Thursday, September 29, 2011

Ritual of the Mahjarrat Step-by-step quest guide



  1. Description of the Ritual of the Mahjarrat quest in RuneScape:
  2. They signal their arrival with a devastating shriek, and leave nothing but ash, flame and destruction in their wake. All tremble in fear as they approach, and the runescape ground rumbles in sympathy. 

  3. Word of an attack on the runescape isle of Mos Le'Harmless has reached the runescape ears of Sir Tiffy Cashien. Should you choose to accept his request, you will be sent to aid Sir Tendeth who has come across a great threat to the runescape world; one far greater than the runescape pirates he was originally sent to investigate. 

  4. Do you have the runescape stomach to investigate this new threat, and see it through to the runescape end? Or will you leave the runescape world to its doom while you cower in fear?
  5. Difficulty:
  6. Grandmaster
  7. Length:
  8. Very, Very Long
  9. Quest Requirements:
  10. The Temple at Senntisten
  11. While Guthix Sleeps
  12. Hazeel Cult
  13. Enakhra's Lament
  14. Slug Menace
  15. Fairy Tale Part III - Battle at Orks Rift, A
  16. Rocking Out
  17. Tail of Two Cats, A
  18. Fight Arena
  19. Skill/Other Requirements:
  20. 77 Agility 
  21. 76 Crafting 
  22. 76 Mining
  23. Items Needed at Quest Start:
  24. None.
  25. Items Needed to Complete Quest:
  26. Ring of Visibility, Rope, and Catspeak amulet (e)
  27. Items Recommended for Quest:
  28. Lots of food and combat gear.
  29. Items Acquired During Quest:
  30. Bob's collar, Note to you, Note to Robert, Tetrahedron 1, Tetrahedron 2, Tetrahedron 3, Tetrahedron 4, Robert's necklace, Statue arm, Steel pickaxe, Strange device, Kethsian key, Scroll, Dathana's message, 4 Teleorbs, 4 Beacons, Arrav's heart, Chisel, Spade, Decoder strips, Code key (main entrance), Code key (storeroom), Code key (reliquary), Heart magic notes, Heat globe.
  31. Quest Points:
  32. 3
  33. Reward:
  34. 110K Agility XP, 60K Constitution XP, 40K Crafting XP, 40K Mining XP, three 80K XP Lamps, access to fight a new Barrows brother and gain new Barrows equipment, access to mine Bane ore, access to the runescape new lunar spell Tune Bane Ore, ability to make Bane arrows and bolts, the runescape ability to gain combat bonuses in certain areas, access to fight Glacors, ability to runecraft Armadyl runes, ability to create an Armadyl staff to enhance the runescape Storm of Armadyl spell, and a bonus 3K Prayer XP.
  35. Start Point:
  36. Falador Park.
  37. To Start:
  38. Speak to Sir Tiffy Cashien in the runescape Falador Park.
  39. Instructions:
  40. Head to Falador park and speak to Sir Tiffy Cashien sitting on the runescape park bench. Ask him about the runescape Ritual of the runescape Mahjarrat and he will inform you of the runescape worrying information from his contact, Sir Tendeth, currently located in the runescape Other Inn on Mos Le'Harmless. 

  41. NOTE: If you accept the runescape quest and continue with the runescape conversation Sir Tiffy will offer you a free teleport to Mos Le'Harmless. If you walk away after starting the runescape quest you will have to make your own way to the runescape island. the runescape fastest way to do this is the runescape Ectophial teleport to the runescape Ectofuntus, followed by Captain Teach's ship from Port Phasmatys. 

  42. Speak to Sir Tendeth in the runescape inn and he will tell you that this has nothing to do with pirates but a greater foe. A small cut-scene will occur once you select to continue with the runescape quest. 

  43. Head north towards the runescape jungle to try to discover the runescape mysterious beast that has been causing the runescape destruction - food and energy restore methods are recommended for this part. Upon entering the runescape jungle a cut-scene will occur, causing Sir Tendeth to be killed by a ball of fire from the runescape east. 

  44. Using the runescape vegetation as cover, move in an easterly direction, following the runescape trail of scorch marks. Valid cover includes the runescape large tropical trees, small trees and the runescape burnt trees (these last show only as tiny white dots on the runescape minimap). You have to be on a square directly to the runescape west of these trees to be safe from the runescape fireballs. If you are hit by a fireball you will be dealt around 275 LP of damage and be returned to the runescape entrance of the runescape jungle to start all over again. 

  45. The attacks are originating from a triangle of trees just past the runescape Trouble Brewing minigame. Once you reach this area a cutscene will occur showing three beasts planning their assault on a greater population of people. You must notify Sir Tiffy of what you have seen, so teleport back to Falador and speak to him in the runescape park. 

  46. Sir Tiffy will ask you to describe the runescape creatures you saw, before teleporting you to the runescape research area of the runescape White Knights. Speak to Sir Tiffy or Lady Table and a discussion will ensue where Lady Table will research your description and confirm the runescape creatures to be Dragonkin. She also has notes about the runescape Dragonkin referring to Robert the runescape Strong, who you know to be now reincarnated as Bob the runescape Cat, and also of a Stonetoucher, who you know to be yourself after touching the runescape Stone of Jas during While Guthix Sleeps. They suggest you go find Bob the runescape Cat and borrow his collar to find out how to access the runescape plain of Kethsi. 

  47. Bob the runescape Cat can be located anywhere on the runescape mainland of Gielinor. Use your Catspeak amulet (e) to track him down. Once you have tracked down Bob, speak to him whilst wearing your amulet and ask to see his collar. Study the runescape collar and flip it over to find the runescape code: DIRAKS. 

  48. Head to the runescape nearest or most convenient fairy ring and enter the runescape code D I R followed by A K S to arrive in Kethsi. 

  49. Head north west and search the runescape rubble next to a wall mural to find Tetrahedron 4. 

  50. Climb up the runescape ramp towards the runescape eastern side, and head north to find a wall design. Investigate this to view the runescape design in detail and notice that the runescape patterns match those on Bob's collar. 

  51. Use Bob's collar on the runescape wall design to start a small puzzle where the runescape collar is a missing piece and the runescape patterns have to match up. the runescape collar should be placed between the runescape two decorative panels on the runescape right by being flipped and rotated until correct. After this a secret compartment will open up giving the runescape player five new items: Note to you, Note to Robert, Tetrahedron 1, Robert's necklace, and a statue arm. 

  52. Head south west by jumping over the runescape ledge near the runescape ramp and 

  53. Use the runescape statue arm on the runescape broken statue nearby. A fallen spire should appear allowing you passage to the runescape other side.

  54. Head down the runescape ladder and run up the runescape wall to the runescape east. Once on the runescape platform, climb up the runescape wall to the runescape top of the runescape tower. 

  55. Swing on the runescape poles to the runescape other side before cartwheeling along the runescape beam and jumping the runescape gap to the runescape next ledge. 

  56. Jump across another gap and climb down the runescape ladders to ground level. Crawl through the runescape pipe to the runescape north. 

  57. Take the runescape nearby pickaxe and mine through the runescape rocks blocking your path, before climbing up the runescape wall to the runescape platform. 

  58. Run across the runescape northern wall and repeat to cross a second one after you land. Climb across the runescape handholds and head down the runescape ladder to the runescape sand. 

  59. Run northwest out of the runescape ruins and then east along the runescape coastline until you find some rubble. Search it for Tetrahedron 3 and a Strange device. 

  60. Head back ro the runescape northwest ruins, climb up the runescape ladders to the runescape top of the runescape tower, jump across the runescape gap and finally slide down the runescape roof. 

  61. Head south and ignore the runescape steps leading underground for now. Cross the runescape plank to the runescape small island and search the runescape rubble for Tetrahedron 2. 

  62. Head back across the runescape plank and enter the runescape foyer of the runescape underground area. Use all 4 of your Tetrahedrons on the runescape indentations on the runescape wall and note down the runescape code you are given. You can open your quest journal to find out the runescape code at any time if you forget it. 

  63. Go outside and use the runescape check-output option of the runescape strange device. You will see different code readings at different locations. Walk around the runescape area of Kethsi checking the runescape output as you go along until it matches to your quest journal. Once you've found the runescape location, use your Spade to dig and receive a Kethsian key. Head back to the runescape cave by redoing various parts of the runescape course.
  64. Open the runescape door with the runescape key, head inside, and search the runescape south bookshelves for a book and the runescape southeast corner for a scroll. Reading the runescape scroll will unlock a new lunar spell: Tune Bane Ore. Next read the runescape book titled Dathana's message. 

  65. When you are finished, teleport back to Sir Tiffy Cashien in Falador park to report your findings. He will tell you to involve the runescape While Guthix Sleeps crew into your findings as they know about the runescape Stone of Jas and may be able to help you.
  66. Head to Falador castle and speak to Akrisae, Idria or Thaerisk. the runescape group will try to work out a way to stop Lucien and the runescape Dragonkin. Ali the runescape Wise arrives on the runescape scene during the runescape discussion. He interrupts you to suggest using one Mahjarrat to defeat and trick Lucien, another Mahjarrat. Akrisae will oppose this plan and you must convince him to follow through with it. They suggest you head to Ghorrock and give you some teleorbs to plant on the runescape Stone the runescape Jas. Ali the runescape Wise will suggest you hide Arrav's heart somewhere on the runescape ritual site for later use. 

  67. Before heading to Ghorrock, travel to Senntisten located at the runescape Digsite and speak to Azzanadra. He will accept the runescape offer of you aiding not only him, but him also aiding you and your team against Lucien. He will give you four Beacons. 

  68. The safest route to your location is to travel to the runescape Fremmenik hunter area using the runescape fairy ring code D K S and take the runescape canoe that's located northwest from the runescape fairy ring. When the runescape canoe journey ends, head east past the runescape ice block to enter Ghorrock castle. This route enables you to avoid the runescape Wilderness and any potential dangers it may hold. 

  69. Alternatively, if you are feeling brave, you can travel through the runescape Wilderness to the runescape temple located in the runescape Ice Plateau and squeeze past the runescape ice block. 

  70. NOTE: An anti-dragon shield or dragonfire shield and an Antifire potion is recommended once you pass the runescape ice blocks as there are metal dragons in this area. 

  71. Once inside head towards the runescape middle of the runescape south wall. Climb over the runescape fallen pillar and enter the runescape tunnel beyond. 

  72. You will end up in an ice area with undead broavs patrolling and you must avoid them by staying hidden. If you get caught you will be teleported to a prison. To escape, search the runescape bed to find a Chisel and Spade. Lift the runescape floor tile, dig the runescape soil, and climb through the runescape hole.
  73. Head east to where you were captured. You must run around the runescape area placing the runescape four beacons at exact opposite ends of each other on the runescape northern, eastern, southern and western side in the runescape dead trees in the runescape area. 
  74.  
  75.  
  76.  

  77. Next place Arrav's heart in a rock south of the runescape ritual stone at the runescape center of the runescape area. 

  78. Head north west and tie the runescape Rope to the runescape overhanging tree to allow the runescape rest of your team to safely gain access to the runescape area. 

  79. Head south towards the runescape castle and kill the runescape Armoured zombie near the runescape entrance to obtain Decoder strips and Code key (Main entrance). You need to use the runescape strips and code to deduce the runescape pin to the runescape door. Use the runescape strips on their corresponding letters and enter the runescape 4 digits that are highlighted, first from strip 1, then strip 2 etc. This is the runescape same puzzle that you faced in the runescape Curse of Arrav. Once unlocked, enter the runescape door and you will be inside the runescape base. 

  80. Head north east and search the runescape crate to obtain Code key (Storeroom) and then go west and open the runescape door, this time using the runescape letters from the runescape newest code key. Head north into the runescape next room and search the runescape crate to find Code key (reliquary) and Heart magic notes. 

  81. Leave the runescape storeroom, head up the runescape eastern staircase, and open the runescape door using your reliquary key code. Enter the runescape room and head south to find a black stone on a pillar. Smash this stone and leave the runescape room. 

  82. Leave the runescape castle and head to Movario who is located far east of the runescape castle. He will inform you that he senses some shadow magic in the runescape area, which may be concealing the runescape Stone of Jas. 

  83. Head west of Movario while weilding a Ring of visibility and you will see a Shadow pedestal. There is a cave, it's entrance blocked by a wall of ice, to the runescape south of the runescape pedestal.
  84. Head north, leave the runescape area, and run north into Ghorrock castle. Climb up the runescape western stairs and down stairs on the runescape other side. Climb up the runescape eastern wall, walk around to the runescape northwest corner and climb down the runescape western wall. Turn on Protect from Magic as you enter the runescape castle. Run all the runescape way west, then all the runescape way south to pick up the runescape Heat globe on the runescape floor.
  85. Return to the runescape Shadow pedestal and use the runescape Heat globe on it. the runescape wall of ice blocking the runescape way will thaw. Do not enter the runescape cave until you have read the runescape section below and are ready to fight. 

  86. The Battles: 

  87. Now is the runescape time to go and get ready for combat. Once you touch the runescape Stone of Jas you will trigger a series of cutscenes alternated with battles. You cannot leave the runescape area and will die if you aren't prepared to fight. 

  88. Please read the runescape following steps BEFORE you engage in combat with Lucien's minions! 

  89. You will find yourself in an ice cave. Head south to discover the runescape Stone of Jas, touch it, and a very interesting cutscene will play with its own cinematic music! the runescape Stone of Jas boosts your combat stats significantly, so super sets are NOT needed. It is NOT recommended to use Saradomin Brews, as they will lower your boosted stats. Use rocktails or sharks instead. If you have a familiar that can attack, it will be able to deal high damage as well due to the runescape boost from the runescape Stone of Jas. It may be highly beneficial to bring a Spirit Kyatt with Ambush scrolls, as its attacks will most likely deal a lot of damage. For those with 88 summoning and above, Unicorn Stallions are useful for healing, otherwise, rocktails or sharks will do just fine. Once again, using Saradomin Brews for healing is NOT recommended. Finally, do bring a couple of Prayer potions, as you will be using Protect from Melee and Protect from Magic in different fights. 

  90. You will go through four waves of combat against Lucien's minions. If you happen to die during one of these waves, you will be able to resume fighting from that battle; in other words, you won't have to start over. Furthermore, your gravestone will appear in the runescape area you arrived by. If you arrived at the runescape Ice Plateau by canoe, your grave will appear at the runescape base of the runescape rope tied to the runescape overhanging tree.
  91. Boss Fight I - General Khazard (level 250): 

  92. After the runescape cutscene ends, an alarm will be activated around the runescape Stone of Jas causing you to be teleported out of the runescape cave to your backup, where you will be ambushed by General Khazard. He reveals Ali the runescape Wise to be a Mahjarrat known as Wahisietel. You must decide whether or not you suspected Ali the runescape Wise. You must now fight General Khazard, and although you are aided by the runescape Stone of Jas, you will still face great danger. 

  93. General Khazard's combat level is 250, and uses magic attacks; therefore, using Protect from Magic prayer is recommended. General Khazard also occasionally summons a dog familiar, Bouncer, to attack you. You will NOT be able to attack Bouncer, but you can lure it towards one of your NPC allies, preferably Wahisietel, who will be able to kill Bouncer in one hit. Once General Khazard is nearly dead, a short cut-scene will occur that shows him teleporting away, and allowing you to continue your journey.
  94. Boss fight II - Enhanced Ice Titans (level 275): 

  95. It is not long before you bump into Lucien himself, who is extremely difficult to defeat due to him summoning four Enhanced ice titans to aid him. These titans have devastating attacks, but you are only required to kill TWO of them. You can ignore Lucien, but avoid his shadow spell as it can deal consistant damage. To avoid his magic, move two or more steps away from the runescape spell before it lands on you. the runescape shadow spell can hit up to 150 life points five times, and hits through prayer! While attacking the runescape titans, be sure to move around a bit to avoid any close calls. 

