Yanille (Members)

Posted by: runescape  //  Category: Beginners' Guide

Yanille is a small, quiet town with few inhabitants. Despite its small size and peaceful nature, it is home to a sizeable force of armed guards whose duty it is to defend the town from any ogres that come down from Gu’Tanoth and the Feldip Hills.

Location

 

A map of Yanille

Yanille lies precariously on the border between Kandarin and the ogre-ridden Feldip Hills. It lies directly south of East Ardougne, but with the Fight Arena between them.

To the north-west is the labyrinthine Tree Gnome Village, while to the north-east lies Port Khazard.

Points of Interest

 

Yanille’s points of interest

The most obvious feature of Yanille is the Wizards’ Guild. From inside their building, the wizards of the Guild experiment and practise, constantly aiming to become masters of the magical arts. In the upper room there are a couple of stores, while the basement contains a number of zombies created solely to practice upon.

There is a small warren of tunnels beneath this quiet town, in which a variety of undesirable beasts have taken up residence. Adventurers can gain access at either end.

In the north-east corner of the town are the gallows and the pillory. These are potent symbols of Yanille’s refusal to suffer crime, and as a result the town is always clean and tidy, even if the Captain of the Guard is usually drunk.

Personalities

 

The Captain of the Guard
The Captain is a man of many years’ experience in the military, and even more years in the tavern. Nowadays he is much more likely to be found training his braincells to die than training his sword arm.
 
Bert the Sand Man
Bert is a charmingly rustic citizen of Yanille, who ekes out a living by gathering sand for Sandy’s Sand Company, based in Brimhaven. He’s a bit hard to understand, but there’s certain to be something worth hearing when you speak to him.
The Captain can be found in the tavern in the south-west of town.   Bert can be found in his house in north-west Yanille.
Zavistic Rarve, Grand Secretary of the Wizards’ Guild
Zavistic Rarve is an important wizard in Yanille, because it is his duty to teach the younger mages that come to the guild to learn. He is slightly irritable, but extremely loyal to his students.
 
Watchtower Wizard
The Watchtower looks over the lands surrounding Yanille and, using the powers built into it, prevents the Ogres from invading. The four Watchtower Wizards are charged with maintaining the tower and ensuring that its powers never fail.
Zavistic Rarve can be found by ringing the bell outside the Wizards’ Guild   The Watchtower Wizards can be found on the top floor of the Watchtower.

 

Quests

The following quests can be started in Yanille:
Hand in the Sand (Members)
The Watchtower Quest (Members)

Defenders of the Town

 

Soldier (Level 28)
The professional soldiers in Yanille defend the main gates and the walls of the town. They are present in large enough numbers that, should the ogres find a way past the Watchtower’s magic, they should be capable of repelling the attack.
 
Tower Guard (Level 28)
The Watchtower is the main point of defence in case of attack, so the guards must be well-trained. Tower guards themselves are not enough, though, so the watchmen are also an essential asset for the town.
Soldiers can be found north of the pub.   Tower guards can be found in the tower and around the Watchtower.
Watchman (Level 33)
The watchmen of the Watchtower are probably the most important group of soldiers in Yanille. Without them, the Watchtower that keeps the town safe would be at risk, and they know this. Watchmen are wary of anyone they do not know, and restrict access to the Watchtower to people that need to be there.
 
Colonel Radick (Level 38)
Unlike the Captain of the Guard, Colonel Radick is a devoted warrior and unlikely to leave his post to have a drink. He is highly skilled with his battleaxe, and will certainly make anyone less skilled than himself feel it.
Watchmen can be found in the Watchtower.   Colonel Radick is always in the gatehouse.

 

Miscellaneous

 

  • The Magic Guild has a number of portals to other locations (Thormac the Sorcerer’s house, the Wizards’ Tower and the Dark Wizards’ Tower) on the top floor, but you need a Magic level of 66 to access the Guild.
  • The tavern in the south-west of Yanille serves Greenman’s Ale, which is an excellent resource for those looking to improve their Herblore level temporarily.
  • To avoid having to go all the way around the walls or around the Tree Gnome Village to get to the Watchtower, you can use a tunnel conveniently dug behind the Farming patch.

Brimhaven (Members)

Posted by: runescape  //  Category: Beginners' Guide

Brimhaven is a scurvy port full of sea dogs and scabrous wretches. The pirates and thieves that make up most of the population are quite friendly, though, possibly because they’ve got a good supply of Karamja Rum.

