Chaos Tunnels

Posted by: runescape  //  Category: Beginners' Guide

The Chaos Tunnels are a dangerous place, filled with aggressive and powerful creatures with a taste for the flesh of adventurers. Please only take items with you that you are willing to lose. This is especially true because the Tunnels are a multicombat area, so you can be attacked by many foes at once.

Be aware that it is easy to get lost among the caves and portals, so you should remember to bring an item or runes to teleport out with.

Introduction

 

Fighting inside the Chaos Tunnels

Beneath the southern areas of the Wilderness is a warren of caves, linked by mysterious portals. Delved from the rock by the power of chaotic magic, a strange enchantment holds sway over its tunnels and passages, drawing evil to it like a moth to a flame. For this reason, perhaps, the range of creatures within the Chaos Tunnels is far greater than you might expect.

Whatever its origin, it is certain that the caves are tainted by the dark hands of Zamorakian magic…

Location

 

Location of the Chaos Tunnels

The Chaos Tunnels can be accessed through a number of rifts in the Wilderness. They are relatively simple – all the better for the monsters of the Wilderness to find their way into the caves below.

If you have reached a certain stage in What Lies Below, the chances are that you have discovered the entrance to a Chaos Tunnel near Varrock. Those especially inquisitive adventurers may even be shocked to glimpse a familiar rogue – follow him at your peril, though: he is old, evil and sure to have a few vicious tricks up his voluminous sleeves.

Points of Interest

 

Interesting areas of the Chaos Tunnels

As you can see from the map to the right, the Chaos Tunnels consist of dozens of small caves, all apparently separate from one another. Within each cave are portals of glowing light, which lead to other portals throughout the dungeon. These portals are stained with dark magic, though, and may not always work reliably – you may find yourself unable to use some portals, and occasionally they may lead you to an unexpected chamber.

The Chaos Tunnels are multicombat areas filled with aggressive monsters, so you will find that it is an excellent location for training your Summoning skill alongside your combat skills. In addition, there is large population of Slayer monsters, so make sure you bring the appropriate supplies!

Personalities

There are no personalities of note within the Chaos Tunnels.

Quests

There are no quests to start in the Chaos Tunnels.

The Creatures brought by Chaos

 

Cave bug (Level 6)
Cave bugs are strange creatures confined to the darkness of the caves. They are very simple opponents, and anyone bold enough to enter the dungeon should have little difficulty killing them. You must have a Slayer level of 7 to kill cave bugs.
 
Fire elemental (Level 35)
With bodies made solely of flame, the fire elemental makes a terrifying prospect for inexperienced explorers. Mercifully for their enemies, fire elementals look far more dangerous than their actual abilities can manage.
Giant ant worker (Level 40)
Traditionally living among the tendrils of the massive Jade Vine in Karamja, giant ants are lost in the Chaos Tunnels. The workers are generally quite passive, though, relying upon the strength of the giant ant soldiers to keep them safe in this strange place.
 
Zombie (Level 40)
The zombies of the Chaos Tunnels are drawn from the hordes of reanimated corpses that can be found in the tragic places of RuneScape. Unsurprisingly, they are hideous and malformed creatures that all sane people try to avoid.
Moss giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a fair amount have found their way into the Chaos Tunnels, where they and their beards wait for adventurers to disturb them. They are quite strong, and will put up a good fight against unprepared warriors.
 
Monk of Zamorak (Level 45)
Monks that follow Zamorak must always be considered dangerous, which probably comes from following the nefarious god of evil. They will use melee attacks against you if you wander into their area of worship.
Animated spade (Level 50)
Quite mysteriously, the chaotic powers of particularly evil magic are able to penetrate even the most mundane of tools, like the humble spade. As you might expect, the spade can make a formidable weapon when enchanted in this way, but luckily it is also quite passive.
 
Possessed pickaxe (Level 50)
Like animated spades, possessed pickaxes are the result of strange enchantments and curses, all of which bring the humble pickaxe to life. Unlike the spade, however, the pickaxe’s personality is temperamental, making it a much more aggressive foe.
Earth warrior (Level 51)
Made from the hardest clay to be found in RuneScape, earth warriors are like golems that require no instructions: their dastardly minds drive them to attack their enemies with weapons made from the same material as their bodies.
 
