on the map to move your character; it will navigate around most obstacles. The maps of the entire RuneScape world are available at any time just by clicking the link at the top of the game window. It shows all the above ground features including the locations of cities and resources. The world map opens in its own window. There is also an interactive map of the free to play world called the newcomer's map. It can be purchased at the Lumbridge general store; it shows the free to play cities and flashes your current location.


Merchanting
Most items in RuneScape have a range of prices that are considered fair. A lot on money can be made by knowing the value of items in different places. Materials are cheaper near their source, i.e. fish are often dropped or given away at the docks and fishing holes, but a player low on health deep in a dungeon will give almost anything for enough food to get out alive. Merchanting by chance like that will give you small amounts of cash from time to time but if you know where there is a need for items you can collect lots and sell them in those locations. Another option is to use the RuneScape message boards to sell your items or services. Quantity discounts do not always apply because of the effort in collecting large amounts of items.


Upcoming Skills
Two new skills have been revealed for RuneScape recently. Updates for them have already been created. The first skill is farming and the seeds have already been created. These can be found by pickpocketing Master Farmers from Draynor Village, by stealing from stalls in the same area, or killing regular Farmers throughout RuneScape,. There is also a woman in Draynor Village called Olivia who will buy and sell seeds. Not many details for this quest have been revealed however it is known it will be created in July.

The other skill is carpentry. Very little information for this skill has been revealed and it is not known whether it will be created in July or later. This comes with the new challenge Jagex are undertaking of P.O.H. (Player Owned Houses) which will be a huge update for the game.


SECTION 3: PLACES IN RUNESCAPE

The known world of RuneScape is divided into two main landmasses to the east and west. They are connected by a strip of land to the north which forms a gulf between the landmasses. Many islands both large and small dot the gulf as well as the sea to the northwest. Players with free accounts are limited to Al Kharid, the kingdoms of Asgarnia and Misthalin, and most of the northern wilderness in the east landmass, along with some islands in the gulf. The flora on most of the land suggest a generally temperate climate. A few of the islands are tropical, and Al Kharid and its surrounding areas are desert. The wilderness' climate cannot be determined as the area has been devastated and made barren by volcanic activity. The only areas with a cold climate are those with high elevation in the north of RuneScape, Ice Mountain, White Wolf Mountain and the areas above the Troll Strongohld.

The lands beyond the known world are inaccessible and serve as space for the developers to add new areas. Expansions that have been heavily hinted at are an elven land to the west, and an oriental/samurai land to the east. However, the existing land is sometimes modified to serve this purpose as well, and Jagex has started to expand the land 3-dimensionally, building extensive underground networks.

Regions

Crandor
Crandor is an island off the northern coast of Karamja. Non-members can access this island as part of one of the most difficult quests in the game: Dragon Slayer. On the first trip to the island, one must either take a boat at Port Sarim or buy the boat and fix it then go to karamja through the secret passage way. No matter what ways you used to get there, the boat will appear as permanently damaged and the only way to get to the island is to take the same underground pass which you might have found it before quest that originates by the Karamja Volcano. The island houses many dangerous monsters, such as Snakes, Scorpions, Giant Scorpions, Lesser Demons, Skeletons, Monkey and Elvarg (the dragon you need to slay to finish the Dragon Slayer quest), so come only with food and only if you can defend yourself. However, for the more experienced players, Crandor island is a great place to train on high level monsters. The island also exhibits some coal and other ores like mithril and adamant, if you want to mine, but it is a long way to any bank. One last tip for lesser demons slayers, you might want to bring your silverlight along to hit the lesser demons it is more effective.


Entrana
Entrana is also known as the Holy Island. You can reach it by taking the free ship from Port Sarim. No weapons or armor are allowed on Holy Entrana; you will be searched at the ship and will be denied passage until you have banked or dropped the offending items, but some players have found creative ways around these restrictions, such as fletching their own bows and arrows on the island. Entrana is only accessible to members. You can find all of the ingredients and tools to make glass (for crafting) as well as a prayer altar, some fishing spots, and a dungeon with a one way ladder. Entrana is inhabited by monks, unicorn, a bear and a rare indigenous bird known as the Entrana Firebird.


Feldip Hills
Feldip Hills is a unexplored region of rolling hills south of Yanille and Gu'tanoth, the ogre city. Feldip Hills has recently been visited by the gnomes who have installed a new Gnome Glider station there. You must finish the One Small Favour quest to use it. To the east of this glider station is Rantz, the ogre you talk to to start the Big Chompy Bird Hunting quest. On the west side of Gu'Tanoth and directly below Castle Wars is the starting point for the Zogre Flesh Eater quest.


Karamja
Karamja is a tropical island in the center of the RuneScape world, only accessible via ship routes from the mainland. All of these ships cost 30 gp one-way. There are two parts to Karamja island, joined only by a narrow sandbar. The north half is again further divided into the members section and the nonmembers section (the south half is completely members only).

In the nonmembers section (to the northeast), there is a ship route to Port Sarim, a general store, entrance to the Karamja Volcano (tunnel to Crandor Island and home of Lessers Demons, Skeletons and the notorious Elvarg of the Dragon Slayer quest) and most importantly, the only place where nonmembers can fish tuna, lobsters and swordfish.

The members only northwest section of Karamja is based around the city of Brimhaven, a town where tribesmen meet pirates and colonialists. The main attraction of the town is the Agility Arena, which offers a place for members to obtain agility tickets that they can later exchange for agility experience or items. The entrance to the Karamja Dungeon is just west of Brimhaven. This is definately one of the most dangerous places in all of RuneScape. Pay 875 gp to enter, and chop down the vines inside with a hatchet. The monsters that can be fought down here include Moss Giants, Wild Dogs, Fire Giants, Greater Demons, Black Demons, Red Dragons, Baby Red Dragons, Bronze Dragons, Iron Dragons and Steel Dragons. The last three being the only monsters to drop the rare Dragon Skirt and Dragon Legs. A dock just north of Brimhaven allows travel to Ardougne, and lastly, some of the best gold mines in all of RuneScape exist in the far reaches of this section.

The southern section is three times as large as the northern section. The most remarkable thing about this area is the amount of quests that take place or originate here, including the Jungle Potion quest, the Shilo Village Quest and the thrilling Legend's Quest. The area is based around two cities, Shilo Village and Tai Bwo Wannai. Tai Bwo Wannai is home to a small tribal village, whereas Shilo Village houses a bank, the hardest Slayer Master in the game, and area to mine Red Topaz, Opals, Jade Rocks, Saphires, Emmeralds, Rubies and Diamonds. Outside of the cities is basically nothing more than a dense forest with Nature Rune altar for Runecrafting, a Jogre Training area, a Gnome Glider to the east, a one-way ship to Port Khazard and the Kharazi Jungle (the setting of the larger part of the Legend's Quest).


Kingdom of Asgarnia
The Kingdom of Asgarnia is perhaps the smallest of the 3 main kingdoms. It consists of the city of Falador, where The Knight's Sword and Black Knights Fortress quests start. This city is usually crowded in non-members servers, and can be even more crowded in members servers. The Kingdom is usually called the mining city because of its underground Dwarf mines, 2 banks, and a furnace all close by. Other cities in the kingdom include Taverly, the city of the druids and the home of herblore, and Burthorpe, which is controlled by the Imperial Army and is in a constant state of war with the trolls.


Kingdom of Kandarin
The Kingdom of Kandarin is the biggest of the Kingdoms in RuneScape. It is totally in members land and accessible only on members servers. The boundaries of this kingdom are not clear. This kingdom includes the city of Ardougne (consisting of East Ardougne and West Ardougne), Seer's Village, Catherby, White Wolf Mountain, Gnome Stronghold, Castle Wars arena, and Yanille. Most of the members quests and guilds are found in this region.


Kingdom of Keldagrim
This is the kingdom of the Dwarves, recently opened to allow human access. It is the only underground kingdom, and contains the city of Keldagrim, a center of trade and technology. However, this is about all this kingdom contains.


Kingdom of Misthalin
The Kingdom of Misthalin is the biggest of the two non-members kingdoms, and is usually the most crowded and famous. The city of Varrock is found in this kingdom and serves as its capital. This kingdom also includes Lumbridge, Draynor, Barbarian Village (although it can be recognized as a independent state), the Wizard's Tower, the Stone Circle, and Al Kharid, which is more of a independent city than a territory of Misthalin, even has its own borders. Most of the non-members quests take place or begin in here.

North of Varrock, bordering the wilderness, is the Jolly Boar Inn tavern. The tavern is frequented by the retired vampire hunter Dr Harlow, and a suspicious looking black knight.


Miscellania and Etceteria
Miscellania and Etceteria are island kingdoms. These islands, modifications of the words "Miscellanous" and "Et cetera", are accessible by longboat from Relleka in Fremennik Province, but only after completing The Fremmenik Trials quest. There is a bank, and the start of the Throne of Miscellinia quest. However, don't allow the proximity of coal rocks and maple trees to a bank lure you here as these resources are not bankable, but rather only available to increase your popularity among the citizens of the island.


Morytania
Morytania is the land East of the River Salve. To reach it you must complete the Priest in Peril quest to gain access to the holy barrier that separates it from the rest of RuneScape. There are three towns in this region- Canifis, Mort'ton, and Port Phasmyatys-, and each has its own quirks about it. Canifis is home to a fine clothes store, an inn, a bank, a shop with overpriced stuff, and several quests. It is also, one should note, populated entirely by werewolves. Mort'ton is accessible only after starting the Nature Spirit quest, and its entire population is under some sort of trance... Port Phasmyatys is no slouch in the weird category either- it's populated entirely by ghosts, and unwilling ghosts at that! Morytania is also home to the Barrows, the burial sites of 6 ancient warrior brothers who fought during the God Wars, and their spirits and equipment still remain in the ancient tombs. The equipment is currently the most powerful equipment in the game.


Tirannwn
Accessible only after completing The Underground Pass quest, Tirannwn is the home of the elven population and is the host of the Regicide quest, the latest quest in a series to solve the mystery of King Tyras and his twin brother Lathas. Little is known about this country except that it is strewn with traps and seems to have been doing very well on its own until Tyras barged in.

Bring food when going here.


Wilderness
To end up in the Wilderness, simply go North long enough in any part of the free to play world. The Wilderness is the only place outside the dueling arena that players may attack each other. The quirk about the Wilderness' attack-players feature is that it strengthens the deeper(further north) you go. At the northern edge of non-member's wilderness, people 48 levels (56 in the member's version of the game) above or below you can attack you, while at the southern edge, only people one level above, one level below, or the same level as you can attack you.


Cities

Al Kharid
Al Kharid is a desert town located southeast of Varrock. It contains a bank, a general store, an armored skirt store, an armored legs store, a furnace, a tanners, a gem trader, a silk trader, a scimitar store, and a crafting shop. To the north is a mine (to mine) and to the south is a fishing area for lower levels beginning to train their fishing. At the very center there is a palace containing level 9 Al-Kharid Warriors, which are excellent for training your combat. Also, there is a multitude of men to train on. Al-Kharid has two entrances, a toll gate directly east of Lumbridge Castle, as well as a northern entrance above the mine. Otherwise, it is fenced. However, members may access it by using a Ring of Dueling to teleport to the Al-Kharid Duel Arena, using the Gnome Glider, or by teleporting with an Amulet of Glory. The Prince Ali Rescue quest can be started here.

If you are a member, you can access the Shantay Pass to the far south. Here there is a chest for banking, as well as Shantay and several Shantay Guards. If you purchase a Shantay Pass, you may enter the southern desert. Here there is a Bedabin Camp, as well as a Mercenary Camp. Just outside the Pass you may start the Tourist Trap quest. Also, there is a pit to the west of the Pass that is accessible when a rope is tied to it. This leads to the lair of the level 333 Kalphite Queen, the strongest monster in RuneScape, and contains lower-leveled Kalphites (giant bugs) as well. The desert contains vicious attacking camels, which drop meat suitable for Kebab-making, as well as Desert Wolves, which drop only Wolf Bones. Also, if you travel in the desert with armor, you will sustain damage, and filled waterskins are necessary to prevent dying from thirst, which will also cause damage. Wearing Desert Robes (top), Desert Robes (bottom), and Desert Boots (all purchasable from Shantay) can lower the frequency of this effect.


Ardougne
Ardougne is the largest city in the member’s version of RuneScape. It is split into two halves, West Ardougne and East Ardougne, with West Ardougne being quarantined due to a supposed plague break out. East Ardougne is a popular thieving skill training spot due to the existence of a large market district with many stalls to steal from.

Ardougne is a well traveled town due to its size (there is no way to walk around it), the fact that it has a dock that can transport members (which is a very convenient form of transportation for users who lack magic experience), and that a level 51 teleportation spell can teleport a mage to the city itself. Ardougne, like Falador and Varrock, has two banks to support the high amount of traffic. Both banks are located in East Ardougne with one being on the north side of the city and the other being on the south. There is a Zoo towards the southern side of East Ardougne with a General Store being just north of that.

Many quests have their origins in Ardougne with the Plague series being the most popular. West Ardougne is in shambles after suffering from a supposed plague. The city placed this district under strict quarantine after the breakout.


Barbarian Village
The Barbarian Village is a small town west of Varrock, east of Falador, north of Draynor Manor, and south of Edgeville. Its central positioning makes it a somewhat well-traveled area, but many people go there to take advantage of the clay oven and spinner, the bar, the four coal rocks, and of course, training on the barbarians. This area also contains a helmet shop, with a modest amount of helmets for sale. Members may find the northern area, which contains two unicorns, to be modestly useful in gathering unicorn horns for herblore. Also, in a member world, barbarians may drop level 1 treasure trails. Barbarians are level 7 and wield an iron battleaxe and throwing axes, while their female counterparts are level 8 and wield an iron spear. Talking to them yields little information, and they may be prone to attack.


Burthorpe
Burthorpe lies north of the Hero's Guild and Taverley, in the members only territory. It is the starting point for the Death Plateau Quest and features a mighty castle, general store, inn, and many houses. Soldiers and those loyal to the principality of Burthorpe often train there, especially in times of war. There is a game room in the Prince's Castle where you can challenge other players to a series of games. Beyond Burthorpe is the Death Plateau, where monstrous trolls lurk and fire stones upon you if you come near their sight.


Catherby
Catherby is the first town coming West over White Wolf mountain. It is the main member's fishing spot after the fishing guild. Catherby is generally a fishing place, with a bank right near a fishing spot for sharks, lobsters, bass and various other fishes. It is currently the only place where you can fish using a big net outside of the fishing guild. It also has a fletching shop, and a candle maker. This city also has the range closest to a bank in all of RuneScape, which makes it an ideal place for cooks.


Canifis
Canifis is commonly referred to as the "werewolf city". Canifis is inhabited by what look like normal men and women with a higher than normal combat level, when attacked they transform into large high level wolfmen and women. If you have Wolfbane, the magic dagger which can be obtained after completing the Prince in Peril quest, and attack with it, the men and women don't transfrom. It has a bank, tanner, pub and general store as well as a clothing store that sells the coloured gloves and robes. Although Canifis is a member's city, the coloured gloves may be sold to non-members; it is considered scamming to charge unfair amounts for them or to try to pass them off as rare items.


Draynor
Draynor is located between Lumbridge and Port Sarim at the crossroad of the main southern East/West road and the road to the Wizard Tower and Draynor Manor. It is also one of the teleport locations on the amulet of glory. It home of Aggie the witch who can make dyes for you and Diango the toy seller who sells toy horses , as well as spinning plates. He also replaces lost yo-yos and rubber chickens. There is also a bank, some net/bait fishing spots and a stand of willow trees. The trees and their close proximity to a bank make it a popular place for players to train their woodcutting and firemaking skills. In RuneScape Classic, Draynor is where you were able to trade items like ores, bars and fish for certificates (or certs) but now non-stackable item can be withdrawn from a bank in stackable note format which has reduced its popularity. The beach is a very popular location for fishing, woodcutting and firemaking as it contains a fishing spot and a large number of willow trees.


Edgeville
Edgeville is located north of the Barbarian Village at the edge of the Wilderness. You can reach it by going directly North at the Barbarian Village, Northwest from Varrock and over the bridge on the River Lum or a short trip through the low level wilderness from the Monastery. It has a bank, general store and an entrance to a dungeon. The dungeon is a tunnel to the locked house West of Varrock and has a wilderness wing accessible only on members servers. Edgeville is a popular starting point for wilderness excursions. The Amulet of Glory has a teleport directly west of Edgeville's Bank.


Falador
Falador is home to the White Knights and has two banks, one in the west and the other in the east, a furnace, a hairdresser, and a garden. It is close to Port Sarim, the Barbarian Village, Draynor Village, Varrock, and the infamous Wilderness. The bar in Falador sells several special ales.

It is also the home to the Mining Guild, where players with a mining level of 60 or more can enter and mine extensive amounts of coal and mithril, pick on the scorpions and check out the local dwarves. The Black Knights' Fortress and The Knight's Sword quests start in the White Knights' Castle in the south area of Falador.

There is also an entrance to the Dwarven Mine, a mine full of scorpions, king scorpions and dwarves. There are also anvils in the mines and a steam-powered train which goes to the recently released Dwarven Capital of Keldagrim.

The town itself is roughly a rectangular area surrounded around the outside by a wall. In the south western rear is the White Knight's castle which is surrounded by a moat, and takes up just less than half the town. The castle area extends from the middle of the town to the west wall, and about two-thirds of the way to the north wall. In the remaining sections are the number of shops and stores and in the eastern portion the Mining Guild. Within the Mining Guild is a fairly larger underground area as well. In the castle, which can only be entered from the north, there are a number of floors and levels in addition to a central courtyard. The other major feature of Falador is a park that occupies the north middle section of town, and is north and to the east of the castle. On the west side it is bounded by a Shield shop, and on the west by the Mining Guild. There are two main entrances to the town, one on the south middle through a gate, and the other through the north gate which is located almost directly north of the castle and in between the Shield shop and a General Store. One interesting feature about the town is that its possible to walk entirely around the castle moat.

Although not set out by the creators of the game, Falador's east bank, and park to the north, in World 2 is home to the member's marketplace, which has such a high turnover of messages it is impossible watch them on the chat window below the game window.


Lumbridge
Lumbridge is a town for new players who have arrived from Tutorial Island, as well as players who have died. It lies between Al Kharid and Draynor. In this town one can start the Cook's Assistant, Restless Ghost and Rune Mysteries quests. The facilities in Lumbridge include a furnace, a general store and Bob's Axes as advertised in flyers distributed in the RuneScape world by several NPCs. There are also fly fishing spots and many low level goblins for new players to train on. Southwest has the hideout of H.A.M. for members.


Keldagrim
Keldagrim is a large, underground dwarven city, a center of prosperity, trade, and technology. As you make your first boat trip in, you'll pass under the huge council building, where many trade companies barter and trade on a floor named "The Octagon" On the first floor on either side of the river are a multitude of services and shops, who could always use a helping hand. On the West side of the river you'll find more shops, a bank, and even the HQ for the dwarven black guard. On the eastern side, some might consider it the slums, you'll find a few more shops, some run-down housing a coal mine, and some cart transports, a new form of transportation that takes you to White-Wolf mountain and Ice Mountain, for a fee of 150gp.