  96. You can attack the runescape two titans with either melee or range. If using melee, be sure to use Protect from Melee while facing them. You will be frozen randomly by the runescape giants in a big block of ice. As soon as you are frozen, try to move around as quickly as possible in order to break through the runescape ice. If successful, you will not take any damage. If using range, you can lure the runescape titans into the runescape trees nearby to trap them. Long-ranged style of attack is recommended. Do keep an eye out for Lucien's shadow spell! Once the runescape two titans are killed, a cut-scene will occur.
  97. Boss fight III - Ice Demons (level 300): 

  98. Lucien will now summon a horde of Ice demons to kill you. Like the runescape ice titans, you only need to kill TWO demons. However, they use magic and ranged attacks, and it's strongly recommended to use Protect against Magic, as their magic attacks are dangerous. Because you are Praying against Magic, make sure your armor has good range defence. the runescape demons can shoot icicles from the runescape ground to trap you. They do not hurt you, but they can hinder your movement. You can attack the runescape icicle traps within 2-3 hits, but if trapped and hit by Lucien's shadow spell, you will take a lot of damage! Keep moving to evade Lucien's spell and stop yourself getting trapped by the runescape icicles. Once you have defeated two of these monsters, you will end up outside of the runescape iced area.
  99. Boss fight IV - Arrav (level 250): 

  100. Re-enter the runescape tunnel to start the runescape cutscene where Lucien will decide who to sacrifice in the runescape ritual. A lot of Mahjarrat will appear and an argument will break out. Lucien decides Jhallan shall be the runescape one to die, but a fight breaks out again. Kill the runescape Armoured zombies that are summoned and another cutscene will occur, showing Arrav being summoned to fight the runescape Barrows brothers. You must attract Arrav's attention by attacking him until he decides to attack you, and then lead him over towards the runescape rock where you earlier concealed his heart. Run around the runescape rock until a chat box occurs where he will realize who he really is and attack Zemouregal.
  101. As Zemouregal is being killed, he will realize that Lucien will not save him, thus he will turn on Lucien. Additionally, he will start the runescape ritual to rejuvenate the runescape Mahjarrat. Together the runescape Mahjarrat will attack Lucien but will not fully succeed. A cutscene will show the runescape Dragonkin come back and become angry at Lucien for abusing the runescape Stone of Jas. They destroy him and warn the runescape rest of the runescape Mahjarrat who will panic and teleport away. Idria will also be killed. the runescape cutscene continues with Sliske turning Akrisae into a Barrows brother. Sir Tiffy suggests that the runescape stone be hidden so it cannot be found again, and will summon Thaerisk Cemphier to help hide it. the runescape cutscene then continues with you entering a trance and being chased through Draynor Village by the runescape Dragonkin with Sir Tiffy, while those who have fallen to Lucien watch on. Finally the runescape cutscene will end and you will arrive in Falador park. Speak to Sir Tiffy Cashien to claim your reward. 

Sphere: Related Content

Ritual of the Mahjarrat


Ritual of the Mahjarrat (sometimes but not always referred to as simply ROTM) is the runescape fourth Grandmaster quest, released on 14 September 2011. It is the runescape sequel to three quests; A Tail of Two Cats, While Guthix Sleeps and also continues the runescape Mysteries of the runescape Mahjarrat storyline where the runescape Temple at Senntisten left off. During the runescape quest, syzygy happens and the runescape Mahjarrat begin their ritual for the runescape eighteenth time, while, meanwhile, the runescape three Dragonkin released from their prison after the runescape events of While Guthix Sleeps cause havoc across Gielinor. It has been confirmed that, while this is the runescape finale to the runescape Rise of Lucien quest sub-series, the runescape Dragonkin, Zaros, and Azzanadra storylines will continue.

Official descriptionrunescape
They signal their arrival with a devastating shriek, and leave nothing but ash, flame and destruction in their wake. All tremble in fear as they approach, and the runescape ground rumbles in sympathy.
Word of an attack on the runescape isle of Mos Le'Harmless has reached the runescape ears of Sir Tiffy Cashien. Should you choose to accept his request, you will be sent to aid Sir Tendeth who has come across a great threat to the runescape world; one far greater than the runescape pirates he was originally sent to investigate.
Do you have the runescape stomach to investigate this new threat, and see it through to the runescape end? Or will you leave the runescape world to its doom while you cower in fear?


Walkthrough runescape
Start point: Speak to Sir Tiffy Cashien in Falador.
Members only: Yes
Wiki difficulty:
Official difficulty: Grandmaster
Length: Long (2 - 3 hours)
Requirements:
 Quests:
Enakhra's Lament
Fairy Tale III - Orks Rift
Fairytale II - Cure a Queen
Fairytale I - Growing Pains
Lost City
Nature Spirit
Priest in Peril
The Restless Ghost
Wolf Whistle
Hazeel Cult
Rocking Out
The Great Brain Robbery
Cabin Fever
Pirate's Treasure
Rum Deal
Zogre Flesh Eaters
Big Chompy Bird Hunting
Druidic Ritual
Jungle Potion
Creature of Fenkenstrain
The Slug Menace
Sea Slug
Wanted!
Recruitment Drive
Black Knights' Fortress
Rune Mysteries
A Tail of Two Cats
Gertrude's Cat
Icthlarin's Little Helper
The Temple at Senntisten
The Curse of Arrav
Defender of Varrock
Demon Slayer
Family Crest
Garden of Tranquillity
The Knight's Sword
Shield of Arrav
What Lies Below
Missing My Mummy
125 Kudos
The Golem
Prince Ali Rescue
Shades of Mort'ton
The Tale of the runescape Muspah
Troll Romance
Desert Treasure
The Dig Site
Temple of Ikov
Troll Stronghold
The Tourist Trap
Death Plateau
Waterfall Quest
Devious Minds
Abyss (miniquest)
Doric's Quest
While Guthix Sleeps
270 Quest Points
Dream Mentor
Eadgar's Ruse
Lunar Diplomacy
Shilo Village
The Hand in the runescape Sand
The Hunt for Surok
King's Ransom
Holy Grail
Merlin's Crystal
Murder Mystery
One Small Favour
Legends' Quest
Heroes' Quest
Dragon Slayer
Underground Pass
Biohazard
Plague City
Mourning's Ends Part II
Mourning's Ends Part I
Roving Elves
Sheep Herder
Regicide
The Path of Glouphrie
The Eyes of Glouphrie
The Grand Tree
Recipe for Disaster
Freeing Evil Dave
Shadow of the runescape Storm
Freeing the runescape Goblin generals
Goblin Diplomacy
Freeing King Awowogei
Monkey Madness
Tree Gnome Village
Freeing the runescape Lumbridge Sage
Witch's House
Freeing the runescape Mountain dwarf
Fishing Contest
Freeing Pirate Pete
Freeing Sir Amik Varze
Freeing Skrach Uglogwee
Horror from the runescape Deep
Bar Crawl
Summer's End
Spirit of Summer
Swan Song
Tears of Guthix
76  Crafting (not boostable)
77  Agility (not boostable)
76  Mining (not boostable)
Note: It is possible to begin the runescape quest without the runescape required skill levels.
Items required:
Ring of visibility
Rope
Spade (Can be acquired during the runescape quest)
Pickaxe (Can be acquired during the runescape quest)
Catspeak amulet (e) or Cramulet
Recommended:
Anti-dragon shield or an equivalent protection against dragonfire
Teleports to Falador for easier transportation
A Digsite pendant or a Varrock Teleport to get to the runescape digsite easily.
Enemies to defeat:
General Khazard (level 250)
2 Enhanced ice titans (level 275)
2 Ice demons (level 300)

Starting outrunescape
Items to bring: None.
Recommended items: None.
Speak to Sir Tiffy Cashien in Falador Park. Select the runescape "Ritual of the runescape Mahjarrat" option and ask if there are any new missions or anything you can help with. Sir Tiffy will comment that you have good timing and tell you that he has an operative on Mos Le'Harmless, who is gathering information on attacks on human settlements, and who has been asking for assistance. He tells you to go to the runescape Other Inn and ask for Sir Tendeth, who is undercover and dressed like a pirate. Finish talking to Sir Tiffy, and when you say you'll "get right on it", you'll be given an offer to be teleported to Mos Le'Harmless. If you don't accept the runescape offer to be teleported now you cannot request it from Sir Tiffy later.
On Mos Le'Harmlessrunescape
Go to Mos Le'Harmless and find Sir Tendeth. He will be in the runescape larger of the runescape two pubs, dressed like a pirate wielding a dagger. You'll ask if the runescape pirates are planning to attack cities, and Tendeth will assure you that pirates are only a threat to other ships. He will tell you that what he has been investigating is a threat to everything, up to and including fortified cities. You will be warned that Mos Le'Harmless jungle is about to become harder to get around and will remain that way until the runescape conclusion of this part of the runescape quest. If you say you wish to continue, a screech will be heard as well as ominous music.

What could have attacked Mos Le'Harmless?
The screen will start shaking and a cutscene will show flashes of fire outside the runescape inn. When it clears, some of the runescape pirates outside will be lying injured on the runescape ground. Speak to Sir Tendeth again and he will tell you to look outside to see if anyone saw anything, while he calms his nerves.
Reports from the runescape pirates as to what happened will vary. the runescape injured pirate to the runescape south will tell you that something threw a fireball at him, but he didn't see what did it. the runescape injured pirate to the runescape north will have no information. Other pirates will say they saw things like giant fire-breathing albatrosses, bony dragons that stood like men and could speak, enormous vultures and giant bats.

Into the runescape Junglerunescape
Items needed: None.
Recommended items: Food, weapons and armour for defending against level 70 Jungle horrors that attack with melee, an Anti-dragon shield or other protection against Dragonfire, and a Falador teleport. (A bank is available.)
After speaking with various pirates, the runescape information you acquire will suggest that the runescape attackers flew into the runescape jungle. You'll need to take weapons and armour with you into the runescape jungle, as it is a multi-combat area populated by aggressive Jungle horrors. Sir Tendeth suggests you take a look out of the runescape gate to see what is happening out there. He will join you as you leave, but a fireball will hit and kill him before you can go anywhere.
You'll duck for cover on the runescape west side a tropical tree, and decide to run using the runescape trees as cover to head east to where the runescape fireball came from. Follow the runescape charred ground and burnt vegetation as a guide. If you remain in the runescape open for too long you will be hit by a fireball and returned to inside the runescape town gates with some heavy damage taken. Make sure to rest on the runescape west side of trees. Some trees have jungle plants next to them that block movement. It is not possible to hide behind the runescape Jungle Grass. Be careful to avoid trying to move to the runescape west side of a tree if such a plant is there as you will stop in the runescape open and likely be hit by a fireball. the runescape fireballs are dragonfire so wielding an Anti-dragon fire shield will lower the runescape damage to around 150 life points. (Being under the runescape effects of an Antifire or Super Antifire potion lowers it further, to around 100 or less.) It is recommended to turn off auto-retaliate, as it can pull you out of cover, potentially causing death. You will not respawn on Mos Le'Harmless if you die.

If you attempt to use 'rum' to reach Trouble Brewing, you will be prevented from doing so, and will receive the runescape message: An unknown power seems to prevent you from drinking this item, as tasty as it seems.

It is possible to hide behind the runescape deposit box and go from there to the runescape tree directly east of the runescape corner of the runescape stockade which will trigger the runescape cutscene.


The Dragonkin
Once you reach the runescape far edge of Trouble Brewing, in the runescape eastern trees just north-east of the runescape building, you will activate a cutscene. Sithaph, Strisath and Sakirth will be discussing how destruction eases "the rage" and say that it is still building, and that someone must be using "it". They decide to attack a larger settlement and that they must continue their search for the runescape "False User". They fly off, and you say you must report back to Sir Tiffy.
Temple Knight Archives runescape
Items needed: Catspeak amulet (e).
Recommended items: None.
(If you have a Cramulet you CANNOT get a catspeak from the runescape Sphinx unless you drop your cramulet and speak to the runescape Sphinx. You have to dismantle your cramulet then go to Burthorpe and talk to Hild to get it enchanted at the runescape cost of 5 death runes.)
Return to Falador Park and speak to Sir Tiffy. Tell him what you saw. He will take you to the runescape Temple Knight archives where you will meet Lady Table. Lady Table will produce a dossier on the runescape Dragonkin. She says it's mostly compiled of 'sightings' reports, similar to those on the runescape 'Reprehensible Snowgre'. A note from Robert the runescape Strong will be found in the runescape dossier, saying that the runescape "stonetoucher" must take the runescape collar from his reincarnation and use it to get to Kethsi and as a puzzle key once they get there.


Inside the runescape Temple Knight Archives.
Tell Lady Table and Sir Tiffy that Robert reincarnated as a cat named Bob, and that you've researched this for an earlier adventure. Also tell them that you think you're the runescape stonetoucher, because of what happened during your previous mission for them. Lady Table tells you to go find Bob and get his collar. Exit the runescape archive via the runescape door to the runescape east; Sir Tiffy will teleport you back to Falador. Next, use the runescape tracking systems on your catspeak amulet (e) to locate Bob and acquire his collar. To use the runescape amulet, right-click on it and select Open, when you open it use the runescape arrow point that is pointing straight up as the runescape point you use as the runescape triangle is equal on all sides, then click on the runescape whiskers to move the runescape arrow around until the runescape amulet's eyes light up, then head in that direction. Bob's location is different for everyone because he moves around runescape. Bob may be found close to Burthorpe, some players may find him near the runescape Chaos Temple, Taverley or the runescape Death Plateau. Once you find Bob, ask for his collar. (You may also ask Neite to find out more about his attacks and history.)
The Ruins of Kethsi runescape
Items needed: Bob's collar, Spade (can be acquired in the runescape area), pickaxe (can be acquired in the runescape area), at least eight empty spaces
Recommended items: Food, in case of failing obstacles (Summer Pies are recommended, as they boost Agility as well as restoring lifepoints), Surefooted Aura
You must now use the runescape fairy ring travel system to get to the runescape destroyed realm of Kethsi. the runescape code you must dial (found on the runescape reverse side of Bob's collar) is D-I-R followed by A-K-S.
Once at Kethsi, you will begin exploring with the runescape aim of finding out the runescape motives behind the runescape Dragonkin attack. In order to do this, you must collect the runescape four Tetrahedrons found scattered around the runescape isle of Kethsi, which together form the runescape crest of the runescape overwhelmingly powerful Dragonkin.


The mysterious pattern puzzle on Kethsi.
Tetrahedron 4runescape
Once you arrive at Kethsi, head north and begin by searching the runescape rubble in the runescape centre of the runescape island which should then give you the runescape item, Tetrahedron 4. Next, go south east and up on to the runescape ramp nearby onto the runescape second floor of the runescape destroyed building. Now go north and use Bob's collar on the runescape wall design.
Fitting the runescape Collarrunescape
You will need to position Bob's collar correctly into the runescape pattern of the runescape wall design order to open a concealed compartment. This is done by positioning the runescape collar vertically, with the runescape "Bob" side face up, in between the runescape centre-right and far right piece.
Once the runescape collar is in this position, you must rotate it until it slots into place.