Bloodworm (Level 52)
Originating in the Barrows deep within Morytania, bloodworms live in the darkness, feeding on treasure hunters’ blood. Moving to the Chaos Tunnels has meant little to them, for there is still a constant flow of explorers and their feeble eyesight is incapable of telling the difference between their native Barrows and the convolutions of the Chaos Tunnels.
Leech (Level 52)
Ordinary leeches are a minor irritation to jungle explorers and adventurers wandering through swamps. The leeches of the Chaos Tunnels, however, are bloated blood-hungry creatures more than capable of shrugging off the salt you might use on their lesser cousins. Beware also that leeches will drain your skill levels temporarily.
 
Shadow spider (Level 52)
These spiders can be troublesome for people looking to train. The power of the shadow spider is that they are extremely good at draining Prayer. If you are venturing down here, it may be wise to bring a Prayer restore potion.
Ice giant (Level 53)
Though his blades may be sharp, his mind certainly is not. Once confronted, however, this surly and none-too-clever oaf will make short work of you with his sword, slashing and blindly pummeling. This lofty foe is prone to fire, Ranged and Magic attacks.
 
Crypt spider (Level 56)
Tiny though the crypt spider is, its life has been spent among the horrors of the Barrows, where it must be strong to survive. For such a tiny creature, it can take a large amount of damage, but, like most spiders, a good crushing weapon (perhaps something heftier than your shoe, though) should see it off.
Ice warrior (Level 57)
A spirit of elemental magic, the ice warrior feels compelled to patrol its territory and slay intruders. This melee fighter is composed of ice and as such is vulnerable to fire and shattering crush attacks. Also weak to Magic attacks, the warrior will often leave runestone drops as his elemental spirit evaporates.
 
Giant ant soldier (Level 58)
Devoted to defending the giant ant workers it shares its home with, being in a new environment away from the Jade Vine has done nothing to diminish its spirit. They are fierce fighters and will do everything in their power to bite you to death using its vicious mandibles.
Shadow hound (Level 63)
Shadow hounds are predators from the darkest regions of RuneScape, where their smokey colouring, excellent eyesight and silent footstep can be best put to use. They are opportunistic and have more in common with jackals than other varieties of dog or wolf.
 
Poison spider (Level 64)
These spiders are appropriately coloured to warn you off, and can cause concern regardless of how strong you are. It is lucky if you escape them and are not poisoned, as they are very good at hunting and damaging their prey.
Infernal mage (Level 66)
As you might expect, an infernal mage uses his powerful spells to eliminate his enemies. By themselves they aren’t too much of a concern, but should you be attacked by a number of them when your Prayer is running low…
 
Big wolf (Level 73)
Big wolves, much as their name suggest, are quite large specimens of the canine species. They are pack leaders or solitary hunters, and much more dangerous than most wolves you will find above ground. When met in groups, adventurers should beware of their sharp teeth and brutish, talon-tipped paws.
Giant crypt rat (Level 76)
With massive fangs and claws, a nasty attitude and probably more than a few diseases, giant crypt rats are a bit of a surprise to most adventurers. Unlike the sort of giant rats you might expect to see around Lumbridge, giant crypt rats know how to handle themselves in combat. They’re also excellent at scurrying about in a sinister manner.
 
Skeleton (Level 77)
Skeletons may look harmless and weak, but their lack of muscles is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
Jelly (Level 78)
Gelatinous creatures of pure wickedness, the jelly is little more than a stomach that enjoys the taste of almost everything. Though they look harmless – even a little comical – jellies are dangerous foes.
 
Giant crypt spider (Level 79)
The most dangerous of all the spiders you could run into in the Chaos Tunnels, giant crypt spiders get their strange colouring from their usual diet of adventurers and other, smaller giant crypt spiders. As for killing them, bring a nice big mace, or other crushing weapon, and watch their bodies squish (hopefully quickly).
Green dragon (Level 79)
These mighty lizards are a distant relative of the mighty Elvarg of Crandor, although far more agreeable. Less well defended against stab and Ranged attacks, the green dragon is a pale green shadow of Elvarg’s might. Luckily.
 