Menaphos
Menaphos is an extremely hostile city in the desert. While it is wary of allowing outsiders to enter, one may gain enough of their trust to enter the resting place of their dead, Sophanem.


Mort'ton
Mort'ton is a human city located on the East side of the River Salve beyond the Morte Myre Swamp. It has a general store and building supply store run by the same NPC. Unfortunately all of the residents of Mort'ton have been afflicted by a strange condition that you must cure in the Shades of Mort'ton quest before you can talk to them. Once you have completed this quest you will be able to cremate shades to get the keys to the chests containing the fine cloth for making split bark amour. You get to train Combat, Prayer, Crafting and Firemaking while trying to retrieve the fine cloth, & also can make significant amount of money from selling the other items you find in the chests.


Port Khazard
Conceivably the home of the Khazard Army, Port Khazard has TWO shops, a small mine, an anvil or two, and only two things that makes it worth mentioning:

In the trawler minigame, one tries (with some friends, rope, buckets and tar paste) keep a leaky boat afloat as they catch shrimps, lobsters, and maybe even the highly covetted sea turtle or manta ray.
Anyone who has ever thieved the H.A.M.S. in the dungeon east of Draynor Village would have come across many "rusty swords" that at first appear useless. However, if taken to the sword sharpener, he will charge 100 gp and return a sword of any type and metal. Sometimes one can get a rare sword that he will offer to buy.

Port Phasmatys
Port Phasmatys is the city used in the Ghosts_Ahoy quest. Until the quest is completed, 2 ecto tokens are required to enter. The city is full of ghosts, that you can only talk to if you have the ghostspeak amulet, obtained during the Restless Ghost quest. Inside the city is a general store(that carries 100 buckets),a range, a furnace,a bank and an interesting NPC hailing from the eastern lands. It is worth noting that this furnace is the closest to a bank in the game, making it popular to smithers. While the range is also close to a bank, it does not beat Catherby, however, you CAN build fires in the bank.


Port Sarim
Port Sarim is a port city to the south of Falador which contains a battle axe shop, a magic shop, a fishing shop and a jewelry shop. This port also has a ship that travels to Karamja, a island where you can find the famous Karamja rum. You can start the Pirate's Treasure quest by speaking to Redbeard Frank on the Port Sarim dock. The port is also the departure point for the ship to Crandor in the dragon slayer quest, and the ship to Entrana in the members version of the game. A prison is also found at the port, in the members version it can be reached by teleport from Shantay Pass.


Rimmington
Rimmington is strategically used for crafting purposes by those whose crafting levels are below 40 and are therefore unable to enter the Crafting Guild. Its abundance of gold rocks and the presence of a Crafting Store makes it ideal for low level crafters to get some easy experience. There is also a ranging shop for free players that sells from steel to adamant arrows, and from oak bows to maple bows.


Seer's Village
The Seer's Village is located Northwest of Catherby. It is the fletching and woodcutting center of RuneScape. All kinds of trees are found in or around the city and it is a close walk to the flax fields. Amenities include a bank, a spinning wheel, anvils, a pub, a church with an altar, and Party Pete's Party Room. The Party Room is a large building where player can have drop parties, social gatherings where players drop (usually rare) items for others to get. Player can deposit items into a chest, and when Party Pete is paid, the items will drop from the ceiling inside poppable party balloons.


Sophanem
Sophanem is a city in the Kharidian Desert past Al Kharid and just east of Menaphos.

Sophanem can be only accessed by starting the Icthlarin's Little Helper quest and it only used in the quest. There is no other purposes of this city.


Tree Gnome Stronghold
The Tree Gnome Stronghold is located northwest of Ardougne in the members world. It has many attractions such as the low level agility arena, the gnome ball court and a sentient tree and a Gnome Glider. The Gnome Glider is located in the top level of the Grand Tree. The Grand Tree is the home of the king; it has multiple levels of catwalks and raised platforms. In the Grand Tree you will find a bank, a clothing store selling pastel gnome robes, a weapons store, a gnome restaurant and Blurberries Bar. The gnomes have developed their own unique style of cooking using local ingredients and have perfected the art of mixology. You may work as a part time chef or bartender at either of the establishments to earn money and gain cooking experience. Ingredients are available at from food sellers located near the restaurant and bar. If you have completed The Grand Tree quest, you can gain access to a rich mine below the Grand Tree.


Tutorial Island
The Tutorial Island is where you begin when you create a new character. It guides you through the basics of all F2P (Free to Play) skills exept crafting and runecrafting, and after you have "completed" Tutorial Island, you are sent to the city of Lumbridge, on the mainland. Upstairs in the prayer part is one of the only four playable organs in RuneScape. If played the player will get some extra music that they can listen to in the game.


Varrock
Varrock is the largest free server town and contains two banks, an archery store, a general store, a sword shop, an armour shop, a clothing shop, and six anvils. The anvil located near the west bank is the closest anvil to a bank in all of the RuneScape world.

Varrock on the first RuneScape server (World 1) is the home of the free-to-play marketplace. Although not prescribed by RuneScape's creators to be the trading hub of the RuneScape world, hundreds of players crowd the centre of Varrock to buy and sell their items.

You can start the Demon Slayer, Romeo & Juliet, and Shield of Arrav quests in Varrock.

Varrock can be found in the kingdom of Misthalin and is nearby the cooking guild and a new member's mining site.


Yanille
Yanille is a small, out-of-the-way town south of Ardougne and Port Khazard. It houses a bank, an inn, an anvil, the Mages Guild, and the Watchtower (source of the Watch Tower quest). South of the city are Gu'Tanoth, city of the ogres, and the Feldip Hills.

The city of Gu'Tanoth houses two very important training areas in RuneScape. First of all, there are numerous blue dragon respawn points in the caves which can be ranged, maged or meleed with a halberd. Killing Blue Dragons is one of the fastest way to make money in RuneScape, and these blue dragons are less crowded and closer to a bank than those in Taverly Dungeon. The second training area is also underground, and is known as the 'greater cage'. This room is closed off by a fence so that you can not get into it, but can range, mage or melee with a halberd through it. This area is commonly used by rich, high level rangers who do not need to pick up there arrows. There are 5 Greater Demon respawns in here, which drop rune full helmets and level 3 clues. Don't forget runes for the telegrab spell when you come down here or you will regret it when you can't pick up a clue or dragon left half sheild when you get one.


Landmarks

Baxtorian Falls
The Baxtorian Falls and nearby Glarial's Tomb are the stage for the complicated Waterfall quest. A marvelous sight from the top, the falls drop down a steep incline and around a small platform, which is rumored to be the tomb - and at one time dwelling - of Baxtorian, an Elven king from ages long gone who took his riches to his grave with him...


Cairn Isle
Cairn Isle is a small island West of Shilo Village. You need to cross several agility obstacles to reach it.


Castle Wars
Castle Wars is located south of the Observatory. This is a mini game where players compete against each other in a 20 minute game of capture the flag. The winners receive tickets that can be redeemed for elegant armour, which varies in strength, and capes and hoods of the two teams in the game. The two teams are represented by two of the gods of RuneScape, Saradomin (Blue) and Zamorak (Red). Castle Wars is often used as a good training grounds for players who wish to try out new armour, spells or weapons on other players without risking them in the wilderness.


Dwarven Mine
The Dwarven Mine is located north-west of Falador. Home to two Mining Shops, a general store and at least one rock of every known minable substance except limestone, runite, quest only ores (like blurite), gem rocks and silver, the huge mines are a miner's dream- just watch out for the scorpions in the lower half! The mine also features a secret "back exit" to Falador, and an access gate to the Mining Guild.


Monastery
The Monastery is home to the monks of RuneScape as well as the Prayer Guild. In the backyard is a cabbage garden, whose cabbages may prove handy for the Black Knight's Fortress quest which takes place next door.

There are monk's robes in here and a special altar that restores 2 extra prayer points. You need a prayer level of 31 to enter. Upstairs in the monastery, you can get your holy symbols blessed, use the altar, pick up prayer robes or pick up one of the scorpions needed in the Scorpion Catcher quest.

The monks also hold one of the only ways to regain your hitpoints without eating food. Talk to them and they may heal your hitpoints. Many people take advantage of this fact and kill the monk once they are fully healed.


Observatory
The Observatory, home of the Observatory Quest, is located to the southwest of Ardougne and sits over- and is accessed by- goblin-infested tunnels. When completing clue scrolls, all coordinate clues will be based on the location of the location of the observatory. Talk to the astronomer here to get started on clue scrolls and receive a sextant, map and watch, which are required to find the location of coordinate clues.

Wizard Tower
The Wizard Tower is south of Draynor. It is home to many wizards and a caged Lesser Demon. Kill the wizards in here to get wizard hats and robes, which the best mage gear available to free-to-play (f2p) players. Also, most of the Rune Mysteries quest takes place in the basement of the tower, and the wizard Sedridor can teleport you to the Rune essence mine to mine rune essence, a material used in runecrafting. It is believed that the power emanating from these wizards is the only thing that keeps people from fighting anywhere but in the wilderness, duel arenas or Castle Wars.


SECTION 4: FREE MEMBER QUESTS

Quests in RuneScape are one time adventures which serve a variety of purposes. The novice quest quests act as tutorials to get new users acquainted with the various skills and abilities as well as giving them some extra money. More difficult quests serve as a rite of passage which tests the player's and their character's abilities. All quests include some kind of reward such as money, rare/valuable items, and increases in stats. Some quests are part of an overarching storyline. Each quest also awards a certain number of quest points. 32 quest points will grant access to the Champion's guild. The members-only Hero's and Legend's quests grant access to their respective guilds upon completion.

Here are some of the quests available in RuneScape 2, although many of these were originally for, and still are, available in RuneScape Classic:

Spoiler warning: Plot and/or ending details follow.
Standard/Free quests

Black Knights' Fortress
The black knights are up to no good. You are hired by the white knights to spy on them and uncover their evil scheme.

Start point: White knight's castle, Falador To start: Speak to Sir Amik Varze Quest length: Medium Minimum requirements: 12 Quest Points Able to defeat lvl-33 knights Members only: No


Cook's Assistant
The Cook's Assistant quest was one of the original quests in RuneScape Classic and continues to be one of the easiest quests available to both members and nonmembers alike. The game was originally developed by Paul Gower and later underwent the conversion to RuneScape 2 by Andrew Gower.


Requirements
-NONE-

Walkthrough
To start this quest, go to the ground floor of Lumbridge Castle and talk to the cook. He will explain to you that he needs to make a cake for the Duke of Lumbridge's birthday who resides in the castle, because he forgot to buy one. However, he is also missing the ingredients to make the cake, so instead of asking you to buy him a cake, he asks you to travel the lands of RuneScape collecting the needed ingredients. The ingredients that he needs are:

Egg: Go east from Lumbridge, across the River Lum and then north. When you come to a chicken farm, go inside the coop and pick up one of the eggs that are lying on the ground.
Milk: Go into the small house that is right by the chicken coop and pick up the bucket that is lying on the floor. Take the bucket to the cow corral directly east of the chicken coop and use the bucket on one of the cows; it will be filled with milk.
Flour: Head back over the River Lum to Lumbridge Castle and pick up a pot that is lying on the ground in the room where you found the cook. Follow the path north from the Castle and turn left once you have passed the field of sheep. Enter one of the fields of grain to the north of the path and pick one grain. Take this to the windmill that is between the two grain fields and climb to the top floor. Use the grain with the hopper and then operate the hopper. Go to the ground floor again and use the pot on the pile of flour to fill it.
You now have all of the ingredients that the cook needs. Talk to him and you will automatically give them to him. That is the end of the quest.


Rewards
1 qp (quest point)
300 cooking experience
Permission to use the cook's range
[edit]
Demon Slayer
The Demon Slayer quest was one of the original RuneScape Classic quests. The rewards aren't the best, but it is one of the better nonmember quests. The developer of the quest was Paul Gower, with the conversion to RuneScape 2 being done by Ian Gower.
[edit]
Requirements
Ability to defeat a level 27 Demon (Delrith); At least level 25-30 combat.
1 gp
25 normal bones

Walkthrough
To start this quest, go to the Gypsy Tent just northwest of the General Store in Varrock. Talk to the gypsy and have her tell you your future for 1 gp. She'll tell you that Delrith, the Demon that destroyed Varrock in the Second Age, has been summoned again by a group of dark wizards, and that you are the only person who can stop him. Ask her what the incantation is to stop him, and she will tell you to talk to Sir Prysin.
Go north to Varrock Castle and talk to Sir Prysin who is in the southwest corner of the ground floor. He will tell you that to unlock the chest with the Silverlight in it (the only sword that can damage Delrith), he will need 3 keys. Climb the stairs in the northwest corner of the castle to the third floor and talk to Captain Rovin until he gives you one of the keys.
You find out that one of the keys was also dropped into the sewers. Go back to the ground floor, walk to the northeast corner, climb the ladder to the second floor and pick up one of the buckets. Fill the bucket with water at the sink and then use the bucket on the floor drain just outside.
Exit the castle and take the path up the east side of the castle (outside the wall) until you come to a manhole on your left. Open it and enter the Varrock Sewers. From the ladder, you will see two narrow corridors. Go down the one on the left to the end, and the key will be on the floor.
For the third key, go to the Wizard's Tower, which is southeast of Draynor Village, with 25 normal bones. Talk to the Wizard Traiborn on the second floor, and he will give you the third key after a long story. You can always kill the wizards around the tower for their bones.
Once you have all 3 keys, go back to Varrock and talk to Sir Prysin. He will open the chest and give you the Silverlight sword. You now have to fight the Delrith. It is a pretty easy battle.
Exit Varrock through the south entrance and walk southeast a few steps until you come to a stone circle with dark wizards. Delrith is walking around the dolmen in the center. Make sure you have the Silverlight equipped and attack him. When he is low on health, a menu will appear giving you a few choices of incantations. If you do not remember the incantation the gypsy told you, it was "Carlem Aber Camerinthum Purchai Gabindo"(a.k.a the last one). If you pick the wrong incantation, you will have to restart the fight.
Kill the demon and you have completed the quest.

Rewards
3 qp (quest points)
Silverlight sword

Doric's Quest
The Doric's Quest was introduced in RuneScape Classic. It allows you to use Doric's anvils, but they aren't very close to a bank, so the reward isn't very good. The developer of the quest was Rob L., with the conversion to RuneScape 2 done by Graham B.

Requirements
15 mining or enough money to buy ores (2 iron, 4 copper, 6 clay; roughly 200gp)
Any pickaxe

Walkthrough
You start Doric's Quest by talking to Doric, a dwarven smith who lives above Falador. From the north entrance to Falador, take the northwestern path, and Doric's hut is right next to the member's gate.
Doric will ask you to get him 2 iron ores, 4 copper ores and 6 lumps of clay to use his anvils. If you already have these, you can just give them to him right away and finish the quest.
If you do not already have the ores, but have your pickaxe, the easiest place to get them is the Dwarven Mines. To get here, follow the cliff face south, then east, then north until you come to the mining entrance. Climb down the ladder to get into the mines. Make sure to avoid the scorpions. From there, go south until you see some iron and copper rocks. Mine 2 iron ore and 4 copper ore. Then go south a little bit more and you will see some clay rocks. Mine 6 of these.
Take the 12 ores to Doric to finish the quest.

Rewards
1 qp (quest point)
180 gp
1300 Mining experience
Permission to use Doric's anvils

Dragon Slayer

Requirements
To start the Dragon Slayer quest, you need to have at least level 10 crafting, 33 magic (or 31 magic and a Wizards' Mind Bomb), 3 planks, 12 nails (level 34 smithing). You need to be able to defeat a level 82 lesser Demon and a level 83 Green dragon.


Walkthrough
This quest starts in the Champion's Guild located just south of Varrock. There are two parts to this quest: (i) collecting the map pieces and transport and (ii) killing Elvarg. There are three map pieces to collect. The first can be obtained from the Oracle on top of Ice Mountain. To retrieve the Map Piece, take a lobster pot, an unfired bowl, a piece of silk and a Wizard Mind bomb into a room in the Dwarven Mines. The second was stolen by Wormbrain, a goblin from the goblin village. To find him, go to Port Sarim jail, and kill him and telegrab the map piece, or pay him 10k for it.The third piece is in melzar's maze.


Rewards
After completing this quest, you are allowed to wear the Rune Plate and Green dragonhide ranger armour.
And you get 2qp (Quest Points)


Ernest the Chicken
The developer of the quest is the RuneScape developer Paul Gower with conversion was done by Graham B. The quest is available to non-members and is classified as novice level. A quote from the website talking about the quest: "Veronica is very worried. Her fiancé went into the big spooky manor house to ask for directions. An hour later and he's still not out yet. " Quest Information Start point: Gates of Draynor Manor To start: Speak to Veronica Quest length: Medium Minimum requirements: None Members only: No.

Goblin Diplomacy

Requirements
Ability to defeat a large amount of level 2 goblins, and therefore a decent weapon
At least 75 gp

Walkthrough
To start this quest, go to the pub in Port Sarim and talk to the bartender. He will tell you about a civil war about to break out between goblins because of the trivial matter of not being able to agree on what color their armor should be. Of course, being the arrogant adventurer you are, you can't resist the urge to solve such a vital problem. Go north through Falador and up to the Goblin Village. For more precise directions, use the world map. Follow these steps to complete the quest:

Talk to General Wartface and he will ensue in another argument with General Bentnoze over the color their armor should be. After a tedious debate, they will tell you to get some orange armor to see how it will look.
You need to kill goblins or hobgoblins to get 3 pieces of goblin chain mail armor. The easiest way to get these is to kill the goblins around the village (level 2 and 5), but if you are up for more of a challenge, you can head down to the hobgoblin peninsula southwest of Falador where you find hobgoblins (level 28 and 42).
As you walk through Falador, go to the garden located north of the east bank and find Wyson the Gardener. Ask to buy some woad leaves and offer him 20 gp each. Because of your generosity, he will give you two for that price. Walk down to Port Sarim and go to the food store. Buy three red berries. Go to Draynor Village and continue to the onion patch just south of the windmill. Pick two onions.
Take the woad leaves, redberries and onions to Aggie the Witch and have her make a red, yellow and blue dye. Mix the red and yellow dyes to make orange dye. Use the orange dye on one piece of armor and the blue dye on another piece of armor, leaving the third piece undyed.
Take all three pieces back to the Goblin Village and talk to one of the generals a few times until they take all three pieces of armour. Talk a bit more and you will have fixed the problem. Along with the following rewards, you learn through this quest that even if the goblins did have a war...they wouldn't be that big of a threat.

Rewards
5 qp (quest points)
200 crafting experience
1 gold bar

Imp Catcher
The Imp Catcher quest was one of the original RuneScape Classic quests. Over the years, the Imp Catcher quest has come to be known as the most tedious nonmembers quest. This is due largely in part to there being no good imp training areas, and to difficulty in getting the beads. The developers of the quest are Paul Gower and Simon B, with the conversion to RuneScape 2 being done by Simon B.