The solution to the runescape collar puzzle (the collar must now be flipped).
You will then receive five items. Two notes (Note to Robert the runescape Strong and Note to You), Tetrahedron 1, A statue arm and Robert's necklace. the runescape necklace plays no role in the runescape quest and may be banked the runescape next time you are at one.
Tetrahedron 3runescape
Go south west and jump across the runescape ledge. Use the runescape statue arm you acquired from the runescape hidden compartment on the runescape statue, found across the runescape Agility shortcut on the runescape same floor as the runescape wall design. A plank will then appear. Cross this plank and then go down the runescape ladder infront of you. Head east and up the runescape wall jump shortcut, which you can run up. Once up, climb the runescape wall to the runescape west, followed by taking the runescape swing-pole to the runescape north. Walk-across the runescape beam in front of you, jump over the runescape south gap, look south, jump down floor, and go down the runescape southern ladder twice. Now, squeeze through the runescape pipe to the runescape east of you. Grab the runescape nearby pickaxe and then mine the runescape rocks. Climb-up the runescape wall close by and run across the runescape walls to the runescape west. Climb across the runescape handholds then go down the runescape ladder. Go east, search the runescape rubble to find Tetrahedon 3 and a Strange device.
Tetrahedron 2runescape
After getting Tetrahedron 3, go back up the runescape ladder twice and then jump to the runescape floor to the runescape south. Slide-down the runescape roof to the runescape south and then go south to walk across the runescape plank. Now search the runescape nearby rubble to find the runescape final piece of the runescape Tetrahedron puzzle, Tetrahedron 2.
Summaryrunescape
Tetrahedron Location
1 Acquired from the runescape puzzle when using Bob's collar on the runescape wall design.
2 On a small island far West, south of the runescape stairwell and across the runescape plank.
3 Found in the runescape far North-West corner of Kethsi across the runescape handholds, down the runescape ladder, then East.
4 Located in a pile of rubble in the runescape centre of the runescape first island of Kethsi.
Opening the runescape underground libraryrunescape
After you've found all 4 tetrahedrons, go down the runescape stairs on the runescape far west side of the runescape map. Once down, use all your tetrahedrons on the runescape "indentations" to receive a code of 4 letters. Check your quest journal for your code. You will have to roam the runescape plane of Kethsi and use the runescape strange device to check your current coordinates.
Coordinates start in the runescape bottom left corner at AAAA. the runescape first and third letters are the runescape larger horizontal and vertical coordinates respectively, found in the runescape grid below, and the runescape second and fourth letters are the runescape specific coordinates inside that cell. So North from FEBG is FEBH then FECA, for example. West from FBCA is FACA then EHCA and so on.



Once you have found your spot, dig there with a spade, and you'll find a Kethsian key. Go back to the runescape dungeon of Kethsi. Go through the runescape southern door and search and southeast bookcase for a scroll. Read the runescape scroll to learn a new spell. Search the runescape bookcase west of it and read the runescape journal.

Making plans in Falador runescape
Return to Falador and report to Sir Tiffy (make sure the runescape notes and journal/book are in your inventory). After you've shown him the runescape diary go to the runescape Falador Castle and head to the runescape east. Talk to Akrisae there. Ali the runescape Wise will show up and contribute additional information. Akrisae will need convincing that having the runescape aid of the runescape Mahjarrat is necessary; select the runescape following dialogue options to convince him:
So, instead, you'd risk all our lives?
I can't think of another way.
Yes, we'll have to be careful.
I will risk my own life to negotiate.
Note: incorrect answers set you back one in the runescape dialogue rather than the runescape beginning.
The group decides to try to get some of the runescape Mahjarrat themselves to help in thwarting Lucien, and you volunteer to investigate the runescape ritual site first. Akrisae gives you 4 Teleorbs, to try to teleport the runescape Stone of Jas away during the runescape ritual. Ali the runescape Wise gives you Arrav's Heart, which you will use during the runescape ritual to try to break Zemouregal's control of Arrav during the runescape ritual.

Getting the runescape Beacons runescape
Before investigating the runescape ritual site, head to the runescape Digsite and talk to Azzanadra in the runescape Senntisten Temple. Ask him about the runescape quest. You will get 4 beacons for use at the runescape ritual site.
Preparing the runescape Ritual Site runescape
Items needed: Ring of visibility, Rope, and all the runescape items from previous step.
Recommended items: Super energy potions, food to heal from waterfiend attacks inside Ghorrock or alternative is pray range/mage, protection from dragonfire, and a Spade.
Head to Ghorrock, the runescape site on which the runescape Ritual of Rejuvenation will take place. It is recommended to bring Antifire potions or an Anti-dragon shield. For full protection from the runescape dragons, use both potion and shield and pray Protect from Melee or Deflect Melee.
Although it is fairly isolated, there are several ways to travel to the runescape fortress:

Use the runescape Arctic Bear familiar to teleport to the runescape Snowy (Trollweiss) Hunter Area, and then walk west and take the runescape canoe. From where the runescape canoe lands, walk past the runescape cave where Jhallen was frozen, then carry on up the runescape hill to the runescape Ghorrock fortress. This is a quick and safe route and lands you right where your grave would appear should you die.
Teleport to the runescape Trollweiss Hunter Area using the runescape fairy ring system (code DKS), then walk north and then west to the runescape canoe, which will take you to Ghorrock Fortress.
Use the runescape Enchanted Lyre to teleport to Rellekka, then run north-east to the runescape Trollweiss Hunter Area then walk north and then west to the runescape canoe, which will take you to Ghorrock Fortress.
Use the runescape Ardougne/Edgeville teleport lever (or walk) to level 56 wilderness. You will also need a sharp object, such as a knife to slash the runescape web. From here run all the runescape way west past the runescape agility course. Requires passing through the runescape wilderness
Ice Plateau Teleport (Lunar Spellbook). Requires passing through the runescape wilderness
Ghorrock Teleport (Ancient Spellbook). Requires passing through the runescape wilderness
Lava Titan teleport to level 40 wilderness just south east of fortress. Requires passing through the runescape wilderness
Using the runescape wilderness Teleport portals to randomly travel to high level wilderness. Requires passing through the runescape wilderness

Acquiring the runescape heat globe
After arriving at Ghorrock, go into the runescape fortress's dungeons. Climb up the runescape stairs, run east and climb down the runescape stairs there. Climb up the runescape wall and run north, then west, and jump down the runescape smashed rampart to reach the runescape entrance to the runescape dungeon. the runescape dungeon is full of several multicombat waterfiends you will need to run through. Enter the runescape trapdoor and head southwest until you find a heat globe. Take this and return to the runescape front gate of the runescape fortress. South from the runescape gate is a fallen pillar; jump over it. You are in a safe area from the runescape dragons. Go though the runescape opening in the runescape southern wall of cliffs. You will enter a large, snowy plateau; welcome to the runescape ritual site.
Avoid the runescape Undead broavs that wander the runescape plain. If you come too close to one, a wizard will appear and teleport you to a cell in the runescape building in the runescape south-west of the runescape plain, which is Zemouregal's castle. You must search the runescape bed for a chisel and spade and lift up the runescape tiles to the runescape east of the runescape cell. Dig out the runescape tile and then exit the runescape cell and building. To get back to the runescape ritual site, head north or east once outside of the runescape building. When heading back to the runescape plain, be aware there is one Armoured zombie on the runescape south-east side of the runescape castle.

You will now have to place several items around the runescape ritual site; which will aid the runescape allies in battle.

North Beacon
Run west from the runescape ice entrance at the runescape north of the runescape plateau. Place it on the runescape closest tree.
South Beacon
Run directly south, and place the runescape second beacon in the runescape tree southwest of the runescape ritual stone. If this is done correctly, you should have a message saying the runescape south beacon is opposite the runescape northern beacon.
Arrav's Heart
Place Arrav's heart in the runescape rocks south of the runescape ritual stone. (The site is several paces south of the runescape marker and just a pace or two east.) If you cannot place the runescape heart in a pile of rocks, you are at the runescape wrong place.
West Beacon
Run up the runescape west side of the runescape plateau until you find a tree just north of a central line. Place the runescape beacon here. Please note that using the runescape tree just south of the runescape central line will NOT work.
East Beacon
Run straight east and place the runescape beacon on the runescape tree directly opposite the runescape western tree. You should have a message saying the runescape east beacon is directly opposite the runescape west beacon.
Attaching the runescape Rope
Go to the runescape north-west corner of the runescape plateau and look for an 'overhanging tree' (it's the runescape tree that cannot be chopped down). Use a rope on it to create a rope climb from the runescape beach to the runescape plateau. This will be used for your allies to climb to the runescape ritual. (From this time, you can also use the runescape rope yourself to get between the runescape canoe landing site and the runescape plateau without having to go past the runescape dragons around Ghorrock.)
Zemouregal's Castle
Note: While talking to Movario, the runescape undead Broav that is patroling nearby can stop you in mid conversation and send you to the runescape jail cell
Talk to Movario in the runescape southeast corner of the runescape plateau. (Be careful not to get caught by the runescape Broavs). You must now head to Zemouregal's castle, which is due west of Movario, to reduce his control over Arrav. Once you arrive at the runescape castle, you will find the runescape doors to be locked. Kill an armoured zombie outside the runescape main entrance to gain a code key and decoder strips.
Read the runescape code key; it will have four letters, for example like 'AIBF'. Click on the runescape main entrance door. You need to translate the runescape letters into a numeric code that opens the runescape door. Move the runescape first decoder strip (numbered 1) on top of the runescape first letter on the runescape left; the runescape slot in the runescape strip will reveal a number. This is the runescape first number of the runescape code. Repeat for the runescape second, third, and fourth strips and letters. For example, code AIBF is decoded as follows: Strip 1 goes over the runescape A line, revealing a 6. Strip 2 goes over I, revealing 3. Strip 3 goes over B, revealing 0. Strip 4 goes over F, revealing 2. Input the runescape code 6302 into the runescape dials in the runescape center of the runescape door to open it. (It might help to memorize the runescape positions of each gap so it is easier later on to open the runescape other doors.)

Go through the runescape door into the runescape main room on the runescape ground floor and search the runescape crate there for the runescape storeroom code key. Read this code and use it to open the runescape storeroom door to the runescape west. In the runescape north part of the runescape storeroom, search the runescape crates there to get reliquary code key and the runescape heart magic notes. Read the runescape heart magic notes.

Go up the runescape east staircase and use the runescape new code strip to enter the runescape reliquary. Once inside, smash the runescape black stone in the runescape south of the runescape room. the runescape black stone is the runescape 'black prism' the runescape notes speak relate to, that strengthens Zemouregal's control over Arrav.

Go back down the runescape stairs and, if you wish (it may not be necessary), climb the runescape stairs to the runescape west. Zemouregal and Sharathteerk are in a locked room on this floor. Examine both of them in turn and you will overhear them discussing their plans: their zombie army is full strength and Arrav is in position.

Revealing the runescape Stone of Jas
Talk to Moravio again to learn that he senses the runescape Stone of Jas is nearby, hidden somewhere. Then, while wearing the runescape Ring of visibility, run west along the runescape south side to find an invisible shadow pedestal. Put the runescape heat globe on the runescape pedestal. A nearby patch of ice melts, revealing an entrance in the runescape southern rock wall of the runescape plateau.
If you try to put heat globe on the runescape shadow pedestal and it says "That could be a good idea, but you've got other things to do first.", it means that the runescape beacons are not aligned properly. If you are completely sure the runescape beacons are in their correct alignment, talk to Movario to the runescape east of the runescape shadow pedestal, and he will place the runescape heat globe in the runescape pedestal. Note: A few players have removed a beacon from a tree and put in back in the runescape tree - this also has worked

You can go through the runescape entrance, where you can find and touch the runescape Stone of Jas. However, if you are not fully prepared for the runescape upcoming fight, return to a bank and prepare before entering!

The Ritualrunescape

Touching the runescape Stone
Prepare yourself for the runescape final fight. Pass through the runescape entrance you opened in the runescape south on the runescape plateau. You will be in a large ice cavern. the runescape passage to the runescape east is blocked by an energy barrier that cannot be passed at this time. Go down the runescape other passage and touch the runescape Stone of Jas when you come to it.
When you touch the runescape Stone of Jas, you will see a vision of the runescape past. A short cutscene plays that shows Commander Zilyana being struck down by K'ril Tsutsaroth during a battle between Saradominist and Zamorakian forces at Annakarl in the runescape year 3100 of the runescape Third Age. Saradomin himself rescues her and takes her to the runescape Fist of Guthix arena, where the runescape Stone of Jas lies, and heals her. He shows her the runescape Stone of Jas (which He calls the runescape Eye of Saradomin), and tells her that Zamorak returned from his banishment and started a war in order to claim it.


Commander Zilyana Vs. K'ril Tsutsaroth.

Saradomin saving Commander Zilyana.

Saradomin speaks with Commander Zilyana.
Set-upsrunescape
Equipment set-ups
Melee
Food (rocktails recommended)
Melee equipment.
A crush weapon or a whip.
Prayer potions.
Emergency teleport.
A Summoning familiar for extra inventory spaces. the runescape recommended ones being Pack Yak, War tortoise or a Spirit terrorbird.
The equipment used should simply be the runescape best armour you have, preferably Barrows or Dragon, although Elite void is also an option. An amulet of fury or glory is also recommended. Bring a dragon full helmet or a Helm of Neitiznot, dragon boots, the runescape highest possible gloves from the runescape Culinaromancer's chest (or dragon gauntlets from Fist of Guthix), and a good cape, such as a fire cape, cape of achievement, or soul wars cape.
Boost potions are unnecessary, as your stats will receive a large boost during all of the runescape following battles.

The healing ability of Guthan's set can be extremely useful for those with high attack and strength levels, and may reduce the runescape need for expensive food.

Ranged (75+ recommended)
Food (rocktails recommended)
If you have level 80 ranged or above, rocktails or even sharks are more than enough, being cheaper than Saradomin brews.
Ranged Armour to switch to after entering the runescape house
Archer ring, or any other ring.
Prayer potions.
Emergency teleport.
A Summoning familiar for extra inventory spaces. the runescape recommended ones bieng Pack Yak, War tortoise or a Spirit terrorbird.
Once again, wear your best armour, preferably Black dragonhide armour, Blessed dragonhide armour, Karil's armour or Armadyl armour, along with an amulet, cape and pair of boots with good defence bonuses, as described in the runescape melee set-up above. With the runescape appropriate ranged level, this approach could possibly be much easier than the runescape melee method.
Boost potions are unnecessary, as your stats will receive a large boost during all of the runescape following battles.

Magic
Food (rocktails recommended)
(Optional) Instead of rocktails, bring Saradomin Brews and Super Restore potions. Drink 1 dose of Super Restore for every 3 doses of Saradomin Brew, and match your potion count.
Run energy restoration such as potions or the runescape Salt-water spring in the runescape Oo'glog spa
Magic Armour
Mages' book, Holy book, Tome of frost or a Broodoo shield. the runescape last alternative is an Anti-dragon shield.
Any magic boosting ring.
High magic cast runes. Preferably ancient magicks. (Blood spells may be useful to heal yourself.)
Prayer potions.
Emergency teleport.
A Summoning familiar for extra inventory spaces. the runescape recommended ones bieng Pack Yak, War tortoise or a Spirit terrorbird.
The preferable choice of armour is something with high magical bonuses, such as Ahrim's robes set, Mystical robes or Infinity robes. the runescape gloves however should be ones from the runescape Culinaromancer's chest for the runescape defence bonuses.
Boost potions are unnecessary, as your stats will receive a large boost during all of the runescape following battles.