Zamorak ranger (Level 81)
Armed with evil bows and wicked arrows, Zamorak’s rangers enjoy skewering things from a distance and can often be found picking on anything smaller than themselves – and if there are a few Zamorak rangers, they’ll happily go after larger targets.
Ice troll (Level 82)
Ice trolls are, like all other trolls, remarkably aggressive and quite strong. In the far north of RuneScape, where the trolls cluster in greater numbers, the ice trolls are in such numbers that only the very bold and the very stupid will dare trespass.
 
Zamorak mage (Level 82/84)
Evil to the core from years of bullying at school, Zamorak mages now wield potent magic with which to smite the smug sporting types that made their younger days difficult. Having said that, they’re unlikely to run into them in the Chaos Tunnels – but just give them the opportunity…
Baby black dragon (Level 83)
Though they may be cute, and not appear much of a threat, even the smallest of dragons is a dangerous opponent. Baby dragons are best attacked with stabbing or Ranged weapons, as these are capable of punching through their tough scales.
 
Turoth (Level 83/89)
Turoth are strange, three-legged creatures that defy logic. It is rare to see them outside of the Slayer Dungeon in the Fremennik Province, and the turoth in the Chaos Tunnels have been driven mad (well, madder) by their movement to this strange new area. They are tough beasts that only those with the correct equipment can defeat. You need a Slayer level of 55 to kill turoth.
Zamorak warrior (Level 84/85)
The followers of Zamorak that prefer the intimacy of close combat are armed with nasty blades and imposing armour. They gladly attack adventurers that cross their path, but that’s more from a love of combat than any sense of rage.
 
Fire giant (Level 86)
Fire giants are powerful creatures, but wear little armour. What natural toughness they have is a defence against slashing weapons, so those adventurers uncertain of their abilities should try something else.
Dagannoth (Level 88)
No one can get through Waterbirth Island Dungeon without seeing a dagannoth, but you might be lucky enough to get through the Chaos Tunnels without seeing one. Their talons are long and their teeth are sharp, honed over decades of chewing on the rocks of their caves – and sometimes on the bones and armour of misguided adventurers.
 
Dire wolf (Level 88)
Few citizens of RuneScape ever wish to deal with this kind of wolf: dire wolves are massive, violent beasts well suited to their name. They merrily tear chunks of meat from foolish adventurers, then sit back and wait for more to come along.
Dust devil (Level 93)
Dust devils are odd, bouncing creatures unused to living outside of the smoke well in the Kharidian Desert, but apparently they are more than capable of surviving in the Chaos Tunnels. They can be dangerous creatures to face if you are inexperienced or lack the correct equipment. You need a Slayer level of 65 to kill dust devils.
 
Giant cave bug (Level 96)
Grown to monstrous proportions, these beasts are near unrecognisable from their smaller brethren, the lesser cave bugs. It almost seems as if the kalphites have had an influence on these enlarged creatures…
Mummy (Level 103)
Mummies are the embalmed bodies of long-dead nobles. Of course, in RuneScape the dead do not rest easy, and now they are cursed to wander aimlessly. They have been driven mad by their long and joyless undeath. They are extremely strong and should be avoided by all but the strongest adventurers.
 
Gargoyle (Level 111)
Gargoyles are flying creatures made of solid rock. Quite how they keep themselves in the air is a mystery, but their resilience is not. If you expect to fight gargoyles, you should bring the correct equipment. You need a Slayer level of 75 to kill gargoyles.
Nechryael (Level 115)
Nechryael are tall and powerful, and quite inclined to kill you. They are as evil as anything you are likely to encounter in all your travels across RuneScape, and should never be underestimated. You must have a Slayer level of 80 to kill nechryael.
 
Waterfiend (Level 115)
Waterfiends are the physical manifestation of the essence of water. Oh yes, and they’re terribly evil. They will eagerly hurl arrows made of water at anyone within range, making them quite an irritation.
Bronze dragon (Level 131)
Like other metal dragons, bronze dragons are covered in hard scales that make them particularly difficult to harm. They are a strange sight in the dungeon, glittering reflections of whatever light source is around them. Because they are covered in these scales, though, they are quite vulnerable to Magic.
 
Giant rock crab (Level 137)
A few beasts around RuneScape take advantage of the good reputation of the pet rock to deceive their prey. The rock crab is possibly the best known of these, and any good rock aficionado should be able to tell the difference between the humble and generous pet rock and the vicious and deceitful rock crab.
Black demon (Level 172)
Black demons are vast and powerful demons. Towering over adventurers and most other monsters, they stalk the lower reaches of RuneScape, hoping for a tasty meal.