The settlement is quite popular among those wanting to visit the depths of the TzHaar city, or adventurers looking to explore the jungles of Karamja.

Location

 

Location of Brimhaven

Brimhaven is quite an isolated port, given that it lies on Karamja which is a large island separated from the main continents by broad seas and oceans.

Close by, to the east, beneath the volcano, is the TzHaar city, where many would-be heroes go to test their mettle against the mighty TzTok-Jad, or to earn TokKul to purchase some high quality TzHaar weapons and armour.

North-west, across the seas, lies the city of East Ardougne, which you can travel to and from by boat.

Points of Interest

 

Brimhaven’s points of interest

There aren’t terribly many shops in Brimhaven, but they do have an amulet merchant, Davon, who will happily deal in amulets in the shadowy jungle, south of the town.

If you’re here to learn the secrets of Karamja’s jungles, or to train your Agility, then Brimhaven is most certainly the first place you want to visit.

North and north-east of the town are tree patches, where you can grow spirit and fruit trees.

In the east of the settlement is the entrance to the Brimhaven Agility Arena, watched over by its ‘owner’, Cap’n Izzy No-Beard (and his parrot).

Then again, there’s much to be said for joining the salty curs and vagabonds in the bars and trying a wee tipple of that infamous Karamja brew… Arr!

Personalities

 

Kangai Mau
Kangai Mau is one of the very few natives of Karamja that ventures into the town of Brimhaven. Normally a private people, the natives of Karamja have sent Kangai Mau to the town to look for a lost Totem, and he cannot return to them empty-handed.
 
Cap’n Izzy No-Beard
A more cunnin’ pirate with a parrot you’ll be hard-pressed to find outside of Mos Le’Harmless, but Cap’n Izzy is also the owner and proprietor of the Brimhaven Agility Arena, and there’s booty to be had, if that’s your property.
Kangai Mau can be found in the Shrimp and Parrot.   Cap’n Izzy No-Beard can be found at the entrance to the Agility Arena in the north-east of the town.
Lubufu
It’s a rare man that’s as grumpy as Lubufu, and a rarer man still that knows the secret to catching Karambwan, the octopus delicacy found in only a few spots around Karamja. Lubufu is both grumpy and knows the secret to catching Karambwan.
 
Alfonse the Waiter
Alfonse is a bit of an odd chap to come across in Brimhaven, as his manners are impeccable and he’s never seen drinking anything more powerful than water. He takes care of what might be called ‘customers’ at the Shrimp and Parrot, sole purveyor of Karambwan in Brimhaven.
Lubufu can be found yelling at people who disturb him on the beach south of town.   Alfonse can be found in the Shrimp and Parrot.
Quests

The following quest can be started in Brimhaven:

  • Tribal Totem (Members)
Jungle Dangers

 

Monkey (Level 3)
Monkeys are common across Karamja and are extremely simple for anyone to dispatch without any difficulty. They are quick and agile, though, and under some circumstances you’ll need a Ranged weapon or spell to have a chance of killing them.
 
Snake (Level 5)
Snakes are drawn to the warmth and moisture of jungles, so it’s no surprise that Brimhaven has a good few thereabouts. The snakes here are no real threat, and are not poisonous, so they make easy fodder for young adventurers.
Monkeys can be found in the jungle around the town.   Snakes can be found in the jungle around the town.
Thief (Level 16)
Thieves are going to be common in any town so overrun by pirates and other undesirable ‘wholesale plunder redistributors’. They are unlikely to go for your pockets once you show them ‘a thing or two’, though, as they’re essentially cowards.
 
Pirate Guard (Level 19)
When successful pirates retire – and any pirate that gets to retire is obviously very successful – they gather up their loot and their plunder and set up a nice home. Of course, other less retired pirates might then look to get to their booty, so pirate guards become quite necessary.
Thieves can be found wandering the streets of Brimhaven.   The Pirate Guard can be found by the well in the north-east of town.
Pirate (Level 23)
Avast! Pirates be the commonest of scoundrels and seadogs ye be findin’ in Brimhaven, and a surly bunch o’ privateers they are, too. Most Wholesale Plunder Merchants in Brimhaven be there to be drinkin’ grog, but some few – the daftest keelhaul-able of them – be there to drink Karamjan rum (which be better than Braindeath, but still dangerous to yer memory, ye see).
 