Requirements
Ability to defeat a large amount of level 5 imps, and therefore a decent weapon and persistence.

Walkthrough
To start this quest, go to the Wizard Tower just south of Draynor and climb to the top floor. Talk to the Wizard Mizgog to start the quest. He will tell you that the annoying Wizard Grayzag has summoned a hoard of imps to the land of RuneScape and they have stolen his magical beads. He asks you to get hid magical beads back from the imps.
The normal way to get beads is to kill imps. There are a few imps south of Falador. This is probably the best place to kill them. Alternatively, if you have a few thousand gp to spend, you can buy the beads from other players for 100-500gp each.
Once you have all 4 beads (black, white, yellow, red), go back to Wizard Mizgog and give him the beads. You have completed the quest.

Rewards
1 qp (quest point)
900 Magic Experience
1 Amulet of Accuracy (+4 to weapon aim)

The Knight's Sword
In The Knight's Sword quest, you'll need to make a replacement sword for a squire who forgot his master's sword. You also get to find out about a special blue metal and have to convince a pie-loving dwarf to help you.


Pirate's Treasure
The developer of the quest is the RuneScape developer Paul Gower with conversion was done by Graham B. The quest is available to non-members and is classified as novice level. A quote from the website talking about the quest says, "Redbeard Frank knows where secret pirate treasure is hidden, it may require some work to persuade him to let you know where though." Quest Information Start point: Port Sarim. To start: Speak to Redbeard Frank. Quest length: Medium. Minimum requirements: None. Members only: No

Walkthrough
To finish this quest, go to Varrock, and buy a white apron at the clothing store there. Go to the island southwest of Port Sarim and then buy a beer there. anyway, go to Port Sarim and board the ship there for 30 gps. On the island, go straight off the dock to a little house north of the path. Go inside, and talk to the man standing there. Ask him if you can work for him on the plantation and pick bananas for him. After doing that, go a little more west until there's an opening in the wall/fence, and go in to the field. Now pick a banana tree until it is empty, and repeat once more with another tree that's still full. Now, go buy a bottle of rum. Put all of the bananas in the crate by the house, and then the rum. Ask the man in the house for your reward. Go to the dock and ask to board the ship.

Once back in Port Sarim, go to the food store right by the dock and put on the white apron. Open the door to the back; if you're not able to, Wyson should tell you that that door is for staff only, ask him for a job, and then go back there. Search crates until you find the one with the rum in it, and take it to Redbeard Frank, who will give you a key to a chest.

Now go to Varrock, and enter the Blue Moon Inn which is near the south entrance of Varrock, and go up the stairs there and go all the way to the left to enter a room. In the room there's a chest. Use the key with the chest to open it and get the Pirate's notes. Read them, and you'll know to go to Falador and enter the garden area there. There's an X in the middle of the garden. Dig (a spade can be found in a small house nearby) on the X, and you'll find a large amount of treasure there.


Prince Ali Rescue
Prince Ali of Al Kharid has been kidnapped by the scheming Lady Keli. You are hired to stage a rescue mission.

Start point: Al Kharid palace To start: Speak to Hassan Quest length: Long Minimum requirements: None Members only: No

The developer of the quest is the RuneScape developer Paul Gower along with Rob L. The conversion was also done by Paul Gower. It was one of the original quests in RuneScape Classic and is also in RuneScape 2. The quest is available to non-members and is classified as novice level. A quote from the website talking about the quest: "Prince Ali of Al Kharid has been kidnapped by the scheming Lady Keli. You are hired to stage a rescue mission." Quest Information Start point: Al Kharid palace. To start: Speak to Hassan. Quest length: Long. Minimum requirements: None. Members only: No.

The Restless Ghost
A ghost is haunting Lumbridge graveyard. The priest of the Lumbridge church of Saradomin wants you to find out how to get rid of it.

Start point: Lumbridge To start: Speak to Priest Quest length: Short Minimum requirements: Must fight a lvl-13 Skeleton Members only: No

If you talk to the priest in the Church near the Graveyard in Lumbridge, he will tell you that there is a restless ghost in the Graveyard. The priest will then tell you to talk to some hermit in the Lumbridge swamp and to talk to the man in the hut near the mining area. The man will give you the Ghostspeak Amulet. Now you can talk to the ghost. He will tell you to go to the Wizard Tower and get the skull from downstairs. Talk to the ghost again and you're finished!

Romeo & Juliet
Romeo & Juliet are desperately in love, but Juliet's father doesn't approve. Help them to find a way to get married and live happily ever after.

Start point: House west of Varrock To start: Speak to Juliet Quest length: Short Minimum requirements: None Members only: No

The developer of the quest is the RuneScape developer Paul Gower along with Rob L. A conversion was done by Simon B. It was one of the original quests in RuneScape Classic and is also in RuneScape 2. The quest is available to non-members and is classified as novice level. A quote from the website talking about the quest: "Romeo & Juliet are desperately in love, but Juliet's father doesn't approve. Help them to find a way to get married and live happily ever after. " Quest Information: Start point: House west of Varrock, To start: Speak to Juliet, Quest length: Short, Minimum requirements: None, Members only: No

Rune Mysteries
Recent research at the Wizards Tower has found a way to create Runes for the first time in centuries. Assist the head wizard Sedridor in his research and he too may teach you these secrets!

Start point: Lumbridge To start: Speak to the Duke of Lumbridge Quest length: Short Minimum requirements: None Members only: No

The primary developer of the quest was RuneScape worker 'James B'. The quest is available to non-members and is classified as novice level. A quote from the website talking about the quest: "Recent research at the Wizards Tower has found a way to create Runes for the first time in centuries. Assist the head wizard Sedridor in his research and he too may teach you these secrets!" Quest Information- Start point: Lumbridge, To start: Speak to the Duke of Lumbridge, Quest length: short, Minimum requirements: None, Members only: No

Sheep Shearer
This quest begins when you talk to Fred the Farmer in his farm northwest of Lumbridge. He needs help in shearing his sheep to make 20 balls of wool. First, buy a shears. Use the shears with a sheep (sheep can be found on his farm). You'll get a piece of wool. Next, go to any spinning wheel (the nearest spinning wheel is on the 2nd floor of Lumbridge Castle). Use the wool with the spinning wheel and you will get a ball of wool. Do this until you get 20 balls of them. Go back to Fred the Farmer to complete your quest and earn some gold and crafting experience.

Shield of Arrav
You need a friend to complete the Shield of Arrav quest.
The quest starts at the Varrock Castle Library. Talk to Reldo and look around the bookcases until you find the book "Shield Of Arrav" by A R Wright. Read the book and decide which side to join, either the Black Arms gang or the Phoenix gang.
Phoenix gang: If you want to join this gang, go ask Reldo about it. Reldo will tell you to go talk to the fur trader. Just walk south of the castle and you will find the fur trader; give him 20 gp for the Phoenix Gang info. Go to the Phoenix gang's hideout (in an alley near the south entrance of Varrock) and go down a ladder to find Steven. Talk with him and he'll deny knowing the Phoenix Gang. He'll tell you to kill Johnny the Beard in the Blue Moon Inn. Just go back up the ladder, walk west and go inside this bar. Johnny will be there; he's easy to kill. Get the report that you get when you kill Johnny and go back to Steven. Now you are a part of the Phoenix Gang and you can get half of the Shield of Arrav in a trimmed treasure chest. You can get a key to the Phoenix weapons storage and you can get stuff there.
Black Arms Gang: If you want to join this gang, talk to the Tramp just a bit north west of the south entrance of Varrock. He'll tell you that the Black Arms Gang is down the alley. Go down the alley and meet the gang leader, Katrine. She'll tell you to get two Phoenix crossbows. You have to go to the armory of the Phoenix Gang. You can get the key either from a friend or you can kill Steven. Go a little east of the Phoenix Gang hideout and you should come to a locked door, use the key and go upstairs. There a Weapons Master will attack you. Kill him and get two Phoenix Crossbows. Go back to Katrine and you'll be a part of the Black Arms Gang. Go upstairs and get half of the Shield of Arrav in a treasure chest.
Finishing: Now you and your friend have to give the half of the shield either to you or him/her. Go to the Curator in the Varrock Museum and he'll give you 2 certificates, one for you and one for your friend. Go to the king and he'll give you 600 gp each.

Witch's Potion
Become one with your darker side. Tap into your hidden depths of magical potential by making a potion with the help of Hetty the Rimmington witch.

Start point: Rimmington To start: Speak to Hetty Quest length: Short Minimum requirements: None Members only: No

The developer of the quest is the RuneScape developer Paul Gower, with a conversion done by Simon B. It was one of the original quests in RuneScape Classic and is also in RuneScape 2. The quest is available to non-members and is classified as novice level. A quote from the website talking about the quest: "Become one with your darker side. Tap into your hidden depths of magical potential by making a potion with the help of Hetty the Rimmington witch." Quest Information: Start point: Rimmington, To start: Speak to Hetty, Quest length: Short, Minimum requirements: None, Members only: No

Vampire Slayer
The people of Draynor village live in constant terror. Their numbers are dwindling, all due to the foul creature lurking in the manor to the north known as a vampire.

Start point: Draynor Village To start: Speak to Morgan Quest length: Short Minimum requirements: Able to defeat a Vampire Members only: No

A Vampire is plaguing Draynor Manor; speak to Morgan in Draynor Village to start this quest. You must be able to defeat a vampire.


SECTION 5: PAID MEMBER QUESTS

Paid Member-only quests

Between a Rock...
Items Needed: about 100 gp for any trips necessary across river in mines, a pickaxe, a hammer, 4 gold bars, a cannonball mould (ammo mould), a dwarven stout.

Requirements: At least 40 mining, at least 30 defense, at least 50 smithing and the ability to beat a level 75 enemy.

Go east from Rellekka and north until you see a dungeon marker. Inside the dungeon is a crevice. Enter the crevice and talk to the Dwarven Ferryman. Pay him 2 gp to cross the river. Go east across the bridge. Then cross the bridge north of the one you just crossed. You should see a dwarf called Dondakan. Talk to him and agree to help him.
Use the ferry to cross the river again and talk to the dwarf engineer. He will tell you that you need to find a dwarf named Rolad who is part of the Black Guard at Ice Mountain.
Go to where the Dwarven Mine is at the Ice Mountain. Don't enter the mine. In the eastern-most building of the two is where Rolad is. He says he has lost the pages to the book. Now, enter the mines.
Search the mine carts that are closest to the ladder. You should find page two. Kill king scorpions until page one is dropped. Then mine a tin rock north of the king scorpions in the eastern most passage. It is the southern most tin rock before the cavern.
Take the pages back to Rolad. He will give you the book. Read the book and return to Dondakan. Tell him about the book. Then ask him what he has tried against the rock. After some lengthy conversation he will say you need to find some material that will affect the rock. The material is gold. Use a gold bar on him. He asks you to make a golden cannonball. Go buy a cannonball mould and make one. Return to Dondakan.
Use the cannonball with him and watch the scene. He will tell you that you need a helmet made of gold and that you need to find the schematics to the cannon. He will give you one and talk to the dwarven engineer for another. Then go talk to Rolad. He will say he has lost his book. Go to the mountain dwarf passage and talk to a dwarf carrying a beer. Give him a dwarven stout to get the schematic. Then read the book you got from Rolad again. Go to the last page and tear it out.
You have all you need. Click 'assemble schematic'. Do them one at a time. Have only one schematic visual at a time as it will make it easier to figure out. Good luck.
Get three gold bars and a hammer and go to an anvil. Use a gold bar with the anvil and select make gold helmet.
Get a pickaxe out of bank along with some food and gear to beat a high level monster. Leave at least 6 spaces in your inventory open.
Go back to Dondakan and get fired through the rock. Mine 6 gold ore and then proceed to a large cavern.
Fight the creature and then talk to Dondakan to get your reward.
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Big Chompy Bird Hunting
Rantz the Ogre needs to feed his demanding children, Fycie and Bugs so he wants to go Big Chompy Bird hunting. Problem is, he's all fingers and thumbs when it comes to making ogre arrows. Could someone please give him a hand.

Start point: East of Ogre city just north of the swamp pool To start: Speak to Rantz Quest length: Short Minimum requirements: Level 5 Fletching Level 30 Cooking Level 30 Ranging Members only: Yes


Biohazard
This is another part to the adventure where you help Elena find out the truth about the Ardougne plague. Your task is to smuggle test samples from West Ardougne.


Clock Tower
Help the confused Brother Kojo find the missing cogs and fix his watch tower. Search the dungeon using brawn and brains to correctly place the four cogs.

Start point: Just south of Ardougne To start: Speak to Brother Kojo Quest length: Medium Minimum requirements: None Members only: Yes

The Clock Tower quest starts at the clock tower near the city of Ardougne.


Creature of Fenkenstrain
Dr Fenkenstrain, master and sole occupant of the castle to the northeast of Canifis, needs a new servant to go on a dark errand for him. Do you have the stomach to help Fenkenstrain complete his twisted purpose?

Start point: Signpost in the centre of Canifis. To start: Read the signpost Quest length: Medium Minimum requirements: Must have completed Restless Ghost Must have completed Priest in Peril Level 25 Thieving Level 20 Crafting Able to defeat a level 51 monster Members only: Yes


Death Plateau
Trolls have come down from the north and are camped on Death Plateau, they are using this base to launch attacks on the principality of Burthorpe!

The Imperial Guard is taking heavy losses, they need your help!


Start point: Imperial Guard training camp in Burthorpe, North of the Hero's Guild To start: Speak to Denulth Quest length: Medium Minimum requirements: None but beware of trolls! Members only: Yes


Desert Treasure
Rumours abound throughout Varrock and Al-Kharid that an archaeologist has discovered some clues to a large hoard of treasure hidden somewhere deep in the desert south of Al-Kharid.

Anybody prepared to offer him assistance in his treasure hunting could well find themselves benefitting from a very large reward indeed...

PLEASE NOTE: This is an extremely challenging quest that will tax your battle prowess to the extreme.

Start point: The Bedabin Camp, south-west of the Shantay Pass To start: Speak to the Archaeologist Quest length: Long Minimum requirements: Level 10 Slayer Level 50 Firemaking Level 50 Magic Level 53 Thieving A high agility level will be a distinct advantage Be able to defeat extremely tough Enemies above level 150

You must also have completed the following quests: The Digsite Quest The Tourist Trap The Temple of Ikov Priest In Peril Waterfall Quest Troll Stronghold Members only: Yes

The Desert Treasure quest involves finding four sacred gems and freeing a trapped warrior spirit. It is a very hard quest. After completing the quest, the player learns the Ancient Magicks, which can be used by praying at the alter at the end of the quest. The player also gets the ability to buy the Ancient Staff for 80,000 gp.


Digsite Quest
Feeling uneducated? Desperate for buried treasure? ..."There's gold in them there hills" (well stream actually) as well as many other items that can be found at the digsite. Join the students in their attempt to be a qualified archaeologist, and become experienced in making the earth move! Have you got what it takes to unearth the hidden altar to one of Runescape's lesser-known Gods...?

Start point: Archaeological digsite, signposted east of Varrock To start: Speak to an Examiner Quest length: Long Minimum requirements: Level 25 Thieving Level 10 Agility Level 10 Herblore Members only: Yes


Druidic Ritual
Start point: Stone circle north of Taverley To start: Speak to Kaqemeex Quest length: Medium Minimum requirements: none Members only: Yes

When the Druidic Ritual quest is completed, players are able to use and start the herblore skill.


Dwarf Cannon
For several years now the dwarven black guard have been developing the lastest in projectile warfare. Now with the constant attack of goblin renegades, the dwarven troops who protect the mines need to put this secret weapon into action. Only with your help can the true power of this cannon be harnessed!

Start point: Coal Trucks West of McGrubors' Wood To start: Speak to the Dwarf Commander Quest length: Short Minimum requirements: none Members only: Yes

After completing the Dwarf Cannon, players can buy the Dwarven Cannon from a Dwarf in a house next to the ladder that goes down to the Dwarven Mine. After a number of uses the cannon will decay; just go back to this dwarf and tell him that the cannon was lost and he will give another at no charge.


Eadgar's Ruse
Sanfew requires a rare herb for the next part of the purifying ritual. Travel back to the Troll Stronghold to find this herb that the trolls use as an ingredient for their favourite dish.

Start point: Taverley To start: Speak to Sanfew Quest length: Medium Minimum requirements: Must have completed Troll Stronghold Must have completed Druidic Ritual Level 31 Herblore Members only: Yes


Elemental Workshop
Hundreds of years ago a mineral was found that had the ability to change the property of magic.

The magicians, fearing the effect this may have on their profession, sealed this workshop forever; or so they had hoped. See if you can rediscover the lost knowledge of elemental ore.


Start point: House in Seers village To start: Search the bookcases Quest length: short Minimum requirements: Level 20 Mining Level 20 Smithing Level 20 Crafting Members only: Yes

The Elemental Workshop quest starts off in the Seer's Village library. Search for a book in every case and eventually there will be a "battered book". Using a knife with the book gives a "battered key". Use the key with the wall in the workshop in Seer's Village.


Family Crest
The Fitzharmon family crest has gone missing, and the family honour has been lost. Can you find the crest and return it to Dimintheis in Varrock? There are 3 different rewards available, but you can only choose one, so choose carefully!

Start point: East Varrock To start: Speak to Dimintheis Quest length: Long Minimum requirements: level 40 Mining Level 40 Smithing Level 40 Crafting Level 59 Magic Defeat a lvl 170 Demon Members only: Yes

The Family Crest quest starts in East Varrock, near the Fancy Dress shop. You have to collect the three parts of the Family Crest.


The Feud
Ali Morrisane - RuneScape's self proclaimed greatest merchant is having difficulties. He is selling things at such a rate that he cannot keep his market stall in stock.

Word has it that he is on the lookout for someone to recruit him some help from his home town Pollnivneach, a somewhat anarchic place south of the Shantay pass.

Start point: Market in North Al Kharid To start: Talk to Ali Morrisane Quest length: Medium Minimum requirements: Level 30 Thieving Members only: Yes


Fight Arena
The prosperous Servil family have been abducted by the infamous General Khazard. He plans to have the family battle for his entertainment in the fight arena. Can you rescue the Servil's before the tyrant has these innocent (not to mention wealthy) civillians slain.

Start point: North of Fight Arena To start: Speak to Lady Servil Quest length: Medium Minimum requirements: Must defeat a Level 137 monster Members only: Yes


Fishing Contest
The mountain Dwarves home would be an ideal way to get across White Wolf mountain safely. However, the Dwarves aren't too fond of strangers. They will let you through if you can bring them a trophy. The trophy is the prize for the annual Hemenster fishing competition.

Start point: The foot of White Wolf mountain To start: Speak to a Mountain Dwarf Quest length: Short Minimum requirements: Level 10 fishing Members only: Yes

When the Fishing Contest quest is completed, one can use the quicker and safer route under Ice Wolf Mountain.


The Fremennik Trials
Council workmen have at last found the time to make repairs to the footbridge that connects Kandarin with the Barbarian town of Rellekka.

Do you have what it takes to impress the barbarians who live there, and perhaps be welcomed as an honorary member of their clan?