Bork sure is one big ork

Being followers of Zamorak, chaos is naturally something that members of the Dagon’Hai order appreciate, not least their leader, Surok. Players who have tracked Surok through the Chaos Tunnels will have to face one of his minions, in the form of a big ork called, er, Bork (orks aren’t known for their creativity).

Bork (level 267) hits hard with his melee attacks – very hard – but praying against that won’t help you out too much, as there will also be a Dagon’Hai monk in there with him firing nasty spells at you. Bork also often calls his ork legions to aid him in combat. These legions may be at the other end of the height scale from Bork, but they hit fast and their attacks can also soon overwhelm those who go unprepared. If you manage to defeat Bork, the cavern will begin to collapse, so make sure to pick up his drops and get out of there as quick as you can. Defeating him also earns you Slayer experience (5,000 for the first time you beat him; 250 for each subsequent victory). Wearing the ring of wealth when killing Bork will improve the drops you receive.

Bork resides in the chamber to the far north-west of the Chaos Tunnels. He can be fought once per day after you complete the What Lies Below quest and the Hunt for Surok miniquest.

Dorgesh-Kaan South Dungeon (Members)

Posted by: runescape  //  Category: Beginners' Guide

As some creatures in the dungeon have a poisonous bite, it’s a good idea to bring an anti-poison potion with you.

Introduction

 

Inside the Dorgesh-Kaan South Dungeon

At the unlikely confluence of Dorgesh-Kaan and the Kalphite Hive lies the Dorgesh-Kaan South Dungeon, a murky cavern that recalls the Lumbridge Swamp Dungeon in many ways: cave bugs scamper amongst giant frogs, cave slimes lurk in corners and swampy pools bubble. Subtle, but potent differences mar this comparison: the cave bugs have grown to warrior-worrying proportions and the molanisk, a strange cross between a mole and a basilisk, has taken up residence.

Location

 

Location of the dungeon

Dorgesh-Kaan South Dungeon can be accessed by two separate entrances. The first, and more widely trodden path, is through Dorgesh-Kaan, down from the Agility Course. At the southernmost point of the city, an adventurer should find the entrance up some rock stairs.

Another, far more treacherous path, could be through the Kalphite Hive. Previously sealed off by the Dorgeshuun, the Kalphite Hive entrance has been opened so that more curious humans can access their city. This means that those within the earlier reaches of the Hive can enter the Dorgesh-Kaan South Dungeon on their way to the Dorgeshuun city.

Points of Interest

 

Interesting areas of the dungeon

The dungeon, aside from providing a valuable means to the Kalphite Hive for those in Misthalin, has a few notable features. Most importantly, the area is rife with Slayer targets, including some rarer, high-level combatants.

There are two Fishing spots, where frog spawn and slimy eels can be caught.

There is a fairy ring in the centre of the Dungeon.

An Agility Course ranges overhead for those who like to mix swinging over crevasses with their slaying.

The cave is a valuable source of swamp weed, with several creatures dropping clumps of it.

Personalities

There are no personalities of note in this Dungeon.

Quests

No quests can be started in the Dorgesh-Kaan South Dungeon.

Beasts of the Dungeon

 

Cave Bug (Level 6)
Cave bugs are strange creatures confined to the darkness of the caves. They are very simple opponents, and anyone bold enough to enter the dungeon should have little difficulty killing them.
 
Cave Crawler (Level 23)
Cave crawlers are long, lizard-like creatures with six legs and a series of green stripes down their backs. Their bite is poisonous, but they are less resilient in the face of crushing or Magic attacks.
Cave bugs can be found throughout the dungeon; you must have a Slayer level of 7 to kill them.   You must have a Slayer level of 10 to kill cave crawlers.
Cave Slime (Level 23)
Cave slimes are shapeless creatures that live by digesting anything around them, including adventurers that are overcome by the dangers of the dungeon. Their attacks, like the cave crawler, are poisonous.
 
