Mining – Lava Flow Mine (Members)

Posted by: amber  //  Category: Runescape Skills

hose who have helped out the King of the Dwarves will be able to return to the Lava Flow Mine to help keep the plant operating smoothly. The entrance to the mine is located in the far east of the city of Keldagrim. Foreman Jaak just inside the entrance will happily tell you how you can help keep the power plant running at peak efficiency.

The mine is effectively made up of four channels of lava, which flow south-north through the mine. The lava is only just at melting point, so any cooling and a rocky crust starts to form on the surface of the lava, which slows it down and reduces the power output the plant can generate. This crust must be mined away, for if it were allowed to build up, the flow in that channel would stop completely, which could be disastrous for Keldagrim’s population.

The Lava Flow

Map of the Lava Flow Mine Ever since the chaos dwarf attack on the Lava Flow Mine, the mine has been having problems, so it welcomes those players who have helped settle that dispute to lend a hand to keep the lava flowing. At any one time, there will be a blockage forming in one segment of one of the four lava channels running south-north. Each channel is labelled from A-D and is broken up into eight segments, as shown in the adjacent image.

Foreman Jaak can tell you which channel the current blockage is in, but you’ll have to find out the particular segment for yourself by checking the flow gauges that run into them. The flow rate of the blocked segment will read 50%; the variance in flow between adjacent segments in a blocked channel is 10% (e.g. the segment(s) directly adjacent to the blocked segment will have a flow rate of 60%). You’re free to mine ANY segment at any time, as any crust mining keeps the lava flowing, but you’ll get more XP if you mine segments with lower flow rates, as outlined in the table below.
Flow rate XP per crust mined
100% 50
90% 60
80% 70
70% 80
60% 90
50% 100

Distractions

While mining, you might want to keep an eye out for the following…distractions:
Boiler breakages:
The chaos dwarf attack did a number on the boilers too, which periodically overheat. The Smithing level required to fix them is random (between 70-90), but take a hammer to one and, if you can help fix it, you’ll earn some Smithing XP for doing so. There’s a hammer spawn near the mine entrance if you forgot to bring your own. Multiple players can help to fix a boiler faster, but you’ll earn the same amount of Smithing XP regardless of how many people help out.
Finding gems:
As with other types of mining, there’s a chance that you’ll uncover gems while mining the crust.
TzHaar hero and lava monster:
If you slow down the lava monster enough for the TzHaar to catch up to it, everyone in the mine will be twice as likely to find gems while mining the crust for the next 10 minutes.
Possessed pickaxe:
Occasionally, the spirit of a dwarf ancestor will take control of a nearby lava-flow miner’s pickaxe. Defeat this in combat and the ancestor will ‘add his mining spirit’ to your own pickaxe for 10 minutes, effectively granting you a 10% Mining XP bonus.
Liquid Gold Nymph:
The nymph is fascinated with gold, and will offer you pieces of a golden mining outfit each time she appears to you. When you have a completed outfit, she’ll instead offer you a choice of either some Mining XP or to gild any one pickaxe you have on you. Foreman Jaak can remove the gilding from a pickaxe should you ever wish to revert it back to normal.

Rewards

Each piece of the golden mining outfit gives you the following boost to any Mining XP you earn. The boost is cumulative for each piece of the outfit you wear (though the complete outfit actually gets you a 2.5% boost!):

Item Mining XP boost

Golden mining boots 0.2%

Golden mining gloves 0.2%

Golden mining helmet* 0.4%

Golden mining trousers 0.6%

Golden mining top~ 0.8%

*The golden mining helmet can also be worn to enter the Arzinian gold mine (when being fired out of Dondakan’s cannon).
~Players who own some Varrock armour (from completing Varrock Tasks) AND a complete golden mining outfit can wear either platebody, and get both the full 2.5% Mining XP boost (so long as they’re wearing the rest of the golden mining outfit) as well as the chance of receiving extra ores (up to whatever ore your Varrock armour would normally allow you).

Magic – The Lunar spells

Posted by: amber  //  Category: Runescape Skills

Introduction

Only the most powerful of mages that have proven themselves in the Lunar Diplomacy quest may have access to this spellbook. To change between normal and lunar spells, you must travel to Lunar Isle and pray at the astral rune altar.

Heals and cures

Spell Level required Runes required Experience

Cure Other 68
Astral rune x 1
Earth rune x 10 65
Effect:
When cast on another player, this spell will cure them if they are suffering the effects of any poison or disease.

Cure Me 71
Astral rune x 2
Cosmic rune x 2 69
Effect:
If you are suffering the effects of any poison or disease, you can cast this and cure yourself of it.

Cure Group 74
Astral rune x 2
Cosmic rune x 2 74
Effect:
When cast, this will cure anyone who is poisoned or diseased in the area surrounding you.

Heal Other 92
Astral rune x 3
Law rune x 3
Blood rune x 1 101
Effect:
When cast, this will transfer some of your life points to your target if they have lowered life points.

Heal Group 95
Astral rune x 4
Law rune x 3
Blood rune x 2 124
Effect:
When cast, this will transfer your life points to heal anyone who has lowered life points in the area surrounding you.

Support and skill related spells

Spell Level
required Runes required Experience

Bake Pie 65
Astral rune x 1
Fire rune x 5
Water rune x 4 60
+ relevant Cooking xp
Effect:
When cast, this spell will cook any unbaked pies in your inventory.

Cure Plant 66
Astral rune x 1
Earth rune x 8 60
Effect:
When cast, this spell will cure the target Farming patch of disease.

Monster Examine 66
Astral rune x 1
Cosmic rune x 1
Mind rune x 1 61
Effect:
Must have completed Dream Mentor. Can be used on any combat monster in the game. When cast, it will tell you the monster’s life points, maximum hit, and whether they are immune to poison and/or a Slayer monster.

NPC Contact 67
Astral rune x 1
Cosmic rune x 1
Air rune x 2 63
Effect:
When cast, this spell allows you to commune with certain NPCs from RuneScape, such as the Slayer Masters or guides from some activities. More NPCs are available after completing Dream Mentor.

Humidify 68
Astral rune x 1
Water rune x 3
Fire rune x 1 65
Effect:
Must have completed Dream Mentor. When cast, All of your empty water vessels in your inventory will be filled from the moisture in the air. Note that it will not fill certain quest-specific vessels.

Hunter Kit 71
Astral rune x 2
Earth rune x 2 70
Effect:
Must have completed Dream Mentor. Supplies you with some Hunter equipment: box trap, butterfly net, bird snare, noose wand, rabbit snare, teasing stick and torch.

Stat Spy 75
Astral rune x 2
Cosmic rune x 2
Body rune x 5 76
Effect:
Must have completed Dream Mentor. Can be cast on other players, giving you a list of all of their skill levels.

Repair Rune Pouch 75
Astral rune x 2
Cosmic rune x 1
Law rune x 1 75
Effect:
Must have unlocked the spell while training at the Livid Farm. Target rune pouch is repaired and will take longer to deteriorate.

Superglass Make 77
Astral rune x 2
Fire rune x 6
Air rune x 10 78
+10 Crafting xp per glass
Effect:
This spell allows you to make glass without the use of a furnace. You will still need sand and soda ash/seaweed.

Remote Farming 78
Astral rune x 2
Earth rune x 2
Nature rune x 3 79
Effect:
Must have unlocked the spell while training at the Livid Farm. Allows you to view the status of farming patches in RuneScape and cure them, if a patch is diseased.

Dream 79
Astral rune x 2
Cosmic rune x 1
Body rune x 5 82
Effect:
Must have completed Dream Mentor. This spell puts you to sleep, greatly increasing the natural rate of life points recovery. You cannot do anything while you are asleep, and clicking on anything will wake you up.

String Jewellery 80
Astral rune x 2
Earth rune x 10
Water rune x 5 83
+4 crafting xp per amulet
Effect:
This spell allows you to string unstrung amulets without needing a ball of wool.

Spiritualise Food 80
Astral rune x 2
Cosmic rune x 3
Body rune x 5 81
Effect:
Must have unlocked the spell while training at the Livid Farm. Cast on food in your inventory. Once eaten by a familiar, the food heals them, boosts their combat stats and replenishes their timer.

Stat Restore Pot Share 81
Astral rune x 2
Earth rune x 10
Water rune x 10 84
Effect:
When cast on a stat, super stat, Prayer, Summoning, energy, or super energy restore potion, it will share it with up to 4 other players in the surrounding area.

Magic Imbue 82
Astral rune x 2
Fire rune x 7
Water rune x 7 86
Effect:
When cast, you are powered to combine runes for a short amount of time.

