Thursday, September 29, 2011

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).

Sphere: Related Content

Ritual of the Mahjarrat Quest Guide


Mos Le'Harmless island has been attacked by an unknown evil, and your help is requested by Sir Tiffy Cashien. Can you stop the threat and save Gielinor in this quest?

     
Table of Contents
Official Briefing
Essential Info
Start Point
Ratings
Quest Walkthrough
Getting Started
The Dragonkin
Help From Bob
Travelling Through Kethsi
Extinction of the Kethsi People
Enlisting Azzanadra's Help
Placing Azzanadra's Beacons
Zemouregal's Base
The Fight
Fight Recommendations
Khazard
Lucien
Completing the Quest
Rewards
Extras
Edgeville in Ruins
Related Links
A Tail of Two Cats
While Guthix Sleeps
The Temple at Senntisten


Official Briefing

Quest Release Date: 14 September 2011

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 ground rumbles in sympathy.

Word of an attack on the isle of Mos Le'Harmless has reached the 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 world; one far greater than the pirates he was originally sent to investigate.

Do you have the stomach to investigate this new threat, and see it through to the end? Or will you leave the world to its doom while you cower in fear?

Essential Info

Start Point

Speak to Sir Tiffy Cashien in Falador park.

Required

Skills: 76 Crafting, 76 Mining, 77 Agility
Quests: A Fairy Tale Part III: Battle at Orks Rift, A Tail of Two Cats, Enakhra's Lament, Fight Arena, Hazeel Cult, Rocking Out, Slug Menace, The Temple at Senntisten, While Guthix Sleeps
Items: 1x Catspeak Amulet (e), 1x Ring of Visibility, 1x Rope, 1x Spade
Recommended

Skills: 67 Summoning, 70 Ranged, 80 Constitution
Quests: None.
Items: 1x Antifire, 1x Beast of Burden (War Tortoise or better), Combat equipment, Diamond Bolts (e), 1x Dwarven Army Axe, Good Ranging armour, High-tier food, Teleport method
Ratings

Difficulty: Grandmaster
Length: Very, Very Long
Quest Walkthrough

Getting Started

To begin the quest, speak to Sir Tiffy Cashien in Falador Park, selecting the "Ritual of the Mahjarrat" option, which will then lead into a conversation about a White Knight operative on Mos Le'Harmless. Sir Tiffy will then direct you to The Other Inn on Le'Harmless to speak to Sir Tendeth. Then, select the "Yes" option on the pop-up screen and the quest shall begin.


Before leaving the conversation, select the "Alright, I'll get right on it" option, this will then give you the option to be teleported directly to Mos Le'Harmless from Falador Park, select Yes. After arriving on the docks at Mos Le'Harmless, make your way to The Other Inn, (the one directly west of the Bank) and begin conversation with Sir Tendeth.


Sir Tendeth will inform you that the invasion he fears is not by Pirates, but something much bigger. You will then be warned that the Mos Le'Harmless Jungle is about to become significantly harder to move around in, and will remain so throughout the quest until completion. Agree to continue by selecting "Yes", and continue the conversation with Tendeth.


The Dragonkin

You will then hear a loud screech, and a cutscene will ensue, where the ground and the pub itself begin to quake, and large eruptions of fire can be seen from the windows.

When the cutscene ends, step outside and you will now see a number of pirates writhing on the ground in pain. Begin speaking to NPC's around the pub and you will be informed that the attack of the town was done by skinny dragons, who said something unintelligible and then flew off towards the jungle.

Make your way out of the town and into the Mos Le'Harmless jungle; another cutscene will begin. Sir Tendeth will offer to come with you into the jungle, before being blasted by a fireball and killed instantly. You will then offer yourself some advice, warning yourself to make your way to the east of the Island to see who was behind the attack, seeking cover as you make your way there.


For this part, it is recommended you bring a few high tier food items in your inventory, as you must make your way east, seeking cover behind trees. Failure to do so will result in getting yourself roasted by a fireball and sent to the entrance of the jungle, taking significant damage in the process. It is also recommended to wear some armour, in order to protect yourself from the aggressive Jungle Horrors which are always waiting to attack.

The path you need to follow is marked by giant footprints and scorched earth. If you can't see this path, you may have strayed too far North.