It is not recomended to use saradomin brews unless you are a really low level as they will drain your boosted stats and only make the runescape fights last longer.

TIP: After every wave of monster killed you are allowed to teleport out of the runescape battle once the runescape cutscenes have finished. Your progress will be saved. You can also click the runescape screen to move somewhere during dialogue to be placed outside and restart from the runescape beginning of the runescape dialogue when you re-enter.
First battle: General Khazardrunescape

Fighting General Khazard.

The Temple Knights march to battle.
When the runescape cutscene ends, an alarm will sound and you will be teleported outside, where Sir Tiffy is waiting along with Akrisae, Ali the runescape Wise, and a battalion of Temple Knights. You will head for the runescape ritual site, but be intercepted by General Khazard and his group of minions. He will reveal that Ali the runescape Wise is actually the runescape Mahjarrat Wahisietel, and then attack. Your job is to help Sir Tiffy defeat General Khazard while the runescape rest of the runescape group deals with his followers.

A safe spot is available for rest and healing.
General Khazard uses a long-range Magic attack, which can be blocked with Protect from Magic or Deflect Magic, and will summon Bouncer, who will constantly inflict small amounts of damage on you. You cannot attack Bouncer, so when Khazard summons him, lure him over to Wahisietel, who will kill him for you. It is possible to lure Khazard next to Wahisietel so whenever Bouncer is summoned it will die instantly. If not killed, Bouncer will inflict rapid, unblockable damage. Note that during this fight, your combat stats have a large boost because you touched the runescape Stone of Jas.
NOTE: If you die during the runescape battle, and return with the runescape canoe, your grave will be located after jumping the runescape pillar again. You CAN climb up the runescape rope, but immediately click somewhere after the runescape cut scene begins in order to return to the runescape fallen pillar to collect your items.

NOTE: To lure Khazard next to Wahisietel, a good way is to run away from Khazard in the runescape direct of Wahsietel until Khazard is standing right beside him. When lures it makes it a lot easier to keep killing Khazard and not worry about the runescape bouncer.
Second battle: Lucien's Ice Titansrunescape
NOTE: If you die from here on, your grave will appear next to the runescape rope you put to the runescape overhanging tree or the runescape Fallen Pillar so be sure to bring Antifire potions and an Anti-dragon shield or you will take large amounts of damage. It is also advised to use range for this fight since you can completely avoid damage from the runescape Ice Titans and Lucien if using the runescape safe spot.
Once General Khazard is defeated, he teleports away and you proceed to the runescape ritual site. Finding it strangely deserted, Wahisietel senses a nearby Mahjarrat; he steps forward and calls for General Khazard to reveal himself. Instead, Lucien appears. After taunting your group, he summons four enhanced ice titans; Sir Tiffy calls Idria via commorb and requests reinforcements. the runescape immediate arrival of a support group of Guardians of Armadyl signals the runescape beginning of the runescape first battle against Lucien's forces.


Fighting the runescape Enhanced Ice titans.
Two of the runescape enhanced ice titans will head for you. Turn on Protect from Melee or Deflect Melee and attack them. the runescape titans have high hitpoints, but protection prayers fully block their melee attack. However, they also have a special attack that encases you in ice. If you do not break free of the runescape ice as quickly as you can by clicking elsewhere to run away, the runescape ice will shatter and deal significant damage. As the runescape titans are large creatures, try to position them such that only one is attacking you at a time, in order to reduce the runescape number of special attacks used against you. the runescape titans are especially weak to the runescape attacks of combat familiars; especially fire titans. It is reccommended to use ruby bolts (e), as they can hit well over 2000 in the runescape early stages of the runescape battle.

Trap the runescape Ice Titans here (Far Southeast) and run back and forth to avoid Lucien's Attacks.
Throughout the runescape battle, Lucien will duel Wahisietel, although he will regularly cast a spell at you. If it hits the runescape ground where you are standing, a pillar of darkness shoots up that deals several hits of 100+ damage each. When you see a smoking black skull flying towards you, move at least two squares away from where you're standing and continue attacking the runescape ice titans. Note that if an ice titan freezes you before you can evade Lucien's spell, you may be hit for massive damage, so make sure your health is up! An easy way of avoiding both being frozen and being hit by Lucien's attacks (or all attacks in general) refer to the runescape picture on the runescape right.
Third battle: Lucien's Ice Demonsrunescape

Lucien's army of ice demons
After Lucien's enhanced ice titans are defeated, he will summon twenty level 300 Ice demons. the runescape Mahjarrat Sliske appears and summons the runescape Barrows brothers to aid in the runescape fight. Another battle begins, in which two of the runescape ice demons attack you.

Fighting Lucien's ice demons.
The ice demons use Magic and Ranged attacks, the runescape Magic attack being stronger. Occasionally they will throw icicles that grow on the runescape ground around you, which will block your movement. Protect/Deflect Mage will not prevent the runescape icicles from forming. You can, however, attack an icicle to break it. It takes a combination of two "icicle attacks" from the runescape demons to create enough to completely surround you, so move away from the runescape icicles when they form. Ranging is recommended as your level will be significantly increased by the runescape Stone. the runescape special effect of the runescape Ruby bolts (e) work against the runescape ice demons.

Sliske summoning the runescape Barrows brothers
Lucien will continue to cast his "black skull" spell at you during this fight, so it is very important to keep moving to avoid being surrounded by icicles when Lucien's spell hits.
Combat familiars are not of use in this battle. Unlike the runescape Ice Titan battle, familiars will not be attacked, so a Beast of Burden familiar may be safely used.

When this fight starts DO NOT move from your current position. Let the runescape Ice Demons come to you so you have enough room to see Lucien's attack coming at you. Protect/Deflect mage during this fight and try to split up the runescape two demons. This will help when they start growing icicles and for Lucien's attack. When fighting one, the runescape other will range/mage you from a distance and when Lucien's attack/icicles appear near you, run and fight the runescape other demon. This is a good way to avoid being trapped by icicles and avoid being blasted by Lucien.

The Barrows brother Karil the runescape Tainted will attack the runescape ice demons fighting you, if he is in range of them with his crossbow. It is advised therefore to stay near Karil, as his shots occasionally cause damage to the runescape demons.

The Beginning of the runescape Ritualrunescape
Once the runescape ice demons are killed, Lucien will grow tired of your attempts to stop him, and turn to a more important subject: the runescape Ritual of Rejuvenation. At this point, multiple Mahjarrat will teleport to the runescape ritual site, including Enakhra, who believes that her rival Akthanakos, who also appears, should be sacrificed in the runescape Ritual. More Mahjarrat, including Zemouregal, Azzanadra, and General Khazard, will appear and argue over who will be sacrificed. Hazeel will also appear for players who chose to revive him during Hazeel Cult. Lucien decrees that as the runescape most powerful Mahjarrat, he alone will decide who is sacrificed, and he pulls the runescape frozen Jhallan from the runescape cavern beneath, choosing him as the runescape sacrifice.
Fourth battle: Armoured Zombies and Arravrunescape
Wahisietel protests, claiming that Lucien must be the runescape sacrifice due to the runescape threat he presents. While Wahisietel attacks Lucien again, Sliske summons the runescape Barrows brothers for the runescape second time; Zemouregal counters by calling his gargoyle minion Sharathteerk, who will summon four powerful armoured zombies. Help the runescape Barrows brothers defeat the runescape armoured zombies, who will not attack you back. (Keep an eye out for Lucien's spell.) Zemouregal will then order Sharathteerk to summon Arrav, who engages all six Barrows brothers at once.
Your job is to attack Arrav, while evading Lucien's dark magic as before, until he turns his attention to you, then lure him over to the runescape rocks to the runescape south, where you planted his heart. Once he comes close enough to it, Arrav will break Zemouregal's control over him. Move around and watch as the runescape hero of Varrock viciously turns on his former master. When Arrav turns his attention to you, it is best to move only a few paces at a time and wait for Arrav to catch up before moving again. If you move too far away, Arrav will stop following and return to battle the runescape Barrows brothers. If this happens, you must attack him until you gain his attention again.

Warning: If you have a combat follower out, it is best to dismiss it when Arrav starts following you. Otherwise, it is possible that the runescape combat familiar and Arrav will fight. If this occurs when Arrav gets his heart back, the runescape familiar's attack may distract Arrav from attacking Zemouregal. Instead, Arrav will stand near the runescape rockpile where his heart was hidden and will not move. This is a glitch, and the runescape only way to overcome it is to leave the runescape battle, return, and fight the runescape fourth battle again from its start.

The Mahjarrat attack Lucien.
Zemouregal will plead to Lucien. When Lucien ignores his calls for aid, Zemouregal calls for everyone present to attack Lucien. Azzanadra tells you that the runescape southern beacon has broken, and tells you to fix it, which will enable him to call upon the runescape power of Zaros and end the runescape battle. Lucien retaliates by summoning a level 475 Glacor to stop you. Turn on Protect from Ranged or Protect from Magic and gather the runescape four pieces while avoiding the runescape glacor. Assemble them by clicking on one piece in your inventory, then place the runescape beacon back into the runescape tree. At that point, Lucien calls for the runescape fighting to stop, and proceeds with the runescape ritual.
The Ritual, the runescape Stone of Jas, and the runescape Dragonkinrunescape
Lucien performs the runescape Ritual of Rejuvenation, sacrificing Jhallan's life in order to renew every other Mahjarrat. As each Mahjarrat is rejuvenated, his or her appearance changes to more resemble a human. Azzanadra strikes Lucien with the runescape power of Zaros in two massively damaging attacks, which Lucien shrugs off. In response, he summons the runescape Stone of Jas and touches it, amplifying his power even further. However, before he can use it, two dragonkin arrive and proclaim Lucien to be the runescape False User, whom they will destroy. As an example of their power, one of the runescape dragonkin incinerates Idria, who is attempting to negotiate an alliance with the runescape dragonkin against Lucien. the runescape dragonkin explain that while others such as Lucien may draw power from the runescape Stone of Jas, their power is the runescape Stone of Jas, and its misuse enrages them. Lucien attacks the runescape dragonkin, and a fight commences. the runescape first Dragonkin attempts to apprehend Lucien, although Lucien knocks him to the runescape ground with the runescape staff and prepares to impale him. the runescape second then grabs him from behind, pulling him away. Although he succeeds in disarming Lucien, he too is soon knocked to the runescape ground. When it looks like Lucien is winning, the runescape third Dragonkin picks up the runescape staff and hits Lucien from behind, breaking the runescape staff in the runescape process. He then impales Lucien with the runescape remnants of the runescape staff, destroying the runescape "False User". Most of the runescape Mahjarrat present teleport away to safety, and the runescape dragonkin leave.

Lucien performing the runescape Ritual of Rejuvenation.

The two dragonkin appear.

The Staff of armadyl is broken.

Lucien's death at the runescape hands of a dragonkin.

Witnessing the runescape Dragonkin's power, the runescape rest of the runescape Mahjarrat escape.
Finishing uprunescape

Sliske attempts to convert you to a Barrows wight.
Sliske is impressed by your skill and tries to convert you into a Barrows brother, but Akrisae jumps in the runescape way, saving you, becoming a Barrows wight himself (Akrisae the runescape Doomed). Sliske seems content and quickly teleports away. After a quick chat, Ali teleports away as well.
Tiffy summons Thaerisk who performs a mathematical spell placing the runescape stone deep underground in an unknown place. You then all teleport away together back to Falador.

However, rather than returning straight to Falador, you enter a burnt down version of Draynor where all the runescape deceased heroes (such as Duradel and Hazelmere, Lucien and Idria) can be seen. the runescape Dragonkin kill off Thaerisk. When each of the runescape heroes are approached, they retreat and exclaim "We're already dead" before dying and disappearing. After an interesting short chase scene, the runescape dragonkin hit and kill Tiffy, and wound you. They let you go, telling you this is a vision of the runescape future.

Sphere: Related Content

RuneScape Combat Strategies



The art of Combat plays a large role in RuneScape; there are dangerous creatures wandering throughout the land, quests which require you to slay deadly bosses, and Player vs. Player (PvP) Activities where you'll be fighting against formidable opponents. Combat does have its perks, however, from looting valuable rewards from your enemies, to having the ability to wear stronger equipment.
     
The Basics
Combat Triangle
Combat Level
Special Attacks
Attack Styles
Melee Combat
Combat From a Distance
Other Important Skills
Types of Warriors
Guilds
Stat Boosters
Training
Making Money
Player vs. Player (PvP) Training
Related Links


The Basics

Combat makes up a large part of RuneScape, involving 8 of the 24 skills, and widely popular among players. Combat is the use of these skills to attack other Non-Player Characters, or other Players. The skills used in Combat are as follows:

Attack
Defence
Strength
Ranged
Prayer
Magic
Summoning
Constitution
These eight skills are the foundation of combat, all of them widely used in all forms.

Combat Triangle

RuneScape has been set out so no one power overcomes the other. Neither Warriors nor Mages nor Rangers can have any certain advantage over the other two. One beats another, but is beaten by the other. In the case of combat, Warriors overpower Rangers, Rangers overpower Mages, and Mages overpower Warriors. This is known as the Combat Triangle.

Warriors Overpower Rangers

Warriors can overpower Rangers for two reasons: Their heavy, sturdy platemail is highly resistant to weak arrows, and easily avoids their damage. Secondly, leather items are no match for a warrior's heavy, sharp weapon.

Ranges Overpower Mages

Rangers can overpower Magicians for two reasons as well: Their arrows are much too powerful for a Magicians fine cloth, and since leather (especially Dragonhide) is slightly magical, it resists spells.

Mages Overpower Warriors

Mages have two reasons to overpower warriors: Although a Warriors platemail is heavily resistant to arrows, it is a conductor of spells, in when metal is worn it decreases the magical Defence Next, a magician can attack from much further away, behind several objects, and even has the power to bind an opponent and hold him down for limited time.

Combat Level

All 8 of the combat skills will contribute to your Combat Level to some degree. Attack and Strength will have the greatest effect on your Combat Level. Defence and Constitution have a lesser effect on your Combat Level, Summoning and Prayer have an even lower effect, and Magic and Ranged have the smallest effect. Your combat level is an equation of the 8 skills, which tells how threatening you are in a battle compared to others.

People who are lower-leveled than you will appear in green, people who match your combat level will appear in yellow, and people who are higher leveled than you appear in red.


The highest possible combat level is 138. In Combat, Summoning is an appositive, it's not totally necessary, but since it is relevant to combat it is added in. If you want to see your combat level, click on the crossed swords icon.


Special Attacks

Special Attacks are the rewards for being able to wield special, higher leveled weapons. They are available in all dragon weapons, all godswords, some bows, and a few other weapons. To activate your special attack, click on the special attack bar:


Using a Special attack will drain some of your Special Power, which is the green on the bar. Your Special Power will regain to 100% from 0% in about a minute. Special attacks can do many things depending on the weapon, from higher damage to an increase of a certain skill level.