Fertile Soil 83
Astral rune x 3
Earth rune x 15
Nature rune x 2 87
+18 Farming xp
Effect:
When cast on a Farming patch, this spell will fertilise the soil with supercompost.

Make Leather 83
Astral rune x 2
Fire rune x 2
Body rune x 2 87
Effect:
Must have unlocked the spell while training at the Livid Farm. Tans 5 hides in your inventory.

Boost Potion Share 84
Astral rune x 3
Earth rune x 12
Water rune x 10 88
Effect:
When cast on an Attack, Defence, Strength, Fishing, Ranged, Agility or Magic potion in your inventory, it will share it with up to 4 other players in the surrounding area.

Plank Make 86
Astral rune x 2
Earth rune x 15
Nature rune x 1
Coins 90
Effect:
Must have completed Dream Mentor. This spell converts one set of logs into a plank. The cost in coins depends on the type of logs (wood – 70; oak – 175; teak – 350; mahogany – 1050).

Disruption Shield 90
Astral rune x 3
Blood rune x 3
Body rune x 10 97
Effect:
Must have unlocked the spell while training at the Livid Farm. The next hit from another player is reduced to 0. Has a cooldown of 30 seconds.

Energy Transfer 91
Astral rune x 3
Law rune x 2
Nature rune x 1 100
Effect:
When cast, this spell will damage you a little, but transfer your special attack and some run energy to your target.

Vengeance Other 93
Astral rune x 3
Earth rune x 10
Death rune x 2 108
Effect:
When cast on your target, this gives them the power of Vengeance (see below).

Vengeance 94
Astral rune x 4
Earth rune x 10
Death rune x 2 112
Effect:
When cast, you have the power of Vengeance. If you are attacked, your opponent receives a large percentage of the damage they inflict with their first damaging attack. (Similar effect to a ring of recoil, but more powerful).

Vengeance Group 95
Astral rune x 4
Earth rune x 11
Death rune x 3 120
Effect:
Must have unlocked the spell while training at the Livid Farm. When cast, you have the power of Vengeance. If attacked, all players in the vicinity receive a percentage of the damage that was inflicted on you.

Spellbook Swap 96
Astral rune x 3
Cosmic rune x 2
Law rune x 1 130
Effect:
Must have completed Dream Mentor. The spell allows you to swap spellbooks for long enough to cast one spell from that book. You must have the correct runes for that spell.

Teleportation spells

When you use group teleports, the caster will be teleported immediately to the destination. Any other players within 1 square of the caster who have ‘Accept Aid’ on will receive an option to accept the teleport. If you do not have Accept Aid on, the caster will simply teleport away.

Spell Level
required Runes required Experience

Home Teleport * None n/a 0

Moonclan Teleport 69
Astral rune x 2
Law rune x 1
Earth rune x 2 66

Tele group Moonclan 70
Astral rune x 2
Law rune x 1
Earth rune x 4 67

Ourania Teleport ~ 71
Astral rune x 2
Law rune x 1
Earth rune x 6 69

Waterbirth Teleport 72
Astral rune x 2
Law rune x 1
Water rune x 1 71

Teleport to South Falador^ 72
Astral rune x 2
Law rune x 1
Air rune x 2 70

Tele group Waterbirth 73
Astral rune x 2
Law rune x 1
Water rune x 5 72

Barbarian Teleport 75
Astral rune x 2
Law rune x 2
Fire rune x 3 76

Tele group Barbarian 76
Astral rune x 2
Law rune x 2
Fire rune x 6 77

Teleport to North Ardougne^ 76
Astral rune x 2
Law rune x 2
Water rune x 5 76

Khazard Teleport 78
Astral rune x 2
Law rune x 2
Water rune x 4 80

Tele group Khazard 79
Astral rune x 2
Law rune x 2
Water rune x 8 81

Fishing Guild Teleport 85
Astral rune x 3
Law rune x 3
Water rune x 8 89

Tele group Fishing Guild 86
Astral rune x 3
Law rune x 3
Water rune x 10 90

Catherby Teleport 87
Astral rune x 3
Law rune x 3
Water rune x 10 92

Tele group Catherby 88
Astral rune x 3
Law rune x 3
Water rune x 12 93

Ice Plateau Teleport 89
Astral rune x 3
Law rune x 3
Water rune x 8 96

Tele group Ice Plateau 90
Astral rune x 3
Law rune x 3
Water rune x 16 99

*Note that Home Teleport is more of a ritual than a spell, meaning that although it requires no runes, you will have to wait until the ritual is complete before doing anything else. As a result of this, the teleport can be interrupted by almost everything, as well as being constrained by all of the usual teleport restrictions. It’s not such a great spell for escaping the Wilderness!

~ You must speak to Baba Yaga to unlock the ability to cast Ourania Teleport.

Magic – Mage Armour

Posted by: amber  //  Category: Runescape Skills

Introductory Items

As these are mainly for beginners, there are no Magic level requirements to wear any of these items. The only exception to this is the Magic boots, which require 20 Magic and are only available from Treasure Trail rewards.

Please note: Wizard hats and robes have the same stat bonuses, regardless of colour or trim.

(m) = Members only

Item Location
Attack Bonuses Defence Bonuses Other

Wizard hat Fancy Clothes Store in Varrock
Magic stores
Dropped by wizards + 0 + 0 + 0 + 2 + 0 + 0 + 0 + 0 + 2 + 0 + 0 + 0 + 0 N/A

Wizard’s robe Dropped by wizards + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 3 + 0 + 3 + 0 + 0 N/A

Zamorak robe top (m) Dropped by Iban’s disciples
Dropped by necromancers + 0 + 0 + 0 + 2 + 0 + 0 + 0 + 0 + 3 + 0 + 3 + 0 + 3 N/A

Zamorak robe bottom (m) Dropped by Iban’s disciples
Dropped by necromancers + 0 + 0 + 0 + 2 + 0 + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 3 N/A

Gnome hat (m) Fine Fashions shop in Tree Gnome Stronghold + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 N/A

Wizard’s boots (m) Gained from Treasure Trail + 0 + 0 + 0 + 4 + 0 + 0 + 0 + 0 + 4 + 0 + 0 + 0 + 0 N/A

Mystic Robes (m)

If you are serious about being a mage, then perhaps it is advisable that you purchase mystic robes. These will enhance your Magic casting and Magic Defence abilities.

All mystic robes require a Magic level of 40 combined with a Defence of 20 to wear.

Please note: The robes shown below do not animate in-game; however, the robes (with exactly the same stats) are available in different colours. The normal (blue) robes can be bought from the Magic Guild. For white/gold mystic items, you must kill monsters in the Fremennik Slayer dungeon (different monsters drop different mystic items).

Similarly, if you want black/red mystic items, you must kill monsters in the Slayer Tower north-west of Canifis (different monsters drop different mystic items).

Item
Attack Bonuses Defence Bonuses Other

Mystic hat (m) + 0 + 0 + 0 + 4 + 0 + 0 + 0 + 0 + 4 + 0 + 4 + 0 + 0 3%
1%
0%

Mystic robe top (m) + 0 + 0 + 0 + 20 + 0 + 0 + 0 + 0 + 20 + 0 + 20 + 0 + 0 6%
3%
0%

Mystic robe bottom (m) + 0 + 0 + 0 + 15 + 0 + 0 + 0 + 0 + 15 + 0 + 15 + 0 + 0 4%
2%
0%

Mystic boots (m) + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 3 + 0 + 3 + 0 + 0 N/A

Mystic gloves (m) + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 3 + 0 + 0 + 0 + 0 N/A

Enchanted Robes (m)

Enchanted robes are a random reward from completing a level 3 Treasure Trail and require 40 Magic and 20 Defence to wear.

Item
Attack Bonuses Defence Bonuses Other

Enchanted hat (m) + 0 + 0 + 0 + 4 + 0 + 0 + 0 + 0 + 4 + 0 + 4 + 0 + 0 N/A

Enchanted top (m) + 0 + 0 + 0 + 20 + 0 + 0 + 0 + 0 + 20 + 0 + 20 + 0 + 0 3%
1%
0%

Enchanted robe (m) + 0 + 0 + 0 + 15 + 0 + 0 + 0 + 0 + 15 + 0 + 15 + 0 + 0 2%
1%
0%

Skeletal Armour (m)

Skeletal armour is a type of armour found not far from Rellekka, the Fremennik capital.
Aside from the gloves and boots, you will find you must have completed the Fremennik Trials to wear skeletal armour. If you have completed this quest, and have 40 Magic and Defence, you will be able to wear skeletal armour. To learn more about skeletal/Fremennik armour, view the Fremennik Armour Guide.