After making the journey just past Trouble Brewing to the clearing at the end of the jungle, another cutscene will begin, this time featuring the Dragonkin! They are discussing "The Rage", saying that the destruction they have just wreaked made the Rage subside, but continues to grow, concluding that someone is "using it". The Dragonkin then reveal they are on a quest to find "The False User" and will attack a larger settlement in the meantime, before flapping their wings and flying off.

Naturally, worried about what you have just overheard, you conclude you should report back to Sir Tiffy in Falador Park.

After informing Sir Tiffy of the demise of Sir Tendeth he asks who attacked the island, select "I think they were Dragonkin".


After listening to your description, Tiffy says that what you saw would indeed seem to be Dragonkin, and leads you to the Archive Room for some background digging. Once you're here, talk to Lady Table and inform her you think Dragonkin attacked Mos Le'Harmless. She will eventually read a note to you, written seemingly by Robert the Strong telling you how to unlock the secrets of the Dragonkin. You can then tell Lady Table that you think you understand the message. Tell her that you are the Stonetoucher, and that Robert the Strong has been reincarnated as Bob the Cat.

Lady Table will then tell you to go and find Bob the Cat to investigate his collar, this is where your Catspeak Amulet comes into play.

Help From Bob

Using your Catspeak Amulet (e), hunt down Bob & Neite. You do this using your enchanted Catspeak Amulet, in the same way you found Bob during the A Tail of Two Cats quest. You will then ask Bob if you can borrow his collar (it won't suit you!) You can then press the "Study" option on the collar, bringing up a screen which looks like this:


You can then press the arrow, labelled "Flip", which will turn over Bob's collar and display the letters " D I R A K S ", these are the Fairy Ring codes DIR, AKS, which lead to the barren plain of Kethsi.

Make your way to the fairy rings and input the codes "DIR" and "AKS" respectively, this will take you to Kethsi.


Upon arrival in Kethsi, move north into the ruins and search the rubble near the water. You will uncover a Tetrahedron 4. If you go east of this rubble, you will see a delightful mural on a wall of what appear to be huge dragons breathing fire and destroying cities.

Now it is time to begin navigating around Kethsi, beginning by climbing the ramp in the main section of the ruins. After ascending the ramp, go north, where you will see an object labelled "Strange Wall Design". On this, you will see a small circular indent, perfectly fitting for say, a collar! Use Bob's collar with the design and you will be presented with the following screen, as well as the information that "It looks like a collar might fit here somehow."


The objective here is to maneuver the collar into the right position on the design. To do this, first you must flip the collar so it says "Bob", then you must rotate the collar anti-clockwise, and move it to the far right free strip.


This will complete the puzzle and unlock a compartment, which will present you with the following items:


Reading the two notes, addressed both to Bob and yourself reveals that Robert the Strong did in fact know he was going to be reincarnated on a cat, and hid the details of the location to Kethsi in the collar that Bob the Cat is wearing. The note to you will say that you must speak to Bob and present him with the note, as well as the necklace (which was a necklace made by Robert's sweetheart) to convince him the note is worth remembering. He also informs you that you must not give it to him as a cat.

Travelling Through Kethsi

Now run south, and jump across the ledge, landing next to the one armed statue. Now use the statue arm you just obtained from the wall on the statue; this will cause a spire to fall and create a bridge for you, opening the path to continue. Walk across the spire and climb down the ladder to continue.

You will now find yourself across the first body of water blocking your path in Kethsi. east of the ladder is a broken wall, which you can click on to perform a wall jump, allowing you to move further along. After landing, climb the wall next to you and you'll find yourself on a raised platform with two long poles in front of you. Click these to swing to them.


Now, walk across to the beam to the east and jump down the gap, leaving you next to another ladder. Rather than descending the ladder, walk south and leap to the next floor and go down that ladder instead, finding yourself across the second body of water.

Squeeze through the pipe slightly north-east of the ladder, and remove the pickaxe from the rock next to you, if you haven't brought your own. Now mine the rubble blocking your path.

Once you clear the rubble you can once again climb the far northern wall. After doing this click the "run" option to run across the wall to the next part of the course, then run the second wall to a small platform. Then swing across the hand holds towards the western ladder. Go down to the ground floor, and run outside the main building, and go east until you find a large broken wall lying down. Search the rubble here and you will find a Tetrahedron 3 and a Strange Device.