Start point: The Longhall in Rellekka, North-west of Sinclair Mansion To start: Speak to Chieftain Brundt Quest length: Long Minimum requirements: 40 Woodcutting 40 Crafting 25 Fletching Be able to defeat level 69 enemies Be prepared to fight without any armour or weapons Members only: Yes

The Fremennik Trials is an extremely long and difficult quest and should be considered by only those who call themselves "experienced" in the game. To begin, you need to trek up to Rellekka and talk to the Chieftain in pub. He will tell you that you need to get seven votes from seven of the twelve council members. Walk around the town and talk to random people until you find a council member. Do what they ask to receive their vote. Once you have seven votes, congratulations! You are now a Fremennik!


Gertrude's Cat
To start the Gertrude's cat quest, talk to Gertrude just outside of Varrock. After starting the quest, it is wise to pick up several Doogle Leaves from her backyard. Get a raw sardine and combine a Doogle Leaf with it. Then take a regular bucket and use it on a cow for some milk. Go talk to two kids at a fur stand in Varrock square, and after talking to them, pay them 100 gp. Go to an abandoned lumber mill near Varrock wilderness, and find a ladder (the ladder can be found near the center of the lumber mill). Climb up and give the mom cat the milk and sardine. Then, go down and find her kitten in one of the boxes, barrels or crates. Give it to the mom, and return to Gertrude. You get a kitten as a reward. Raise it with seasoned sardines and milk and give it a ball of string every once in a while. It will eventually grow and then you can give it to a man in West Ardougne for 100 Death Runes.


Ghosts Ahoy
The citizens of Port Phasmatys have unwittingly consigned themselves to an immortal existence, trapped forever in this world as unwilling ghosts. Necrovarus, Lord of the Temple of Phasmatys, holds the key to the door into the next world. Can you convince him to open it and set them free?

Start point: Port Phasmatys - East of Canifis To start: Speak to Velorina Quest length: Long Minimum requirements: Must have completed Restless Ghost Quest Must have completed Priest in Peril Quest Level 25 Agility Level 20 Cooking Must defeat a level 32 Giant Lobster Members only: Yes


The Golem
Deep in the desert stand the ruins of the once-great city of Uzer, where a lone survivor, an ancient clay golem, forever paces to and fro. It is badly damaged, and its mind cannot rest until it has completed the task for which it was created.

It is up to you to uncover the secret of the lost city, and add the final chapter to a story started in the violence of the Third Age.

Start point: The ruins of Uzer, in the desert east of the Shantay Pass To start: Speak to the golem Quest length: Medium Minimum requirements: Level 20 Crafting Level 25 Thieving Members only: Yes


The Giant Dwarf
Five hundred years have passed since the rule of King Alvis, saviour of Keldagrim, victim of his own inventions.

He founded the Consortium: the gathering of mining companies that were to serve the monarchy. But eventually the monarchy came to serve the Consortium.

By the time of his death, the monarchy was all but abolished. Now the Kings in Keldagrim are but a distant memory... with only the statue of King Alvis to remind the people of the old days. The dark days.

So begins the Rise of the Red Axe, the new multipart storyline centered around the dwarves and their capital of Keldagrim. The first quest, The Giant Dwarf, introduces the city and the powerful business Consortium that rules the dwarven realm. Discover weird going-ons, narrowly escape from falling chunks of rock, ride around in minecarts and... make sure you don't bump into the wrong person on the way to the city!

Start point: The Keldagrim mines east of Rellekka and north of the mountain camp. Follow the dwarven statues to the underground river. To start: Speak to the boatman near the entrance of the mines. Quest length: Medium Minimum requirements: Level 20+ mining highly recommended, but not necessary Level 20+ smithing highly recommended, but not necessary Level 33 magic Level 16 firemaking Level 14 thieving Level 12 crafting An affinity for diplomacy There are NO other quests required Members only: Yes

The Giant Dwarf quest starts in the dwarf city of Keldagrim. At the start of the quest, you crash into the giant statue of a past dwarf ruler and destroy it. You have to help the local sculptor rebuild it.


The Grand Tree
The Grand Tree, which shelters the majority of RuneScape's small gnome population, is dying. Is it human sabotage or an inside job? Help King Shareen to find the true cause and save the tree gnomes from an uncertain fate.

Start point: North of West Ardougne To start: Speak to King Narnode Shareen Quest length: Long Minimum requirements: Agility 25 Able to Defeat a Level 172 Demon Members only: Yes

Once you have helped the Gnome King, you can use the Gnome Gliders, public transportation system and access the secret underground mine.


Haunted Mine
Recent forays into Morytania by some of Saradomin's more fanatical supporters have unearthed murky rumours concerning an abandoned mine in the south.

Legend speaks of an unusual material, hidden in the depths of the mines, that is somehow linked to the desolation and fear that now surrounds the place. Do you have the nerve to find out more, and enter the haunted mines of Morytania?


Start point: Mines in Morytania To start: Speak to the Zealot Quest length: Medium Minimum requirements: Level 15 Agility 35 Crafting Able to defeat 95 enemy Members only: Yes

You must "assist" the Sardomist zealot in his quest to reach the bottom of the mine (whether he likes it or not) to retrieve the Salve Crystals used to make Salve Amulets. The Salve Amulets are useful when fighting undead monsters. This is considered a quest for new players, usually completed by combat level 50. Take full rune or addy as protection, and a lot of law runes which you will need to trade for health later on in the quest.


The Hazeel Cult
Discover the truth behind the Carnillean family fortune. Decide for yourself whether to aid the Carnilleans in retrieving stolen goods, or join the Hazeel cult members in their mission to resurrect the infamous Lord Hazeel.

Start point: South Ardougne To start: Speak to Sir Ceril Carnillean Quest length: Medium Minimum requirements: None Members only: Yes


Hero's Quest
Prove you are worthy to enter the heroes' guild. To prove your status as a hero you will need to obtain a number of items. There are many challenges standing between you and these items.

Start point: Heroes guild To start: Speak to Achetties Quest length: Long Minimum requirements: 55 quest points Level 25 herblore Level 50 mining Level 53 fishing Level 53 cooking A friend from a rival gang Members only: Yes

The Hero's quest is split into 3 sections. Once you have the quest requirements, start this quest by talking to Achiettes. The sections are Black Armband, then Firebird Feather, and the last is a cooked lava eel. To obtain a lava eel, you must have level 33 fishing and level 25 herblore. Upon completion, you will have the ability to wield the Dragon Battle and Dragon Mace and access the Hero's Guild. Inside the Hero's Guild, there is a prayer altar, a shop and an underground dungeon, which contains a solitary caged Blue dragon (level 91), giant bats (level 17) and a fountain, where Amulets of Glory may be charged to give 4 teleports.

Holy Grail
King Arthur is sending out his knights on a quest for the famous holy grail. If you are a knight of the round table go to King Arthur for further orders.

Start point: Camelot Castle To start: Speak to King Arthur Quest length: Long Minimum requirements: Must have completed Merlin's crystal Must defeat a lvl-126 Black Knight Titan Members only: Yes

King Arthur wishes to obtain the Holy Grail. This Quest requires you to have completed the Merlin's Crystal quest and be able to defeat a level-120 Black Knight Titan.


Horror from the Deep
The lighthouse protecting Kandarins North Western coastline has mysteriously stopped operating, and contact with the lighthouse keeper Jossik has been lost.

The Council would greatly appreciate it if somebody could discover for them what has happened to this most vital landscape feature.


Start point: The Lighthouse North of the Barbarian Outpost To start: Speak to Larrissa Quest length: Short Minimum requirements: Level 35 agility Be able to defeat a tough level 100 monster Level 13 and higher magic is an advantage Members only: Yes

As a reward from completing the Horror from the Deep quest, you receive a god book, needing 4 pages added.


Icthlarin's Little Helper
In the deep south of the desert, unrest is brewing... The cities of the Menaphites have barred their gates to all. An unsettling desert wanderer may know of a secret entrance, though, to Sophanem - the city of the dead.

But by entering will you become Icthlarin's Little Helper? Enter into a titanic struggle for the soul of the high priest of Icthlarin in a land where the cat is top dog.

Start point: South-east of the bridge over the River Elid. To start: Speak to the Wanderer at her camp in the Southern reaches of the desert. Quest length: Medium Minimum requirements: Must have completed Gertrude's Cat Quest Must have a cat High Agility would be an advantage Must be able to defeat a level 80 Boss An aptitude for puzzles would be an advantage Members only: Yes


In Search of the Myreque
Canifis is experiencing an upsurge in new faces and a new stranger has appeared with a job to track down some local heroes known only as "The Myreque". The Myreque are fighting a desperate battle against the darkness of Morytania and he wishes to take them weapons to aid in the battle. Can you help him out?

Start point: Hair of the Dog Tavern in Canifis. To start: Talk to a stranger in the corner of the Tavern. Quest length: Short Minimum requirements: Must have completed Nature Spirit Level 25 Agility Must be able to defeat a level 97 foe Members only: Yes


Jungle Potion
Trufitus Shakaya of the Tai Bwo Wannai Village requires that you collect five special jungle herbs for a potion so he can commune with his Gods.

Start point: Deep in Karamja jungle To start: Speak to Trufitus Quest length: Short Minimum requirements: Must fight Level 48 Jogres Level 3 Herblore Must have completed Druidic Ritual Quest Members only: Yes


Legend's Quest
Accept the challenge of the Legends Guild to map the Southern part of Karamja Island, make friends with the natives and bring back a prize to display in the Legends Guild Main Hall.

Start point: Legends Guild Main gates - north east of Ardougne To start: Speak to Legends Guild Guards Quest length: Long Minimum requirements: 107 Quest Points and must have completed: The Heroes Quest The Family Crest Quest The Underground Pass Quest The Waterfall Quest The Shilo Village Quest

Level 56 Magic Level 52 Mining Level 50 Agility Level 50 Crafting Level 50 Smithing Level 50 Strength Level 50 Thieving Level 50 Woodcutting Level 45 Herblore Level 42 Prayer Members only: Yes

The Legend's quest had been the longest and hardest, quest of RuneScape until Jagex released #Monkey Madness. The requirements for this quest are having completed the Hero's Quest, the Family Crest quest, the Waterfall quest, the Underground Pass quest and the Shilo Village quest. Also, you personally need to have level 50 strength, level 45 Herblore, good agility (50+) and more! In the quest, you need to fight a level 100+ demon several times and the spirits of heroes three times. Upon completion, you have the ability to wear Dragon Square and Legend's Cape and access the prestigious Legend's Guild.


Lost City
Legends tell of a magical lost city hidden in the swamps. Many adventurers have tried to find this city, but it is proving difficult. Can you unlock the secrets of the city of Zanaris?

Start point: Swamp, south of Lumbridge To start: Speak to Adventurers Quest length: Medium Minimum requirements: Level 31 Crafting Level 36 woodcutting Must kill a level 101 spirit Members only: Yes

Upon completion, the Lost City quest gives you the ability to wield a dragon long sword and a dragon dagger provided you have 60 attack.


The Lost Tribe
Sigmund is the advisor to the Duke of Lumbridge, but the duke does not always take his advice. When part of the cellar wall collapses the duke insists the damage was caused by an earthquake, but Sigmund is worried about a monster attack.

If you investigate this mystery it will lead you through treacherous caves to uncover something lost by the gods for thousands of years.

Start point: Lumbridge Castle To start: Speak to Sigmund Quest length: Medium Minimum requirements: Level 17 Mining Level 13 Agility Level 13 Thieving Must have completed Rune Mysteries Must have completed Goblin Diplomacy Members only: Yes

There is a hole in the wall on the bottom floors of the Lumbridge Castle! You have to investigate what did it, and how and why it got down there? You must research a lot about the tribes of the goblin race. You also must pay a visit to your fellow friends in the goblin village, who you met in the Goblin Democracy quest.

When completing "The Lost Tribe" quest you have access to the mines of the goblins. You are also capable of doing both of these emotes: Goblin Dance (Victory dance after a war) and Goblin Bow (A somewhat respectful way to present yourself to the leader of the goblin tribe)


Merlin's Crystal
Merlin the wizard has carelessly become imprisoned inside a giant crystal. Take up King Arthur's quest to free Merlin and become one of the knights of the round table.

Start point: Camelot castle To start: Speak to King Arthur Quest length: Long Minimum requirements: Fight a level 37 enemy Members only: Yes

If you go to the Camelot castle and talk to Arthur he will tell you that Merlin has trapped himself in a magic crystal and needs your help to get out. The rewards will be the sword Excalibur and a new special attack with it.


Monk's Friend
A monk's child has had their blanket stolen. Find the thieves' den and return the blanket, then help Brother Omad organise the drinks for the child's birthday party.

Start point: Monastery south of Ardougne To start: Speak to Brother Omad Quest length: Short Minimum requirements: None Members only: Yes

It is your task to retrieve a child's blanket to a sleepless monk who has been kept awake by the child's constant cries because their blanket has been stolen. After retrieving the blanket, you need to find another monk just north of the building who has got lost after buying wine for the child's birthday party.


Monkey Madness
The King of the northern Gnomes, Narnode Shareen, is once again in need of your help. He recently decided to send an envoy of his Royal Guard, the 10th squad, to oversee the decommissioning of the Gnome owned ship-building facilities on the eastern coast of Karamja.

It has been quite some time since the 10th squad were dispatched and they have been deemed missing in action. It will be up to you, should you decide to help, to find out what fate befell the 10th squad and if possible, track them down.

If only it were so simple. Sinister forces have begun to spread through the Gnome hierarchy and threaten to unleash an unknown terror upon the world. Far across the land, the fires of vengeance are being stoked once again. Can you unravel the mystery behind the deception? Can you seperate the truth from the lies? Can you decide for yourself what is real and what is not?

Warning: This is a challenging and arduous quest. Only the most hardened of adventurers need apply.

Start point: Grand Tree To start: Speak to King Narnode Quest length: Very Long Minimum requirements: Must have completed The Grand Tree Must have completed Tree Gnome Village Able to Defeat a Level 195 Demon Members only: Yes

In the Monkey Madness quest, you must rescue the Gnome 10th Squad from the monkeys and their "little pet" (in reality a rather large pet). When this quest is completed, you will receive a massive combat experience bonus and have the ability to wield a dragon scimitar along with the ability to turn into a monkey on the Ape Atoll and at the Ardougne Zoo. You must defeat a green jungle demon, however ranging and magic are NOT recommended. You should be at least level 50 and have at least a full mith and addy weapon to melee the level 95 beast. If you use mage or range, it will use magic which can hit 30!


Mountain Daughter
Years ago, a small tribe of people split off from the Fremennik in Rellekka and decided to inhabit the mountains to the east of town. There they lived as nomads for many years, but now the chieftain of the camp has lost his daughter and will not move on before she has been found.

Has she run away, has she been eaten by trolls, or is there something more sinister going on? Only you can find out.

Start point: The mountain camp east of Rellekka To start: Talk to Chieftain Hamal Quest length: Medium Minimum requirements: Level 20 Agility Be able to defeat a level 70 monster Members only: Yes


Murder Mystery
Lord Sinclair, a highly respected Nobleman of Kandarin has been found murdered in his mansion. Despite the presence of a large number of guards all working hard to solve the crime, local law enforcement officers are totally baffled.

Can you use your razor sharp analytical mind to uncover the evidence and unmask the culprit?


Start point: Sinclair's Mansion, North of Seers Tower To start: Speak to any of the Guards on the property Quest length: short Minimum requirements: The keen mind of a detective Members only: Yes

A terrible murder has been committed at the mansion north of Seers Village. It is your task to find the murderer by interviewing every member of the family and finding clues and prints.


Nature Spirit
After saving the holy man Drezel, he's seeking some assistance again. This time he has a special request for any adventurous sorts to search for the Druid 'Filliman Tarlock' and brave the terrors that infest the swamp of Mort Myre.

Start point: Underground chambers of the temple to Saradomin on the River Salve. To start: Speak to Drezel Quest length: Medium Minimum requirements: Level 18 Crafting Must have completed the Priest In Peril quest Must be able to defeat a level 30 monster Members only: Yes


Observatory Quest
The observatory in South West Ardougne has been ransacked by a family of nearby goblins. Can you help the professors to rebuild it?

Start point: Observatory reception, South West of Ardougne To start: Speak to the Observatory Professor Quest length: Short Minimum requirements: Level 10 Crafting Able to kill a level 42 guard Members only: Yes

Help the Professor get the telescope back in working order. Once you have "seen beyond" in the telescope you can talk to the Spirit of Scorpios and get your mold to craft silver Unholy Symbols of Zammorack.


One Small Favour
Difficulty: Medium (VERY long) To Start: Talk to Yanni in the antique shop in Shilo Village. Requirements: Level 25 Crafting, level 18 Herblore, level 36 Agility, level 30 Smithing, ability to kill a level 92, finished Rune Mysteries quest, finished Druidic Ritual quest, finished Shilo Village quest Reward: 2 quest points, 2 genie lamps (each gives 10,000 experience in a skill of your choice but you must be at level 30 in that skill), a key ring, a gnome glider route to Feldip Hills, ability to make Guthix Rest Tea, ability to make a pot lid.


Plague City
Episode 1 of our multipart quest.

A shadow of disease has overcast Ardougne. Edmond's daugher Elena has gone missing in West Ardougne whilst trying to help the plague victims there. See if you can find out what's going on.


Start point: East Ardougne To start: Speak to Edmond Quest length: Long Minimum requirements: None Members only: Yes


Priest in Peril
Recently contact has been lost with the temple to Saradomin on Misthalins' Eastern border. King Roald would be very interested to know what has caused this lack of communication, and seeks an adventurer willing to report back to him on the situation.

Start point: Varrock Palace To start: Speak to King Roald Quest length: Medium Minimum requirements: Be able to defeat a level 30 enemy Members only: Yes

Once the Priest in Peril quest is completed, you are allowed to go to Canifis , and will also receive the Wolfbane dagger, which, when attacking humans in Canifis, will not allow them to turn into wolfmen.


Regicide Quest
Continuing the plague city series, the Regicide quest takes you beyond the 'Well of Voyage' to a new realm. King Lathas will employ you once again, this time for the grim task of deposing his brother. Once you have travelled to the realm you will find yourself surrounded by new and strange plants, animals and even a new race. Once there, you will see that everything is not as serene as it first appears.

Start point: Anywhere To start: Receive a message from the king's messenger Quest length: Long Minimum requirements: Level 56 Agility Must have completed Underground Pass Must be able to beat a level 110 guard Members only: Yes

The Regicide quest is the fourth quest in the Plague City section. The quest involves many agility traps requiring at least level 26 agility, but these are rarely failed. With higher agility a player doesn't need much food, and it is recommended that you bring at least 250k for the Dragon Halberd, considered a good weapon. Upon completion, you have the ability to buy halberds.


Roving Elves
The Roving Elves quest requires that the Regicide and Waterfall quests have been completed. After the completion of this quest, the player chooses either a crystal bow or crystal shield.


Scorpion Catcher
Thormac has lost his rare lesser kharid scorpions after leaving their cage door open. These scorpions have hidden in areas that are rather difficult to get into. You will have to overcome various challenges (and drink a lot of beer) to get all the scorpions back. If you manage to help him Thormac will improve your battle staffs.