Attack Styles

As will be described in the skill sections of the guide, attack styles are very important in fighting an opponent. Your attack style can be viewed by opening the Combat interface. There will be several different attack styles:

Accurate: damage dealt / 2.5 to Attack
Aggressive: damage dealt / 2.5 to Strength
Defensive: damage dealt / 2.5 to Defence
Controlled: damage dealt / 7.5 to Attack, Defence, Strength and Constitution
You will also automatically receive 0.133xp in Constitution for each damage point dealt.

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Attack Styles For Weapon Types
Weapon Attack Styles
Daggers Accurate, Aggressive (slash), Aggressive (stab), Defensive
Claws Accurate, Aggressive, Controlled, Defensive
Shortswords Accurate, Aggressive (stab), Aggressive (slash), Defensive
Maces Accurate, Aggressive, Controlled, Defensive
Scimitars Accurate, Aggressive, Controlled, Defensive
Longswords Accurate, Aggressive, Controlled, Defensive
Spears Controlled (slash), Controlled (crush), Controlled (stab), Defensive
Battleaxes Accurate, Aggressive (crush), Aggressive (slash), Defensive
2-Handed Swords Accurate, Aggressive (slash), Aggressive (crush), Defensive
Warhammers Accurate, Aggressive, Defensive
Halberds Accurate, Aggressive, Defensive (slash), Defensive (stab)
Hatchets Accurate, Aggressive (slash), Aggressive (crush), Defensive
Staffs Accurate, Aggressive, Defensive, Attack with (magical), Attack with (magical/defensive)
Pickaxes Accurate, Aggressive (stab), Aggressive (crush), Defensive
Bows and Crossbows Accurate, Longrange (defensive), Rapid
Abyssal Whips Accurate, Controlled, Defensive
Granite Maul Accurate, Aggressive, Defensive
Melee Combat

Melee (mey-ley) means hand to hand combat. In RuneScape, hand to hand combat involves Attack, Strength, and Defence. In melee combat, weapons and armor are used to increase your stat bonuses. As potions will raise your skills while fighting your opponent, to give you that little extra boost.

Attack

Attack does not generally mean fighting, it is only a part of it. Attack is the accuracy of your attack. Your accuracy defines the frequency you hit a  on your opponent. If you have a higher accuracy, you will hit less 0's. This does not necessarily change the amount of damage you hit, however. To increase your accuracy, you can increase your Attack level, set your attack style to Accurate, or wield a more accurate weapon:


In the above image, the attack styles in brackets represent the accuracy. Since there are three attack styles, and any one weapon will increase all three, it is recommended to use the highest value attack style with your weapon. In this case, the best choice would be to use slash.

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Attack Levels & Available Weapons
Level Available Weapons
1 Bronze and Iron weapons.
5 Steel weapons; Ogre Club.
10 Black weapons.
15 Ancient Mace
20 Mithril weapons; Excalibur
30 Adamant weapons; Battlestaffs (with 30 Magic); Fremennik Blade; Swamp Lizards (with 30 Magic and 30 Ranged)
40 Rune weapons; Brine Sabre; Mystic Staffs (with 40 Magic).
50 Ancient Staff (with 50 Magic; Granite Maul (with 50 Strength); Iban's Staff (with 50 Magic); Leaf Bladed Spear (with 55 Slayer); Leaf Bladed Sword (with 55 Slayer);Orange Salamander (with 50 Magic and Ranged)
60 Barrelchest Anchor; Red Salamander (with 60 Magic and Ranged); Dragon (some quests required); TzHaar weaponry
70 Barrows (with 70 Strength); Black Salamander (with 70 Magic and Ranged); Lesser Godly Items, Zamorak Spear and Saradomin Sword; Abyssal Whip
75 Godswords
Defence

Defence is how often you can defend from an attack. Defence does not decrease the amount of damage you are hit with, but the frequency that you are hit. It is the opposite of Attack, the higher your Defence, the more 0's will be hit on you. If you want to increase your Defence, raise your Defence level, use the Defensive combat style, or increase your defensive stat with higher level armor:


Defence can help you best in avoiding Melee and Ranged attacks. Magic attacks use a slight amount of Defence, but the majority of prevention comes from your Magic Level. Higher level armors will give you higher bonuses, so choose your armor wisely. If you know your opponent's attack style, you may want armor that blocks against that style best. For example, if your opponent is wielding a Whip, which can only attack using the Slash style, you should wear a Chainmail armor, which will defend best against a slashing attack, as opposed to a Platemail armor, which would defend best against a stab.

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Defence Levels & Available Weapons
Level Available Weapons
1 Anti-Dragon Shield, Bronze Armor, Iron Armor, Elemental Equipment (after Elemental Workshop I), Mind Equipment (after Elemental Workshop II), Rock-shell Gloves, Rock-shell Boots, Skeletal Gloves, Skeletal Boots, Spined Gloves, Spined Boots
5 Steel Armor, Spiny helmet
10 Black Armor, Fist of Guthix Combat Armor (with 20 Magic), Hard Leather Body, Slayer Helmet (after Smoking Kills), White Armor
20 Corrupt Morrigan's PvP Armor, Corrupt Statius's PvP Armor, Corrupt Vesta's PvP Armor, Enchanted Robes (with 40 Magic), Initiate Armor (after Recruitment Drive, with 10 Prayer), Mirror Shield (with 25 Slayer), Mithril Armor, Mystic Robes (with 40 Magic), Studded Body (with 20 Ranged), Yak-hide Armor
25 Infinity Robes (with 50 Magic), Fremennik Round shield, Frog leather armor
30 Adamant Armor, Dwarven Helmet (after Grim Tales), Fremennik Helm, Fremennik Shield, Gold Helmet, Proselyte Armor (after Slug Menace, with 20 Prayer), Ram skull helmet (after Rag and Bone Man), Snake skin armor (with 30 Ranged), Third-Age Robes (with 65 Magic)
40 Black Dragonhide (with 70 Ranged), Blessed Dragonhide (with 70 Ranged), Blue Dragonhide (with 50 Ranged), Fighter Torso, Green Dragonhide (with 40 Ranged), Lunar Equipment (after Lunar Diplomacy, with 65 Magic), Penance Gloves, Penance Skirt (with 60 Ranged), Red Dragonhide (with 60 Ranged), Rock-shell Armor (after Fremennik Trials), Rune Armor, Runner Boots, Skeletal Armor (after Fremennik Trials, with 40 Magic), Sacred Clay Armor, Sacred Clay Ranged Armor (with 40 Ranged), Spirit Shield (after Summer's End, with 30 Prayer), Spined Armor (after Fremennik Trials, with 40 Ranged), Splitbark Armor (with 40 Magic)
45 Fremennik Helms, Penance Hats
50 Granite Armor
55 Helm of Neitiznot (after Fremennik Isles)
60 Dragon Armor (Dragon Sq Shield, after Legends Quest), Fist of Guthix Battle Robes (with 60 Magic), TokTz-Ket-Xil, Obsidian Shield
65 Bandos Armor, Third Age Melee Armor
70 Ahrim's Armor (with 70 Magic), Armadyl Armor, Blessed Spirit Shield (after Summer's End, with 60 Prayer), Dharok's Armor, Guthan's Armor, Karil's Armor, Torag's Armor, Verac's Armor
75 Arcane Spirit Shield (after Summer's End, with 70 Prayer and 65 Magic), Divine Spirit Shield (after Summer's End, with 75 Prayer), Dragonfire Shield, Elysian Spirit Shield (after Summer's End, with 75 Prayer), Spectral Spirit Shield (after Summer's End, with 70 Prayer and 65 Magic)
Strength

Strength is considered one of the most important parts of combat, as it increases the amount of damage you can hit, commonly referred to as your "max hit." The higher your strength is, the higher your max hit will be. To increase your strength, raise your Strength level, set your attack style to Aggressive, or wear armor that increases your strength and wield a more powerful weapon:


The higher your strength bonus is, the higher you can hit. Strength is not only affected by weapons you wield, but also by some armors, such as a Fighter Torso (strength +4), and Dragon Boots (strength +4). Many armors are made more valuable due to their added strength bonus. Powerful weapons such as 2-Handed weapons, Battleaxes, and special weapons such as the whip (Remember the Whip can't be trained for Strength xp), while lesser weapons such as the shortsword and dagger provide a lower strength bonus.

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Strength Levels & Available Weapons
Level Available Weapons
5 Black Halberd (with 10 Attack), White Halberd (with 10 Attack)
10 Mithril Halberd (with 20 Attack), Adamant Halberd (with 30 Attack)
15 Fishing: Leaping Trout (with 15 Agility and 48 Fishing)
19 Agility Shortcut: River Crossing to Al Kharid (with 8 Agility and 37 Ranged)
20 Rune Halberd (with 40 Attack)
21 Agility Shortcut: Karamja Crossing, south of volcano (with 53 Agility and 42 Ranged)
22 Agility Shortcut: Water Obelisk Island Escape (with 36 Agility and 39 Ranged)
30 Dragon Halberd (with 60 Attack), Fishing: Leaping Salmon (with 30 Agility and 58 Fishing)
35 Agility Shortcut: Catherby Cliff (after Fishing Contest, with 32 Agility and 35 Ranged), Fishing: Tuna (with 55 Fishing)
37 Agility Shortcut: Falador Wall (with 11 Agility and 19 Ranged)
38 Agility Shortcut: Yanille Wall (with 39 Agility and 21 Ranged)
45 Fishing: Leaping sturgeon (with 45 Agility and 70 Fishing)
50 Granite Armor (with 50 Defence), Granite Maul (with 50 Attack), Fishing: Swordfish (with 70 fishing)
60 Ability to enter the Godwars Dungeon using the Strength Route, TzHaar-Ket-Om (Obsidian Maul)
70 Agility Shortcut: Cross Cave south of Dorgesh-Kaan (after Death of the Dorgeshuun, with 70 Agility and 70 Ranged), Ability to enter Bandos' Stronghold, Dharok's Greataxe (with 70 Attack), Torag's Hammers (with 70 Attack)
76 Fishing: Shark (with 96 Fishing)
Combat From a Distance

Distance Combat not only consists of Ranging; it also includes using Magic to attack your opponent using missiles from afar. Usually, this type of combat is done from behind obstacles to prevent your opponent from hitting you.

Ranging

Ranged is the use of a solid missile to attack your opponent. You can use the Ranged skill from several spaces away, and the convenient part is that you can attack an opponent from behind a low obstacle, and they can't attack you back. Ranged accuracy and strength depends purely on your Range level and weapon used (including Bow and Arrow).


There are three attack styles for most Range Weapons: Accurate (hits your opponent more accurately), Rapid (hits your opponent more frequently) and Longrange (can hit your opponent from further, and you get 2 Defence xp and 2 range xp per hit instead of 4 range xp).

Bows, Crossbows, and Thrown Weapons:

These are the standard weapons used in training range. Items listed simply as weapons are Thrown weapons, which include Darts, Knives, Javelins and Thrownaxes. They all require the same level to use.

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Ranged Levels & Available Weapons
Level Available Weapons
1 Bronze C'Bow, Bronze Weapons, Crossbow, Iron Weapons, Phoenix Crossbow, Training Bow, Shortbow, Longbow
5 Oak Shortbow, Oak Longbow, Steel Weapons
10 Black Weapons
16 Blurite C'Bow
19 Agility Shortcut: Falador Wall (with 11 Agility and 37 Strength)
20 Mithril Weapons, Willow Comp Bow, Willow Shortbow, Willow Longbow
21 Agility Shortcut: Yanille Wall (with 39 Agility and 38 Strength)
26 Iron C'Bow
28 Dorgeshuun C'Bow
30 Adamant Weapons, Ava's Accumulator (after Animal Magnetism), Maple Shortbow, Maple Longbow, Ogre Bow, Ogre Composite Bow, Swamp Lizard (with 30 Attack and 30 Magic)
31 Steel C'Bow
35 Agility Shortcut: Catherby Cliff (after Fishing Contest, with 32 Agility and 35 Strength)
36 Mithril C'Bow
37 Agility Shortcut: River crossing to Al Kharid (with 8 Agility and 19 Strength)
39 Agility Shortcut: Water Obelisk Island Escape (with 36 Agility and 22 Strength)
40 Rune Weapons, Yew Shortbow, Yew Longbow, Yew Composite Bow
42 Agility Shortcut: Karamja Crossing, south of the volcano (with 53 Agility and 21 Strength)
45 (Herbivorous) Gray Chinchompa
46 Adamant C'Bow
50 Ava's Attractor (after Animal Magnetism), Broad Arrows (with 55 Slayer), Hunter's C'Bow, Magic Shortbow, Magic Longbow, Magic Composite Bow, Orange Salamander (with 50 Attack and 50 Magic), Seercull
55 (Carnivorous) Red Chinchompa
60 Dark Bow, Dragon Dart, Red Salamander (with 60 Attack and 60 Magic)
61 Rune C'Bow
70 Black Salamander (with 70 Attack and 60 Magic), Agility Shortcut: Cross cave, south of Dorgesh-Kaan (with 70 Agility and 70 Strength), Crystal Bow (with 50 Agility), Enter Armadyl's Eyrie, Karil's C'Bow
Chinchompas are special weapons, obtained from the Hunter skill. When you throw it at an enemy, any surrounding enemies are hit with too.

Chinchompas

Chinchompas are special weapons, obtained from the Hunter skill. When you throw it at an enemy, any surrounding enemies are hit with too.

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Chinchompas
Level Chinchompa
45 (Herbivorous) Chinchompa
55 Red (Carnivorous) Chinchompa
Salamanders

Salamanders were added as Range/Magic weapons when the Hunter skill came into RuneScape. Salamanders are like Bows, they use ammunition, except they fire a magical attack. For each type of Salamander, there is a different type of Ammunition. The ammunition used is Swamp Tar mixed with an Herb.

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Salamanders
Level Salamander Tar
30 Swamp Lizard Guam
50 Orange Salamander Marrentil
60 Red Salamander Tarromin
70 Black Salamander Harralander
Dwarf Multi-Cannon

Upon completion of the Dwarf Cannon quest, players have access to the amazing piece of technology that is the Dwarf Cannon. The Dwarf Cannon is amazing in that it has the ability to attack multiple enemies (so long as they are in a multi-combat area) with cannonballs that can hit up to 300 Life Points of damage. There are five parts to the cannon:

 Barrels
 Base
 Furnace
 Stand
 Cannonballs
You must set up the four parts of the cannon, then deposit 1-30 cannonballs before the cannon will function. After 30 shots, or the barrels become empty, the cannon needs to be reloaded. Every 400 shots, the cannon will rust. Take it back to Nulodion at the Dwarven Mine above-ground camp, and it can be replaced for free.

Ranging Armour

All combat types have their own special armors, and Rangers are no exception. All range armor gives a slight range attack bonus, and a magic Defence bonus.