Now, return to the ladders and go up twice, to the top floor and jump across to the next platform. Go south and slide down the roof.


Once down here, if you have forgotten your spade, there is a chance to pick one up here at the respawn. Go south and cross the plank across the water, search the rubble nearby to find the fourth Tetrahedron. Now walk back across the plank and descend the stairs near the drop from the roof.

Extinction of the Kethsi People

You will appear in a dimly lit room, with four indentations in the wall. Place a tetrahedron in these indentations and you will be given a dialogue box telling you a number, and the equivalent letters. This is random for each player.


Insert all four tetrahedrons into the indents and take note of the corresponding numbers (eg. 1=E, 2=A, 3=E, 4=E).

Now, return to the surface, and prepare for a little bit of a challenge. Climb up the wall next to the roof you slid down, climb the ladder, jump the wall and cross the hand holds again, backtracking a little. Then, jump off the platform to be in the northern part of Kethsi, on the ground floor.

Now, check your strange device, it should tell you a series of four letters (eg. "EAEE").

As you move around, the letters on the Device change, your objective is to move to the spot where the device corresponds with the four letters in numerical order that were given to you when you inserted the tetrahedrons.

Eg, if 1=E, 2=A, 3=E and 4=E you want to find the spot where inspecting your Strange Device tells you E A E E.

To do this, move around until the first letter from the tetrahedrons corresponds with your device.

The first letter changes as you move east or west.
The second letter changes as you move east or west.
The third letter changes as you move north or south.
The fourth letter changes as you move north or south.
Once you find this spot, use your spade and you will unearth a key.


After digging up this key, complete the course again and head back down the stairs, to the room in which you made use of the tetrahedrons. Now use your Kethsian Key with the previously locked door in the room to move through it.

Once through the door, search the two clickable bookcases in the room to get the following two items, Dathana's Message and the Tune Bane Ore Scroll.


Reading the spell will enable you to learn the "Tune Bane Ore Spell", a Lunar Magic spell which requires 87 Magic. Then read the message from Dathana, which tells you she thinks she is the last member of the Mage Conclave of Kethsi. She tells a story of her now-extinct race of people, who once discovered the Stone of Jas, and used it to make their civilization vast and wealthy. However, making use of the stone to do so enraged the Dragonkin into attacking, driving the people to extinction. She then goes on to tell of a last ditch effort which was successful in killing some of the Dragonkin, weapons made from an ore called bane, and tells you this may be the only way to defeat the Dragonkin.

After reading this message and reading the spell you decide you have learned enough interesting information to once again return to Sir Tiffy in Falador Park.

Return to Tiffy and talk to him again about Ritual of the Mahjarrat. You will tell him all you have learned about the Dragonkin and Kethsi, and he reads the journal. He then recommends you take this information to Akrisae, Thaerisk and Idria in Falador Castle. After completing the conversation, go to Falador Castle to speak to them.


Once in Falador Castle, begin talking to any of the three NPCs, it doesn't matter which as you address them all as a group.
After informing them of the impending doom, Ali the Wise appears and offers some pearls of wisdom.

He has traveled from Nardah to warn you that the Ritual of the Mahjarrat should be beginning anytime now, if the stars are to be believed. He suggests that you team together with other Mahjarrat to defeat Lucien, despite his possession of the Staff of Armadyl and Stone of Jas. After some opposition to the idea, you vouch for some of the Mahjarrat you've met before, citing that they aren't all evil, which is enough for Idria and Thaerisk to agree to the plan.

However, Akrisae will still require some convincing that any of the Mahjarrat are not purely evil and can be trusted. Select the third option, criticizing her for being willing to put everyone's lives in danger to save association with an evil being. Then tell her you cannot think of any other way, then satisfy her at the third dialogue by saying "Yes, we'll have to be careful."

Then volunteer to risk your own life in order to negotiate such an alliance. You will then be instructed to do so, and the conversation will continue, discussing the possibilities for the plan such as taking freeing Arrav from the control of Zemouregal and locating the Stone of Jas which may be in the Temple of Ghorrock.

Enlisting Azzanadra's Help

Ali the Wise will then give you Arrav's Heart to take to the temple, and instructs you to find alternative ways of combating Zemouregal's control of Arrav, before sending you off to visit your old friend Azzanadra in the digsite.