Item
Attack Bonuses Defence Bonuses Other

Skeletal helmet (m) + 0 + 0 + 0 + 2 - 2 + 10 + 9 + 11 + 3 + 0 + 6 + 0 + 0 3%
1%
0%

Skeletal top (m) + 0 + 0 + 0 + 8 - 10 + 35 + 25 + 42 + 15 + 0 + 30 + 0 + 0 6%
3%
0%

Skeletal bottoms (m) + 0 + 0 + 0 + 6 - 7 + 22 + 20 + 24 + 10 + 0 + 10 + 0 + 0 4%
2%
0%

Skeletal gloves (m) + 0 + 0 + 0 + 0 + 0 + 0 + 1 + 2 + 0 + 0 + 0 + 0 + 0 N/A

Skeletal boots (m) + 0 + 0 + 0 + 0 + 0 + 0 + 1 + 1 + 0 + 0 + 1 + 0 + 0 N/A

Splitbark Armour (m)

You must have 40 Magic and 40 Defence to wear splitbark armour. This can be bought from players who have made it, or you could make it yourself! To learn more about making splitbark armour, view the Shades of Mort’ton page.

Item
Attack Bonuses Defence Bonuses Other

Splitbark helm (m) + 0 + 0 + 0 + 3 - 2 + 10 + 9 + 11 + 3 + 0 + 7 + 0 + 0 3%
1%
0%

Splitbark body (m) + 0 + 0 + 0 + 10 - 10 + 36 + 26 +42 + 15 + 0 + 40 + 0 + 0 6%
3%
0%

Splitbark legs (m) + 0 + 0 + 0 + 7 - 7 + 22 + 20 + 25 + 10 + 0 + 15 + 0 + 0 4%
2%
0%

Splitbark gauntlets (m) + 0 + 0 + 0 + 2 - 1 + 3 + 2 + 4 + 2 + 0 + 3 + 0 + 0 N/A

Splitbark boots (m) + 0 + 0 + 0 + 2 - 1 + 3 + 2 + 4 + 2 + 0 + 9 + 0 + 0 N/A

Barrows Armour (m)

Please note that to wear Ahrim’s robe set, you will need to have 70 Defence and 70 Magic. For more information on the Barrows, please view the Barrows page.

Item
Attack Bonuses Defence Bonuses Other

Ahrim’s hood (m) + 0 + 0 + 0 + 6 - 2 + 15 + 13 + 16 + 6 + 0 + 15 + 0 + 0 5%
2%
0%

Ahrim’s robe top (m) + 0 + 0 + 0 + 30 - 10 + 52 + 37 + 63 + 30 + 0 + 60 + 0 + 0 10%
5%
0%

Ahrim’s robe skirt (m) + 0 + 0 + 0 + 22 - 7 + 33 + 30 + 36 + 22 + 0 + 30 + 0 + 0 7%
3%
0%

God Capes (m)

All god capes are found in the Mage Arena bank, through the sparkling pool. Following the route will lead to the statues of the gods, and praying at a chosen statue will deliver that god’s cape. All capes require level 60 Magic to wear.

Item
Attack Bonuses Defence Bonuses Other

God cape (m) + 0 + 0 + 0 + 10 + 0 + 1 + 1 + 2 + 10 + 0 + 5 + 0 + 0 N/A

Infinity Robes (m)

The full set of infinity robes can be obtained as rewards when you trade in the points you have gained in the Mage Training Arena. Please note that to wear the infinity mage clothing, you will need a Magic level of 50 with 25 Defence.

Item
Attack Bonuses Defence Bonuses Other

Infinity gloves (m) + 0 + 0 + 0 + 5 + 0 + 0 + 0 + 0 + 5 + 0 + 0 + 0 + 0 N/A

Infinity hat (m)* + 0 + 0 + 0 + 6 + 0 + 0 + 0 + 0 + 6 + 0 + 7 + 0 + 0 N/A

Infinity top (m)* + 0 + 0 + 0 + 22 + 0 + 0 + 0 + 0 + 22 + 0 + 20 + 0 + 0 3%
1%
0%

Infinity bottom (m)* + 0 + 0 + 0 + 17 + 0 + 0 + 0 + 0 + 17 + 0 + 17 + 0 + 0 2%
1%
0%

Infinity boots (m) + 0 + 0 + 0 + 5 + 0 + 0 + 0 + 0 + 5 + 0 + 5 + 0 + 0 N/A

*Infinity hats, tops and bottoms can have their colour changed to match one of the four base elements. To do so, you’ll need to complete the Rune Mechanics quest to get a pet rune guardian, then take it and your robes to either the Air, Water, Earth or Fire Altars, using the robes on the altar.

Magic – Teleportation Spells

Posted by: amber  //  Category: Runescape Skills

Introduction
The following are a list of the standard teleportation spells that a mage may use to travel around the world of RuneScape. Different locations become available to you if you are using the Ancient Magicks or the lunar spellbook.

If you cannot teleport, fear not, if you scroll past the table below, you will find a list of the ‘teleother’ spells. If you find a person who is willing to cast it on you, they can teleport you to the destination!

(m) = Members only

Standard Teleports

Spell Name Magic Level Casting Requirements Destination Quest Requirements Magic Experience Gained

Home Teleport* None   None      Lumbridge Castle
courtyard None None

Mobilising Armies teleport (m) 10  
Law rune x1 
Air rune x1 
Water rune x1   Mobilising Armies None 19

Varrock teleport 25  
Law rune x1 
Air rune x3 
Fire rune x1   Varrock market/Grand Exchange** None 35

Lumbridge teleport 31  
Law rune x1 
Air rune x3 
Earth rune x1   Lumbridge None 41

Falador teleport 37  
Law rune x1 
Air rune x3 
Water rune x1   Falador None 48

House teleport (m) 40  
Law rune x1 
Air rune x1 
Earth rune x1   Your house None 30

Camelot teleport (m) 45  
Law rune x1 
Air rune x5     Camelot None 55.5

Ardougne teleport (m) 51  
Law rune x2 
Water rune x2     Ardougne Plague City 61

Watchtower teleport (m) 58  
Law rune x2 
Earth rune x2     Watchtower, Yanille Watchtower 68

Trollheim teleport (m) 61  
Law rune x2 
Fire rune x2     Trollheim Eadgar’s Ruse 68

Ape Atoll teleport (m) 64  
Law rune x2 
Fire rune x2 
Water rune x2 
Banana x1 Ape Atoll Saving Awowogei 74
*Note that Home Teleport is more of a ritual than a spell, meaning that although it requires no runes, you will have to wait until the ritual is complete before doing anything else. As a result of this, the teleport can be interrupted by almost everything, as well as being constrained by all of the usual teleport restrictions. It’s not such a great spell for escaping the Wilderness!

**If you have completed the Easy Tasks in the Varrock set, you can talk to Rat Burgiss to swap your teleport location to a point south of the Grand Exchange. Speak to him again to swap it back to the market.

If you are on a free world, all home teleport spells will direct you to Lumbridge.
Teleother spells

Spell Name Magic Level Casting Requirements Destination Magic Experience Gained

Teleother Lumbridge (m) 74  
Law rune x1 
Soul rune x1 
Earth rune x1 Lumbridge 84

Teleother Falador (m) 82  
Law rune x1 
Soul rune x1 
Water rune x1 Falador 92

Teleother Camelot (m) 90  
Law rune x1 
Soul rune x2   Camelot 100

Herblore – Barbarian Potions

Posted by: amber  //  Category: Runescape Skills

Getting Started

To start mixing potions in the manner of the barbarians, you must have a Herblore level of 4.

Click here to find out how to start learning barbarian training methods.

Enhancing Potions

The life of a barbarian is a brutal one, and thus many of their skills are devoted to the art of warfare. Herblore is no different from this, and they have developed a way to make their potions heal while providing the usual benefits. Otto Godblessed is more than happy to share this information with you, but you must first master the art of Fishing with a heavy rod.

To enhance a potion, you simply add roe or caviar to a vial with two doses of potion in it. The fish eggs mix with the potion to make it lumpy, which is an unpleasant concoction to drink, but the benefits outweigh any loss of enjoyment.

If you do not have any 2-dose potions, you can decant a 4-dose potion into two 2-dose potions by using an empty vial on it. Alternatively, you can take your potions to either Bob Barter at the Grand Exchange or to Zahur in Nardah – both can decant your potions into 2-dose vials in bulk.