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Ranged Levels & Available Armor
Level Available Armor
1 Leather Items, Hardleather body (with 10 Defence), Spined Boots and Gloves, Archer Helm (with 45 Defence)
20 Studded Leather Armor (with 20 Defence), Coif
25 Frog-leather items (with 25 Defence)
30 Snakeskin items (with 30 Defence)
40 Green Dragonhide items (with 40 Defence), Ranger Boots, Robin Hood Hat, Spined Armor Items (with 40 Defence)
50 Blue Dragonhide items (with 40 Defence)
60 Red Dragonhide items (with 40 Defence), Penance Skirt (with 40 Defence)
65 Third Age Range Armor (with 45 Defence)
70 Black Dragonhide items (with 40 Defence), Karil's Range Armor (with 70 Defence), Blessed Dragonhide, Armadyl Armor (with 70 Defence)
78 Morrigan's PvP Range Armor (with 78 Defence)
Magic

Magic, commonly referred to as "Mage," is the use of Magical Runes to attack your opponent with spells. It is similar to the Ranged skill, as you can attack your opponent from afar and over obstacles. But Magic has a more varying spell amount, with over 20 combat spells and 5 cursing spells. You can also access 2 more spellbooks filled with spells: The Ancient Magicks Spellbook after completing Desert Treasure, and the Lunar Spellbook after completing Lunar Diplomacy. Your Magical Accuracy, as well as your Magical Defence, is affected by your Magic level, armour, weapon and spell. Wearing metal equipment and dragonhide armor will decrease your Magic attack and Defence.

Modern Spells


Modern spells are the spells in the spellbook you see originally. They consist of normal elemental spells, specific spells, and curse spells.

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Modern Magic Combat Spells
Magic Level Magic Spell Runes
1 Wind Strike 1 Air, 1 Mind
3 Confuse 3 Water, 2 Earth, 1 Body
5 Water Strike 1 Water, 1 Air, 1 Mind
9 Earth Strike 2 Earth, 1 Air, 1 Mind
10 Mobilising Armies 1 Air, 1 Water, 1 Law
11 Weaken 3 Water, 2 Earth, 1 Body
13 Fire Strike 3 Fire, 2 Air, 1 Mind
17 Wind Bolt 2 Air, 1 Chaos
19 Curse 3 Earth, 2 Water, 1 Body
20 Bind 3 Earth, 3 Water, 2 Nature
23 Water Bolt 2 Water, 2 Air, 1 Chaos
29 Earth Bolt 3 Earth, 2 Air, 1 Chaos
35 Fire Bolt 4 Fire, 3 Air, 1 Chaos
39 Crumble Undead 2 Earth, 2 Air, 1 Chaos
41 Wind Blast 3 Air, 1 Death
47 Water Blast 3 Water, 3 Air, 1 Death
50 Iban Blast 5 Fire, 1 Death, Iban Staff
50 Magic Dart 4 Mind, 1 Death, Slayer Staff
50 Snare 4 Earth, 4 Water, 3 Nature
53 Earth Blast 4 Earth, 3 Air, 1 Death
59 Fire Blast 5 Fire, 4 Air, 1 Death
60 Saradomin Strike 4 Air, 2 Fire, 2 Blood, Staff of Saradomin
60 Claws of Guthix 4 Air, 2 Blood, 1 Fire, Staff of Guthix
60 Flames of Zamorak 4 Fire, 2 Blood, 1 Air, Staff of Zamorak
62 Wind Wave 5 Air, 1 Blood
65 Water Wave 7 Water, 5 Air, 1 Blood
66 Vulnerability 5 Earth, 5 Water, 1 Soul
70 Earth Wave 7 Earth, 5 Air, 1 Blood
73 Enfeeble 8 Earth, 8 Water, 1 Soul
75 Fire Wave 7 Fire, 5 Air, 1 Blood
79 Entangle 5 Earth, 5 Water, 4 Nature
80 Stun 12 Earth, 12 Water, 1 Soul
80 Charge 3 Fire, 3 Blood, 3 Air
85 Teleblock 1 Law, 1 Chaos, 1 Death
Ancient Magicks


The Ancient spells are only available once you complete Desert Treasure and pray at the Temple Altar. They consist of Smoke, Shadow, Blood and Ice Spells. Players who have attained Zuriel's Armor and Staff can use Miasmic Spells. Smoke Spells poison your opponent. Shadow Spells lower your opponent's accuracy. Blood Spells transfer 25% of the damage you deal unto you. Ice Spells freeze your opponents for up to 20 seconds. Miasmic spells will slow down Melee or Ranged attacks by 50%.

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Ancient Magicks Combat Spells
Spell Magic Level Runes
Smoke Rush 50 2 chaos, 1 fire, 2 deaths and 1 air
Shadow Rush 52 2 chaos, 2 deaths, 1 air and 1 soul
Blood Rush 56 2 chaos, 2 deaths and 1 blood
Ice Rush 58 2 chaos, 2 deaths and 1 water
Miasmic Rush (with Zuriel's Staff) 61 1 earth, 2 chaos, 1 soul
Smoke Burst 62 4 chaos, 2 deaths, 2 fires and 2 airs
Shadow Burst 64 4 chaos, 2 deaths, 2 soul and 2 airs
Blood Burst 68 4 chaos, 2 deaths and 2 bloods
Ice Burst 70 4 chaos, 2 deaths and 4 waters
Lassar (Ice Mountain) Teleport 72 2 laws and 4 waters
Miasmic Burst (with Zuriel's Staff) 73 2 earths, 4 chaos, 2 souls
Smoke Blitz 74 2 deaths, 2 bloods, 2 fires and 2 airs
Shadow Blitz 76 2 deaths, 2 bloods, 2 airs and 2 souls
Blood Blitz 80 4 bloods and 2 deaths
Ice Blitz 82 2 deaths, 2 bloods and 3 waters
Miasmic Blitz (with Zuriel's Staff) 85 3 earths, 2 bloods, 3 souls
Smoke Barrage 86 4 deaths, 2 bloods, 4 fires and 4 airs
Shadow Barrage 88 4 deaths, 2 bloods, 4 airs and 3 souls
Blood Barrage 92 4 bloods, 4 deaths and 1 soul
Ice Barrage 94 4 deaths and 2 bloods and 6 waters
Miasmic Barrage (with Zuriel's Staff) 97 4 earths, 4 bloods, and 3 souls
Lunar Spells


Lunar Magicks are available after completing Lunar Diplomacy, and more spells are unlocked once Dream Mentor is completed. Most Lunar spells are only used in non-combat skills, but a few spells can be used to boost your performance in combat. Spells marked with a * can only be used after completion of Dream Mentor.

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Lunar Magicks Combat Spells
Spell Magic Level Runes Effects
Bake Pie 65 1 Astral,5 Fire, 4 Water Allows you to bake an unbaked pie in your inventory
Monster Examine* 66 1 Astral, 1 Cosmic, 1 Mind Identify a monster's stats
Cure Other 68 1 Astral, 1 Law, 10 Earth Cure another person of Poison or Disease
Cure Me 71 2 Astral, 2 Cosmic, 1 Law Cure yourself of Poison or Disease
Cure Group 74 2 Astral, 2 Cosmic, 2 Law Cure people around you of Poison or Disease
Stat Spy* 75 2 Astral, 2 Cosmic, 5 Body See another player's stats
Boost Potion Share 84 3 Astral, 12 Earth, 10 Water Gives some of an Attack, Super Attack, Strength, Super Strength, Defence, Super Defence, Ranging, Magic potion to players around you
Energy Transfer 91 3 Astral, 2 Law, 1 Nature Give some of your Run energy and Special attack energy to another player
Heal Other 92 3 Astral, 3 Law, 1 Blood Sacrifice some of your Life Points to give to another person
Vengeance Other 93 3 Astral, 2 Death, 10 Earth Gives another player Vengeance
Vengeance 94 4 Astral, 2 Death, 10 Earth Allows you to attack with 75% of the damage dealt to you when hit
Heal Group 95 4 Astral, 3 Blood, 6 Law Sacrifice up to 75% of your Life Points to give to people around you
* Only accessible after completion of the Dream Mentor Quest.

Other Important Skills

The following skills are not used as widely in comparison to the other skills, or cannot be classified as any of the other types of skills. However, they are still very important to combat.

Constitution

Constitution is the center of Combat. It controls the number of Life Points (LP) a player or monster has. Life Points are essentially a measure of how much life force you have in your character, and once your Life Points have dropped to 0, you will die. The maximum number of Life Points a player may have without using a stat booster is ten times the player's current Constitution level.

Whenever you are hit for damage, you lose Life Points. Damage can be caused by an attack from another player or monster, a poison effect, an armed trap, or other damage-dealing events. Poison effects are commonly caused by either a poisoned weapon such as a dagger or arrow, or a poisonous monster. The highest amount of poison you can sustain from another player is 68, and it gradually wears off over time. There are also potions which can cure the effect of poison immediately.

There are a number of ways to regenerate lost Life Points. First, Life Points will slowly recover over time, at a rate of approximately 1 Life Point every six seconds. Using a Prayer such as Rapid Heal or Rapid Renewal will increase the recovery rate for Life Points (2x and 5x, respectively). Resting will double your Life Point recovery rate, and listening to a Musician will triple your Life Point Recovery rate. The Lunar Dream spell will increase the recovery rate for Life Points to 5x. Another way to recover your Life Points is to simply eat food. There are all sorts of different foods in RuneScape, and better foods will regenerate a greater number of Life Points. Players may also drink certain potions to recover Life Points. Drinking a Saradomin's Brew will recover 15% of a player's lost Life Points.

Should you die, you are teleported to Lumbridge (default), Falador (For those who have completed Recruitment Drive) or Camelot (For those who have completed the Knights Waves miniquest).

When you die, you will normally keep your three most valuable items. The exception to this is being "Skulled." When a player is Skulled, a white skull and crossbones will appear over the character's head. If a player dies while Skulled, the player will lose all of the items in their possession (inventory and equipment). Becoming Skulled happens when entering a Player-versus-Player world, a Bounty Hunter world, or the Abyss. If you have 25 Prayer and use the Protect Item Prayer, you will save one extra item upon death.

Prayer


Prayer plays a distinct role in Combat, it gives several bonuses and protections that most warriors couldn't live without. Prayers starting at level 1 and going all the way to 70 include Attack raising, Strength raising, Defence raising, Range raising, and Magic raising prayers, as well as Protection Prayers (Protect from Magic, Protect from Missiles, Protect from Melee), Knightly Prayers, that act as stat raising Prayers (Chivalry and Piety), and effective prayers that will only work under a certain circumstance (Protect Item, Retribution, Redemption).

The stat boosting prayer have 3 different degrees, 5% increase, 10% increase and 15% increase. They go all the way up to level 45.

The protection prayers will defend you against Magic, Range and Melee attacks. You will be defended against Monster attacks 100%, and defended by Player attacks 40%.

The knightly prayers boost your Defence, attack and strength. Chivalry boosts it 20%, 18% and 15% respectively. Piety boosts it 25%, 23% and 20% respectively.

The effective prayers will do something special, ranging from protecting 1 more item when you die, to decreasing your opponents prayer.

While your prayers are active, your prayer ability will drain. Once it hits 0, you can no longer use prayers and have to recharge at an altar. To decrease the rate of prayer loss, you can wear holy items:


A higher prayer level will not decrease the rate of loss, but it will give you more prayer points to use.

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Prayer Chart
Picture Prayer Prayer Level Affect of Prayer
Thick Skin1 1 Defence +5%
Burst of Strength1 4 Strength +5%
Clarity of Thought1 7 Attack +5%
Sharp Eye 1 8 Ranged +5%
Mystic Will1 9 Magic +5%
Rock Skin1 10 Defence +10%
Superhuman Strength1 13 Strength +10%
Improved Reflexes1 16 Attack +10%
Rapid Restore 19 2x faster restore for all stats except Hits & Prayer.
Rapid Heal 22 2x faster restore rate for Hits.
Protect Items 25 Allows you to keep an extra item if you die.
Hawk Eye1 26 Ranged +10%
Mystic Lore1 27 Magic +10%
Steel Skin1 28 Defence + 15%
Ultimate Strength1 31 Strength +15%
Incredible Reflexes1 34 Attack +15%
Protect From Summoning 35 100% Protection from all familiars' (summoned creatures) right-click abilities.
Decreases damage done by familiars' special attacks by 40%.
Protect From Magic2 37 100% Protection from Magical attacks.
Protect From Missiles2 40 100% Protection from Ranged attacks
Protect From Melee2 43 100% Protection from close combat attacks.
Eagle Eye 1 44 Ranged +15%
Mystic Might1 45 Magic +15%
Retribution2 46 Deals damage up to 25% of your maximum Prayer to any nearby enemies if you die.
Redemption2 49 If your health drops below 10%, you'll be healed for 25% of your maximum Prayer. Also drains all of your Prayer Points.
Smite2 52 When fighting another player, they will lose 1 Prayer point for every 40 Life Points of damage you hit.
Chivalry1 60 Increases your Defence by 20%, strength by 18%, and attack by 15%.
Piety1 70 Increases your Defence by 25%, strength by 23%, and attack by 20%.
These prayer effects don't "stack" with each other. So you can't use Thick Skin and Rock Skin to gain an additional Defence bonus.
These prayers can't be used at the same time as each other.
Summoning

Summoning is the most recent addition to combat. In a nutshell, it's using familiars that you summon to help fight against your enemies. These can prove useful in most fights, with monsters ranging into combat levels of 230. Remember, combatant familiars can only fight in Multi-Combat Areas. These areas are signified with a symbol in the lower-right of your screen. Multi combat areas are areas where multiple monsters can attack you, or vice versa.