Guard Dog (Level 44)
Guard dogs, like pirate guards, are a bit odd in Brimhaven, but you can only assume that the non-pirate inhabitants have to protect their property somehow. Given how vicious and well-trained these dogs are, they’re sure to deter the most determined raiders.
Pirates be found wherever there be grog in Brimhaven.   Guard dogs can be found in an enclosed pen in the middle of town.
Jungle Spider (Level 44)
The native creatures of Karamja are at least as dangerous as the piratical inhabitants of the town, and jungle spiders are an excellent example of this. They won’t crunch under your boot, and they won’t flee in terror from a flame, but they will try to sink their poisonous fangs into you and carry you away for a later snack.
Jungle spiders can be found in the jungles around the town.
Miscellaneous

 

  • Once you’ve completed the Shilo Village quest, you will be able to use the cart service located north of the town to travel quickly and comfortably between Brimhaven and Shilo Village.
  • Near the cart, while you’re in the area, you might like to work on your Farming by making the most of the fruit tree patch.
  • The pirate’s bar in the south of town is a good place to pick up items: there are full and empty beer glasses and a bronze hatchet.
  • The entrance to Brimhaven Dungeon (there be dragons! Metal dragons!) lies southwest of town.
  • Near the entrance to the Dungeon are some pineapple plants, which are excellent for making supercompost, or a variety of exotic foods and drinks.
  • North of town is a sizeable gold mine, and there is another near the entrance to the Brimhaven Dungeon.

Canifis (Members)

Posted by: runescape  //  Category: Beginners' Guide

As the citizens of Canifis are prone to transforming into werewolves when provoked, it is advised that you wield the Wolfbane Dagger (given to you by Drezel at the end of Priest in Peril) before attacking them. If you have lost your Wolfbane Dagger, you will need to return to Drezel, who will give it back to you. Of course, if you are confident of your skills and want some higher-level opposition, feel free to use whatever weapon you like.

Introduction

 

Canifis and its furry inhabitants

Canifis is a cheerless town populated by werewolves and ruled by vampires. There isn’t much to be happy about if you are a human in Canifis, especially if you’re a Saradominist. Because the werewolves of Canifis can smell humans, do not expect a friendly welcome. The town itself is quite small, merely a cluster of squalid buildings around the town square.

Though Canifis now lies on the border with Misthalin, many years ago the lands of Morytania extended much further west. It was only by an extreme effort, and the aid of Saradomin himself, that the humans managed to push the werewolves, vampires and other dire inhabitants of Morytania back to the east bank of the River Salve.

Location

 

Location of Canifis

Canifis lies just east of the temple that marks the eastern border of Misthalin, and the River Salve, which is blessed to prevent the evil of Morytania from passing into the lands beyond. It is only through the tunnels beneath the temple that you will first gain access to these blighted lands.

To the north-east is Fenkenstrain’s Castle, where the deranged doctor conducts his experiments.

Far to the east, across the Haunted Woods, is the decidedly ghostly Port Phasmatys, where the dead walk and talk as though they were alive.

South of Canifis are Mort Myre Swamp and the Hallows. These are two of the most miserable places in RuneScape, where even the boldest adventurer must beware of the horrific ghasts and their lust for the warmth of the living. Ghasts are the trapped souls of those who have starved in the swamps, so they are good at rotting any food you may have in your inventory.

You can get to Canifis by a large number of means, including the fairy rings, portals in your house and Ancient Magicks.

Points of Interest

 

Canifis’ points of interest

All of Canifis’s industry is based around the collecting of necessities and, for those wealthy enough, trinkets from the human realms to the west. There is a small Farming patch just south-west of town, useful for growing bittercap mushrooms.

For those seeking to have hides tanned, Sbott is an excellent worker. Like all shopkeepers of Canifis, though, his isolation has driven prices up. It is worth noting that the taxidermist has taken up residence in Canifis, and will carefully preserve the heads of your more challenging foes.

The local brew, available from the Hair of the Dog Inn is called ‘Moonlight Mead’, and isn’t noted for its flavour (unless you consider an awful taste noteworthy).

On the road leaving town to the north-east is Mazchna, the Slayer Master. Mazchna is a strange creature, but sells Slayer equipment and provides assignments, so it’s worth overlooking his appearance.

Personalities

 

Roavar, Innkeeper of Hair of the Dog
Roavar, as the proprieter of the town’s only inn and its largest building, is fully acquainted with everyone in town as well as general gossip about the town and the nation of Morytania itself. As werewolves go, he’s remarkably friendly; then again, he might just be sizing you up to hand over to Lord Drakan, ruler of Morytania.
 