2 dose potion +
Roe or caviar =
2 dose potion mix

Each dose of potion will heal 30-60 life points.

The following potions can be enhanced in this way:

Potion Level
Required Experience
Gained Effect when drunk
(not including life points restore)

Attack mix 4 8 3-12 Attack boost

Anti-poison mix 6 12 Cures poison and gives a small amount of immunity

Relicym’s Balm mix 9 14 Cures disease

Strength mix 14 17 3-12 Strength boost

Stat restore mix 24 21 10-39 restore on Defence, Attack, Strength, Magic and Ranged

Energy mix 29 23 Restores energy by 20%

Defence mix 33 25 3-12 Defence boost

Agility mix 37 27 +3 Agility levels

Combat mix 40 28 3-12 Strength and Attack levels

Prayer restore mix 42 29 Restores 7-31 Prayer points
(7-33 when carrying the Blessed Wrench)

Super Attack mix 47 33 5-19 Attack boost

Super anti-poison mix 51 35 Cures poison and gives a temporary immunity

Fishing mix 53 38 +3 Fishing levels

Super energy mix 56 39 Restores energy by 40%

Hunter mix 58 40 +3 Hunter levels

Super Strength mix 59 42 5-19 Strength boost

Magic essence mix 61 43 +3 Magic levels

Super restore mix 67 48 8-32 restoration on all stats except Constitution

Super Defence mix 71 50 5-19 Defence boost

Super anti-poison+ mix 74 52 Cures poison and gives a longer immunity

Anti fire-breath mix 75 53 Grants a limited resistance to dragon fire

Ranging mix 80 54 4-13 Ranged boost

Magic mix 83 57 +4 Magic levels

Zamorak mix 85 58 2-13 Strength boost
2-21 Attack boost

2-11 Defence Loss
20-110 life points loss

Herblore – Extra Features

Posted by: amber  //  Category: Runescape Skills

Sinister Chest

In the Yanille Agility Dungeon resides Salarin the Twisted. He can only be defeated by elemental strike spells but, if you are successful, there is a chance that he may drop a sinister key, which is used to open the sinister chest in the skeleton room.

Upon opening the chest you will get poisoned, so it is a good idea to bring along an anti-poison of some type.

The chest contains a fixed set of nine cleaned herbs, which are:

2 x harralander
3 x ranarr
1 x irit
1 x avantoe
1 x kwuarm
1 x torstol

Herb Gloves

There are a few sets of gloves available from Fist of Guthix that anyone interested in Herblore should look to purchase. Irit, avantoe, kwuarm and cadantine gloves increase the chance that you will receive those herbs as drops instead of other herbs. Any time that you would receive a herb drop, there is a 50% chance that it will automatically be the same herb as your gloves. This has no effect on creatures like fever spiders, who only drop one type of herb. These gloves will crumble to dust after 100 drops of the same herb as your gloves.

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

Greenman’s Ale

It is worth noting that ‘Greenman’s Ale’ temporarily increases your Herblore level by one. This can be purchased from the Dragon Inn (located in Yanille) brewed (please refer to the Cooking Guide) and bought from Jossik the Lighthouse keeper’s store after completing Horror from the Deep.

Summoning Familiars

Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Herblore. Of particular note is the macaw, whose special move finds plenty of herbs.

Guthix Rest Tea

Once you have reached a certain point in One Small Favour, you will learn to make Guthix Rest tea. Of course, this tea is still useful after you have completed the quest. To make the tea, you will need some hot water (use a bowl of water with a fire or a range), which you should then put into a cup. To this cup of piping hot water, add two guam, one marrentill and one harralander. These herbs can be added in any order, though using incorrect quantities will ruin the tea. Successfully making Guthix Rest will earn you a total of 56 Herblore experience.

Each cup of Guthix Rest has three doses, each of which will do all of the following (though they will not stack):
Reduce the effect of poisons
Restore some run energy
Boost life points by 50, even beyond your normal maximum

Sanfew Serum

To learn to make Sanfew Serum, you must have completed Zogre Flesh Eaters, and be interested in gathering some nail beast nails from Temple Trekking / Burgh de Rott Ramble. If you then speak to Sanfew, he will explain how to make this potion.

+ + + =

Sanfew Serum combines the effects of super restore, cure poison and cure disease potions all in one, as well as proving to be an effective weapon against the nail beasts themselves. Note that the effects are not as potent as the individual potions themselves.

Vials of Stench

Upon finishing the Thieves’ Guild caper called A Guild of Our Own, you will be able to create a vial of stench by mixing a bowl of chopped onion into an unfinished irit potion. This vial of stench can be taken to Chief Thief Robin in the Thieves’ Guild who will ‘activate’ it for you. Carrying this potion while stealing from stalls will enable you to immediately trade back your stolen goods to the very stallholder you lifted from, their watering eyes stopping them from identifying you as the thief.

Locators

To get to your Herblore secondary ingredients areas quicker, you might want to consider purchasing a locator. These can be bought using reward credits in Mobilising Armies. Each officer of the officer tower can offer you a different level of locator.

By using the locator, you can choose to be teleported to a Mining, Woodcutting, Fishing or Herblore secondary ingredient area. Once you have made your choice, the locator will make some mysterious calculations and then teleport you randomly to a suitable spot. Try not to be wasteful: the locators have a limited number of charges and can only be refreshed by buying another or playing a game of Mobilising Armies.

Training Hints and Tips

Zahur, who is located in Nardah, will clean your herbs for 200 gold pieces per herb. She will also decant potions into 2- or 3-dose vials for the low price of 50gp. Bob Barter at the Grand Exchange also has a similar service, but can decant potions into 4-dose vials as well.

Although a Members’ skill, Strength potions are available in the free-to-play worlds by visiting the Varrock Apothecary and trading him one limpwurt root, a red spider’s egg and 5gp. It is the only stat-boosting potion that can be traded in free-to-play.

Remember that water-filled vials can be bought from stores. Ardougne general store is one of many places you can buy these from.

Train your Herblore skill alongside Agility by visiting the Brimhaven Agility Arena, where you can trade your tickets for herbs. You could even adventure into the Yanille Agility Dungeon and be lucky enough to obtain the sinister key, from fighting Salarin the Twisted.

Herbicide

Herbicide can erode any herb that drops from a monster, giving you twice the amount of XP you would have received for cleaning that herb. To choose which herbs are eroded in this manner, ‘Inspect’ the herbicide and make your choices on the interface. Herbicide can be bought from the rewards trader of Daemonheim, and requires level 21 Herblore and 21 Dungeoneering.
Scroll of Cleansing

If you have a Herblore level of 49 and a Dungeoneering level of 55, you may be able to purchase a scroll of cleansing from the Rewards Trader of Daemonheim. Once used, the scroll will disappear, giving you the following permanent effects:

You receive a 1 in 8 chance that you make a potion twice as fast as usual
You receive a 1 in 10 chance that you save a secondary ingredient when making any potion

Herblore Training in Dungeoneering

It is possible to train all of your skills while dungeoneering, and Herblore is no exception. Herbs can be gained from monster drops or by farming, and, once clean, they are ingredients for useful potions. You can also gain Herblore experience by completing herblore skill doors.
To find out more about skill doors and the basics of dungeoneering, please click here
To find out about making potions in Daemonheim, click here
To find tables with Herblore requirements and XP levels, click here

Quests Providing Herblore Experience

For quests that specifically give Herblore experience as a reward, please refer to the Herblore Rewards page.

Mini Quest

Hide and seek with trolls! If you have completed Eadgar’s Ruse Quest you can now collect the herb goutweed from the troll storeroom and exchange it with Sanfew in Taverley for other herbs.

Once you have completed the quest, you will need to return to the Troll Stronghold basement storeroom and hide from the guards between the crates and boxes; then take your chance to dash across the room and grab goutweed from the crate without being caught.

You will then need to take your collected goutweed to Sanfew, who will exchange them for an equal number of grimy herbs.

Herblore – The Basics

Posted by: amber  //  Category: Runescape Skills

Introduction

You must have completed the Druidic Ritual Quest in order to begin using this skill. To start this quest speak to Kaqemeex who is located at the Druids’ circle, north of Taverley.

There are three main ways in which you can obtain herbs within RuneScape. There are advantages to each style; more practiced herbalists can use a combination of techniques in order to achieve maximum levels of stock.

You can obtain herbs through:

Farming

Through the use of the Farming skill, you can choose which herbs you want to grow (once the necessary seeds have been obtained, of course). Those who use this skill proficiently will be able to grow crops, as well as herbs and many other plants. For more information on Farming, please see the Farming section of the manual.