Big Frog (Level 24)
Big frogs are considerably larger than you’d ever expect a frog to grow to, and they’re certainly not for new adventurers. Thankfully, they never stray far from water.
You must have a Slayer level of 17 to kill cave slime.    
Molanisk (Level 51)
The molanisk is a sedate and passive creature, gripping to the walls and flicking out its tongue whenever prey crawls past. It takes one ring, however, from a Slayer bell for the molanisk’s bile to rise, charging at you with its horn!
 
Cave Bug (Level 96)
Grown to monstrous proportions, these beasts are near unrecognisable from their smaller brethren, the lesser cave bugs. It almost seems as if the nearby kalphites have had an influence on these enlarged creatures…
You must have a Slayer level of 39 and a Slayer bell to kill a molanisk. The molanisk often drops mole claws.   The larger cave bugs can be found throughout the dungeon; you must have a Slayer level of 7 to kill them. They can drop a water battlestaff.
Giant Frog (Level 99)
Giant frogs have fed on the smaller creatures around them for years to grow into monstrous beasts capable of slaying all but the toughest of adventurers.
The giant frogs are found in the south-east areas of the dungeon, while some others have wandered farther afield.

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.

Fletching – Making Bows

Posted by: amber  //  Category: Runescape Skills

Getting Started

To make a bow, you must use your knife on a set of logs. When the Fletching menu appears, you can choose to make either a shortbow or longbow. Depending on your choice, you will make an unstrung bow, which will replace the set of logs that were used during the Fletching process.

Note: If you want to make several of the same object, simply right-click and select the number you wish to produce from the list shown.

Stringing the Bow

Now it is time to string your bow. If you have achieved a Crafting level of ten, then you will be able to create your own bowstrings.

For information on how to make bowstrings, please see the Crafting section of the manual.

If you do not have enough experience to craft your own bowstrings, you may be lucky enough to find some in a general store, otherwise you will need to find someone skilled enough to make them for you.

Once you have a bowstring, use it on your unstrung bow to complete the bow.

Below is a table of each bow type with the Fletching level required to make them:

Bow Required Level Experience Gained
(Unstrung) Experience Gained
(For Stringing) Experience Gained
(Completed)

Shortbow 5 5 5 10

Longbow 10 10 10 20

Oak shortbow 20 16.5 16.5 33

Oak longbow 25 25 25 50

Composite ogre bow 30 45 45 90

Willow shortbow 35 33 33 66

Willow longbow 40 41.5 41.5 83

Maple shortbow 50 50 50 100

Maple longbow 55 58 58 116

Yew shortbow 65 67.5 67.5 135

Yew longbow 70 75 75 150

Magic shortbow 80 83 83 166

Magic longbow 85 91.5 91.5 183

Composite Ogre Bow

With wolf bones in your inventory, cut down an achey tree and use your knife to fletch the logs into an unstrung bow. The wolf bones will be used in the Fletching process. Then use a bowstring with the unstrung bow to make a composite ogre bow.

The composite ogre bow is the only bow that can fire brutal arrows. You can not make these bows until you learn how to during the Zogre Flesh Eaters quest .

Fletching – Making Bolts

Posted by: amber  //  Category: Runescape Skills

Getting Started

The bolts that rangers use with their crossbows are predominantly made from metals; hence, to make bolts you will need a certain Smithing level depending upon what sort of bolt you wish to make. Fletching is useful when making bolts as it is not possible to make them work without first adding the flights (feathers). Equally, bolts may have a variety of tips attached, some of which allow the bolts to then be enchanted.

For full information about crossbows and bolts, click here to see Ranged – Crossbows and Bolts.

Requirements

Below is a table showing the Fletching level required and the experience gained by attaching flights to your bolts. Kebbit-tipped and long kebbit-tipped hunting bolts do not require flights to be attached, and are made simply by using a chisel on the appropriate kebbit spike.

Bolt Type Required
Fletching Level Experience Gained
(Per Bolt)

Bronze 9 0.5

Blurite* 24 1

Kebbit-tipped hunting bolt 32 0.83

Iron 39 1.5

Long kebbit-tipped hunting bolt 42 1.33

Silver~ 43 2.5

Steel 46 3.5

Mithril 54 5

Adamant 61 7

Rune 69 10

* Blurite bolts are not available until you have completed The Knight’s Sword quest.
~ Silver bolts are crafted rather than smithed.