Make your way to the Temple at Senntisten and discuss The Ritual of the Mahjarrat with Azzanadra, who is already aware that Lucien possesses the staff of Armadyl, but has never even heard of the existence of the Stone of Jas. After discussing the properties of the Stone, Azzanadra thanks you for once again proving your loyalty by bringing him this information, and says he must now rethink his strategies for the Ritual.

You then discuss the possibility of an alliance, to which Azzanadra agrees. With this being the case, he says he now must ask you to perform a task for him.

He tells you that the power Lord Zaros can bestow upon him does not leave the walls of the temple. However, he has been storing the power in some beacons, which he wants you to position at each cardinal point of the ritual site, making sure the north and south beacons are opposite each other, and the east and west beacons are opposite each other.

The higher up each beacon is placed, the further they will be able to project their power. He then hands you the four beacons.

Note: From this point on Ring of Visibility must be worn. It is recommended also you bring an Antifire potion for this part of the quest, as well as inexpensive armour and a weapon.

Placing Azzanadra's Beacons

Now bank all the items you are unwilling to lose (quest items are retained automatically and can be kept on your person), and make your way to the icy temple west of the Frozen Waste Plateau.

You must now return to the temple first visited during the Temple at Senntisten quest, with the Iron Dragons guarding it. Here you must protect yourself from the dragonfire breath of metal dragons, using either a protect from magic curse/prayer, an antifire potion, or a combination of the two. Go through the open archways into the temple.

Once inside the fortress, climb up the stairs, then down the stairs. Scale the wall up, then go west and scale the wall down. You will find yourself at the familiar dungeon entrance which you must then enter.


After entering, run to the south-western corner of the temple, and you will see a small Heat Globe lying on the floor, pick it up.

Now, you must return to the surface, where the iron dragons lie guarding the fortress, run west and climb over the pillar. Then make your way through the tunnel and you'll find yourself in a barren land, complete with Undead Broavs.

For this part, you must avoid contact with the Undead Broavs, or you will be thrown into a jail which you must escape from before continuing the quest.


In this part you must place each of the four beacons around the ritual grounds. You hide them in trees with snow around the stump, upon examination they read, "Maybe you could hide something here."

If you are caught too close to a Broav, it will alert a mage of your presence, who will teleport in, accuse you of snooping, and then whisk you away to a prison cell.


If you search the bed, and have neither a spade nor a chisel with you, will find one of them in a secret compartment under the bed.

In the central, most eastern tile of the room, there is an option to dig up the tile and escape. Do this, and using your chisel and spade, freedom is yours!


After escaping the prison, go north and you will be back in the plains in which you must place your beacons, the four beacons must be placed in the following trees:


After doing this, go to the Ritual Marker and place Arrav's Heart in this nearby rock:


After you've done this, go until you see a cave entrance with an overhanging tree above it. Use your rope here as it will be used to help you get back later without having to traverse the wilderness.

Zemouregal's Base

Next, you must infiltrate Zemouregal's base to free the hold he has over Arrav. The easiest way to get there is to run into a Broav, get arrested and escape again as you usually do. Go south to the main entrance door, then kill the Armoured Zombie nearby for a Code Key and Decoder Strips.


Now, return to the main entrance door and read your code key. This is different for each player, and will present you with four letters (eg. "HDFE"), with the first letter (in this case H) being strip #1, second (in this case D) being strip #2 etc.

Then move each strip over the letter it corresponds with, and this unlock the door.


The door will then unlock and you can step inside the base.

If you go up the western staircase you will see that you've actually found Zemouregal himself! He is currently discussing battle plans with a monster named Sharateerk behind closed doors. You overhear that Arrav is in place and ready to be summoned to battle at any time. If only he knew.


Go back downstairs, and search a crate near the eastern staircase, and you will be given another code key. You must do the same with this key for the Storeroom door as you did with the main door to the fortress and unlock the door.

After unlocking the storeroom door, step inside and go through the door to the north. Search more crates in here to be given some notes on Heart Magic, and another code key for the Reliquary.


Using the Reliquary key code, unlock the Reliquary door, the same as you did for the last two doors, and step inside. In the southern end of this room there is a black stone on a pedestal which you must smash, this is the prism talked about in the Heart Magic Notes you found earlier, and in destroying this you have weakened the hold Zemouregal holds over Arrav!