Start point: Sorcerer's tower To start: Speak to Thormac the sorcerer Quest length: Long Minimum requirements: level 31 prayer Go deep into the members dungeon Members only: Yes


Sea Slug
Something strange is happening on the fishing platform. Missing fishermen and the presence of dozens of strange sea creatures gives cause for concern. Investigate the platform, discover the truth before it's too late.

Start point: East of Ardougne To start: Speak to Caroline Quest length: Short Minimum requirements: Level 30 Fire making Members only: Yes

You must investigate the strange happenings on the fishing platform and end up having to save a young boy from the fishermen on the platform whom minds have been taken over by sea slugs.


Shades of Mort'ton
Mort Myre's south border has been breached, and a path towards a strange town called 'Mort'ton' has been found. Strangers return from such visits with tales of the 'Afflicted' and shadowy creatures who jealously guard their tomb treasure.

Start point: The town of Mort'ton to the South east of Filliman Tarlocks camp To start: Explore the town and uncover it's secrets Quest length: Short Minimum requirements: Level 15 Herblore Level 20 Crafting Must be able to kill a level 40 foe Requires a team of people: The higher their crafting levels the smaller that team can be. Members only: Yes

Using the fragments of notes from the last poor sucker who was sent to investigate along with your herblore skills, you must cure the inhabitants of the town of Mort'ton of a strange affliction. You also help the restless souls of the dead cross over (you get to keep their stuff as a thank you). The stuff can include fine cloth used to make splitbark mage armor.


Sheep Herder
Some plague infected sheep have escaped into East Ardougne. They must be found and disposed off before the whole town is infected, time is of the essence.

Start point: East Ardougne To start: Speak to Councillor Halgrive Quest length: Short Minimum requirements: None Members only: Yes

The plague of Ardougne has affected sheep as well as humans and it is your task to herd the diseased sheep up for them to be slaughtered for the sake of the rest of RuneScape.


Shilo Village Quest
New areas in the Southern part of Karamja Island have been discovered with a mysterious village. Who knows what hidden treasures exist, and what dangers lurk to guard them?

Start point: South of Karamja Island To start: Speak to anyone you find there Quest length: Long Minimum requirements: Must have completed Jungle Potion Quest Level 32 Agility Level 20 Crafting Must fight three Monsters around Level 90 Members only: Yes


Tai Bwo Wannai Trio
In Jungle Potion, the Shaman Trufitus communed with the gods to determine the fate of his people. Now Timfraku, the Chief of Tai Bwo Wannai, wishes to see his people and family return to the abandoned village. Help a depressed fisherman, encourage a raging hunter and satiate an eccentric priest in this extreme test of aptitude and patience!

Start point: Tai Bwo Wannai Village To start: Speak to Timfraku Quest length: Long Minimum requirements: Must have completed Jungle Potion Level 30 Cooking Level 15 Agility Level 5 Fishing High level Agility and Herblore is a distinct advantage Must be able to defeat level 48 Jogres Members only: Yes

Complete the Tai Bwo Wannai Trio quest to receive a rune spear.


Tears of Guthix
Deep beneath the earth, Juna the Serpent has guarded the Tears of Guthix for three thousand years.

If adventurers can relieve her boredom with an entertaining story, she will let them into the cave to collect the tears. But first she has a short task for them to do.

Start point: The Tears of Guthix cave, deep beneath the Lumbridge Swamp To start: Speak to Juna Quest length: Short Minimum requirements: 43 quest points Level 49 firemaking Level 20 crafting Level 20 mining Members only: Yes


Temple of Ikov
A mysterious stranger called Lucien asks you to go on a mission deep under the Temple of Ikov in central Kandarin. He wants you to retrieve an artifact known as the Staff of Armadyl. Towards the end of the quest you are presented with a choice on how to complete the quest.

Start point: Flying Horse Inn, Ardougne To start: Speak to Lucien Quest length: Long Minimum requirements: Level 42 thieving Level 40 ranged Members only: Yes


Throne of Miscellania
After having completed the The Fremennik Trials quest, one can take the longboat to the islands of Miscellania and Etceteria. Here you must gain the support of the people and the love of the Prince or Princess to become the King/Queen of Miscellainia. Being the monarch has certain advantages, like having a whole kingdom of loyal subjects gather resources for you.


The Tourist Trap
South of Al Kharid a new desert pass has opened up, leading to the dangers of the Kharid desert.

Don your desert garb and make sure your waterskin is full before heading off into the trackless dunes in search of desert adventure.


Start point: The Shantay Pass south of Al Kharid To start: Shantay or one of his assistants and anyone else you find there Quest length: Long Minimum requirements: Level 10 Fletching Level 20 Smithing Must be able to defeat a lvl 52 Captain Members only: Yes

Rescue Anna from slavery in a mining camp while filling the pockets of one Shantay the keeper of Shantay's Pass. You gain a generous amounts of experience in your choice of skills along with the ability to make darts and they keys to a rich mithril and adamantite mine (six of each) when you complete this quest.


Tree Gnome Village
The tree gnomes are in trouble. General Khazard's forces are hunting them to extinction. Find you way through the hedge maze to the gnomes secret treetop village. Then help the gnomes fight Khazard and retrieve the orbs of protection.

Start point: Centre of maze To start: Speak to Bolren Quest length: Long Minimum requirements: Must defeat a Level 112 warlord Members only: Yes

To start the Tree Gnome Village quest you must make it through the gnome maze south of the battlefield. Once through talk to the gnome king and he will tell you to report to the head gnome on the battlefield. After doing so you must find the 3 gnomes that were sent over to the Khazard side and retrieve the coordinates for the ballista. Add the coordinates to the ballista and knock out the wall in the Khazard stronghold. Enter the strong hold and defeat the level 48 Khazard Warrior and recover the orb. Return it to the King and he will tell you that when you were gone Khazard forces invaded and took the other orbs. Leave the maze and go get lots of flour. Head north and travel west along the West Ardounge wall past the level 64 wolves until you reach a dead end where a level 112 Khazard Warlord stands. Talk to him and demand the orbs; he will refuse and you will fight. Defeat him, get the orbs, and take them back to the King who will reward you with a lot of Attack EXP, Gnome Amulet, and the ability to have the Spirit Tree to teleport you to Varrock, Battle Field, or into the Gnome Stronghold.


Tribal Totem
Lord Handelmort of Ardougne is a collector of exotic artifacts. A recent addition to his private collection is a strange looking totem from Karamja. The Rantuki tribe are not happy about the recent disaperance of their totem.

Start point: Brimhaven To start: Speak to Kangai Mau Quest length: Medium Minimum requirements: Level 21 Thieving Members only: Yes

Starting location is Brimhaven in the restaurant and the task is to return a sacred tribal totem from a house in East Ardougne.


Troll Romance
Ug loves Aga, but Aga is together with Arrg. Since Arrg is a lot stronger than Ug, Ug can't follow the regular mating ritual, which involves ripping the opponent into pieces. Will you be able to find out what will impress the troll female more than a display of violence? Will you survive the journey to help a lonely troll find love?

Start point: Troll Stronghold To start: Speak to Ug Quest length: Medium Minimum requirements: Must have completed Death Plateau Must have completed Troll Stronghold Level 28 Agility Must be able to defeat a level 113 Troll Members only: Yes

Trolls in love? One never imagines monsters having love triangles, but that certainly is the case here. Can you help a weak crybaby (truly!) troll defeat his powerful rival for the affections of a lovely (to a troll) lass?


Troll Stronghold
[edit]
The Underground Pass
The Underground Pass requires level 25 ranging, with high level agility an advantage (level 25 is required), high thieving level, ability to kill 3 level 291 demons, good food, good weapon (dragon will be useful but not necessary), level 43 prayer (also not necessary), and good armour. Once completed, you will be rewarded with the Staff of Iban and 2 quest points.


Watch Tower
The Wizards of the Yanille Watch Tower have been reporting increased ogre sightings recently. Use a wide variety of your skills to help the wizards recover their stolen power crystals and stop the advance of the ogre hordes!

Start point: Watch Tower close to city gates of Yanille To start: Speak to Watch Tower Wizard Quest length: Long Minimum requirements: Level 14 Herblore Level 14 Magic Level 15 Thieving Level 25 Agility Level 40 Mining Must defeat Level 68 monsters Members only: Yes


Waterfall Quest
Investigate the death of elven leaders of old. Search for the elf King Baxtorian's tomb and discover the mysterious hidden treasure of the waterfall.

Start point: House near Baxtorian falls To start: Speak to Almera Quest length: Long Minimum requirements: Fight Level 86 giants Members only: Yes


Witch's House
A young boy who lives in Taverley has kicked his ball into the garden of a scary old lady. He asks you to get it back for him. This proves more difficult than it first sounds.

Start point: Taverley To start: Speak to the boy Quest length: Medium Minimum requirements: Must kill a mystery lvl-53 monster Members only: Yes

For the Witch's House quest, you need to help a small boy get his ball back from the Witches' house. Once you complete this quest, you will receive hit points experience based on your current level.


Zogre Flesh Eater
Run for your lives...the Zombie Ogres are here for your flesh! An Ogre ceremonial dance area, used to communicate with ancient Ogrish ancestors, has been overrun with diseased undead ogres.

How could something like this have happened? And what sort of rewards could an enterprising adventurer gain from exploring the tombs of such a place? Adventurers with a good ranged level will be at an advantage.

Start point: West of the Ogre city and south of Castle wars arena. To start: Speak to Grish. Quest length: Long Minimum requirements: Must have completed Jungle Potion Must have completed Big Chompy Bird Hunting Must be able to defeat a level 111 foe.

The following would be an advantage: Level 8 Herblore Level 30 Ranged Level 4 Smithing Level 20 Strength Level 30 Fletching Members only: Yes

The ancient ceremonial grounds of the Ogres have recently been infested with Skogres (Skeleton Ogres) and Zogres (Zombie Ogres). Can you help them solve their vexing undead problems?


NOTE: Some of the info contained on this page is taken directly from the Runescape site.


SECTION 6: Runes and Runecrafting

In RuneScape, runes are the magical stones used for spells. The different kinds are: elemental runes (air, water, earth, and fire), curse runes (body and soul), missile runes (mind, chaos, death, and blood), and finally, the miscellaneous runes law (teleportation), nature (alchemy), and cosmic (enchantment). The elemental runes combined with some other runes are in all spells.

Runes can either be bought from rune shops (in Varrock, Yanille, Port Sarim or Ape Atoll), created from rune essences through runecrafting, gotten from drops by killing monsters or picked up from respawns where one can pick up free runes that appear on the ground. However, they are mostly guarded by various monsters, and the quantity and freqency of spawns are such that it becomes very time consuming and inefficient to obtain a large number of runes this way.

Levels to craft runes
To be able to craft certain runes, one needs the following runecrafting levels:

1 - Air
2 - Mind
5 - Water
9 - Earth
13 - Fire
20 - Body
27 - Cosmic (Members Only)
35 - Chaos (Members Only)
44 - Nature (Members Only)
54 - Law (Members Only)
65 - Death (Not yet availible for Runecrafting, but will probably be members only)
77 - Blood (Not yet availible for Runecrafting, but will probably be members only)
90 - Soul (Not yet availible for Runecrafting, but will probably be members only)

Crafting multiple runes per essence
With higher runecrafting levels, you can make more than one rune out of one rune essence.


Two runes per essence
To make two runes with one rune essence, you need the follow runecrafting levels:

11 - Air
14 - Mind
19 - Water
26 - Earth
35 - Fire
46 - Body
59 - Cosmic
74 - Chaos
91 - Nature
You cannot get multiple law, death, blood or soul runes per essence.


Three runes per essence
To make three runes with one rune essence, you need the follow runecrafting levels:

22 - Air
28 - Mind
38 - Water
52 - Earth
70 - Fire
92 - Body
You cannot get three cosmic, chaos, nature, law, death, blood or soul runes from one rune essence.


Four runes per essence
To get four runes from one rune essence, you need the follow runecrafting levels:

33 - Air
42 - Mind
57 - Water
78 - Earth
You cannot get four fire, body, cosmic, chao, nature, law, death, blood or soul runes from one rune essence.


Five runes per essence
To get five runes from one rune essence, you need the follow runecrafting levels:

44 - Air
56 - Mind
76 - Water
You cannot get five earth, fire, body, cosmic, chaos, nature, law, death, blood or soul runes from one rune essence.


Six runes per essence
To get six runes from one rune essence, you need the follow runecrafting levels:

55 - Air
70 - Mind
95 - Water
You cannot get six earth, fire, body, cosmic, chaos, nature, law, death, blood or soul runes from one rune essence.


Seven runes per essence
To get seven runes from one rune essence, you need the follow runecrafting levels:

66 - Air
84 - Mind
You cannot get seven water, earth, fire, body, cosmic, chaos, nature, law, death, blood or soul runes from one rune essence.


Eight runes per essence
To get eight runes from one rune essence, you need the follow runecrafting levels:

77 - Air
98 - Mind
You cannot get eight water, earth, fire, body, cosmic, chaos, nature, law, death, blood or soul runes from one rune essence.


Combination Runes
Members can get combination runes that act as two types of runes.


Types of Combination Runes
Mist runes act as water and air runes
Dust runes act as earth and air runes
Mud runes act as water and earth runes
Smoke runes act as fire and air runes
Steam runes act as water and fire runes
Lava runes act as earth and fire runes

Levels to Make Combination Runes
6 - Mist
10 - Dust
13 - Mud
15 - Smoke
16 - Steam
23 - Lava


SECTION 7: THE HISTORY OF CHEATING IN RUNESCAPE

Since at least 2001, players have attempted to find ways to cheat in the MMORPG RuneScape. While cheating is generally discouraged in most games, cheating in MMORPGs is usually highly discouraged, as cheats give the cheaters an unfair advantage over other players. And also is against the rules and can get you banned.

When RuneScape first opened, cheating was rare. Gradually it rose to an all-time high, and was rarely prevented. However, when Jagex introduced the RuneScape members service, the additional cash revenue meant they were able to start enforcing the rules better. Many macro detection routines were implemented. It is nearly impossible to hack RuneScape by any method, so the most common cheating technique is to create macro programs to gain an unfair advantage over other players in the game. Cheaters used these programs to automatically play the game for them, and gain levels on their character while they were not playing.

An earlier popular program of this type was a 'clicker macro' which looked at colours/text on the screen and worked out where to click. Notably the "AutoMiner" (by Nicholas Sherlock), which allowed users to automatically mine. The "AutoMiner" is no longer being maintained, and with further measures from Jagex (detailed below), eventually became ineffective.

Jagex responded with some workarounds, such as shifting the screen by a few pixels in a random direction every ten seconds or so. This meant cheats that always click on the same spot on the screen will miss the target after a few minutes. Other counter measures included automatically logging the user off after 3 or 4 minutes of standing in the same spot, making the minimap's compass display have only a loose relation to the angle of the map being displayed and making the minimap rotate a little bit at random to discourage cheats that can examine the minimap for specific details for navigation. Some clicker programs were even able to operate despite these measures, so Jagex made a very controversial change. Users found themselves becoming "fatigued" while doing any task that might be automated with a cheat, and were required to type in a mangled word to recover from their fatigue. In RuneScape 2, Jagex got rid of fatigue, and went with a "random event" system, where monsters would appear while mining, fishing, or burying bones. There was also another set of random events that would happen at any time (one being a Mysterious Old Man that would teleport you if you did not talk to him.)

Another attempted cheat was to manipulate the communications protocol directly and try to create a program which sent gameplay instructions directly to the server. This was much more effective than trying to examine the screen, but after a while Jagex fought back by randomly changing the communications protocol to make it harder for communications-based hacks to operate.

While cheaters were writing such programs, a number of flaws in the RuneScape code were discovered. While the RuneScape server attempted to validate all external input, a few severe mistakes in the server code allowed some users to trick the system into giving them items, duplicating items, and killing NPCs which were supposed to be non-fightable. All of these attacks were a result of mistakes in Jagex's server code. They should not have been possible, but were at least fixed within a few hours of the problems coming to light.

At this time, there are no publicly known methods of "hacking" RuneScape.

There are a number of sites on the Internet that still claim to offer cheating tools. However, users should be extremely wary of these sites, since they are generally not what they seem, and the programs they offer may:

Contain a keystroke logging program designed to steal the users RuneScape password and hence their items.
Use 'clicker macro' style techniques as described above, which are now detected, and would probably just get the user's account banned.
Could even be more sophisticated than a simple cheating tool, and be a type of spyware, loading with Windows automatically, and even replacing system files.
It is recommended that RuneScape users do not try to hack others, though some people do experience that some of their items went missing or their password and the recovery questions had mysteriously changed.

There are many moderators that keep the game safe. There are three different types of moderators: forum moderators, player moderators, and Jagex moderators. Forum moderators moderate the RuneScape message boards (or forums), player moderators moderate in the game, and Jagex moderators are employees of the Jagex company that have more power than both.


SECTION 8: THE ECONOMY OF RUNESCAPE

RuneScape has a fairly complex economy for a browser-based game. As the game is generally focused around combat and quests, these two things tend to drive the economy. Often, however, this is in a very indirect manner. An example of this "ripple effect" is fishing. Fish are useful because they provide healing for combatants. High-level fish provide the best healing. High-level free fish can generally only be caught by fly fishing, caging them with a lobster pot or harpooning. Fly fishing requires feathers. Despite their commonality (all chickens drop them) feathers are often a waste of time to gather, especially for players of very great power. Feathers, therefore, are unusually easy to sell for a reasonable price. Another example is Nature runes. Many powerful smiths and fletchers will train their magic ability so as to be able to use the "High Level Alchemy" spell, allowing them to exchange their items for the top store price without hassle. This requires the often hard-to-find Nature runes, however they can be made using the runecrafting skill, though it is still found to be a hard time to make them, even with that. Law Runes, used for teleportation are also valuable. Coal ore is also very valuable since it takes a number of coal and only a single ore of either mithril, adamant or runite to make the various bars, making coal ore a necessity for higher-level smiths. In every mine with coal, one can always find at least one miner who only mines coal and only for the money.

The RuneScape economy is very dynamic. There is a steady increase in the price of some items, while other items steadily get cheaper. Game updates can also cause a sudden increase or reduction in demand for items. It takes a lot of effort to continually track and predict the level of demand on certain items. Some players have become very good at monitoring the economy and consequently have become very rich by clever trading.

Many of the continual price changes are brought about by the constant influx of new players, and the constant growth in skill levels of older players. For example: only someone with level 99 smithing can make the extremely valuable rune plate body armor. A year after launch, there were few of these smiths, but now, there are many more, over double the first number. If all of these accounts are still playing and still making rune plate body armor, the number of people with it goes up, unused supply goes up, demand goes down, and prices follow. However, two things tend to keep this deflation in relative check. First of all, there is a constant influx of new players who want this armor, keeping demand up and supply down, or at least even. Also, many high-level players are only out for money when making such rare items. They rarely want to bother with spending the extra time to find a buyer (and often, the extra profit isn't enough to waste the time on), and will often use the "High Level Alchemy" spell to "sell" the item for 1.5 times the normal store price. This saves them the hassle and gives them the money they need. Supply goes down, demand stays level, and again the price remains relatively stable. The high alchemy spell increases the amount of money in the game. The mechanisms that take money out of circulation are consumption (food, runes, arrows), are much smaller than the increase caused by high alchemy. The result is inflation, causing the price of some items to soar steadily over time.