Ulizius
Ulizius is one of few humans anywhere near Canifis, which probably explains his jumpiness. He guards the gate that leads south into Mort Myre Swamp. It may be that he hopes to either protect people from the ghasts beyond, or that he hopes to starve the ghasts of their favourite food.
Roavar never leaves his bar.   Ulizius is always at the gate to Mort Myre Swamp, just south-west of Canifis.
Vanstrom Klause
Vanstrom is a strange figure in Canifis. He sits in the Hair of the Dog listening to news and waiting to meet the right adventurer – one who can help him achieve his goals, whatever they may be.
 
Malak
Malak is without doubt the most vile creature in Canifis. As a vampire he is a creature of evil, but as a manipulative and cruel master over his domain he is doubly wicked. The only good thing about this undead monstrosity is that you always know where you stand (far, far beneath his aristocratic sensibility).
Vanstrom Klause can be found sitting by the stairs in the Hair of the Dog.   Malak stands by the door of the Hair of the Dog, waiting to speak to Roavar.
Quests

The following quests can be started in Canifis:

  • Creature of Fenkenstrain (Members)
  • In Search of the Myreque (Members)
Creatures of the Night

 

Man/Woman (Level 24)
Something in their werewolf blood makes the people of Canifis particularly hardy and especially vicious. Unlike the citizens of the towns of Misthalin and Asgarnia, these people are more than capable of holding their own in a fight against a careless adventurer. Of course, a careless adventurer is more likely to awake something inside them, something much more bloodthirsty and violent.
 
Ghoul (Level 42)
Ghouls are the savage remnants of a society that fell, many centuries ago, into eating their dead. In modern times they are a rare species, but can be relied upon to be found near graveyards, where they dig up the bodies and feast on rotting flesh. They fight without weapons and tear at their enemies with malformed fingers. 

Men and women can be found throught the town of Canifis.   Ghouls can be found in the graveyard southwest of Canifis.
Werewolf (Level 88)
Without the Wolfsbane Dagger, you risk facing one of these every time you venture into Canifis. Werewolves are fast, powerful, and utterly evil. If you’re new to Canifis, it’s probably best to avoid doing anything to anger the locals.
Werewolves can be found anywhere there are men and women.
Miscellaneous

 

  • The locals will be more welcoming if you are wearing the Ring of Charos, which you can obtain towards the end of the Creature of Fenkenstrain quest, though they’re still not aggressive without it.
  • There is a pickled brain spawn point in the Hair of the Dog.
  • Just east of town is the Werewolf Agility Course. Of course, you’ll need the Ring of Charos to get in, as they don’t like humans much at all.

controls-display-options about runescape

Posted by: runescape  //  Category: Beginners' Guide

To access your display settings, go to the ‘Game Options’ tab and select ‘Graphics Options’. This will enable you to adjust the settings you have access to in your detail settings.

The Graphics Options menu

Initially, you’ll see a simplified set of graphics options. At the top is a button to run automatic configuration – this should find the best graphical settings for the computer you are running the game on. Should you wish to try out other settings, you can set the level manually (choose from Minimum, Low, Medium and High settings)

The Custom Graphics Options menu

If you would like to play around with specific graphical features, you can choose the Custom configuration. Depending on the display mode you have selected, some options may be unavailable, while others may have a greater or lesser range of settings. The three display modes are Software, OpenGL®* and DirectX®~. You may also manually increase or decrease the display settings at the top of the interface, from ‘Min’ to ‘High’.