Now, return to barren, icy plains, just past the pillar guarded by iron dragons. Running south-east from the entrance you will see Movario! Chatting to him can bring some funny results. However, he informs you he is also looking for the Stone of Jas and that he feels it is close by, as Lucien's base is in close proximity too.


Near Movario, if you are wearing your Ring of Visibility, you will see a Shadow Pedestal, place your heat globe upon it. After placing it upon the pedestal, the nearby ice will melt and reveal a cave entrance. If you try to enter the cave you will be given a warning the "Danger Lies Ahead" and to prepare. Teleport away and prepare yourself for a fight!

The Fight

The safest way to return to the scene without going through the wilderness is to use Fairy Ring code DKS into the Snowy Lands, run down the mountain and go north to a canoe which will take you to the entrance to the cave with the rope for you to climb up, helping you to get back without having to brave the risk of being PKed in the wilderness. Climb the rope and run south-east to find the entrance to the cave again.


Fight Recommendations

For this fight it is recommended that you use Ranged, and take a familiar full of high tier food. It is not recommended to use brews, as, due to touching the Stone of Jas your levels are boosted to levels of over 190, and using Saradomin Brews will lower them for the entirety of the fight.

It is also possible to use melee tactics, but these are more food consuming, since using range only it is possible to safe-spot the monsters.

It is also recommended to bring plenty of prayer-restore potions, as well as good ranging armour, eg Armadyl, Karil's, Void.

After entering the cave you will be in an icy cavern, with an Energy Barrier to the east of you. Past the barrier you can see a wealth of bane ore! A powerful force prevents you crossing it at this time so you must carry on south, where you will find the Stone of Jas.

Once you touch the stone you will enter a cutscene and be "Overcome with a vision" - the vision is of Commander Zilyana fighting during the God Wars, however, she is ultimately defeated.


She is saved by Saradomin himself and escapes death by inches through Saradomin's use of the Stone of Jas, or, as he refers to it, the Eye of Saradomin. Zilyana vows to protect the stone from the hands of chaos forever, and the cutscene ends.


At the end of the scene you will be teleported from the Stone to a waiting army, lead by a combat ready Sir Tiffy!

You will learn that the ritual has begun, and that Mahjarrat forces have begun fighting all over the plains, and that many of your own allied forces have managed to join in the fray, thanks to the rope you left behind earlier. Sir Tiffy will then rally the troops to march forward into battle. And so it begins.


Note: This fight section can be completed in stages, allowing you to teleport out and re-stock after each cutscene if necessary.

Khazard

Almost immediately after beginning the march you will be confronted by none other than the famous Lord Khazard himself, commanding a small troop of Level 140 Elite Khazard Guards.

At this point you learn that Ali the Wise is in fact a Mahjarrat! Wahisietel to be precise. You will then be given the option of whether or not you suspected Ali was Mahjarrat, and regardless of your choice you learn that Wahisietel is still on your side and here to help. Thank Goodness!


Thanks to touching the Stone of Jas your powers have been greatly enhanced, and can make short work of General Khazard, and Sir Tiffy is not too shy when it comes to combat, we discover!

Before long General Khazard will summon his pet dog, Bouncer to aid him. In this form only a Mahjarrat can kill him, so you must lure the dog towards Wahiestel who will kill the dog almost instantly. You may then continue the assault on Khazard. He can hit very high but protect from magic seems to almost completely negate his attacks.

After bringing Khazard and his troops under control, he refuses to give in and teleports away, however, Wahisietel reveals he will not have gone far at such an important time and will be found again.


Lucien

The next part of the fight, you will meet Lucien, who then reveals himself to Wahisietel. He demonstrates his power by summoning a small army of level 275 Ice Giants.

You need only kill two of the giants, and they have an extremely high amount of Lifepoints. The best method to this is to lure them away from the main portion of the fight, always protecting from magic.

Lure them to the trees in the picture shown below and you can safespot the giants to avoid their melee attack. However, Lucien also fires a spell at you that affects the immediate area surrounding where it lands, this can be avoided by simply moving a few squares away, and repeating when he fires the spell again.

Eventually, you will kill the two Ice Giants, and your allies will dispatch of the rest.