On certain holidays, such as Christmas and Halloween, Jagex will arrange a "holiday drop" in which rare items are placed in the game for one day and one day only. (Two exceptions being the Christmas 2004 drop and the Easter 2005 drop which lasted two weeks and gave out non-tradable toys with no practical use.) For example, the now-legendary party hats ("P-Hats" or "phats") were only dropped on one day and can now be sold for millions. Prices can drop or spike sharply depending on the actions of the few unpredictable party hat owners.

(Note: Since then, holiday items are now no longer "dropped" in that they would appear in random locations on the ground. Currently, holiday items are now only available though special means that are present for a short period of time.)

Other tradable holiday drop items include Halloween 2001's pumpkins, Christmas 2001's Christmas crackers (which contained party hats), Easter 2002's Easter eggs, Halloween 2002's masks, and Christmas 2002's Santa hats. In 2003, drops became non-tradable, with Easter's bunny ears and Halloween's scythes. Christmas 2004's yo-yos and Easter 2005's rubber chickens (obtained from an Easter Bunny) were non-tradable as well. The older items, especially the edible ones (pumpkins and Easter eggs) are excessively rare and can be sold for millions as well. Unfortunately, they would eventually disappear because they are only good for eating, and many owners accidentally eat their eggs and pumpkins. Similarly, items that are "recent drops", i.e., are newly introduced tend to start with a high price and drop off in price within a week or two.

During the Christmas season, Santa Hats are at their peak price, with some selling for over one million gold each. However, right after Christmas, when the demand goes down, "Santas" are at their lowest price, and continue to remain low for the rest of the year.

Some of the rarer items that are still available are Treasure Trail items, which can only be obtained by members at the end of a scavenger hunt. The starting clue for the hunt is a rare monster drop. Generally, the tougher the clue monster, the better the reward at the end of the hunt. Mainly the reward is armor (black, adamant, and rune), and occasionally it comes trimmed or gilded. Trimmed armor, especially gold-trimmed, is extremely rare and prices are always at a premium. Gilded armor, which is covered with gold rather than merely having gold trim, is the rarest and most expensive treasure trail armor set. Some players claim to be able to trim armor (saying that it is a member's only skill) but this is only a scam. Black armor cannot be made by either members or non-members.

Sometimes runite plate armor with colored trimming and enchanted by the gods Saradomin, Zamorak or Guthix is given for the hardest clues. The trim is white for Saradomin, red for Zamorak, and green for Guthix.

With the Slayer skill, players can also fight unique monsters which drop incredibly powerful weapons. The number of players that can fight these monsters increases over time and as a result the price of these items is decreasing.

For a long time, the highly valuable dragon chain armour could only be obtained from the strongest monster in the game, the Kalphite Queen. A team of strong players is required to kill this monster and obtain the armour. Recently, a monster called a Dust Devil was given the dragon chain as an ultra-rare drop. You need 65 slayer to kill a Dust Devil.

New items when released often tend to have very unstable prices according to rarity, but generally after a price is established, it drops steadily for quite some time.

The RuneScape economy is constantly changing. It is these price changes that keep players on their feet. Since it is usually more profitable to sell to a player than to a store and is usually cheaper to buy from a player than from the store (because stores buy items for one-third the price they sell it for), prices are constantly changing.

Illegal trading
Jagex has explicitly banned two types of trading: selling and buying RuneScape accounts, and trading RuneScape items and services for things outside of RuneScape, such as real world money or benefits in other online games. Despite the fact that Jagex will instantly ban anyone violating these rules, there is an active market for these illegal trades. On any given day one can find hundreds of RuneScape accounts being sold on eBay (however many of the bids are false).


SECTION 9: WEAPONS

Ranged Weapons

Bows and Arrows
Bows are the most popular ranged weapons in RuneScape, and the only ones that can be used by nonmembers are the bow and arrows. Both of these can be fletched by members. Nonmembers can buy bows in the archery shop in Varrock and in Rimmington (or from other players). Arrows can be bought from these stores or received from monster drops.

The following are the types of bows (with ranged level requirements in parenthesis and italicized bows being members only):

Long/short bow (level 1),
Oak long/short bow (level 5),
Willow long/short bow (level 20),
Maple long/short bow (level 30),
Yew long/short bow (level 40),
Magic long/short bow (level 50; both with special attacks),
The arrows are identified by the metal their heads are made of. They do not have ranged level requirements, but the better arrows can only be used by the better bows (all arrows are non-members except rune arrows):

Bronze arrows (can be used with any bow)
Iron arrows (can be used with any bow)
Steel arrows (must be used with oak bow or better)
Mithril arrows (must be used with willow bow or better)
Adamant arrows (must be used with maple bow or better)
Rune arrows (must be used with yew bow or better)

Brutal arrows
After completing the zombie ogre quest you can make brutal arrows. They are a new type of arrow with a crushing attack.


Ogre bows and Arrows
You can get and ogre bow and ogre arrow after completing the chompy bird hunting quest. Also after completing the zogre quest you can make composite ogre bows.


Crystal bow
The Crystal bow can be bought after completing the Roving Elves quest. The Crystal bow takes no arrows, but rather is bought with 2,500 magical charges and requires both 70 range and 50 agility to wield. When the charges are used up, the bow reverts to a seed that can be recharged from where you bought it (in Tirannwn) for a fee. Everytime you recharge the bow, the fee decreases until it levels off at 180,000 gp. The more shots used, the less powerful the bow becomes. The bow is useful for training quickly, but it is expensive, and because of the cost of the bow, it is rarely used in the wilderness. However, with the recent introduction of the new mage spells, it may prove more useful.


Crossbows (bolts)
Crossbows aren't used often because they are not nearly as fast or accurate as bows. However, they can be advantageous when fighting dragons as they are one-handed (whereas bows are two-handed) and allow you to hold an anti-dragonfire shield. There are only three types of crossbows (each available to nonmembers) and all can bought from Lowe's archery store in Varrock:

Crossbow
Phoenix Crossbow (used in the Shield of Arrav quest; it has the same attack bonus, but some players claim that it is more powerful than the normal crossbow)
Karil's crossbow is one of the most powerful ranged weapon in runescape. It is part of a barrows equipment set. It requires bolt racks to work.
Only normal bolts are available to nonmembers, but members can attach bolt tips to the bolts to make them more powerful. All bolts can be used at any ranged level:

Bolts
Opal bolts (Opal bolt tips can be received from using a chisel on a cut opal; Opals are mined from gem rocks in Shilo Village, pickpocketed from ham members and dug up/panned from the digsite)
Pearl bolts (Pearl Bolt tips can be received from using a chisel on pearls; Pearls can be caught while fishing with a big net.
Barbed bolts (Barbed bolt tips can be bought from the ticket merchant in Hemenster's range guild)
bolt racks (these only work with karils crossbow)
[edit]
One-handed weapons
One-handed ranged weapons are basically the "miscellaneous" weapons. They are all members only and one-handed so a shield or prayer book can be wielded:


Throwing knives
Throwing knives can be made of bronze, iron, steel, black (only dropped by Shadow Warriors and Imperial Guard), mithril, adamant, and rune. These weapons can also be made by players. They can be tipped with poison to increase lethality.


Darts
Darts can be made (by players who have completed the Tourist Trap quest as well) of bronze, iron, steel, mithril, adamant, and rune. They can be poisoned as well.


Javelins
Javelins can be made of bronze, iron, steel, black, mithril, adamant, and rune. Javelins can be found as drops from dead monsters and can also be purchased inside the ranged guild.


Throwing axes
Throwing axes can be made of bronze, iron, steel, black, mithril, adamant, and rune. They can be bought from the ticket merchant in Hemenster.


Dwarf Cannon
The Dwarf Cannon is by far the most unique weapon in RuneScape. To use it, you must have completed the Dwarf Cannon quest. The cannon consists of four parts (base, stand, barrel, furnace) and uses cannonballs as ammo. The complete cannon can be bought from the dwarves after the quest. A cannonball mold can be bought at the entrance to the Dwarven Mine and is used to make cannonballs. Cannonballs are made from steel bars and each bar makes 4 balls.

To use the cannon, set up all four pieces on the floor and load it with up to 30 cannonballs. The cannon will rotate, attacking all monsters in range. This feature is very useful in multi-combat areas. When in single combat areas, the cannon will fire at the monster shooting at you, but ony if the monster is in its firing path. In some positions the cannon cannot fire because of the angle, or often because there is something obstructing its path. If you are not in combat as the cannon fires, the cannon will fire as if it was in multi combat. You must frequently refill the cannon with cannonballs since it fires so quickly. This can sometimes be annoying and seem expensive (as cannonballs cost 150-200 gp each if not smithed yourself) but it is known as the quickest way to gain ranged experience. Many players consider the Multi-Cannon to be a powerful weapon that requires a lot of time and/or money to maintain.

The cannon also takes up a lot of room and often requires a big empty spot to set up at. It cannot be set up at certain places, either, such as both the slayer cave and castle, and in other areas such as the bar in Canifis


Melee weapons
Melee weapons are used for hand to hand combat. How well you use a melee weapon is governed by your Attack and Strength skills. The following are not all of the melee weapons (as many unrelated objects, such as a rubber chickens, can be used as weapons) but these are the most commonly used. Some weapons, such as dragon weapons, granite mauls and abyssal whips exhibit special attacks that allow a user to perform such effects as hitting twice in one turn or stunning an opponent.


Daggers
Daggers are the cheapest, most basic melee weapons in RuneScape. They also have the fastest attack. Nonmembers can use bronze, iron, steel, black, mithril, adamant and rune daggers, while members can poison their daggers which leaves a lingering effect on the victim. Members can also use dragon daggers. These can be bought in Zanaris for 30,000 gp after completing the Lost City quest and are often used as a backup weapon for rangers and mages in the Wilderness. The special of the dragon dagger hits twice in quick succession.

Note that the dagger uses stab as its main combat functions, while when the special is used the dagger uses slash.


Swords and Scimitars
Swords and Scimitars are slashing weapons that hit fairly fast and slash well. Long swords do the most damage out of the three, but are also the slowest. Swords and scimitars hit fairly quickly, but the scimitar does more damage then the sword.

The scimitar is the most popular weapon in the free to play worlds, because it has a good balance of power and speed. However, Jagex is moving towards a balance between the weapons so that each is equally useful in training against NPCs and in the wilderness. Scimitars will still stay most popular though, as rune scimitars are a semi-rare drop from Fire Giants and there is an over-abundance of them in the economy.

Nonmembers can use bronze, iron, steel, black, mithril, adamant and rune swords, long swords and scimitars, while members can use dragon variations of the long sword and the scimitar. Dragon Long Swords can be bought in Zanaris for 100,000 gp after completing the Lost City quest and until recently were the most widely used melee weapon in the wilderness. The special of the dragon long sword increases your accuracy and strength for one attack. Recently, Jagex released the long-awaited Dragon Scimitar and it can be bought on the Monkey Island for 100,000 gp after completing the Monkey Madness Quest. In parallel with the rune scimitar's success, the dragon scimitar instantly became the melee weapon of choice in the wilderness. This is in part to the dragon scimitar's special, which temporarily disables the victim from using any protect (from melee/range/magic) prayers. There is no Dragon Short Sword yet in existence.


Maces
Maces are similar to swords, but they use a crush attack and are less accurate and slower. However, these weapons are slightly unique in that they have a high prayer bonus so that your prayer will last longer. Nonmembers can use bronze, iron, steel, mithril, adamant and rune maces, while members can use dragon maces. These can be bought in the Hero's guild for 50,000 gp after completing the Hero's quest. They are normally a very inaccurate weapon, but the dragon mace's special allows a warrior to hit the highest possible in RuneScape. Rumours say a player can inflict a hit that deals up to 52 damage when using a combination of a super attack potion, a zamorak potion, the incredible reflex prayer, and the ultimate strength prayer.


Battle axes and warhammers
Battle Axes and warhammers aren't very popular in RuneScape. The battle axe (or b-axe) is sometimes used in the wilderness because it has crush and slash attacks, but the seldom instances where a crush attack is useful do not make up for its low accuracy and sluggishness. Comparably, the warhammer exhibits the same attack statistics as a battle axe, but can only be used with a crush attack, therefore making it extremely unpopular.

Nonmembers can use bronze, iron, steel, mithril, black, adamant and rune battle axes and warhammers, while members can use Dragon Battle Axes. These can be bought in the Hero's guild for 200,000 gp after completing the Hero's quest, but are much cheaper when bought from other players. The special of the dragon battle axe temporarily increases your strength by 15% while decreasing you attack and defense by 10%. When used in conjunction with a restore potion (which restores attack and defense to their normal levels), the special is comparable to drinking a super strength potion and much cheaper. Nonetheless, the dragon battle axe is very expensive (so it is not commonly used in the wilderness) and slow (so not used to train except for as a supplementary weapon).


Two-handed swords
Two-handed swords (2h) are the slowest yet the most powerful weapons in the basic (smithable) weapon line. Unfortunately, that's where its advantages stop. Since two hands are needed to wield these powerful weapons, shields or prayer books cannot be equipped simultaneously. Although it used to be the weapon of choice in the wilderness in RuneScape Classic, it has since become obsolete. There is no dragon two-handed sword yet in existence, although the weapon used by the Fire Giants closely resembles what one would look like.

Claws
Claws are a members only item and can be smithed and equipped only after completing the Death Plateau Quest. Claws are comprable to daggers in attack, accuracy and speed, but have some serious drawbacks. They are two handed, and a shield or prayer book cannot be equipped at the same time. They are also more expensive, as they take more bars and a higher level to smith. These disadvantages don't make them a very popular weapon. There are no Dragon Claws yet in existence.


Spears
Spears are a members only item and can only be obtained from monster drops (and the rune spear from the Tai Bwo Wannai Trio quest). They are two handed weapons and are very slow. Spears can be poisoned with the normal weapon poison or a Karambwan Poison which is more potent and can only be used on spears. Although it can only be used to train controlled and defensive attacks, it is still arguably the most flexible weapons in the game, as they can use stab, crush, and slash attacks all effectively. However, spears are rarely used to train or in the Wilderness. The Dragon Spear, which resembles a trident more than a spear, is the most expensive dragon weapon, as it can only be obtained from monster drops. The special for the dragon spear stuns the opponent momentarily (for one turn) so that he/she cannot run or attack.


Halberds
Halberds are one of the most useful weapons in the game but are for members only. After completing the notoriously hard Regicide quest, members are able to buy bronze, iron, steel, black, mithril, adamant, rune and dragon halberds from a store in the Tyras Camp. The basic halberds can be resold to people who have not completed the quest, but the quest must be completed to wield the dragon halberd.

Halberds are a two-handed weapon and very slow, but have a major advantage over other melee weapons in that they can attack an opponent two squares away (where any other weapon can only reach to an adjacent square) and even through and over obstacles such as fences and tables so the opponent cannot attack back. The dragon halberd's special raises accuracy and strength for one hit, and when used on a character that occupies more than one space (such as a Blue Dragon as opposed to a man), it hits twice in quick succesion.

The slow and innaccurate attack leads to slower training, but not having to use food, or being able to attack monsters that would normally be impossible is a definite advantage. The weapon is not used often in the wilderness as it is expensive, and its single advantage is useless as opponents just move away from you if you attack them through/over an obstacle.


Mystic staffs
Mystic Staffs are another flexible weapon. Available only to members, they are obtained by taking a elemental (air/water/earth/fire/lava) battle staff to Thromac the Wizard and having it enchanted. However, to do so, you must have completed the Scorpion Catcher quest and pay him a fee of 40,000 gp.

Mystic staffs are comparable to a dragon dagger, but have a little more power, use only a crush attack (although can use accurate, agressive and defensive attacks) and cannot be poisoned. They allow a player to train fairly quickly and are useful as they allow a player to switch swiftly between melee and magic attacks, while only using one weapon.


Granite maul
The granite maul is a very powerful two-handed hammer. It is becoming a notorious tool in the wilderness as it can easily kill an opponent in 3 or 4 hits. It is a semi-rare monster drop from the Gargoyle that takes a Slayer level of 75 to kill. The granite maul, along with the abbysal whip, is one of the only non-dragon melee weapons to have a special. The maul's special allows a player to hit twice in quick succession.


Abyssal whip
The abyssal whip is currently known as the strongest, most accurate and most expensive weapon in RuneScape. It is a semi-rare monster drop from the Abyssal Demon that takes a Slayer level of 85 to kill.


Barrow's Weapons
Of the 6 sets of Barrow Armour/Weapon Sets, 4 of them are melee based. When the weapon and all pieces of armour are equipped, you perform random specials that can either hit very high or have other very desirable effects. The weapons include Dharok's Greataxe, Guthan's Warspear, Torag's Hammers and Verac's Flail.

All barrows weapons and armour only last 15 hours of solid combat before they must be 'repaired' at a fee of 100,000 gp (for each piece) when the weapon has become totally degraded. If you choose to repair the weapon before it becomes fully degraded, the cost will be lessened depending on how damaged it was to start with. The armour/weapon sets are very expensive, but provide the highest stats for defense and attack, being better than dragon armour itself.


Mage weapons
Mages use staves and runes of varying effects. Runes are small stones endowed with magical energy. Runes are used to cast a wide range of spells. Each casting of a spell uses up a certain number of runes, and different spells use different types of runes.


Runes
Runes are the basic building blocks of all spells. Every time a spell is performed, the runes needed for the spell disappear. The following is a list of all the runes available in runescape with the ones available to members only italicized:

Elemental Runes include air, water, earth and fire runes. They are very common drops and are used in conjunction with other runes to perform all of the spells of RuneScape. All elemental runes can be replaced by equipping an elemental staff, which are explained later on.
Missile Runes include mind, chaos, death and blood runes. These are used to cast strike, bolt, blast and wave spells, respectively. The blood runes are also used for god spells (Claws of Guthix, Flames of Zamorak and Saradomin Strike) which cause damage and lower a certain skill such as magic (for Zamorak), defense (for Guthix) or prayer (for Saradomin). The charge spell also increases the attack power of the 3 god (or 'arena') spells by increasing the damage they do by 1.5 times.
Nature Runes are a unique rune and are used for superheat, alchemy spells and capture spells (bind, snare, entangle).
Law Runes are a unique rune and are used for teleport spells, teleblock (which inhibits opponent from teleporting) and telegrab (which grabs items that could not be normally reached).
Cosmic Runes are a unique rune that are used solely for enchanting rings, amulets and saphire necklaces.
Curse Runes include body and soul runes. These runes can be used to cast 6 different spells that decrease the opponent's strength, attack, defense or by 5% or 10%. Soul runes can also be used with law runes to cast teleport other spells that teleport another player to a location. The target player must accept being teleported.
Combination Runes are a new type of rune released recently that combine two elemental runes together into just one rune. The advantage of this is to save inventory space. Combination runes include mist runes (air + water), dust runes (air + earth), mud runes (water + earth), smoke runes (air + fire), steam runes (water + fire), and lava runes (earth + fire).