Drops

Many monsters and other NPCs can be killed for herb drops. Herbs obtained in this manner will be grimy and will need to be cleaned in order to use them. Monsters that drop grimy herbs include:

Men and women
Thugs
Skeletons
Chaos druids
Slayer monsters – especially cave crawlers.

Purchase

The richer herbalists may buy herbs from people who have gathered stock using the above two methods. A lot of the herbs you find within the game will be grimy. To be able to use them you will first need to use your Herblore skill to clean them. To clean a herb, simply click on it with the left mouse button (or right-click on it and choose ‘Clean’ from the list of options).

If you have the appropriate Herblore level needed to clean the herb, it will be ready to be used in making potions. As your Herblore level increases so will your ability to clean different types of herbs.

Creating Potions and Poisons

Creating either a potion or a poison is a three stage process, with creations following the basic setup as shown below:

Stage

Process

Image

Product

1 Obtain vial of water
Vial of water*
2 Add herb to vial
Unfinished potion
3 Add secondary ingredient
Finished potion

*Some higher level creations will use coconut milk, or even other potions, instead of water. Coconut milk is made by using a hammer on a coconut, which can be picked from a palm tree. You should then use the half coconut to fill an empty vial with the coconut milk:

+ + =

The same type potion can also be combined. For example, if you have a 1 dose and a 3 dose attack potion, you can right-click and ‘use’ one of the potions on the other, making a 4 dose potion. Alternatively, choose to empty the vial by using the right-click option.

Now that you know what all the ingredients are and how to put them together in order to create a potion, you are ready to begin mastering the Herblore skill. The easiest way in which to advance your Herblore is to actually make potions and poisons.

Click here to view the Herblore FAQs

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More articles in Herblore (Members Only)
Herblore – The Basics
Herblore – The Herbs
Herblore – Secondary Ingredients
Herblore – The Potions
Herblore – Weapon Poison

Herblore – Extra Features

Posted by: amber  //  Category: Runescape Skills

Sinister Chest

In the Yanille Agility Dungeon resides Salarin the Twisted. He can only be defeated by elemental strike spells but, if you are successful, there is a chance that he may drop a sinister key, which is used to open the sinister chest in the skeleton room.

Upon opening the chest you will get poisoned, so it is a good idea to bring along an anti-poison of some type.

The chest contains a fixed set of nine cleaned herbs, which are:

2 x harralander
3 x ranarr
1 x irit
1 x avantoe
1 x kwuarm
1 x torstol

Herb Gloves

There are a few sets of gloves available from Fist of Guthix that anyone interested in Herblore should look to purchase. Irit, avantoe, kwuarm and cadantine gloves increase the chance that you will receive those herbs as drops instead of other herbs. Any time that you would receive a herb drop, there is a 50% chance that it will automatically be the same herb as your gloves. This has no effect on creatures like fever spiders, who only drop one type of herb. These gloves will crumble to dust after 100 drops of the same herb as your gloves.

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

Greenman’s Ale

It is worth noting that ‘Greenman’s Ale’ temporarily increases your Herblore level by one. This can be purchased from the Dragon Inn (located in Yanille) brewed (please refer to the Cooking Guide) and bought from Jossik the Lighthouse keeper’s store after completing Horror from the Deep.

Summoning Familiars

Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Herblore. Of particular note is the macaw, whose special move finds plenty of herbs.

Guthix Rest Tea

Once you have reached a certain point in One Small Favour, you will learn to make Guthix Rest tea. Of course, this tea is still useful after you have completed the quest. To make the tea, you will need some hot water (use a bowl of water with a fire or a range), which you should then put into a cup. To this cup of piping hot water, add two guam, one marrentill and one harralander. These herbs can be added in any order, though using incorrect quantities will ruin the tea. Successfully making Guthix Rest will earn you a total of 56 Herblore experience.

Each cup of Guthix Rest has three doses, each of which will do all of the following (though they will not stack):
Reduce the effect of poisons
Restore some run energy
Boost life points by 50, even beyond your normal maximum

Sanfew Serum

To learn to make Sanfew Serum, you must have completed Zogre Flesh Eaters, and be interested in gathering some nail beast nails from Temple Trekking / Burgh de Rott Ramble. If you then speak to Sanfew, he will explain how to make this potion.

+ + + =

Sanfew Serum combines the effects of super restore, cure poison and cure disease potions all in one, as well as proving to be an effective weapon against the nail beasts themselves. Note that the effects are not as potent as the individual potions themselves.

Vials of Stench

Upon finishing the Thieves’ Guild caper called A Guild of Our Own, you will be able to create a vial of stench by mixing a bowl of chopped onion into an unfinished irit potion. This vial of stench can be taken to Chief Thief Robin in the Thieves’ Guild who will ‘activate’ it for you. Carrying this potion while stealing from stalls will enable you to immediately trade back your stolen goods to the very stallholder you lifted from, their watering eyes stopping them from identifying you as the thief.

Locators

To get to your Herblore secondary ingredients areas quicker, you might want to consider purchasing a locator. These can be bought using reward credits in Mobilising Armies. Each officer of the officer tower can offer you a different level of locator.

By using the locator, you can choose to be teleported to a Mining, Woodcutting, Fishing or Herblore secondary ingredient area. Once you have made your choice, the locator will make some mysterious calculations and then teleport you randomly to a suitable spot. Try not to be wasteful: the locators have a limited number of charges and can only be refreshed by buying another or playing a game of Mobilising Armies.

Training Hints and Tips

Zahur, who is located in Nardah, will clean your herbs for 200 gold pieces per herb. She will also decant potions into 2- or 3-dose vials for the low price of 50gp. Bob Barter at the Grand Exchange also has a similar service, but can decant potions into 4-dose vials as well.

Although a Members’ skill, Strength potions are available in the free-to-play worlds by visiting the Varrock Apothecary and trading him one limpwurt root, a red spider’s egg and 5gp. It is the only stat-boosting potion that can be traded in free-to-play.

Remember that water-filled vials can be bought from stores. Ardougne general store is one of many places you can buy these from.

Train your Herblore skill alongside Agility by visiting the Brimhaven Agility Arena, where you can trade your tickets for herbs. You could even adventure into the Yanille Agility Dungeon and be lucky enough to obtain the sinister key, from fighting Salarin the Twisted.

Herbicide

Herbicide can erode any herb that drops from a monster, giving you twice the amount of XP you would have received for cleaning that herb. To choose which herbs are eroded in this manner, ‘Inspect’ the herbicide and make your choices on the interface. Herbicide can be bought from the rewards trader of Daemonheim, and requires level 21 Herblore and 21 Dungeoneering.
Scroll of Cleansing

If you have a Herblore level of 49 and a Dungeoneering level of 55, you may be able to purchase a scroll of cleansing from the Rewards Trader of Daemonheim. Once used, the scroll will disappear, giving you the following permanent effects:

You receive a 1 in 8 chance that you make a potion twice as fast as usual
You receive a 1 in 10 chance that you save a secondary ingredient when making any potion

Herblore Training in Dungeoneering

It is possible to train all of your skills while dungeoneering, and Herblore is no exception. Herbs can be gained from monster drops or by farming, and, once clean, they are ingredients for useful potions. You can also gain Herblore experience by completing herblore skill doors.
To find out more about skill doors and the basics of dungeoneering, please click here
To find out about making potions in Daemonheim, click here
To find tables with Herblore requirements and XP levels, click here

Quests Providing Herblore Experience

For quests that specifically give Herblore experience as a reward, please refer to the Herblore Rewards page.

Mini Quest

Hide and seek with trolls! If you have completed Eadgar’s Ruse Quest you can now collect the herb goutweed from the troll storeroom and exchange it with Sanfew in Taverley for other herbs.

Once you have completed the quest, you will need to return to the Troll Stronghold basement storeroom and hide from the guards between the crates and boxes; then take your chance to dash across the room and grab goutweed from the crate without being caught.

You will then need to take your collected goutweed to Sanfew, who will exchange them for an equal number of grimy herbs.

Herblore – Herblore Habitat (Members)

Posted by: amber  //  Category: Runescape Skills

The Herblore Habitat is only available to RuneScape members. Please subscribe to get this feature.

The habitat may be ‘Safe’, with nothing that can hurt you unless you are poisoned, but the way to the habitat can be treacherous. Beware of spiders and jogres on the way.

Introduction

Heh heh heh, it’s Papa Mambo! In a far corner of Karamja, Papa Mambo has used his voodoo magic to grow an area where Farming, Hunter and Herblore can all be trained within a small distance from each other. Grow crops to attract jadinko plant creatures, hunt the creatures to get secondary ingredients, and use the secondary ingredients to make juju potions that helps with your Farming, Hunter and much more.