  • CPU usage
    Here you can set how much of your computer’s CPU resources RuneScape is allowed to use; the lower you set it, the less of your CPU’s resources will be used by the game. This can be useful for anyone playing the game on a laptop computer, for instance, to help keep the machine cooler. Having less of the CPU’s resources available can affect the game’s performance, though, depending on your computer and what other settings you have turned on, so you’ll need to try out the settings to find out which works best for you.
  • Remove Roofs
    You can turn this to ‘Always’ or ‘Selectively’. If it is set to ‘Always’, you will not see the roofs of any buildings unless they are on a level below you. If it is set to ‘Selectively’, roofs will only be removed from buildings when they would obscure your view of your character (i.e. when you enter a building, or tilt the camera to put a roof in the way).
  • Ground Decoration
    Ground decoration includes small stones, long grass and the like. You might like to remove these if you find that the game runs slowly, although they add a great deal of extra detail to any area.
  • Idle Animations
    If set to ‘Many’, this will switch off the idle animations for players when there are over 200 players within the minimap area. When set to ‘Few’, it switches off idle animations when there are more than 50 players within the minimap area. When set to ‘All’, it turns off all idle animations. Idle animations are used when your character is standing and doing nothing.
  • Flickering Effects
    Flames in RuneScape, like flames in the real-world, often dim and flicker as they burn. Turning this on allows various lights to behave in the same way.
  • Character Shadows
    This will toggle shadows for player and non-player characters. Turning this on will increase the realism of the game world, turning it off will increase the frame-rate.
  • Scenery Shadows
    You can switch scenery shadows between ‘Dynamic’, ‘Static’ and ‘Off’. ‘Dynamic’ shadows casts shadows from all objects and matches their movement, ‘Static’ casts shadows that do not move, and ‘Off’ removes all shadows cast from objects in the game world. Only available in High and Standard Detail.
  • Lighting Detail
    This controls specular highlights – which allows smooth or shiny surfaces (like armour) to appear to reflect light – and light sources (such as lanterns and fires). Turning lights on will have a large effect on the game world, where torches cast light in spheres as they do in the real world. Turning this option off will return to the old style animated lights. Only available in High and Standard Detail.
  • Water Detail
    You can choose between high and low detail water. High detail water allows you to see the new riverbeds and other objects below the surface of the water, but is likely to negatively affect your frame-rate. Low detail water cannot be seen through (so things that are under the water do not need to be drawn), but you’ll get the new water surface effects like rippled and subtle movement. If you are not playing RuneScape in High Detail, water will be textured but not animated.
  • Fog
    This doesn’t turn the area fog off, it simply pushes it into the back of your game screen. You might want to do this if you are in a foggy area and you think it is obstructing your view of your character.
  • Particles
    With this you can set the level of detail for particle effects to high, medium or low. Particles will be used for visual effects such as smoke, snow and magic effects, among other things.
  • Anti-aliasing
    This defaults to ‘none’ but you can select 2x or 4x anti-aliasing if you want. Anti-aliasing smooths out the image when you are running in fullscreen, getting rid of jagged edges, for instance. The higher the multiplier, the smoother the image but the more work your graphics card must do for each frame. Only available in High Detail.
  • Ground blending
    This option blends any edges where a ground texture connects to another, different ground texture. This is most noticeable on paths, where the once angular lines will blend into the soil or grass that surrounds it.
  • Custom Cursors
    This defaults to ‘off’. When turned on, your cursor, in many instances, will change when you hover over something in-game. For example, your cursor will change into a hand if you can use something, or an open door if you can open a door. These are the actions that will be performed if you left-click (on a two-or-more button mouse) or click and select the top-most option (on a one-button mouse).
  • Textures
    This defaults to ‘on’. When activated, you will note textures on the surfaces of RuneScape. The desert will be covered with imperfections and dunes, while the grasslands will show individual blades of grass rather than a consistent green.
  • Maximum Screen Size
    This is manually restricted on all details other than Software. When in Software mode, you can choose between screen sizes to get the best fit for your monitor.

Taking your first steps in RuneScape

Posted by: runescape  //  Category: Beginners' Guide

You can create a new account by navigating here and clicking ‘Play Now’. If this is your first time to RuneScape, you may be asked for permission to find the best graphical options for your computer. This will only take a minute or so, and will create the optimal RuneScape experience for your computer specifications.

If you are presented with a screen that asks for your login details, click ‘Create Account Now’ at the bottom of the interface. This will take you to a screen that requests several details from you. Input those details and click ‘Continue’ to be taken in-game, where you will be able to create your character (see below) and choose a character name. You are now able to begin your RuneScape adventure!

If you are instead presented with a screen that requests several details from you, including your email address, then input those details and click ‘Continue’ to be taken in-game. Here you will be able to create your character (see Character Creation) and choose a character name.

Advisors

Posted by: runescape  //  Category: Beginners' Guide

Once you are out and about in Lumbridge, you can call on Roddeck - a useful gentleman who is happy to offer his advice - at any time with one click of the advisor button. This button is situated to the left of the logout button.