Staffs
Normal staves and Magic staves add to the player's "magic attack rating" and in so doing, cause the players spells to be more effective. They also allow the repetitive casting of attack spells in combat without requiring the player to click the spell and then the target for each individual casting.


Elemental Staffs
Elemental staffs include Air, Water, Fire, Earth, and Lava (fire+earth). In addition to the effects of a normal staff, an elemental staff takes the place of elemental runes of the same type used to cast a spell. Unlike runes, elemental staffs are not destroyed after being used to cast a spell.


Battle Staffs
Battle staffs are stronger versions of the "Elemental Staffs" with increased melee stats.


Mystic battle staffs
Mystic battle staffs have stats similar to the rune longsword, but have added magic power. They can be upgraded for 40,000 gp by Thormac the wizard in the Wizard Tower south of Seer's Village after finishing the Scorpion Catcher quest.


God staffs
The god staffs are a reward for completing the mage arena. There are three different god staffs each with added strengths and benefits. The staff of Guthix deals up to 20 damage and decreases the enemy's defensive ability, the staff of Saradomin deals up to 20 damage and reduces the enemy's prayer, and the staff of zamorak deals up to 20 damage and reduces the enemy's magic ability. At level 80 one can cast a spell called "charge" which increases the power of the god spells temporarily. The spells hit 30 damage (max) rather than 20 and affect the enemys stats much more.


Ancient Staff
The ancient staff is a reward for completing the Desert Treasure quest. This staff allows you to continuously cast the new ancient magicks. The new spells are highly destructive and add more power to the magic class of RuneScape. You can switch between the new and old spells in a pyramid located south of the Shantay Pass. The new spells include four types of spells, two powers, and two forms. There are the weak single strike spells (15 damage max); the weak spells that strike multiple people (15 damage to each person, max); the strong spells (30 damage max); and the strong that strike multiple people (30 damage to each person). There are also the ice spells which hold the enemy(s) for 5-20 seconds each (depending on the level of the spell); the shadow spells which lower the enemy(s) attack temporarily; the smoke spells which poison the enemy(s); and the blood spells which drain 25% of the damage dealt to the enemy(s) and heal yourself with it. The major downfall of the spells is that they all have a huge rune consuption. The staff itself has stats similar to the mystic staffs but provides a better magic attack and defence bonus.


Ahrim's Staff
This is part of the Ahrim's barrows equipment set and needs 70 magic and 70 attack to use. It has slightly better melee and magic strength then mystic staffs, but it is very, very slow to attack with.


SECTION 10: GODS AND THEIR HISTORY

Guthix
Guthix is a fictional character from the game RuneScape. Known as the god of balance, Guthix strives for a perfect balance. Considered neither good nor evil, Guthix does both when he needs balance out the actions of Saradomin and Zamorak when either of them tips the scale too far in their own favor.

Guthix originally created the world of RuneScape and went into a deep "sleep". This is when the God wars occurred and Saradomin and Zamorak usurped the world of Guthix. They would have continued to battle had Guthix not reawakened and made them stop.

Guthix calls the world in which RuneScape is set "Gielinor", claiming it as the name he christened it with in the beginning. Guthix is often seen as a floating head with tendrils attached to it but can appear in multiple forms. His true form is impossible to comprehend by mortals. His followers are limited but include the druids and gnomes. The dwarfs, though not particularly religious, respect Guthix as the source of the metals they mine so diligently. The unique trait about Guthix is that, unlike Zamorak and Saradomin, he does not need followers to remain on the mortal realm but instead draws strength from all living things, showing why he does not demand worship from those who follow his ways.

Saradomin
Saradomin is a mythical character from the game RuneScape. Saradomin is the God of wisdom and the God of goodness. Saradomin was one of the two main participants in the God wars after Guthix departed. While Guthix was gone, Saradomin shaped the world as he would and created most of the intelligent races.

Saradomin's symbol is a four-pointed star. Saradomin is seen as an old man with a bald head and white back hair. Saradomin has the most human followers and altars to his glory can be found throughout the world of RuneScape. Saradomin monks have set up many places of worship to him, including the Monastery/Prayer Guild and a church on the island Entrana. Despite Guthix's ban on the Gods interfering in the RuneScape realm, Saradomin will still offer his followers help in the form of prayers.

Saradomin gets joy whenever his followers glorify him in the form of burying the bones of the dead, singing hymns in his honor, and other rituals in his name.


Zamorak
Zamorak is a fictional deity from the game RuneScape. Zamorak is the god of chaos and battle. Zamorak was the second main participant in the god wars. Though he did not shape the world as Saradomin did, Zamorak had corrupted many parts of the would-be orderly world Saradomin envisioned with taints of evil, especially in human nature and such.

The Zamorakian symbol resembles the numeral "3" turned 90 degrees counterclockwise. Zamorak is portrayed as a larger figure with a red tint in his face and horns resembling Satan and other demons of the Judeo-Christian religion. Though not as famous among humans, Zamorak holds many cults of them through RuneScape in addition to his ability to raise beings from the dead to add to his armies and most formidable his demons and dragons. Though not as common as altars to Saradomin, chaos altars are still a relatively common sight in the RuneScape world. There is a church dedicated to Zamorak even in Varrock, a heavily Saradominist city. Zamorak's territory is mainly in the former battlefields of the god wars now known as the wilderness. It could be considered that Zamorak also controls the lands to the east of the river Salve as there is a much greater proportion of his followers here made up of werewolves and vampires. However this can be arguable as many Saradominists have managed to make settlements in Morytania (Port Phasmatys has grown so prosperous it manages to conduct heavy trade with the peoples of the east) even though these settlements often befall disaster due to Zamorakian intolerance.

Zamorak's main source of entertainment is death even from his own followers and forgiveness is not a trait associated with this deity.


Zaros
Little is known of Zamorak's predecessor, Zaros. Zaros is the god of destruction in that he is even more dangerous than Zamorak in his prime. From what little is known of Zaros it seems that he is more powerful than Saradomin, Zamorak, and even Guthix but this could be religious propaganda. All of Zaros's followers were killed after the god wars and his altars destroyed but his religious symbol was discovered to be a cross in a circle. Zaros made his appearance between Guthix's sleep and the god wars. His legacy beats strong within the current deities as Saradomin will not speak of him and Zamorak seems to even fear him (due to his sleep Guthix has no knowledge of him). There are few associated with the demon god but two have been found who associate with him. Lucien is the last of his followers and the cat Bob when spoken to while wearing the cat speak amulet claims that he is Zaros and the other gods cursed him to roam in this form. Whether Zaros will ever return to his true power is unknown. A rumor is circulating that Zaros was perhaps not as evil as formerly believed, but even these stories could be religious propaganda as there have been remnants of an ancient empire dating back to before the god wars which seems to have worshipped Zaros and has been highly reliant on magic. This is strange given that the discovery of runestones, which allow the use of magic, was not discovered until millennia later.


Armadyl
Armadyl appeared around the same time as Zaros did and seemed to have disappeared at the same time also. Armadyl is Saradomin's predecessor and shares the same relationship with Zaros as Saradomin does Zamorak. Unlike Zaros, however, he has managed to keep a small cult of followers even with his "disappearance". He seems to share the same power as Zaros but it is unknown. Armadyl shares the same philosophies as Saradomin and pivots with his view on miniscule points the greatest of which is where Saradomin believes people must be sought out and taught goodness, Armydyl believes people must seek this goodness and for this Armadyl is very passive and this is why he seems to have disappeared.


Icthlarin
Icthlarin is a rather unknown god to most of RuneScape but in the deserts especially in the ancient cities of Menaphos and especially the city of Sophanum he is better known than all of the above-mentioned gods. Icthlarin is the god of the dead and is suspected to have been an ally of Saradomin during the god wars. Icthlarin is seen as something of a combination between man and dog since he has a dog's head and the body of a man (which is covered in gray/black dog fur) resembling many of the ancient Egyptian gods. His greatest adversary is his sister who craves to destroy the souls of man in direct conflict with Icthlarin's will. His followers include the menaphites, cats, and other peoples of the deserts. His symbol looks much like the Egyptian symbol for eternal life but slightly slanted. Being the god of the dead, Icthlarin can grant immortality to beings by simply refusing them a natural death (they can still however be murdered) which he does for the cats now employed as the guardians of the dead.


Amascut the Devourer
Little is known of this Menaphite goddess as is the curse of her former followers. Her real name (Amascut) has been lost to the ages so this goddess of destruction is now simply referred to as the devourer. She is not the sworn enemy of man but rather it is in her nature to destroy all things but in the recent centuries she has taken to the destruction of the souls of humans. Originally, her form was like that of Icthlarin except resembling a cat instead of a dog but now she is forced to take the form of a human wanderer. She was once worshipped by human followers before she took to destroying humans which was tolerated until she began to attack her own temples and clergy. Soon the remnants of her followers banded together, confronted the Devourer, and cursed her so that her name would never be remembered, she could never return to her original form or power, and she could no longer recruit disciples though she cursed them in turn to forever wander in her form (similar to the origin of cats in RuneScape). Her greatest fear is of her former followers the cats which retain fractions of her former power and still hold a desire for revenge against her. Her symbol is like Icthlarin's but upside-down and more twisted. Her former followers include all the cats in RuneScape.

Demi-Gods

Iban
Iban is known as the son of Zamorak but this is more in his close connection to Zamorak in power, morality and ways rather than in physical relation. Iban was originally one of the stronger black knights who had a thirst for power that in his current form he could never quell. After he died in battle, a powerful witch came and found his body and found his soul suitable for the new creature she would create. She created a voodoo doll in the likeness of Iban and smeared some of the original Iban's flesh for his new flesh, blood from a large spider for his new blood, ancient magics were used to create a new shadow for him, and the body of a newly slaughtered dove was put into the doll for his new conscious. Iban made his realm in an underground pass formerly used for connection between Ardougne and the lands to the west. In his new form Iban ladened the underground pass with both physical traps and evil power. These forces drove frequent visitors to the pass mad, summoned mighty and powerful magics, and above all converted both willing and unwilling followers to soulless zombies of completely loyal minions. Though not physically related, Iban is still worthy of the title Son of Zamorak and this coupled with his god-like powers makes him a demi-god.

THE END

by JK





Extracted From Ages of Man: The Rise Of Runescape Civilisation A Historical Study by Solus Teppleton


s a child wandering these fair lands we call RuneScape I was naturally curious of how things had come to be, and of how things are now, and thus was my thirst for the mysteries of RuneScape first discovered.
But as I grew, I saw that few others followed my desires to know of our ancestors, and of the stories that have shaped the world in which we live, and I was dismayed.

And so I searched the world, taking gossip from where I could. I ventured deep into dungeons and underground caves in search of the history of this world, so that we may all gain some insight into the present from the lessons of the past.
And as I quested for knowledge, I found that I was not the only one who desired to know of these tales after all.

Many of the noble families of Misthalin, Asgarnia and Kandarin also wanted to know of the tales of their ancestors who had brought them such wealth and nobility, and the Kings too were curious as to their glorious histories long since forgotten.
But the man whose endless devotion to recording and cataloguing the histories of our lands, and without whose help this tome would have been impossible is Reldo, the librarian of Varrock.
Thus it is to him that this book is dedicated; for his research is the basis of much of this work, and I sincerely hope his efforts continue so that these chronicles can be more fully completed than I have been able to do in my own humble efforts.

The First And Second Ages

espite all of my efforts I have found nothing of historical evidence of these Two Ages.
There are brief mentions of events in various religious texts I have had access to, but I must discount these as religous propaganda being a man of a scientific background. I also do not wish to offend the Church of Saradomin with some of the outrageous claims made in these texts.
I have heard disturbing tales from rival religions about the nature and behaviour of Saradomin at this time, which I suspect is merely propaganda for various different religions.
In any case, it would appear that the vast majority of tales I have discovered are parables and folk tales rather than histories, and therefore useless to a modern day scholar such as myself.

The Third Age

s most scholars in Runescapian History are aware, little is known of the time period we call the 'third age'. The vast majority of recorded information is folklore tales from peasants and brief mentions in the family trees that survive of various noble families, and sadly very few artefacts from this time have been recovered.
The valiant efforts of the esteemed Archaeological Society Members have come to naught,
but there are a few facts that seem indisputable from the research I have conducted, especially in the ancient archives section of the Library of Varrock.

Possibly the reason for such lack of information is that there are numerous references to a war between the gods that very nearly killed us as a race until some unknown event caused there to be a ceasefire of sorts.
I am especially interested in obtaining more information about this age, and when this tome is complete this will be the area I will be investigating most thoroughly.

I have repeatedly heard from different sources that there are ancient artefacts and unknown tales in the fabled land of Zanaris, although how much of this information I believe is questionable.
As a man of science I am relatively confident that Zanaris does not exist and is just a trick by rogues to lead travellers into dangerous areas and then looting them.
I plan on confirming this for myself sometime in the future however.

The Fourth Age

lthough actual details are scarce, I believe the passage from the third age to the fourth age is marked by whatever event caused the Gods to no longer conduct their wars and battles upon our soil directly.
The races of Man, devastated by wars, and creatures that thankfully no longer exist in our world, were scattered across the world into small groups.
Sadly, as is our nature, these groups competed with each other for the limited resources present, with many groups actively warring against other clans.

It is my theory from examining various manuscripts and artefacts that the people of RuneScape were mostly of a Nomadic lifestyle. They would settle in one area until all its resources were used up, and would then move on to a new site. this would repeat monthly so that a meagre lifestyle was maintained with the travellers following the seasons around the world.
When two rival tribes were too close to each others settlement a war between the two would then ensue, with the victors either obliterating the other tribe, or absorbing them into their own tribe and increasing the size. The more peaceful tribes (tellingly, very few relics remain of such tribes) would sometimes merge with stronger tribes through marriage of their elders and leaders.

I believe for at least the first few hundred years of this age this was the predominant lifestyle of man, until all the smaller tribes were absorbed into larger tribes either through conquest or marriage.
Settlements became more permanent as skills such as farming and animal herding were developed, meaning the need for constant travelling was eliminated.
As the lifestyle of these people became more settled and less nomadic, aspects of modern day culture such as community and personal property began to emerge.
Apparently there was a certain degree of specialisation with these more stable settlements too, as it became clear that the work needed could be split among the group, with some becoming farmers, some miners and so on.

t was also around this time that metals mined from rocks began to be used effectively.
I have discovered early examples of metals taken from rocks that seemed to have been used as primitive jewellery and decorative ornaments, but there is a definite shift towards using them for tools and weapons as these permanent settlements began to appear.

This is perhaps unsurprising given the major threats faced to these tribes from other races, especially the Goblins and Dwarves, and indeed from other tribes.
Also the concept of the calendar began to appear, as farming practices improved and the time of crop planting and harvesting became more important now that these settlements could no longer simply move on to a new location when their resources were exhausted.

Another major advancement was the invention of leisure.
By having a permanent settlement and dividing the work amongst the tribe they now had time for themselves other than for working, sleeping and eating.
Within a period of approximately 25 years of these first permanent settlements being created, you begin to see the development of RuneScape's first real culture.
Folklore and poems began to be written of great events in their lives.
There were huge leaps in the quality of craftwork, from primitive chunks of metal and gems threaded together to brooches, pins, and ornamental weaponry, of considerable more skill.
Many of the techniques of modern crafting began to appear at this time.
The weaponry developed in this period too is far closer to the smithed axes and swords of modern day RuneScape than the blunt objects and clubs that make up the artefacts of the Third Age.
We as a race owe a lot to the developments made in this short period of time.

The Fifth Age

lthough very hard to find specific dates for the events of the first 4 ages, the mark of the Fifth age is clearly marked by a certain unknown tribe from the northern wastes finding an unknown artifact that allowed the use of magic. Details of this discovery are very difficult to find, as it seems to have been a closely guarded secret.I have however found a small number of first hand accounts of this discovery, and the impact upon the people that resulted from it.
The major importance of this discovery was the manufacture of runestones, which as any modern reader will know are of vital importance to modern life, and the number of mages that walk amongst us is further proof.

This discovery effectively meant an end to the fear of Goblins and other races attacking these primitive settlements.
A settlement could now be defended extremely effectively with small numbers of warriors supported by mystical defences and attacks against most foes.
It is in this Age that the main kingdoms of Misthalin, Kandarin and Asgarnia (to give them their modern names) were first formed as the major settlements became villages, and then began to be the mighty towns that we recognise today. Runestones were also traded amongst tribes, with evidence of runestones having been found everywhere from the state of Al Kharid to the island of Entrana.
It has also been reported to me that runestones have been found in the deepest jungles of Karamja, showing how influential a discovery they were.
A strategic alliance with the Dwarves was also formed at this time, and this can be seen as a golden age for mankind, with a mighty tower of magic built by these mages to study and enhance the abilities of the runestones that were now common place.

Unfortunately with no major threat to the settlements the people began to become decadent, with many of them becoming dissatisfied with the way things were run.
This in my belief is the reason why cults of Zamorak began to spring up around the world.
Possibly the best known event of this time was the treachery of the Zamorakian mages in destroying the mighty wizards tower - the destruction of the tower certainly seems to mark a turning point for the worse in the fortunes of mankind, and an end to the 'Golden Age'.
This event is covered in greater detail in various other accounts, and in contradictory ways, but there is clear evidence that there was definitely a wizards tower that was destroyed by fire.
Nobody seems to contradict the story that it was caused by Mages following the order of Zamorak, although the motives for this act are slightly unclear beyond any religous cause.

his act was followed by a massive backlash against Zamorakian followers, who had been tolerated (if not exactly welcomed) prior to the destruction of the wizards tower.
A number of holy crusades by Saradomin followers (such as the White Knights of Falador) were waged against all those suspected to hold Zamorakian beliefs.

The massive feeling of betrayal by Zamorakians in fact still continues to modern times, with very few areas that I have visited acknowledging or allowing Zamorakian symbols or worship.

Not all of the people at this time were attracted to permanent settlements however. Some tribes and clans chose to retain their nomadic lifestyle and 'primitive' ways.
Modern day races call the descendants of these people 'barbarians' as they have not evolved to the same cultural degree as ourselves.
However, I spent many months among these peoples, and found them to be extremely welcoming to strangers who do not offend them (which is unfortunately all too easy).
They are in fact a very cultural people with a very rich tradition of oral history. In fact, much of this tome I must offer thanks to these barbarians for, with their tales of the roles of their ancestors in their modern lives proved very useful in compiling this history.
Also when they speak of events that occurred before the written traditions began to appear in the late 4th age, they have records of various heroes whose deeds would otherwise be forgotten.
I would urge any fellow historians interested in expanding upon this brief history I have produced to spend time with them and learn their ways, for they are the people we used to be, and the people we might be still if the runestones had not been discovered.





Other Histories of Runescape


Gnomic Negotiations

n the time before the Grand Tree came into being, the gnomes were planning to co-exist with the humans. For if you trace humanity back far enough, you will find that these two races share a common geneology. Just don't tell the humans that- they tend to be a bit touchy about any comparisons with their vertically challenged counterparts.