Location

Location of the Herblore Habitat

The Herblore Habitat can be found at the south-eastern point of Karamja, south-east of the Jade Vine and east of the Kharazi Jungle. It can be easily found on the world map thanks to its wealth of farming patches.

The advised method of getting to the habitat is by visiting Bettamax, in the north of Taverley, to buy some juju teleport spiritbags. These spiritbags teleport you directly to Papa Mambo and their price starts at 2,000 coins, but rises as you purchase more of them.

A popular route among budding voodoo-cultists is to travel to Captain Klemfoodle on the east side of Karamja via gnome glider (requires completion of the The Grand Tree quest), and then make their way south of the river by using the stepping stone agility crossing (level 70 Agility). A longer route takes you from Brimhaven docks, past the west side of Tai Bwo Wannai Village all the way south to Shilo Village, where you can head east to the coast.

Requirements

To be able to train the three skills at the core of the Herblore Habitat, you will need a Farming level of at least 54, a Hunter level of 70 and a Herblore level of 54. Since Farming is the skill with which you can train all other skills, you MUST have a Farming level of 54 to get any benefit from the Herblore Habitat.

If you wish to construct your own environmental features in the habitat – rather than paying Papa Mambo to make them – you will need at least level 56 Construction. Papa Mambo will ask for at least 56,000 coins to build a feature.

Recommended Items

It is recommended that you buy a juju teleport spiritbag to get to the Herblore Habitat. It is also recommended that you bring teleporting materials for when you have finished training at the habitat, as the area is very remote.

The vast majority of items needed at the Herblore Habitat can be bought from Papa Mambo or garnered from the plants and jadinkos in the area. It is worth bringing coins to buy any materials you may need from Papa Mambo, or to pay Mister Mambo for the construction of environmental features. You do not need a saw or hammer to construct any features in the Herblore Habitat.

It might also be worth bringing compost or super compost with you. While it is possible to make compost using the Herblore Habitat compost bins, you may not make enough for your liking.

To find out information about any of the items from the Herblore Habitat, simply use them on Astlayrix, and he will give you a short description of each.

Farming at the Habitat

Picking from a vine bush It is recommended that you talk to Papa Mambo and Astlayrix in the Herblore Habitat to get a more complete sense of what you can achieve in the Herblore Habitat.

Although three skills can be trained in the Herblore Habitat, Farming is the one that starts turning the circle of life; so, since Farming is the instigator of change in the Herblore Habitat, you MUST have the minimum Farming level of 54 to get any benefit from the area.

Farming in the Herblore Habitat is not as simple as turning up with your favourite seeds. The farming patches here – aside from the fruit tree patch – are scattered with juju, meaning that they all require seeds that are unique to the area. Your first seeds can be bought from Papa Mambo, to the north-east of the habitat, and he will offer a starter pack of seeds for free. These seeds grow into blossoms when planted in the vine flower patches of the Herblore Habitat. Everyone who comes to the area will begin by planting these seeds, gradually accruing seeds for the vine bush and vine herb patches.

You will plant, look after and harvest your seeds in an identical manner to other patches: rake the weeds from the patch, apply compost if you wish, plant the seeds, water the plants, cure them if they get diseased, and then harvest the results. Everything is done in virtually the same manner: the only real difference being that vine plants in the habitat can grow faster than their non-vine equivalents. You may purchase tools from Papa Mambo, and the leprechaun in the area will store your tools and juju potions for free.

Hunting at the habitat will give you a number of additional seeds that you can farm with at the habitat. Details of those plants can be found below.

Vine Flowers:

Seed Plant Produce Acquired
From Level
Required Planting
Experience Harvesting
Experience

Red vine seeds Red vine
Red vine blossom Bought from Papa Mambo,
Jadinko drop 54 52 255

Blue vine seeds Blue vine
Blue vine blossom Bought from Papa Mambo,
Jadinko drop 54 52 255

Green vine seeds Green vine
Green vine blossom Bought from Papa Mambo,
Jadinko drop 54 52 255

Vine Herbs:

There are two vine herb patches in the area: one is in the ecosystem main area, while the other can be found to the south, over an Agility shortcut that requires level 55 Agility.

Seed Plant Produce Acquired
From Level
Required Planting
Experience Harvesting
Experience

Erzille seeds Erzille
Erzille Jadinko drop 58 87 87

Argway seeds Argway
Argway Jadinko drop 65 110 125

Ugune seeds Ugune
Ugune Jadinko drop 70 135 152

Shengo seeds Shengo
Shengo Jadinko drop 76 140.5 160

Samaden seeds Samaden
Samaden Jadinko drop 80 170 190

Vine Bushes:

Seed Plant Produce Acquired
From Level
Required Planting
Experience Harvesting
Experience Check-health
Bonus

Lergberry seeds Lergberry bush
Lergberries Jadinko drop 61 145.5 31.5 236.3

Kalferberry seeds Kalferberry bush
Kalferberries Jadinko drop 77 220.2 52.5 375.3

Fruit Trees:

Although all fruit trees can be grown in the fruit tree patch, only apple, banana and orange will attract jadinkos. You may only receive apple, banana and orange seeds from the jadinkos.

Seed Plant Produce Acquired
From Level
Required Planting
Experience Harvesting
Experience Check-health
Bonus

Apple seeds Apple tree
Apple Birds’ nest 27 22 8.5 1,199.5

Banana tree seeds Banana tree
Banana Birds’ nest 33 28 10.5 1,750.5

Orange seeds Orange tree
Orange Birds’ nest 39 35.5 13.5 2,470.2

Curry seeds Curry tree
Curry leaf Birds’ nest 42 40 15 2,906.9

Pineapple seeds Pineapple tree
Pineapple Birds’ nest 51 57 21.5 4,605.7

Papaya seeds Papaya tree
Papaya Birds’ nest
Pawya trapping 57 72 27 6,146.4

Palm tree seeds Palm tree
Coconut Birds’ nest 68 110.5 41.5 10,150.1

Zombie gardener

The zombie farmer in the Herblore Habitat will look after your fruit tree and bush patches if you ply him with vine blossoms, berries and other farming produce.

Special To Look After

Charge

Apple tree
9 x Raw sweetcorn

Banana tree
4 x Basket of apples

Orange tree
3 x Basket of strawberries

Lergberry bushes
3 x red vine blossom

Kalferberry bushes
3 x lergberries

Erzille
3 x green vine blossom

Ugune
3 x blue vine blossom

Argway
4 x red vine blossom

Shengo
5 x lergberries

Samaden
5 x kalferberries

Construction at the Habitat

It is recommended that you talk to Papa Mambo and Astlayrix in the Herblore Habitat to get a more complete sense of what you can achieve in the Herblore Habitat.

Construction cannot be trained in the Herblore Habitat – and it’s far from essential – but it does play a part in the attraction of jadinkos. You see, to attract a jadinko, you must be growing its favourite plants and its favourite environmental feature (and, for the rarer jadinkos, you must have poured a juju hunter potion onto blossoms in your vine flower patch), which is created by using your Construction skill.

You do not gain any Construction experience by building on the environmental hotspot, but you do not use up any materials, either. All you need is the right Construction level to build here. You do not need a saw or hammer to build on this hotspot.

Should your Construction level be too low to build the feature you desire, you can always ask Papa Mambo to build it for you. This is reasonably expensive, as can be noted in the table column below.

Item Level
required Mambo
cost

Empty N/A N/A

Boneyard 56 56,000 coins

Abandoned house 57 57,000 coins

Thermal vent 59 59,000 coins

Tall grass 62 62,000 coins

Pond 65 65,000 coins

Standing stones 70 70,000 coins

Dark pit 80 80,000 coins

Hunter at the Habitat

Trapping jadinkos
It is recommended that you talk to Papa Mambo and Astlayrix in the Herblore Habitat to get a more complete sense of what you can achieve in the Herblore Habitat.

When you first enter the Herblore Habitat, there will be no creatures to hunt. This is because jadinkos – plant creatures that are grown from the vine itself – are too shy to raise their heads above the ground. Fortunately for hunters, they cannot resist the smell of certain plants, while other breeds of jadinko can’t help but be attracted to certain kinds of environment. Some exclusive jadinkos will even require you to have poured a juju hunter potion onto your vine flowers.