Fletching Bolt Tips

Bolts may also be tipped with gems, pearls, barbs and grapples; this is all dependent on the type of bolt you have, of course. To fletch tips, use a chisel on the gem or pearl (barbed tips are available from the Ranging Guild; mithril grapple tips are smithed), and a number of tips will be made.

You can make most types of tip simply by using a chisel on the correct gem, and this will normally allow you to choose how many gems to convert into tips. In the case of dragonstone and onyx, though, your character’s natural reaction is going to be panic, so you will be presented with an option to change your mind.

Thankfully for those rangers who have saved up the vast quantity of tokkul needed to purchase an onyx from the TzHaar city, the same store there also sells onyx tips for a more reasonable price.

Once you have tips, you can use them on bolts of the correct type to attach them. The primary use of gem-tipped and pearl-tipped bolts is to then enchant them, granting them specific powers, which you can read about here.

Note that when you put a tip on a crossbow bolt you may no longer poison it.

Tip Required
level Experience gained
(per gem cut) Number of
tips made Bolt type Experience gained
(per set of tips attached) New bolts

Opal 11 1 12
Bronze 1.6
Opal

Jade 26 2 12
Blurite 2.4
Jade

Pearl 41 3 6/24
(Small/Large oyster)
Iron 3.2
Pearl

Red topaz 48 3 12
Steel 3.9
Red topaz

Barbed 51 n/a n/a
Bronze 9.5
Barbed

Sapphire 56 4 12
Mithril 4.7
Sapphire

Emerald 58 5 12
Mithril 5.5
Emerald

Mithril grapple 59 n/a n/a
Mithril 11
Mithril grapple

Ruby 63 6 12
Adamantite 6.3
Ruby

Diamond 65 7 12
Adamantite 7
Diamond

Dragonstone 71 8 12
Runite 8.2
Dragonstone

Onyx 73 9 24
Runite 9.4
Onyx

Fletching – Extra Features

Posted by: amber  //  Category: Runescape Skills

Training Hints and Tips

To make Fletching bows slightly easier, move your knife to the last space of your inventory, and click only on the knife and the log next to it; use this method when stringing bows as well.

When Fletching arrow shafts, keep a knife in your inventory while cutting logs. Shafts are stackable items and you won’t waste time banking your logs.

Use your Magic skill alongside your Fletching and cast high alchemy on high level bows.

Summoning Familiars

Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Fletching. Of particular note is the beaver, who counts as a knife (which you don’t keep in your inventory).

Fletching Training in Dungeoneering

It is possible to train all of your skills while dungeoneering, and Fletching is no exception. Traps and staves can be fletched, alongside the more conventional bows and arrows. You can also gain Fletching experience by completing fletching skill doors.
To find out more about skill doors and the basics of dungeoneering, please click here
To find out about fletching weapons in Daemonheim click here, or here for information on fletching traps
To find tables with Fletching requirements and XP levels, click here

Sepulchre of Death In Runescape

Posted by: runescape  //  Category: Beginners' Guide

Inside the Sepulchre of Death Tremble, Mortal, for I am the lord of the Sepulchre of Death. I have made this place to be void of life, and only the most powerful or determined mortals should come here. Be ready to answer my questions and I will allow you to move closer to my heart, if you answer them correctly.

It is dark and cold down here at the base of the Stronghold of Security and my creatures are hungry for a little warmth. So come into my embrace, Mortal, and see what treasures await you.

Map

 

Map of the Sepulchre of Death

 

    Exits   Portal   Reward

 

This final level of the Stronghold of Security is not for the weak and certainly not for those that fear me. Those that have lost their way or failed to escape now serve to block your way.

The way through the Sepulchre of Death is not simple, nor is there any way through that will allow you to avoid facing my guardians. There are bone ropes, however, which are set in place for the fearful to use and return to the start of my Sepulchre.

Those whose desire to live is great enough will arrive at my central chamber where I preserve the faintest seed of life. This will grant you the final prize of the Stronghold of Security, proof that you have bested me and my brothers: no small feat, I assure you, Mortal.

Minions of Death

 

Skeleton (Level 60/68/85)
Skeletons are the typical servant of Death, such that superstitious mortals describe Death in that form. They are not the most horrifying of creatures, but skeletons serve as excellent guards and warriors.
 