The gnomes, for their part, are touchy about this touchiness.

"They just don't like us 'cos they think we're short" said one gnome when questioned on this.

"Which is wrong, 'cos we're not short at all. They're just too tall. It's a waste of perfectly good skin."

Gnomes have always been sensitive about their height- or lack of it, and some say that their famous sense of humour is a defense mechanism that is bourne out of insecurity.

We asked Dr.Darius Gnomalus, Head of Psychology at the Gnome Institute of Knowledge, about this. He disagreed vehemently.

"You think I have to make up for my lack of height with cheap gags? You're crazy as a coconut. Us gnomes can be very serious individuals you know."

It was at this point that Dr.Darius' head exploded, sending tiny pieces of gnome everywhere. I recoiled in shock and horror, wondering how such a terrible thing could have happened. Only then did I discover that this was not the real Dr.Darius, but a synthetic model.

The good doctor now appeared from behind a potted plant, convulsing with laughter.

"I'm sorry, but you should have seen your face. Absolutely priceless! And I'm a good ventiloquist, yes? You bigguns are so easy to fool. Maybe the air is too thin up there- not enough oxygen to the brain perhaps?"

I terminated the interview at this point.

nd it was only after storming out in disgust that it suddenly hit me. Maybe the problem wasn't with gnomes, but with humans. Perhaps we do take ourselves too seriously. Maybe it was time to put the humour back into human.

So I decided to lighten the tension. I resolved to buy a custard pie, and splat it into the face of the next gnome that I met- just to show that us bigguns can have fun too. I would forge a new era of gnome-man relations, by being an ambassador of silliness.

Which is exactly what I did. Arming myself with the most custardy flan available, I headed off towards the Grand Tree. Standing at the bottom was a rather funny -looking gnome, who was obviously just minding his own business.

Having found my target, I let fly with the pie, covering his gnomic features with a thick layer of gunk. At this point I then burst out laughing, but the gnome remained eerily silent. I thought I'd better explain myself.

"I'm sorry friend, just having a bit of fun. What's your name anyway?"

"Glough", replied the gnome earnestly. "My name is Glough."


THE LEGEND OF ARRAV
Anonymous author, reprinted from the scroll named
Arrav Of Avarrocka, The Hero Of Men
Original date of writing unknown.

Childhood Of A Hero

egend tells us that one day a mighty hero was born near the town we now call Varrock. But no record of his birth or parents were ever found.
For a wandering group of travellers seeking sanctuary from the Goblins and Ogres that did infest the land did find a human child while following a river on a day when both sun and moon were in the sky at the same time.

For the child was unusually tall for one so young, with dark eyes and a fierce countenance, yet fair hair and skin, and a kind smile. The elders of the group did see this child as a good omen, and decided that they should set up camp at this place, and did name their camp Avarrocka. The child was brought into the camp, and raised as their own child, and they did teach him how to hunt, and how to farm, and how to kill, for the times of legend were harsher than they are today.

And the tribes greatest hunter did teach the young men of the tribe the skills of hunting. He taught them the skill of silence, and of the parts of animals that caused sickness and should be removed before eating, and where to stand in wind and streams so that animals could not detect the hunters presence, and of tracking the prey through examining the forests through which they moved. And the child was more gifted than the rest of the young adults, as well as standing a good head taller, and when the time came for the young men to hunt their first animals alone, the child did bring back to the camp a large stag, with fair white skin and deep red eyes, and the elders saw this as a good omen.

And the tribes greatest farmer did teach the young men of the importance of farming well, and of the times of the calendar that seeds would grow best in, and of the changes in the clouds that showed how crops would grow, and of growing certain crops together to prevent the spouting foods from being consumed by the birds, and by the pests of the land. And when it came for the crops to be harvested, all were awed by the height of the childs grain, and the succulence of his fruits, and the elders saw that this was a good omen for the village.

And when the tribes mightiest warrior taught the young men how to fight, all were amazed at the prowess of the child, for he moved as though he had been born with a sword drawn, and his strength and speed were equal to men twice his size and age. And the elders of the village saw how fortunate they were that such a mighty warrior should have been delivered unto them.

nd so came the Tenth year after finding the child, and by all reckonings they took the child to be around 12 years old, yet the child was still unnamed. So the elders decided to send the child on a quest to find a name, for they would not be able to call the young man 'Child' for much longer. And they did say unto him "go forth, and bring back a name that your people may know you as"

and so the child left the village by himself for the first time since he had been found there.

And the child wandered far, following the rivers and hills and clouds and stars to find his name. And after a number of days, he did come upon an encampment of Goblins who had discovered the village of Avarrocka, and did plan to make it their own with a nightfall attack. And as the goblins saw him, they screamed at him in their own language "arrav" as they attacked him. And they screamed "arrav" louder as he bested them, by individuals and by groups, until they all lay dead or defeated.

So The child returned to Avarrocka, and the elders asked him if he had found his name yet. And the child recounted the tale of the goblin camp, and how their treacherous plans had been thwarted by his luck in finding them, and his skill in combatting them. And one of the wisemen said to him:
"Your name Child is now Arrav, for that is the name the fates have given you. It is a curse word in the Goblin tongue. The fates have decided your true name to be a curse upon Goblins, for that is what you truly are"
and all agreed that it was a good name, and much rejoicing was had for the village had been spared by the actions of Arrav.

and as Arrav grew, so too did the village of Avarrocka, for it was situated on fertile land, and it became prosperous. As the tales of Arravs defeat of the Goblins spread amongst both humans and goblins, the village grew

 

THE LEGEND OF ARRAV
Anonymous author, reprinted from the scroll named
Arrav Of Avarrocka, The Hero Of Men
Original date of writing unknown.

A Curse In The Land Of Dreams

nd one night, as Arrav visited the Land of Dreams, he encountered a man dressed all in Black, with pale skin, and dark of countenance. And although Arrav knew himself to be in the Land of Dreams, where things cannot be trusted to be what they appear, this man was different from the other travellers he had encountered, and spoke to him by name;

"I know you Arrav of Avarrocka, Curse of Goblins, Hunter of the White Stag, Child of Sun and Moon. I know you, and I do not fear you.
I am Zemouregal of the Mahjarrat tribe, and this land is mine for the taking.
I have seen our futures, for they are entwined together, and it ends with your utter defeat at my hand.
You will serve me eternally as a slave, and the town you love so much will be destroyed at your own hand."

And when Arrav awoke, he was much afeared, for he knew not how he could face an enemy that could challenge him in the Land of Dreams, and make him remember the events of Dream, that normally passed with the first hours of awakening, so Arrav went to consult the elders.
The elders of the tribe could not explain to Arrav how such a man could appear to him in the Land of Dream, and were sorely troubled.

For 7 days and nights the elders discussed Arravs encounter in the Land of Dreams, and all agreed that it was a bad omen, and that Arrav could not remain in Avarrocka for fear of destruction befalling the town that it had now become. So they decided that Arrav must be sent on a quest that he could never complete so as to spare their town the wrath of the mysterious darkly dressed man. Yet Arravs strength and wisdom meant that any normal quest could not be given, as he could easily defeat any enemy and fetch any item.

Then on the seventh night, the eldest of the elders spoke up. He had a dimly remembered memory from his youth of tales of a fabulous shield that did not belong to this world, and that was strong against nearly every attack, but whose whereabouts were unknown. When the other elders heard of this tale they were puzzled, for none of them had ever heard such a tale, and they wondered how the old man could remember such a distant memory so clearly. And in truth, the elder himself could not explain how this memory had come to him so clearly while he had slept, yet all agreed this was the perfect quest to remove Arrav from Avarrocka and protect it from the harm they feared would befall it.

An Encounter Most Strange

nd so it came to pass that the elders of Avarrocka told Arrav of this shield, and that it would be necessary for the protection of the town, and Arrav agreed, and began to make ready his equipment for the quest. Along with the sword he had been given when training as a child, he brought enough bread and cooked meat to last him seven days in the lands outside of Avarrocka, where men feared to venture, and set out of the confines of the town and into the lands outside.

Arrav had not travelled far West, when he came upon a strange house, surrounded by mist. Wondering what kind of being would abide in such a place, yet being unafraid, he entered the house to meet three men inside sitting arguing at a table. The argument was a passionate one, and they took no notice of Arrav as he entered their house. The language they spoke was strange and unfamiliar, yet somehow he could understand what they were arguing about, and it seemed to be about the ownership of the house they were standing in. The argument did not seem to make much sense to him, but the first man was apparently complaining how the others had crept in while he was asleep, and that they had stolen the house he had made for himself.

Arrav wondered what the man meant by the others, but noticed a number of smaller figures, almost too small to notice, huddled around the shadows of the table chittering to each other almost below his hearing. The noises and speech of the place concerned Arrav, and he decided to continue on his way leaving this strange house behind him, for the things he had seen did trouble him greatly. Arrav headed West again, with the sounds of argument continuing behind him until he could hear them no longer.

A Meeting With The Imcando

he journey continued, for many miles as Arrav wandered through the countryside seeking those who knew of the shield which he sought, across a mighty river that flowed seemingly entirely from the north to the south as far as he could see and close to a towering and icebound mountain. At the foot of this icey mountains Arrav did encounter a race he had never seen before; they looked like men,

yet were far shorter, and they seemed unafraid of Arrav as he approached them.

He spoke to them of the shield which he saught, and although they denied any knowledge of such an item, he could see in their eyes a guardedness, that made him suspect of the truth of their claims. Arrav stood tall, and asked them who they were, and they spake unto him
"We are of the clan Imcando, known far and wide for our skills with weaponry"
and seemed puzzled that he had no recognition of them. Sure that the dwarves knew more of the shield which he sought than they admitted, Arrav decided to stay with them and gain their trust, and perhaps learn more of the whereabouts of the shield which he had pledged to find.

Many moons passed, as Arrav stayed amongst the dwarves, and eventually the leader of the Imcandos summoned Arrav to him.

"Your ways are strange to us Arrav of Avarroka, yet we see the honour with which you carry yourself. When first you came amongst us you spoke of a mighty shield of which you seek.
e know you suspect us of having knowledge of such an item, and that is why you have remained here. We have offered you our hospitality, and as we have come to know you we have seen you to be a man of honour, so speak now of why you search for this item, for it is one of our greatest treasures and we cannot allow it to fall into the hands of the undeserving."

Arrav spoke of his encounter with the darkly dressed man in the Land of Dreams, and at the mention of the name Zemouregal he saw a dark shadow fall across the countenance of the elder.

"we know of this being who calls himself Zemouregal. For many years he has attempted to gain control of this shield, for it is a mighty artifact that will bring him great power against all races should he gain possession of it. Long ago we vowed that this must never happen, for we dwarves have memories of the time when Gods walked this land, and do not wish to see such devestation return to our fair world. Although we know you to be a man of great honour and courage, you cannot defeat Zemouregal, and we must never allow him the chance to gain control of such a powerful object. I fear that he has manipulated you and those you obey, and must ask you to leave as your continued presence here serves only to alert him to our settlement"

Arrav's heart was filled with sadness at these words, for he had become accustomed to spending time with the Imcando and learning their ways of mining and smithing, yet he knew the wisdom of these words. As the dwarf spoke them to him, he realised too why the elders of Avarrocka had sent him on this quest, for their fears were the same as the Imcandos, that Arrav could bring nothing but harm to them whilst staying in such a place. With a strange weariness in his heart Arrav continued on his quest, for he knew that he must find the shield which his elders saught whether he had the assistance of the Imcando or not.

Coming Soon... The Legend of Arrav - Part 3

Being A True and Concise History Of The Discovery of The Runes That Allow Magicks.
extract from
"Conversations with a Mage by Samael Leynes"

he question had seemed simple enough, yet when asked the old man had looked at me with a strange mixture of pity and contempt when I had asked him where the runes that now shaped our daily lives hadst come from. I waited patiently for his answer, apparently ignoring the look upon his face, for I was sure that his previous eloquence and stories of the tales before mankind hadst entrusted myself to him.

Eventually, with a jarring choking cough, he began to speak to me of the Runes which had allowed man to use the Arts Of Magick to assist him.

"As my time on this plane draws to an end, the treachery of the evil followers of Zamorak still burns within my heart and mind, as I know that such knowledges as those like me have gained will forever be lost to ye ages. I have not much time, yet must tell what I know concerning the Runes and the dangers that their treachery hast brought upon our fair world.

am one of the few left alive who remember the time before we hadst the Runes, when man fought man for food, when there were no havens from the creatures that seek to destroy us as a race. Yea, I remember still the times before Man and Dwarves considered each other allies, and only the bravest of Heroes wouldst venture beneath the ground, lest he fall foul of the wrath of the Dwarves who hadst claimed that area as their own.

I remember the old names of the Kingdoms, before they were kingdoms, of the Men who ruled before there were Kings. I remember how the discovery didst heal old wounds between families, didst make mankind safe in this world for the first time in our memories, and didst make even the humblest of men able to walk with a king as an equal... yes... I remember..."

I didst await some small amount of time after these words, for I didst not wish to impose upon the old man too much, for we had talked at this inn for a long time of many things, which I have recounted to you in this humble tome dear reader, but I was obliged to hurry the old man, for it had been a long night already, and I didst fear for his health as he coughed heavily, and he didst seem to be lost in his own thoughts with my question.
I purchased another mug of ale from the innkeeper, and prompted the old man for an answer to my original query.

"An answer you want is it boy? And you have fresh ale? Well, we will see... but thou must know in this world, that sometimes a simple question gets not a simple answer...

remember my father, a smith of the highest standing, first telling me as a boy that a Man from the North had madest a discovery of... well, there are some secrets I fear I must take to my grave in case they fall into the wrong hands.
Yet I will say this; this man of the North had found something of great importance that didst require a great deal of studying, and had bought some paltry supplies such as hammers and chisels from my father

which is how he knew of it.
Even as a young boy I hadst an interest in this world in which we dwell, and this discovery didst surprise me, and that night I stole away from my parents home in the land we now call Misthalin so that I mayst join this man in examining his findings. What had he found?
Patience boy, I am coming to that, but I cannot reveal too much for evil walks this land, and if it knew all of the secrets which hadst been discovered all of man would suffer in ways thou canst not even imagine... let us just say, that this man from the North hadst discovered Magick.

Spirit of the Pass

ou must be careful walking through the underground pass... it is filled with the spirit of Zamorak. You can feel it as you wind your way round the stalactites- like an icy chill that threatens to penetrate the very fabric of your being. Not so many travellers come down here these days, but there are some who are still foolhardy enough.

I remember seeing one such warrior. Going by the name of Randas, he stood tall and proud like an elven king. But that same pride made him vulnerable to Zamorak's calls. Randas' worthy desire to be a great and mighty warrior also made him corruptible to Zamorak's promises of glory. Zamorak showed him a way to achieve his goals, by appealing to that most base and dark nature that resides in all of us.

It starts as a whisper in your ears. Dismissing the sounds as the whistling of the wind, Randas steeled himself against these forces and continued on his way. But the whispers became moans, at once fearsome and enticing, like the call of some beautiful siren. "Join us!" The voices cried, "Join us!" "Why fight against your nature?" they asked Randas. "Your greatness lies within you, but only Zamorak can truly unlock your potential."

n time these voices became visions. Visions of human armies, wasted by some unseen hand. Their bodies lie heaped together like some amorphous mass of mutilated flesh. And standing on top of this great heap stood Randas, a bloody sword in one hand, and a glazed look in his eyes. A destroyer of his own people... but a victor all the same.

And upon entering Zamorak's Tower, it is said that Randas performed a ritual that would alter his spirit forever. Kneeling down at the sacred altar, he spilled his blood into a silver chalice and offered it to Zamorak. And then Randas began to chant the words of ancients- strange, twisted noises from deep within the bowels of eternity.

This was the spirit of Zamorak, pulsing through his body like the cry of an animal from some unholy sacrifice. His whole form began to convulse as electrical charges streamed through his muscles. But the power was too much for his mind; it was as if the forces of darkness were a black cloud expanding inside his head. As he witnessed yet more ghoulish and nightmarish visions, the world outside seemed to disintegrate in front of him.

In fact the world was still there- it was Randas' mind that had been broken. And now if you get lost in the tunnels you might just stumble into Randas. A shadow of a man, his eyes are hollow, with no life behind them. For Randas is part of the asylum now, just one of the many walking dead. A human vegetable, he wonders the tunnels in a zombified state, oblivious to all his surroundings. Ask him about Zamorak and he will tell you as much as he can remember. He may even tell you more about the ritual that he performed.

Just don't let curiosity get the better of you...

 

was not the only one who hadst come to see his discovery either. A group of people, perhaps 50 in number from all over this realm, and of all ages and tribes hadst heard similar rumours, and as consumed by curiosity as I hadst come to pledge ourselves to assist in discovering the secrets of this discovery.I cannot describe to you the awe and wonder we all felt when first the man from the north demonstrated the power he had discovered...

To strike a foe with a mighty gust of wind at will! This feat is almost commonplace nowadays, and seen in brawls all over the lands, but back then...
it was as though we hadst gained the power of a god!
And as we trained, and studied, our powers grew stronger, and more unbelievable... I saw men moving objects with just the power of their mind, others turning useless items into the purest gold!

ut these skills and powers learned by those who had chosen to learn from this man from the north were not the greatest discovery that we didst make.
It was discovered that we couldst take these powers and magicks, and bind them into solid objects which we called rune stones, for each hadst been marked with the rune symbol of the magick which we hadst bound unto it.

These stones couldst then be given to someone who hadst not studied or trained with our group - and the magickal energies bound within them couldst then be released at will!
We all agreed that the discovery and the magicks it had allowed us, and our ability to store these magicks in compressed form as stones, each carefully marked with what magickal energy had been stored within it so as to avoid accidental expenditures, required much investigation, far more investigation than was possible with just the small group that we were... so we vowed to all return to our homelands and spread the message of our discoveries, so that we couldst gain more followers to assist us in our research.

When I returned home, my parents didst scold me for my thoughtlessness and selfishness in leaving them with nary a word of explanation, yet the looks on their faces when I showed them the powers which I hadst achieved through my studies! When I smelted some of my fathers ore in my hand without the need of his furnace, he didst almost collapse with wonderment, for it was then that he couldst see what I could see when I had left home; that this discovery wast the future of our people on this world.
nly my mother gave me words of caution, which I didst not understand then in my foolish youth, that there was danger in trying to match the Gods, for the Gods are jealous and do not want mere mortals having powers such as they possess...
many times since then I have thought on her words and wished I hadst understood them as I do now when she first didst speak them..."

Again the Old mans story didst seem to be unfinished, and again he didst seem to be waiting for some hidden signal to proceed; having become used to his ways in the hours I hadst spent with him so far, I rose to fetch him more ale, but he snapped out of his reverie with a wave of his hand

"No boy, I needst not more ale, I have had my fill for this night, and all the ale in Misthalin cannot wipe away the memories of treachery and bloodshed that I have, no matter how much I sometimes wish they could.
Just indulge an old man his memories of loved ones long dead for a moment, I willst return to my tale when I am ready.

 



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