Each breed of jadinko has different plants and features that will attract it to the ecosystem. You will have to try different combinations of plants and features to find out what attracts what, but you don’t have to worry about remembering any successful combinations: Astlayrix will keep a record of what each jadinko desires as and when you find that out. The exceptions to this rule are the god jadinkos: these three creatures change their likes and dislikes every week, so you will have to look hard and work together to find out what brings them to the habitat. God jadinkos will only be attracted by those under the influence of juju hunter potions.

You will need marasamaw plant traps to catch the majority of jadinkos. These can be bought from Papa Mambo’s shop, and they are used in an identical manner to box traps: simply lay the trap in a jadinko-populated area, walk away and wait for a jadinko to spring it. You can increase the chances of catching a jadinko with a marasamaw plant trap by keeping a decent distance from it, smoking it using a torch (purchased from Papa Mambo), baiting it with a vine (obtained from jadinkos), drinking a scentless potion or wearing the witchdoctor clothing.

Some jadinkos are hunted via tracking. These jadinkos can be found on the west side of the habitat, and are caught by the same methods you are used to in other areas. Simply follow the jadinko’s tracks and use a noosing wand to catch the blighter.

Astlayrix will reveal what is required to attract common jadinkos if you talk to him at the habitat.

Plant Trapping:

Creature

Level
Required

Experience Gained

Hunter reward

Notes

Common jadinko 70 350 Withered vine Chance of dropping any seeds

Igneous jadinko 74 465 Marble vine Chance of dropping vine bush seeds

Cannibal jadinko 75 475 Plant teeth Chance of dropping vine bush seeds

Aquatic jadinko 76 475 Aquatic vine Chance of dropping vine flower seeds

Amphibian jadinko 77 485 Oily vine Chance of dropping fruit tree seeds

Carrion jadinko 78 505 Pungent vine Chance of dropping vine herb seeds

Draconic jadinko 80 525 Draconic vine Chance of dropping vine herb seeds

Saradomin jadinko 81 600 Saradomin vine Preferences change every week
Chance of dropping all seeds

Guthix jadinko 81 600 Guthix vine Preferences change every week
Chance of dropping all seeds

Zamorak jadinko 81 600 Zamorak vine Preferences change every week
Chance of dropping all seeds

Tracking Jadinkos:

Creature

Hunter Level Required

Experience Gained

Hunter reward

Notes

Shadow jadinko 71 475 Shadow vine Chance of dropping any seeds
Diseased jadinko 78 580.5 Corrupt vine Chance of dropping any seeds
Camouflaged jadinko 79 600 Striped vine Chance of dropping any seeds

As mentioned in the Rewards section, you can gain rewards for catching all of the non-god jadinkos in a given week. You can also receive a separate reward for catching all of the god jadinkos in a given week.

If you would like to shoo a specific breed of jadinko away from the habitat, leaving you to hunt your choice of jadinko unhindered, then talk to Papa Mambo. He will offer to shoo away a jadinko breed in exchange for a number of striped vines. Each striped vine used in this manner will shoo a breed of jadinko away for fifteen minutes.

Herblore at the Habitat

Concocting juju potions
It is recommended that you talk to Papa Mambo and Astlayrix in the Herblore Habitat to get a more complete sense of what you can achieve in the Herblore Habitat.

The Herblore Habitat is charged with Papa Mambo’s juju magic, and its products are ideal for making powerful potions. The potions you make using ingredients from the habitat are so powerful, in fact, that they require special juju potion vials, so make sure you buy some from Papa Mambo rather than bring your own vials. These vials can be filled with water at Mambo’s cauldron.

Primary ingredients for the juju potions are grown in your vine herb patch. See the Farming section abve to find out how to grow your vine herbs, and scan the Hunter tables to find out which jadinkos drop vine herb seeds.

Cleaning herbs:

Herb Level Required To Clean Experience Gained From Cleaning

Erzille 54 10

Ugune 56 11.5

Argway 57 11.6

Shengo 58 11.7

Samaden 59 11.7

Secondary ingredients are garnered by hunting the jadinkos in the area. These jadinkos are attracted by the plants and environmental features of your habitat, and then trapped using the marasamaw plant traps or by tracking. Read the Hunter section of this article to find out which secondary ingredient is dropped by which jadinko.

Making potions:

Potion

Herblore Level Needed

Primary Ingredient Needed

Secondary Ingredient Needed

Herblore Experience Gained

Product Effect Per Dose

Juju hunter potion 54
Erzille
Corrupt vine 123 Pour the juju hunter potion on a vine flower patch to attract more uncommon jadinkos.

Scentless potion 59
Argway
Shadow vine 135 Drink this potion and all of your traps will be treated as if they had been smoked.

Juju farming potion 64
Ugune
Marble vine 146 One in three chance of picking twice the number of herbs from a herb patch.

Juju cooking potion 67
Shengo
Plant teeth 152 This potion is not drunk. Used on a baked potato to make a strange potato, which can be combined with tuna and sweetcorn to create juju gumbo

Juju fishing potion 70
Shengo
Aquatic vine 158 One in three chance of catching a baron shark when shark fishing.

Juju woodcutting potion 71
Samaden
Oily vine 160 1 in 10 chance of finding a wood spirit when woodcutting. Sends logs to bank for you. Small chance of receiving higher level logs, sent directly to your bank.

Juju mining potion 74
Samaden
Draconic vine 168 1 in 10 chance of finding a stone spirit when mining. Sends ore to bank for you. Small chance of receiving higher level ore, sent directly to your bank.

Saradomin’s Blessing 75
Samaden
Saradomin vine 170 Provides a +10% bonus to Farming XP when farming in the Herblore Habitat.

Guthix’s Gift 75
Samaden
Guthix vine 170 Provides a +10% bonus to Herblore XP when making potions in the Herblore Habitat.

Zamorak’s Favour 75
Samaden
Zamorak vine 170 Provides a +10% bonus to Hunter XP when hunting jadinkos in the Herblore Habitat.

The leprechaun in the habitat is able to store juju potions as well as the usual farming tools. These potions must be 3-doses, and he has a limit of 30 for each type.

Rewards

Attract a full complement of non-god jadinkos in a given week and you will gain Papa Mambo’s attention. For being so in touch with the twisted nature of the Jade Vine offshoot, he will give you a boost to your choice of Hunter, Herblore or Farming XP, relative to your levels in those skills. This XP boost can only be gained once a week.

In addition to the skill boost, he will also provide you with witchdoctor legs or a witchdoctor body. These items act as camouflage while in the Herblore Habitat area. They can also be sold to Papa Mambo for 5,400 gold each.

Catch all of the god jadinkos in one week and you will receive another XP boost in your choice of Farming, Hunter or Herblore. Again, this can only be gained once a week. Papa Mambo will also give you the opportunity to own a witchdoctor mask. This mask has unlimited teleports to the Herblore Habitat and acts as camouflage in the Herblore Habitat.

Wearing witchdoctor gear once you have caught all of the god jadinkos in a given week will provide you with a momentary boost to Hunter, Herblore or Farming XP when performing actions in the habitat. This boosts lasts for 30 minutes from the moment you first wear the item. The boosts are listed below:
Witchdoctor legs – Provides a 1% boost
Witchdoctor robes – Provides a 2% boost
Witchdoctor mask – Provides a 2% boost
The above boosts are in addition to any boosts you would receive from potions.

It is advised that you travel to the Livid Farm on Lunar Isle once you have earned one or more of Mambo’s clothing, as there will be a special surprise in store…

Item Level
Required
Attack Bonuses Defence Bonuses Other

Witchdoctor legs 70 + 0 + 0 + 0 + 0 - 7 + 11 + 10 + 10 + 0 + 10 + 10 + 0 + 0 N/A

Witchdoctor robes 70 + 0 + 0 + 0 + 0 + 0 + 10 + 15 + 19 + 0 + 12 + 20 + 0 + 0 N/A

Witchdoctor mask 70 + 0 + 0 + 0 + 0 - 1 + 4 + 5 + 3 + 0 + 4 + 5 + 0 + 0 N/A

Herblore – The Potions

Posted by: amber  //  Category: Runescape Skills

Introduction

Find out what potions you are able to make from the table below. Please remember that all stat boost potions give a temporary effect and your stats will reset over time.

Note: You must have completed the Druidic Ritual quest.
Important: The boosts that some potions can give are based upon your current levels. For example, if you have Attack level 1 and drink an Attack potion, your level will temporarily increase by 3. If your Attack level is 99, this boost will be by 12 levels.
Also: Each dose will add the same boost to the skills, and are not cumulative. For example, if you drink two doses of an Attack potion, you will not double the amount of Attack levels you temporarily gain.