Ghost (Level 76/77)
Those mortals who fail to arrive at my chamber to collect the Gift of Life, but whose will is strong nonetheless, I choose to keep as fragmentary remnants of themselves. Ghosts are wrathful beings, but magic can still cause them pain.
Ankou (Level 75/82/86)
An Ankou’s touch is as cold as the void, and drains life with the merest graze of its fingertips. They are skinless creatures that are the most recently dead of my minions.
 
Shade (Level 83)
Shades are among the eldest of my victims, and have long since lost any recollection of their former lives. They are an admirable symbol of my victory over life.

Varrock Sewers

Posted by: runescape  //  Category: Beginners' Guide

These sewers contain a variety of monsters, up to level 42 Moss Giants. If you do not think you can take on these monsters, only bring armour/items you are prepared to lose.

Introduction

 

Fighting Moss Giants in the Varrock Sewers

Beneath the busy city of Varrock resides the long, dark, damp and monster-infested sewers.

The deeper warriors venture into Varrock sewers, the greater the challenge becomes, with fights varying from rats to red spiders.

Location

 

Location of the Varrock Sewers

Varrock Sewers is located beneath the bustling city of Varrock.

Varrock is a key city in RuneScape, located in the north-eastern area of Misthalin.

When looking to access the Varrock Sewers, you’ll need to look for an open manhole cover!

Points of Interest

 

Interesting areas of the Varrock Sewer

As you can see from the map above, the area is a labyrinth of corridors and rooms. The deeper you go into the sewers, the harder the monsters will become.

Members will find the monsters in here useful as some drop items such as herbs (zombies), and seeds for your Farming skill (moss giants).

At the very end of the sewers, in the northern-most room containing moss giants, there is a pipe. If you are on a members’ server, you can crawl through this pipe and gain access to Edgeville Dungeon, just near Vannaka.

Also in this final room, there is a spawn point for red spiders’ eggs, used as a secondary ingredient in Herblore.

Personalities

 

Grimesquit
The other of the two ratcatching sisters that reside in Varrock Sewers, Grimesquit is also an expert in getting fuzzies to chase and splat ratsies, so they can display their kills proudly on her rather grotesque ratpole.
 
Phingspet
One of the two ratcatching sisters that reside in Varrock Sewers, Phingspet enjoys nothing more than chasing ratsies around the sewers, and occasionally helping out cat owners with advice on how to splats and squasherise rats.
Grimesquit can be found with her sister, in the entrance area of the sewers.   Phingspet can be found with her sister, in the entrance area of the sewers.
Quests

There are no quest start points in Varrock Sewers.

Monsters of the Sewers

 

Giant Rat (Level 3)
Just like giant spiders and goblins, giant rats are a common sight. They are slightly tougher than goblins and giant spiders, but this still doesn’t say much.
 
Skeleton (Level 22)
Skeletons may look harmless and weak, but their lack of muscle is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
Giant rats can be found in the entrance area of Varrock Sewers.   Skeletons are found in the north east area of the sewers, past the giant rats.
Ghost (Level 19)
No spooky dungeon or sewers would be complete without a ghost or two, so when you venture deeper into the sewers, don’t be surprised if you bump into them. They can be dangerous, but Magic is quite effective against enemies that have no bodies.
 
Scorpion (Level 14)
Scorpions in RuneScape are always to be watched out for, using their dangerous tails for vicious melee attacks.
Ghosts can be found past the skeletons.   Scorpions are found in between the rats and skeletons.
Zombie (Level 24)
Zombies are usually found in the dark, damp areas of the RuneScape world, so it is not surprising that a few wander the central damp area of the sewers. Separated by a river from one side, it is a good place to use Magic attacks such as ‘Crumble Undead’ from a safe distance.
 
Deadly Red Spider (Level 34)
Tougher than the giant spiders by far, deadly red spiders haven’t earned their name letting adventurers walk by: they will give you a tough fight if you are unprepared. As this is a multicombat area, be careful you don’t get outnumbered quickly!
Zombies are found in the central area, past the ghosts.   Deadly Red Spiders can be found in the final area of Varrock Sewers.
Moss Giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a fair amount have found their way into the final section of Varrock Sewers, where they and their beards wait for adventurers to disturb them. They are quite strong, and will put up a good fight against unprepared warriors.