Clicking on this question mark icon will open up the advisor system: a list of every subject that Roddeck feels you would be interested in, based on where you are, what you are doing, your current levels and even what you are holding. Roddeck knows a great deal about a variety of subjects, from skills to combat, money-making to banking, gaining health to burying bones; often it is worth just browsing the advice he offers to build up a full and comprehensive knowledge of the early game.

The advice that Roddeck offers comes in four separate forms. The first is from the man himself: by clicking on “Ask Roddeck for advice” you will get some succinct words from Roddeck about your chosen subject. These will most often be direct answers to the questions highlighted in yellow in the Advisors System.

You will also be able to “Read more on the website”, which will open a separate tab in your browser. On this tab you will find the relevant Knowledge Base page for that subject, offering more comprehensive advice, should you need it.

You can access tutorials, which will take you through, step-by-step, how to perform a particular action; for example, “Tutorial: Using the bank” will guide you to a nearby bank and then show you how to deposit and withdraw a leaflet. The tutorials can only be accessed in the starting area.

Finally, Roddeck will offer to plot an arrow to a nearby and useful area. If you are after somewhere to mine, fish or simply get some free stuff, an arrow will appear both on your minimap and your world map, directing you to a suitable area.

Once you have finished receiving advice from Roddeck, simply click on the ‘x’ at the top-right of the interface and continue to explore!

Where is the Wilderness? How can I get there?

Posted by: runescape  //  Category: Beginners' Guide

The Wilderness covers a huge space to the north of RuneScape. To get there from the surface, you will likely travel north from Varrock, Falador or Edgeville, crossing the Wilderness wall that warns players of the dangers ahead. If you accept these dangers, you will jump over the Wilderness wall and enter a small ‘safe haven’ area adjacent to it, where you cannot attack or be attacked by other players. Once past this area, you are in the Wilderness and ready to start player-killing! A skull icon appears on the side of your game screen to note that you are in the Wilderness, and you are given an indication of your Wilderness depth (but more on this later).

Many players cluster and prepare for battle in Edgeville before wandering into the Wilderness, so you may wish to join them here. You can enter the Wilderness from beneath, too: Edgeville Dungeon has a Wilderness gate that can be passed through (again, you will receive warnings before you may do so), taking you into PvP areas beneath the Wilderness.

Easter 2008 - For All Players

Posted by: runescape  //  Category: Beginners' Guide

It seems that the problem-prone Easter Bunny is once again experiencing difficulties. He’s spent so much time redecorating his warren that he hasn’t noticed critters burrowing in and devouring his entire chocolate stockpile.

Now, devoid of cocoa stocks, the chocolate egg production has ground to a halt and the forecast for Easter celebrations looks bleak. No need to worry, though - the Easter Bunny is an inventive sort, and has come up with an eggs-emplary new idea: use a chocatrice! These fearsome creatures, incubated from a chocolate-coated cockatrice egg, can turn their targets into chocolate with one lethal, chocifying gaze.

It falls to you, then, to create this curious creature. You’ll need to track down some of the lost chocolate to make a chocatrice egg and then carefully incubate it. The critters who ate the chocolate supply are sealed in the Easter Bunny’s tunnels and will prove a suitable target for your chocatrice.

So, this Easter, you will come to the aid of chocolate lovers everywhere, incubating your own chocatrice, guiding it around the Easter Bunny’s tunnels and turning the greedy rats into something altogether more delicious…

Summary

Where to start the Easter Event 2008:Investigate the rabbit hole, between Falador’s southern gate and the Rimmington mine.
Requirements:
None - this update is available to members and F2P!
Access to:

A new emote and Easter item!


In other news…

The music system now has a counter which keeps ‘track’ of how many songs you’ve unlocked. You’ll have the Air Guitar emote in no time!

Players will now always receive a TzHaar fire cape and 8,000 TokKul after defeating TzTok-Jad. You can keep any extra fire capes you win as spares in case you lose them, or speak to TzHaar-Mej-Jal, master of the Fight Cave, who will purchase spare fire capes from you for 8,000 TokKul a piece.

We’re constantly looking at item prices on the Grand Exchange and how they match up with similar items and those that are unfinished versions of other items. Prices for some of these sorts of items have been adjusted following this pattern. For example, an unstrung amulet will more closely follow the price of the strung version.

You might have found in the recently refurbished Edgeville Dungeon that fighting chaos druids was a slow process. The death animation has been reduced so you don’t have to spend as much time waiting before picking up your loot!