Potion

Herblore Level Needed

Primary Ingredient Needed

Secondary Ingredient Needed

Herblore Experience Gained

Product Effect Per Dose

Attack potion 3
Guam
Eye of newt 25 3-12 Attack boost

Anti-poison 5
Marrentill
Ground unicorn horn 37.5 Cures poison and gives a small amount of immunity

Relicym’s Balm
Must have started Zogre Flesh Eaters before you can make this potion. 8
Rogue’s purse
Snake weed 40 Cures disease

Strength potion 12
Tarromin
Limpwurt root 50 3-12 Strength boost

Stat restore potion 22
Harralander
Red spiders’ eggs 62.5 10-39 restore on Defence, Attack, Strength, Magic and Ranged

Guthix Balance potion† 22
Harralander
Red spiders’ eggs, garlic, silver dust 112 Use on vampyres held with the Retainer to kill them, cure them, or make them angry!

Blamish oil
25
Harralander
Blamish snail slime 80 Used on fishing rod to make an oily rod for catching lava eels

Energy potion 26
Harralander
Chocolate dust 67.5 Restores energy by 20%

Defence potion 30
Ranarr
White berries 75 3-12 Defence boost

Super fishing explosive

(Requires Kennith’s Concerns) 31
Guam
Rubium 55 Lures mogres and causes 15 damage to them

Agility potion 34
Toadflax
Toad legs 80 +3 Agility levels

Combat potion 36
Harralander
Ground goat’s horn 84 +3-12 Strength and Attack levels

Prayer restore potion 38
Ranarr
Snape grass 87.5 Restores 7-31 points of Prayer power (7-33 when carrying a blessed wrench)

Summoning potion 40
Spirit weed
Cockatrice egg 92 Restores 7-31 Summoning points

Crafting potion 42
Wergali
Frog spawn 95 Raises Crafting level by 3 temporarily

Super attack potion 45
Irit
Eye of newt 100 5-19 Attack boost

Super anti-poison 48
Irit
Ground unicorn horn 106.3 Cures and gives temporary immunity to poison

Fishing potion 50
Avantoe
Snape grass 112.5 +3 Fishing levels

Super energy potion 52
Avantoe
Mort Myre fungi 117.5 Restores Energy by 40%

Hunter potion 53
Avantoe
Kebbit teeth dust 120 Raises Hunter level by 3 temporarily

Juju hunter potion^ 54
Erzille
Corrupt vine 123 Pour the juju hunter potion on a vine flower patch in the Herblore Habitat to attract uncommon jadinkos.

Super strength potion 55
Kwuarm
Limpwurt root 125 5-19 Strength boost

Magic essence potion 57
Starflower
Ground gorak claw 130 +3 Magic boost

Fletching potion 58
Wergali
Wimpy feather 132 Raises Fletching level by 3 temporarily

Scentless potion^ 59
Argway
Shadow vine 135 Drink this potion and all of your traps will be treated as if they had been smoked.

Weapon poison 60
Kwuarm
Dragon scale dust 137.5 May use with appropriate weapon to inflict poison damage. Please refer to the Weapon Poison article

Super restore potion 63
Snapdragon
Red spiders’ eggs 142.5 8-32 restoration on all stats except Constitution

Juju farming potion^ 64
Ugune
Marble vine 146 One in three chance of picking twice the number of herbs from a herb patch.

Sanfew Serum 65
Super restore potion
Ground unicorn horn, snake weed, nail beast nails 160 Combined effect of super restore, cure disease and cure poison potions, though at lower potency than individual potions.
Can be used as a weapon against nail beasts

Super defence potion 66
Cadantine
White berries 150 5-19 Defence boost

Juju cooking potion^ 67
Shengo
Plant teeth 152 This potion is not drunk. Used on a baked potato to make a strange potato, which can be combined with tuna and sweetcorn to create juju gumbo

*Super anti-poison+ potion 68
Toadflax
Yew roots 155 Cures and gives longer immunity to poison

Anti fire-breath potion 69
Lantadyme
Ground blue dragon scale 157.5 Grants a limited resistance to dragon fire

Juju fishing potion^ 70
Shengo
Aquatic vine 158 One in three chance of catching a baron shark when shark fishing.

Juju woodcutting potion 71
Samaden
Oily vine 160 1 in 10 chance of finding a wood spirit when woodcutting. Sends logs to bank for you. Small chance of receiving higher level logs, sent directly to your bank.
Ranging potion 72
Dwarf weed
Wine of Zamorak
162.5 4-13 Ranged boost

*Weapon poison+ 73
Cactus spine
Red spiders’ eggs 165 May use with appropriate weapon to inflict poison damage. Please refer to the Weapon Poison article

Juju mining potion^ 74
Samaden
Draconic vine 168 1 in 10 chance of finding a stone spirit when mining. Sends ore to your bank. Small chance of receiving higher level ore, sent directly to your bank.

Saradomin’s Blessing^ 75
Samaden
Saradomin vine 170 Provides a +10% bonus to Farming XP when farming in the Herblore Habitat.

Guthix’s Gift^ 75
Samaden
Guthix vine 170 Provides a +10% bonus to Herblore XP when making potions in the Herblore Habitat.

Zamorak’s Favour^ 75
Samaden
Zamorak vine 170 Provides a +10% bonus to Hunter XP when hunting jadinkos in the Herblore Habitat.

Magic potion 76
Lantadyme
Potato cactus
172.5 5 Magic levels

Zamorak brew 78
Torstol
Jangerberries 175 2-13 Strength boost
2-21 Attack boost
2-9 Prayer restore

2-11 Defence drain
20-110 life points drain

*Anti-poison++ potion 79
Irit
Magic roots 177.5 Cures and gives longest immunity to poison (temporary)

Saradomin Brew 81
Toadflax
Crushed bird nest 180 20-160 life points boost
2-21 Defence boost

2-9 Strength drain
2-9 Attack drain
2-9 Magic drain
2-9 Ranged drain

*Weapon poison++ 82
Nightshade
Poison ivy berries 190 May use with appropriate weapon to inflict poison damage. Please refer to the Weapon Poison article

~Recover special 84
Super energy potion
Papaya 200 Recovers one quarter of special attack bar. Can only be used once every 30 seconds.

~Super antifire 85
Anti-firebreath potion
Phoenix feather 210 Provides complete protection from dragon fire (removing the need to wield an anti-dragonfire shield)

~Extreme attack 88
Super attack potion
Avantoe 220 5-26 Attack levels

~Extreme strength 89
Super strength potion
Dwarf weed 230 5-26 Strength levels

~Extreme defence 90
Super defence potion
Lantadyme 240 5-26 Defence levels

~Extreme magic 91
Magic potion
Ground mud runes 250 7 Magic levels

~Extreme ranging 92
Ranging potion
5 Grenwall spikes 260 4-23 Ranged levels

~Super prayer 94
Prayer restore
Wyvern bonemeal 270 7-41 Prayer points

* Please note the items which have a star next to them require a vial of coconut milk, rather than a vial of water.
† You must have completed Darkness of Hallowvale to make Guthix balance potions.
~ These potions are untradable. They cannot be taken into the Wilderness or used in dangerous PvP activities, but they can be used in player vs monster combat and safe activities. If you enter the Wilderness while under an extreme potion’s effects, these effects will be reduced to their super potion equivalent.
^ These potions can only be made by using ingredients from the Herblore Habitat. They also use vials that can only be bought from Papa Mambo in the same area.

Overload

Those at the top of their Herblore game will be able to create the overload potion. Overload not only requires torstol, but five different potions:
Extreme attack
Extreme strength
Extreme defence
Extreme magic
Extreme ranging

Potion

Herblore Level Needed

Primary Ingredient Needed

Secondary Ingredient Needed

Herblore Experience Gained

Product Effect Per Dose

Overload 96
Five different potions (see text above)
Torstol 1000 See below

Overload is so strong that it racks the body with spasms and burns the digestive tract, so be prepared for 500 damage in chunks of 100 when you drink it! You will regain these 500 life points when the stat effects wear off.

Overload gives you the stat effects and magic boosts of ALL five of its potion ingredients – extreme attack, extreme strength, extreme defence, extreme magic and extreme ranging – for a period of five minutes. Unlike the other extreme potions, which gradually return your stats to their normal level, overload will keep these bonuses at their boosted level for five minutes and will then reset them back to their original state (healing the 500 life points at the same time).

Overload is untradable. It cannot be taken into the Wilderness or used in dangerous PvP activities, but it can be used in player vs monster combat and safe activities. If you enter the Wilderness while under overload’s effects, these effects will be reduced to their super potion equivalents.