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Familiars' Abilities and Skill Focuses
Summoning Level Pouch Name Time in Minutes Combat Level Skill Focus Abilities
1 Spirit wolf 6 26 Attack -
4 Dreadfowl 4 26 Magic Farming boost (1)
10 Spirit spider 15 25 Forager/ controlled Forages for red spiders' eggs
13 Thorny snail 16 26 Ranged/Beast of Burden 3 slots
16 Granite crab 18 26 Forager/ Defence Forages for fish if the summoner is fishing. Fishing boost (1 - invisible)
17 Mosquito 12 32 Attack -
18 Desert wyrm 19 31 Forager/strength Forages for ores. Mining boost (1 - invisible)
19 Spirit scorpion 17 51 Controlled -
22 Spirit Tz-Kih 18 36 Magic Right click "despair" for the Tz-Kih to drain enemy player's Prayer rather than cause damage
23 Albino rat 22 37 Attack Stores cheese after using scroll (cheese feast)
25 Spirit kalphite 22 39 Beast of Burden 6 slots
28 Compost mound 24 37 Forager/strength Forages for compost and seeds. You can use a bucket on it to deal 2 damage and receive a bucket of compost. Farming boost (1+2% of your normal level)
29 Giant chinchompa 31 42 Ranged May explode in combat to damage nearby targets
31 Vampire bat 33 44 Controlled May heal itself when it causes damage. Light enhancer
32 Honey badger 25 45 Strength May attack again without delay
33 Beaver 27 N/A Forager Forages for logs and planks. Woodcutting boost (2 - invisible). Can be used as a knife if you're Fletching
34 Void ravager 27 46 Forager/strength Forages for ores. Mining boost (1) and mining boost (1 - invisible)
34 Void spinner 27 40 Healer/Defence Heals the Summoner 10 Life Points every 15 seconds. Only fights in self Defence
34 Void shifter 94 46 Attack Acts as a Ring of Life - teleports you to Void Knight Outpost if your health drops below 10%
34 Void torcher 94 46 Magic Right click "strike" to cause 1 extra damage with its next attack
36 Bronze minotaur 30 50 Defence -
40 Bull ant 30 58 Beast of Burden/ controlled 9 slots
41 Macaw 31 N/A Forager Forages for herbs, and improves herb drops. Remote view
42 Evil turnip 30 62 Ranged/forager Forages for evil turnip slices. Can heal itself when using Ranged attacks
43 Spirit cockatrice (and variants) 36 64 Magic/forager Right click "drain" to drain an enemy's combat stat (depends on the cockatrice). Forages for cockatrice eggs
46 Iron minotaur 37 70 Defence -
46 Pyrelord 32 70 Strength Firemaking boost (3 - invisible). Counts as a tinderbox, with 10xp bonus per log
47 Magpie 34 N/A Forager Forages for jewelry
49 Bloated leech 34 76 Attack -
52 Spirit terrorbird 36 62 Beast of Burden/ controlled 12 slots
54 Abyssal parasite 30 86 Beast of Burden/ magic 7 slots for unnoted rune/pure essence. Also slows the abyssal Prayer drain
55 Spirit jelly 43 88 Strength -
56 Ibis 38 N/A Forager Forages for fish if the Summoner is fishing. Fishing boost (3 - invisible)
56 Steel minotaur 46 90 Defence -
57 Spirit graahk 49 93 Strength Hunter boost (5 - invisible). If the graahk has to move to attack, it hits twice. Can teleport you to the horned graahk Hunter area
57 Spirit kyatt 49 93 Attack Hunter boost (5 - invisible). If called or Summoned straight into combat, it's first attack can be 3 times as powerful. Can teleport you to the Piscatoris Hunter area.
57 Spirit larupia 49 93 Controlled Hunter boost (5 - invisible). Can teleport you to the Feldip Hunter area
58 Karamthulhu overlord 44 95 Ranged Right click "drown" to hit opponent with a water spell
61 Smoke devil 48 101 Magic Right click "flames" to hit opponent with a fire spell
62 Abyssal lurker 41 93 Beast of Burden/ controlled 7 slots for unnoted rune/pure essence. Also slows the abyssal Prayer drain
63 Spirit cobra 56 105 Attack -
64 Stranger plant 49 107 Controlled/ forager Farming boost (1+4% of your normal level). Forages for strange fruit
66 Barker toad 8 112 Strength Can be loaded with a cannonball and fired (right click "cannon")
66 Mithril minotaur 55 112 Defence -
67 War tortoise 43 86 Beast of Burden/ Defence 18 slots
68 Bunyip 44 70 Healer Heals 20 Life Points every 15 seconds. Only fights in self Defence If you use raw fish on it, they will be turned into water runes
69 Fruit bat 45 N/A Forager Forages for fruit/seeds. Gathers fruit whilst on Karamja. Light enhancer
70 Ravenous locust 24 120 Attack Can eat your opponent's food. Remote view
71 Arctic bear 28 122 Controlled Hunter boost (7 - invisible). Counts as two pieces of arctic camouflage. Can teleport you to the Trollweiss/Rellekka Hunter area
73 Obsidian golem 55 126 Strength Mining boost (7 - invisible)
74 Granite lobster 47 129 Forager/Defence Forages for fish if the Summoner is fishing. Fishing boost (4 - invisible)
75 Praying mantis 69 131 Attack -
76 Adamant minotaur 66 133 Defence -
76 Forge regent 45 133 Ranged Counts as a tinderbox, with a 10xp bonus per log. Right click "fireball" to launch a magic attack that hits up to 6 enemies by up to 5 damage
77 Talon beast 49 135 Strength -
78 Giant ent 49 137 Controlled/ forager Increased yield when harvesting Player-grown fruit trees, belladonna and cacti. Forages for oak log. Can convert pure essence into nature or earth runes
79 Fire titan 62 139 Magic -
79 Ice titan 64 139 Attack -
79 Moss titan 58 139 Strength -
80 Hydra 49 141 Ranged -
83 Spirit dagannoth 57 148 Controlled May attack again without delay
83 Lava titan 61 148 Strength May inflict 5 extra damage with each attack. Firemaking boost (10 - invisible). Mining boost (10 - invisible). Can teleport you to the Lava Maze in the wilderness
85 Swamp titan 56 152 Attack -
86 Rune minotaur 151 154 Defence -
88 Unicorn stallion 54 70 Healer Use scrolls to heal. Right click "cure" to heal from poison and disease
89 Geyser titan 69 200 Ranged Ranged boost (1+3% of your current level). Use bowls on it to get bowls of hot water. Used amulets of glory on it to recharge them
92 Wolpertinger 62 210 Magic Hunter boost (5 - invisible). Gives a 5% Defence bonus against magic. Doubles experience and yield when harvesting berries
93 Abyssal titan 32 215 Beast of Burden 7 slots for rune/pure essence. Also slows the abyssal Prayer drain
95 Iron titan 60 220 Defence Defence boost (10% to stab, slash and crush Defence - invisible)
96 Pak yak 58 175 Beast of Burden/ strength 30 slots
99 Steel Titan 64 230 Ranged (15% to stab, slash and crush Defence - invisible)
Types of Warriors

Fighters don't have to be an all-around fighter, there are many types of variations that players have adapted to to come to a better kill, and lower their combat level to seem less threatening while fighting other players.

Pures

Pures are players that, as their name dictates, train purely in one or two skills. These pures can vary in between Warriors, Mages and Rangers, and combination's of all 3. The advantage of a pure only training certain skills is that their Combat level does not rise as dramatically, and they can both seem less threatening to other higher level players while still packing a punch, and they can also do better in PvP battles against players their level.

Warrior/Melee Pures

Warrior Pures are some of the most commonly seen. Warrior Pures commonly focus on Attack and Strength, or Defence

Attack and Strength pures will usually only train Attack and/or Strength to as high as possible, leaving Defence at level 1. The advantage of having this type of pure is that the combat level is unaffected by Defence, and the player can hit higher on its own level player than most. The disadvantage is that with low Defence, the armor is limited to Iron. If the player can't pack a straight kill, they have a high chance at death.

Defence pures are pures that have a high Defence level, with very low attack and strength, usually no higher than 10. Defence pures can use any armor, and sustain many attacks. Yet, the disadvantage to having high Defence and no strength or attack is that weapons are highly limited to Iron weapons. High damage cannot be dealt, but the battle will last longer.

Ranger Pures

Ranger Pures are players with very high range, but no further than 40 Defence, and hardly any Attack or Strength. The benefit to this is that, with a high range level and the abilities of the Range skill itself, a hard first hit can be dealt before a battle commences. The downside is that attacks are limited to Range, so if a player begins the Protect from Missile prayer, the attack is lost.

Mage Pures

Wizard Pures are players who have a high Magic Level, and a generally low Defence (up to 20 or 30), and no Attack or Strength. They are very similar to Range Pures, except Magic requires Runes, and there is a different variety of spells. The advantage is that of Range Pures; a high Magic level combined with the basic abilities of the Magic Skill. The disadvantage is that the Combat Triangle will not protect magicians as much, since only one attack style can be used, and the Protect from Magic prayer is common.

Hybrids

Hybrids are players that use two types of combat styles, usually Range/Magic and Melee. The advantage to Hybrids is that the Protection Prayers don't work against them, and neither does the Combat triangle. They can always switch their combat style, and use different armor. The downside is that inventory space is used carrying different types of armor and weaponry, and their combat levels are not as low as a pure's, compared to their power.

Tanks

Tanks are players with a very high Range/Magic level, and a very high Strength and Defence level. This way they resemble a tank; very powerful ranged attacks, but not easily hit. Most tanks are based around Range, not Magic, due to the expenses of Runes, and Runes cannot be retrieved after they are used. The advantage of being a tank is that the Combat triangle doesn't work against you, and a fight can easily be made with any player. Tanks were meant mostly to be able to fight against pures. The disadvantage is that a player still has to deal with Protection Prayers, and the cost of missiles can be expensive at times.

Guilds

Your combat skills will not go un-rewarded, as if you are high enough in any skill, you may join a group of others similar to your skill level in an exclusive guild.

Warriors'

Once your Attack and Strength levels add up to 130 (65 and 65, 60 and 70 etc), you can access the Legendary Warrior's Guild. Here is a guild based solely on your Attack, strength and Defence skills. It's loaded with Activities, and the reward: Monsters to train on, as well as Defenders.

Wizards'

For those whose mystical powers surpasses others (at level 66, actually), you can enter the Wizard's Guild. It contains a few shops, interesting portals and Zombies to train on (magic exclusive).

Ranging

All the best Rangers (who've gotten level 40) can come to the Range Guild. It contains a few shops, a tanner for hides and the Archery Competition, where you can use your tickets to buy special rewards.

Prayer

The Prayer Guild is for the holiest of warriors (not really, requiring only level 31 Prayer), and some of the perks in here are actually useful! Starting with the special altar. It is one of only 3 Altars in RuneScape that gives you a 2 level prayer boost when prayed on, so when you pray there with 55 Prayer, it will be boosted to 57/55. You can also find a set of monk robes.

Stat Boosters

Level 99 isn't exactly the limit on your Combat ability. Potions, foods and special equipment can temporarily boost your levels tremendously, far beyond its capacity. But remember that potions and foods don't always add onto each other, so you won't be able to drink 2 Attack potions and raise your level by 30%.

Attack Boosters

Attack Skillcape - 1 level boost when operated
Jangerberry - 2 level boost
Attack potion - 15% boost per dose
Cup of Tea - 2 level boost
Combat potion - 3-12 level boost, depending on your attack level
Super attack potion - 20% boost per dose
Zamorak potion - 20% boost per dose
Clarity of Thought (prayer) - 5% boost
Improved Reflexes (prayer) - 10% boost
Incredible Reflexes (prayer) - 15% boost
Chivalry (prayer) - 15% boost
Piety (prayer) - 20% boost
Salve amulet (amulet) - boosts attack 15% when fighting undead, if Enchanted (e) the boost is 20%
Ruby Harvest (item) - if you use it on another player in a multi-combat area, their attack increases by 20%
Strength Boosters

Strength Skillcape - 1 level boost when operated
Beer - 2 level boost
Strength potion - 3-12 strength levels per dose
Combat potion - 3-12 strength levels per dose
Super strength potion - 5-19 strength levels per dose
Zamorak potion - 2-13 strength levels per dose
Burst of Strength (prayer) - 5% boost
Superhuman Strength (prayer) - 10% boost
Ultimate Strength (prayer) - 15% boost
Chivalry (prayer) - 18% boost
Piety (prayer) - 23% boost
Dragon Battleaxe Special Attack (weapon) - 20% boost
Salve amulet (amulet) - boosts strength 15% when fighting undead, if Enchanted (e) the boost is 20%
Defence Boosters

Defence Skillcape - 1 level boost when operated
Cabbage (food) - 1-2 level boost, only from Draynor Manor
Defence potion - 15% boost
Super Defence potion - 20% boost
Saradomin brew - 25% boost
Thick Skin (prayer) - 5% boost
Rock Skin (prayer) - 10% boost
Steel Skin (prayer) - 15% boost
Chivalry (prayer) - 20% boost
Piety (prayer) - 25% boost
Excalibur Special Attack (weapon) - 9% boost
Ranged Boosters

Ranged Skillcape - 1 level boost when operated
Ranging potion - 3 level boost, plus 10% extra
Sharp Eye (prayer) - 5% boost
Hawk Eye (prayer) - 10% boost
Eagle Eye (prayer) - 15% boost
Wild pie (food) - 4 levels
Magic Boosters

Magic Skillcape - 1 level boost when operated
Wizard mind bomb - 2-3 level boost
Magic essence potion - 3 levels
Magic potion - 4 levels
Mystic Will (prayer) - 5% boost
Mystic Lore (prayer) - 10% boost
Mystic Might (prayer) - 15% boost
Prayer Boosters

Prayer Skillcape - 1 level boost when operated (only once per minute)
Prayer potion - 7+ levels per dose
Holy Wrench (item) + Prayer potion - 8+ levels per dose
Summoning Boosters

Summoning Skillcape - 1 level boost when operated
Summoning potion - 7+ levels per dose, however you will only regain levels that you have lost due to summoning a familiar.
Training

Training is undeniably the most tedious part of combat. It takes up your time, willpower and money, but once you find you can hit 400s you'll be pleased with yourself, and your hard work.

This guide is not totally accurate, and should you not believe the training methods listed are not worthy, indefinitely do not follow them.

Melee

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Melee Combat Suggestions
Levels Members or Freeplay? Location Monsters Checkpoints
3-9 Both Lumbridge Chickens (level: 1), Cows (level: 2), Men (level: 2), Giant Rats (level: 3), Goblins (level: 2) Giant Spiders (level: 2) At level 5 Defence/Attack, use any money that you've obtained from Chickens, Men and Goblins to buy steel equipment in Varrock.
10-16 Both Al-Kharid, Dwarven Mines Al-Kharid Warrior (level: 9), Dwarf (level: 10) At level 10, use extra money to buy Black Armor and a weapon.
17-25 Both Draynor Manor Ghost (level: 19) If you have money, buy Mithril armor and a weapon at level 20.
26-40 Freeplay Varrock, Falador, Crafting Guild Guards (level: 21) or Hobgoblins (level: 28) Buy adamant at level 30, and make money after level 40 to buy rune.
26-35 Members Taverley Dungeon Chaos Druid (level: 13) Use money to buy adamant (and rune armor, if you have any extra)
36-44 Both Dwarven Mines, Taverley Dungeon Black Knights (level: 33) When your skill levels are 44, do Dragon Slayer and buy a Rune Platebody.
45-68 Freeplay Stronghold of Security, level 2 Flesh Crawler (level 28, 35, 41) None
45-99 Members Under Fenkenstrain's Castle Experiment (level: 25) These are good until your last levels
45-68 Members Elemental Workshop Water elemental (level: 34) You may want to start dressing your level: Dragon items, specifically platelegs and med helm
69-99 Freeplay Crandor Isle, Stronghold of Player Safety Lesser Demons (level: 82), Moss Giants (level: 42), Cockroach Soldier (level: 83) These are pretty much the last great things available for you to train on. Cockroach soldiers have decent drops, and there is a nearby bank.
69-80 Members Pest Control - Another OK Training spot, only good until 85, then it gets boring.
80-99 Members Baxtorian Waterfall, Axe Hut in level 55 Wilderness Fire Giant (level: 86), Ghostly Warrior (level: 42) This is primarily a range location, but it's safe to train here with melee as well. Ghostly Warriors are easy to kill, aggressive and have an excellent drop rate of Chaos, Cosmic and Mind Runes.
90-99 Members Bandit Camp, Under White Wolf Mountain Bandit (level: 56), Ice Warriors (level: 57) A fast paced training location.
Ranging

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Ranged Combat Suggestions
Levels Members or Freeplay? Location Monsters Checkpoints
1-5 Both Lumbridge Cow (level: 2) Switch to Oak Shortbow at level 5.
5-20 Both Lumbridge Goblins (level: 2) Switch to Willow Shortbow at level 20.
17-99 Members Rellekka Rock Crabs (level: 13) These are very tedious monsters, and can also be crowded. But it's excellent with a cannon.
21-40 Freeplay Edgeville Dungeon, Barbarian Village Hill Giant (level: 28), Minotaurs (level: 27) Switch to Maple Shortbow at level 30. Wear green Dragonhide at level 40. Make sure to use the wall for a safespot!
41-60 Freeplay Crandor Hobgoblin (level 28 and 42), Moss Giant (level: 42) None
41-60 Members Crandor, Slayer Dungeon Moss Giant (level: 42), Pyrefiend (level: 43) Switch to blue dragonhide and a magic shortbow at level 50. Switch to red dragonhide at level 60.
61-99 Freeplay Crandor, Stronghold of Security Lesser Demon (level: 82), Ankou (level: 75) None
61-75 Members Combat Training Camp, Slayer Dungeon, Waterfall Dungeon Ogres (level: 63), Turoth (level: 83), Fire Giants (level-86) Switch to black dragonhide at level 70. Use a Crystal Bow at level 75.
65-99 Members Neitiznot Yak (level: 22) Switch to black dragonhide at level 70. Use a Crystal Bow at level 75.
70-99 Freeplay Stronghold of security, level 3 Ankou (level: 75) None really, these are pretty decent xp. If you use adamant or mithril arrows, you can get some of that money back from their drops.
75-99 Members Taverley Dungeon, Brimhaven Dungeon, Slayer Tower Blue Dragon (level: 111), Red Dragon (level: 152), Nechryael (level: 115), Gargoyle (level: 111) Switch to black dragonhide at level 70. Use a Crystal Bow at level 75.
80-99 Members Zooknock's Dungeon, Wilderness Chaos Tunnels Skeletons (level: 40), Zombies (level: 40), Mummies (level: 103) These are decent training so long as you use Chinchompas, prayer potions are needed and range potions can help increase accuracy.
Magic

Search:
Magic Combat Suggestions
Levels Members or Freeplay? Location Monsters Spell
1-25 Both Lumbridge Cows, Goblins Wind Strike
11-19 Both Wizard's Tower Lesser Demon Weaken
19-39 Both Wizard's Tower, Varrock Castle Lesser Demon, Monk of Zamorak Curse
26-45 Freeplay In a cage behind Varrock Castle, near the Yew trees Bears Fire Bolt/Fire Strike
35-99 Freeplay Fist of Guthix Players The best available to you
40-45 Both Varrock Sewers Skeletons Crumble Undead
45-55 Members Camelot - Camelot Teleport
46-60 Freeplay Wizard's Tower, Karamja Volcano Lesser Demon Water Bolt/Fire Bolt
59-99 Both Any - High Alchemy
66-74 Members Magic Guild Zombies Vulnerability
74-99 Members Any - Lumbridge/Falador/Camelot Tele-other
Making Money

Combat is a strong way of making money in RuneScape, due to a monster's drops and how easy some can be killed. This is a big part where the Slayer skill comes in handy, as some very valuable monsters are only available if that skill has reached a certain peak. Below is a list of monsters that either have a rare but valuable drop, or a common (even 100%) but semi-valuable drop. A full list of monsters that drop valuable items can be found here.