After this, another cutscene will ensue, and Sliske will arrive to aid the Zarosian cause (that's you!), and will bring along the Barrows Brothers to help you out. Lucien will then summon a small force of level 300 Ice Demons, who can be killed in much the same way as the previous Demons. However, these demons can also fire a spike trap at you which can make it difficult to avoid Lucien's spell. These fights are time consuming, but, if done correctly, require a small amount of food.


After killing this new wave of demons, the remainder of the Mahjarrat arrive and are thirsty for blood. Lucien declares himself to be in charge of the proceedings, given that he is the most powerful Mahjarrat. He declares that the sacrifice is not with them currently, but hiding below. He then uses a spell which raises Jhallan from the ground and awakens him instantly from his slumber, crippling him. However, Wahiesel declares that it is crucial that Lucien be sacrificed and the battle renews.


Zemouregal brings along help to aid Lucien, his friend from the fortress, who in turn summons some Armoured Zombies. Kill these Zombies, with the aid of the Barrows Brothers and Arrav will be summoned. Attack Arrav until he turns his attention to you. Once he is following you, lure him towards the rock in which you hid his heart and he will break free of Zemouregal's spell, turning on him and beginning to avenge his centuries of slavery.


Azzandara wishes to use the full power of Zaros, but one of the beacons you placed has broken. Protect from magic and run toward the beacon parts, ignoring the battle raging around you. Pick up the four pieces of the beacon, put them back together and put it back on the tree.

After you fix the beacon and replace it in the tree, Lucien declares that there has been enough fighting and he will decide who shall die. This leads to another cutscene in which Lucien declares that Jhallan shall be sacrificed and kills him.

As a result of the sacrifice, all the Mahjarrat are rejuvenated and regain full power, and their true forms.


After the sacrifice of Jhallan, Azzanadra declares that it is now Lucien's turn to meet his demise, and unleashes the full power of Zaros upon Lucien, hitting a 9001, followed by a 4249, but this is not enough to vanquish Lucien.

In retaliation, Lucien declares that Azzanadra forced his hand, as he did not wish to spill any more Mahjarrat blood, and summons the Stone of Jas to him, to enable to him to kill Azzanadra. Lucien grabs hold of the stone to enhance his powers and end the fight for good.


However, this re-alerts the Dragonkin who arrive on the scene almost instantly. After questioning Lucien's power a small scuffle breaks out, during which Lucien bodyslams the Dragonkin before eventually being overpowered and pierced by the Staff of Armadyl. Lucien is dead, at last!

Seeing the strength of the Dragonkin forces the Mahjarrat to flee the scene, lest they suffer the same grizzly fate.

The Dragonkin warn that they will destroy Gielinor to sate their rage and leave.


Completing the Quest

Only Sliske and Ali the Wise remain, and Sliske decides you'll make an excellent addition to his collection (by forcing you to join the Barrows Brothers), and fires a spell at you to turn you into one of them. Fortunately Akrisae intervenes and takes the spell for you, becoming a servant of Sliske who then retreats into the shadows.

It is then decided that the Stone of Jas must once again be hidden, and Sir Tiffy calls upon Thaerisk to aid with the problem. He suggests a teleport spell that will be drawn from 3 numbers from within each of your heads, so that nobody would know the exact location of the stone.


After the spell is completed you teleport back to Falador but are drawn into an eerie vision of Draynor, in ruin.  For the first time since While Guthix Sleeps you see the fallen heroes, Duradel, Hazelmere etc.

Eventually the Dragonkin find you and blast Sir Tiffy to cinders, before warning you of the same fate, telling you their destruction will begin in Edgeville. The vision then ends and you find yourself in Falador park alongside Sir Tiffy who did not experience the same warnings as you did.


Speak to him and he will congratulate you on having assisted in eliminating such a powerful evil from the world.

Congratulations, Quest complete!


Rewards

3 Quest Points
3 XP Lamps giving 80,000 experience to a skill of your choice.
110,000 Agility experience
40,000 Crafting experience
40,000 Mining experience
Ability to use new Barrows equipment
Ability to mine Bane Ore
Ability to cast Tune Bane Ore
Ability to cast Storm of Armadyl
Ability to make Bane projectiles
Ability to make an Armadyl Battlestaff
Ability to fight Glacors
Ability to fight a new Barrows brother
Ability to gain a Combat boost in certain areas
Extras

Edgeville in Ruins

After the quest, if you now teleport to Edgeville, it has indeed been reduced to rubble as foretold by the Dragonkin.