Summoning 2

Posted by: runescape  //  Category: Beginners' Guide

Summoning Rebalancing:

You can break Summoning 2 into two halves. The first is a rebalancing of the skill using your feedback. We have chosen to do this because we wanted Summoning to be one of the most well-loved and appreciated skills, so your help was needed to get it back on track.

What did we find out from the Forums? You told us that familiars did not stick around for long enough before they disappeared, and that renewing them was often a pain. With this update, each familiar stays out for a set period of time, regardless of the summoner’s skill level, so there is no need to renew your familiar. The period that each familiar stays summoned has, in general, been increased - the spirit dagannoth, for example, stays out for a whopping 57 minutes!

Secondly, you told us that summoning familiars just wasn’t rewarding enough. With the rebalancing, we have given each familiar a stand-out ability that makes them well worth summoning - a feature that budding Pikkupstixes have been eager for. You will now find that Summoning a creature is far more preferable to either selling the pouch or high-alching it.

Many of you felt that combat familiars should give combat XP. We definitely agree, so each combat familiar now gives XP when they cause damage. The amount is equal to how much you would have received, had you done the damage yourself. The experience will be in one of the combat skills, which depends on your choice of familiar - the spirit jelly, for example, gives XP in the Strength stat.

Taking your combat familiar into battle will reveal our next improvement: each creature is significantly tougher. They can soak up damage like never before and many will hit harder, making them more than useful for challenges like the God Wars. We can only encourage you to try them out and see just how improved their combat abilities are.

Acquiring charms has been made easier this week, with charm drops added to nearly 20 of our Slayer creatures. For those who prefer sleight of hand over the crossing of swords, we have also added charms to the Dorgesh-Kaan chests, so thieves can access them, too.

Recharging Summoning points has been made easier, with miniature obelisks scattered across the world to keep you topped up; you can now summon familiars almost anywhere and take them with you without worrying too much about having to dismiss them; buttons have been added to help you ‘dump’ items from your familiar to your inventory and your familiar to your bank; headgear and headdresses can hold more scrolls per item; many existing helmets can be enchanted to hold scrolls; and some of the familiars’ inventories have been expanded to a jaw-dropping 30 slots, so your pak yak can now hold more than you can. Phew!

For more details of what has changed with the Summoning rebalancing, visit the Knowledge Base page.

Extra Summoning creatures:

The second half of Summoning 2 is what we originally planned when Summoning was first released: an injection of high-level, dauntingly huge beasts. So, this week, the big guns arrive, largely in the form of the titans. These humanoid creatures don’t only have a killer punch; significantly increase your chance of success when Mining and Firemaking, boil adventurers in their own armour or even recharge amulets of glory! You can expect them to range all the way up to level 99, too.

A few inches shorter, but no less daunting, are the big cats from the Hunter skill. As an example of just how many things each familiar can offer you, the graahk, kyatt and larupia are capable of teleporting you to Hunter areas, boosting your chances of trapping a creature, and lending a powerful paw when you need them in battle.

We can guarantee that the other familiars do more than make up the numbers. Fans of Pest Control will know the void pests, with their ability to teleport you to the landers, while other recognisable familiars include the talon beast, spirit mosquito, pyrelord and the fearsome giant chinchompa. These familiars are spread over the Summoning skill levels, inviting you to train it that little bit higher. So, go grab your charms and get stuck in!

Bank Notes

Posted by: runescape  //  Category: Beginners' Guide

As you know we originally planned to add bank-to-bank trading to RS2, but we decided to change it because we didn’t want to cause a huge bank overcrowding problem. Just imagine all the players from world-1 varrock market, all crammed into one little bank, so they can bank-trade and you’ll see the problem!

Today we launched a new improved ‘bank note’ system instead. Which still takes all the tediousness out of using certs and doesn’t cause horrible crowding problems.

In RuneScape 2 when you withdraw items you can specify if you want them as an item or as a note, and it’s a simple as that. So for example you can convert all the coal in your bank into ‘coal notes’ in one go, as you withdraw it! And when you put them back in your bank or sell them to a shop they automatically become items again. It’s really very quick and easy to use

We’ve called them ‘notes’ instead of ‘certs’ because they aren’t quite the same. The main difference is 1 note = 1 item (not 5). So for example: 1 coal note = 1 coal. This is so you aren’t restricted to only trading in multiples of 5.

Also it is now possible to get notes for ALL tradeable non-stacking items, so for example you can get ‘potion notes’ and ‘log notes’ also.