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Monster Drops
Monster Name Drops Drop Rate Slayer Monster?
Ankous Blood Rune, Mithril Ore Common No
Chickens Feathers Very Common No
Cows Cow Hide 100% No
Giants & Ogres Big Bones, Valuable Seeds 100%, Semi-Rare No
Fire Giants Rune Scimitar Semi-Rare No
Flesh Crawlers Half of a key, Fire Runes (42), Nature Runes (5), Herbs, Iron ore Common No
Minotaurs Iron Arrows Common No
Aviansies Adamantite Bars, Rune Daggers, and Rune Limbs Common No
Bloodvelds Blood Runes Common Yes
Giant Moles Rune kiteshield, Half of a key, Clue scroll (level-3) Rare No
Cockroach Soldiers Dragon scimitar, Clue scroll (Level-2) Very Rare No
Kalphite Queen Dragon Chainbody Very Rare No
Dagannoth Kings Dragon Hatchet, Fremennik Rings Very Rare No
Chaos Elemental Dragon 2H Sword Very Rare No
Jellies Clue Scroll (3) Very Rare Yes
Dust Devils Dragon Chainbody Very Rare Yes
Nechryaels Rune Boots Semi-Rare Yes
Abyssal Demons Abyssal Whip Rare Yes
Spiritual Mage Dragon Boots Semi-Rare Yes
Dragons Dragon Bones, Dragonhide 100% No
Player vs. Player (PvP) Training

Combat against monsters, generated by the game and made to seem both challenging and easy, may be fun, but the real excitement is when you get to fight actual people. In Player vs Player Combat (abbreviated as PvP), you can gear yourself up in several different Activities to fight real people from around the world - face to face.

Worlds

Activities aren't the only way to fight other players, in some worlds the entire world can be your fighting arena. These are, specifically, Player-vs.-Player Worlds, worlds where all players can attack any other player that is within 10% of your Combat level, plus 5.

The algebraic formula is: (letting your Combat level represent X) [X/10] + 5.

To start the mass Player vs Player adventure, head to any Player vs Player world. You must be Combat level 20 to enter, and you should be carrying some slightly valuable items (25,000 worth for Freeplayers, 75,000 worth for Members). There are certain safe zones, where you cannot be attacked:

All Banks
Grand Exchange
Entrana
Respawn points (note that the Falador and Camelot respawn points have moved to the nearest banks on PvP worlds)
Skill Guilds with entry requirements (not including the Champions', Heroes', Legends' or Warriors' Guilds)
The beach you wash up on if the Fishing Trawler sinks by the Tower of Life
If you manage to get yourself killed, you will die as normal at a safe respawn point, with 3 items (or 0 with a skull). If you kill another player, a random drop will be generated (the player may or may not have had the item), which is determined by how much money you and the opponent carry. Sometimes you may get a special PvP exclusive item from a drop. These crumble to dust after a given amount of time of use. These include:

Corrupted Dragon
Statius's (Melee) Equipment
Vesta's (Melee) Equipment
Zuriel's (Magic) Equipment
Morrigan's (Range) Equipment
Activities

Listed is a list of Activities and worlds that are specific for that Activity.

Bounty Hunter

PvP Worlds: 17, 86, 26, 21, 72
Bounty Worlds: 124, 57, 136, 137
Bounty Hunter (+1 Item) Worlds: 18, 32, 65

Bounty Hunter is the exciting, all-out, free-for-all combat Activity where the limits are minute. Bring your weapons, armors, food and nothing more and prepare to enter a world of enemies. Once you enter one of the level-classified craters, you can begin. You will be assigned somebody to kill, and you can either find them, use the Bounty Locate spell (level 32 Magic), or kill anybody you want. Should you kill your target, the rewards are their items and equipment (less their best three), but you have only 2 minutes to grab the loot, and Mandrith (the Activity leader) will even give you a reward. But should you 'go rogue,' and kill anyone other than your target, you have to wait before you can take the loot. If you take the loot before the timer runs, you will have to wait a few more minutes before you can escape the crater! Surviving may be tough, but the rewards can be greater.

Castle Wars

Freeplay Worlds: Members-only
Members Worlds: 15, 24, 52, 82 , 166

Castle Wars is your RuneScape version of Capture the Flag. With a slight twist. Instead of being tagged and having to release the flag, you have to be killed. So if you think you're brave enough to enter the enemy fortress alone, or in a team, and grab the flag, by far do so. The rewards are special decorative armors, whose Defence do not succeed Adamant. The full report is here.

Clan Wars

Freeplay Worlds: 50, 141
Members Worlds: 68, 129

If you're done fighting solo, or want to challenge a more distinguished opponent, Clan Wars is here. Gather a team of 2 to 100 brave fighters and fight another clan, over a series of 5 maps. Change your settings to "Knock-Out" (first team to lose every member loses), or "Numbered Kill" (team who reaches the kill goal first wins), or "Timed Kill" (team who kills the most in a certain time limit wins). Or you can go solo and fight in an arena similar to Bounty Hunter, but without the danger (or with the danger, should you choose). The rewards? Knowing your clan has the power to defeat another.

Duel Arena

Freeplay Worlds: 1, 3
Members Worlds: 54, 83, 114, 132

The Duel Arena can set up a duel challenge for any two players, with settings for limitations and use of other skills. You can stake up to 3,000 coins a person, and the victor gets keeps. If you want to play in a more organized, larger scale duel, you can take up a Tournament Challenge, with stakes of up to 400,000 coins a person!

Fist of Guthix

Freeplay Worlds: 20, 25, 35, 41, 75, 93, 107, 119, 128, 149
Members Worlds: 44, 92, 98, 110

The Fist of Guthix will set you up with another players, whom you must fight and defend against. There are two rounds, round of the hunter and round of the hunted, and you will play both. In the hunter, you must kill your opponent as soon as possible, before he/she can collect too many charges. As the hunted, you are doing the exact opposite; collecting as many charges as possible before your opponent kills you. If you win, you receive tokens which can be used to buy special magic armor and other items.

Stealing Creation

Freeplay Worlds: Members-only
Members Worlds: 158, 164

Stealing Creation is an Activity that utilizes not only your power in combat, but also a wide majority of your non-combat skills, Mining, Woodcutting, Fishing and Smithing just to name a bare few. While winning the game will rely mostly on your skills rather than combat, once you manage to create some decent Armor, Weapons and a bit of supplies like Food (or borrow them from your team's Supply Table), you can head to the other team's base and fight it out.

TzHaar Fight Pits

Freeplay Worlds: Members-only
Members Worlds: 79, 138, 148

In the Fight Pit, you are placed in an arena with several other people. The goal is to stay alive as long as possible. This is a game primarily revolving around 'Last Man Standing.' The Last Man Standing is named the Champion, and is rewarded with a Red Skull over their character.

Equipment

While fighting against other players, you need to give yourself as much advantage as possible, and the best way to do this is with better equipment. Equipment that can evade the Combat Triangle. Obviously, the Triangle can't be completely turned around, but you want to be able to Defend and Attack the other 2 classes, so you want to dress for it.

Melee

Equipment


Helm of Neitiznot
Fighter torso
Torag's platelegs/Dragon skirt
Dragon boots
Barrows("dark") gloves/Combat brace(4)
Amulet of glory
Fire cape/Skillcape/Legend's cape/Obsidian cape/Team cape/Cape
Rune defender
Abyssal Whip
Inventory


1 (Super) Defence Potion
1 (Super) Strength Potion
1 (Super) Attack Potion
5 Saradomin brews
4 Super restore potions
Dragon Dagger (p++)
Snare runes
12 Sharks/Tuna potato
Ranged

Equipment


Void Ranger Helm
Void robetop
Void robebottoms
Void gloves
Snakeskin boots
Rune arrows (70+)
Dark bow
Amulet of glory
Ava's accumulator
Inventory


20-30 dragon arrows
Ranging potion
Super Defence potion
Saradomin brews (4)
Super restore/Sanfew serum (6)
Sharks/Tuna potatoes (15)
Mage

Equipment


Farseer Helm
Mystic Robetop
Splitbark Legs
Amulet of Glory
Fire Cape
Staff
Holy Book
Wizard Boots
Barrows Dark Gloves
Seer's Ring
Inventory


Runes (depending on spell)
Magic (Essence) Potion
Defence Potion
Prayer Potion
Saradomin Brew (4) x3
Food x 16
Hybrid

Equipment


Helm of Neitiznot
Ahrim's robetop
Ahrim's robskirt
Barrows ("Dark") gloves
Wizard boots (if strength level exceeds magic level)/Dragon boots (if magic level exceeds strength level)
Armadyl godsword/Abyssal whip+Rune defender
Amulet of glory
Fire cape(if experienced in PK'ing)/Skillcape/Legend's cape/Obsidian cape/Team cape/Cape
Inventory


Dragon Dagger (p++)
5 Super restore potions/Sanfew Serum
5 Saradomin brews
15 Sharks/Tuna potatoes
Using Your Skills

When fighting against other players, you need a strong strategy to ensure that you can defeat your opponent in any circumstance. You need to use each of the 8 skills to give you the strongest advantage, compounded with a good Equipment Setup.

Melee

When using Melee to attack another Warrior, you should be relatively even (if your combat levels come close to even), so it's down to the weapon, attack styles and use of prayer to determine the winner, but this section will only cover the use of weapon and attack styles. One of the most commonly used Weapons is the Abyssal Whip, for its strength and speed, being one of the fastest weapons in RuneScape. Its only flaw is its inability to use the Aggressive feature, so when that become an issue a common weapon is the Dragon Scimitar.

While fighting, it's good to know your opponents armor as well, and some of the most common armors you will see are Barrows (for its high Defence), Rune (for its cheap cost and relative Defence), or Bandos (for its strength bonus and high Defence). All those are weak to Crush, except Bandos which has a weak spot in Slash. Some of the strongest weapons for those purposes are:

Godswords (both)
Saradomin Sword (both)
Abyssal Whip (Slash)
Dragon Scimitar (Slash)
With the above weapons, your melee powers can be at their most accurate.

Magic

Magic can be at its strongest when used wisely. To do this, you should take advantage of all types of spells, not only combat spells, but also Curse spells and Binding spells. Before you start attacking, you want to set an automatic spell by right-clicking on the spell you wish to autocast:


This will let you automatically attack with that spell when you click "Attack." Don't use your best spell with your first attack, you want to save the most powerful for later. Choose one about two elements downwards. Once you've chosen your spell and your opponent, get as far away from them as possible, while still in your view. The first spell you want to use is either a Bind (in a large arena, such as Bounty Hunter or Fist of Guthix) or a Curse (in a smaller area, like the Duel Arena). If the spell isn't successful, you're out of luck; just attack them. But if it has worked, and they either can't move or have been weakened, begin to attack with your spell. When your opponent is dying, and you can win the battle, use your best spell. You can use Curses and Binds in between attacks, but if they're failed and splash, you'll have only wasted a spell.

Ranged

In Range, your safest bet is the same as with magic: Don't just use combat, bring Binds as well! Attack with either Longrange or Rapid for the best kill. If you use Longrange, a binding spell would be useful before you begin to attack, but this requires at least 20 magic, but you won't be as effective wearing Dragonhide, as magic is distorted in the magic of the Dragon's skin, so multiple spells may be necessary. You should use your best arrow available at your level, less it be too expensive for you.

Prayer

Prayer is the most commonly used skill in player combat, mostly for the higher leveled Protection Prayers. If you're using Prayer, you will want to dress with the best Prayer Bonus items, a full list of which can be found here, so that your prayers last longer. The Prayer Potion also gives you a better bonus, but isn't frequently used in combat. You should use your three protection prayers accordingly, and you shouldn't have any problems unless fighting Hybrids. Hybrids are players that use all three combat types, but it shouldn't be hard to tell which they're using at any one time.

As you're dying, you should use either the Retribution or Redemption prayer. Retribution will deal damage to anybody near you when you die, which could deliver a kill. Redemption will heal you about 100 Life Points when your Life Points falls under 10%, but if you are hit for more than 10% of your Life Points, you won't receive the bonus. Redemption will also use all your prayer when the effect is complete.

Also, when fighting in Dangerous Arenas such as Bounty Hunter or Clan Wars Free-for-all, you will lose items. Using the Protect Item Prayer at level 25 will allow you to keep 1 more item than normal. This only works on Bounty Hunter (+1 Item) worlds, when you risk 75,000gp (or 25,000gp for freeplayers), however. If your prayer level is substantial, you can even use Chivalry and Piety with Protection Prayers, giving you added bonuses in Melee Combat.

Summoning

Summoning has recently become a part of combat, and for some the monsters can actually prove useful, being up to Combat Level 230. If you want to use Summoning effectively, you must save at least 2 inventory spots for a Pouch and a Scroll. The scroll contains a special power that your familiar possesses, usually applying more damage, weakening your opponent, or strengthening you. Lower level familiars can be used as "bait." In most Activities, hordes of people would rather attack the Familiar before they attack you, so if you need some cover you can just pop one out and run, which can prove useful in Castle Wars. But remember the key to using Familiars in combat: It must be in a Multi-Combat Area (Castle Wars, Clan Wars, Duel Arena, Bounty Hunter).

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