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DotA 2 beta

DotA 2 beta is available for anybody that wants to download a demo and play DotA2 on it. In other news, another game that's worth playing is Diablo III of course. It is currently having a closed beta that many gamers are excited about. No news of beta for Bethesda's Skyrim yet. It will come when it comes I guess - probably in early 2012.

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Wednesday, September 21, 2011

Diablo 3 beta key

Have you gotten yourself a Diablo 3 beta key yet? If not then you must learn how to obtain one immediately. The closed beta for Diablo III is upon us and we cannot wait for Diablo 3 open beta for keys to get to us in time for launch. All you need is a Battle.net account and then check-mark where it says you need a Diablo 3 beta key.

Are you waiting for a Fetish Army to come and give you a beta key?

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Saturday, August 6, 2011

Branches of Darkmeyer



Requirements: 76 Woodcutting, 70 Fletching, 70 Magic, 67 Slayer, 64 Crafting, 63 Farming, 63 AgilityLegacy of SeergazeLegends' Quest.
It is a dark time for the Myreque. Vanstrom Klause has been tasked with wiping them off the face of RuneScape, and he is taking his job very, very seriously. Supply routes have been cut, innocents killed and some have even seen Vanstrom himself on the outskirts of Burgh de Rott.
There’s no more time to waste. An unexpected informant will lead you into the city of Darkmeyer, home to the vampyres, where you will hunt for the fabled Blisterwood Tree. Feared by the vampyres who have spent centuries trying to kill it, the immortal tree has plagued Lord Drakan to such an extent that he has simply built a vault around it. Now is your time to access that vault, make weapons from the tree and take the fight to the vampyres, and more specifically Vanstrom.
Cast any fears you have to the winds as you explore the huge area of Darkmeyer, gaining enough status to be recognised as a vyrelord, and shedding vampire blood in our latest master quest. Come out alive, and you’ll get access to new vampire-beating equipment and an item that can teleport you across Morytania, including the Barrows.
QUEST MAP

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Wednesday, August 3, 2011

Defiance MMOFPS

Trion Worlds announced 3 titles in the April of 2010: Rift, End of Nations, and an untitled action MMO. Rift, as the top priority of Trion Worlds, has officially launched weeks ago and MMORTS End of Nations has revealed quite a lot of details. What about the third title? Today the mysterious game was finally unveiled, and it's called Defiance and it's scheduled to launch sometime in 2011.

This was announced by Syfy, the American cable television channel who's co-developing the game with Trion Worlds. Besides, Syfy plans to launch a prime time TV series that will link to the game in some way. There's no reveal of gameplay details though and we only know the game is a third person action shooter game. And in the words of the developers, players will explore a living, persistent world with ultra-high quality visuals. The game will provide a more intense gaming experience than standard MMO RPGs.



Defiance MMOFPS

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Monday, August 1, 2011

90 Facts about Guild Wars 2

90 Facts about Guild Wars 2

These are the current things we know about Guild Wars 2. All facts were compiled from this article.

    General

  1. Divinity’s Reach is the Human starting point.
  2. Humans are now the minority. The other races are stronger and more advanced than them and humans are now placed on the bottom of the food chain.
  3. Norn respect Charr for their strength and military prowess, and they tolerate humans.
  4. The Norn are proud, but they’re not stupid. They don’t follow leaders, but they will follow heroes, and even a hero needs help sometimes.
  5. Norn become as strong as they can, and they surround themselves with others who are just as strong or stronger. The strong deserve respect, and the weak are useless.
  6. A group of Norn called the Sons of Svanir worship the dragon Jormag that has forced the Norn from their homeland. They believe because he is the ultimate predator he should be worshipped as the greatest.
  7. Norn characters start out in Wayfarer Hills.
  8. Norn revere the four great totem animals—Bear, Raven, Snow Leopard, and Wolf. They believe in living large and being as epic as possible.
  9. Charr characters will start in the Village of Smokestead.
  10. The Charr have almost completely pushed humanity out of what was once Ascalon, and successfully built a capital city stronghold on the ruins of Rin.
  11. Humanity has taken a beating for the 250 years between Guild Wars and Guild Wars 2.

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