Fishing - The Basics

Posted by: amber  //  Category: Runescape Skills

Introduction

 
Fishing is a popular method of obtaining food due to the variety of Fishing spots found throughout RuneScape. You will need to buy the correct fishing equipment, specific to the type of Fishing spot you wish to use. All of the equipment that you may need can be bought from Fishing shops .

 
To locate Fishing spots using the main map you will need to click the “Key” button to bring up the map keys. There are three pages in the key, clicking on the “Prev page” or “Next page” buttons will allow you to navigate them. You will need to click on the ‘Fishing Spot’ icon to locate all icons on the map of that type; they will flash yellow briefly once you have clicked the ‘Fishing spot’ icon on the key.

When you have found a Fishing spot, right-click over a Fishing spot and a menu with a list of Fishing options will appear.

Click on the option you want and, providing you have the correct equipment in your inventory, you will attempt to catch a fish.

An aspiring fisherman needs to be patient: you should always keep in mind that with a higher Fishing ability comes the potential of catching better food.

Types of Fishing

This section explains about the different types of Fishing you can take part in within RuneScape. Similar tables can be opened in the game by clicking the Fishing skill icon in the stats menu.

Crayfish Cages
Free Location: The River Lum just east of the church in Lumbridge, the pond west of Farmer Fred’s house.

Members’ Location: West of Sinclair Mansion.

Required items: Crayfish cage

You begin at level one with a crayfish cage.

You can only catch crayfish with a crayfish cage.

Small Net Fishing
Free Location: Found in many Fishing spots along the coasts, such as Karamja dock, the Bandit Camp and Draynor Village.

Members’ Location: Found in many Fishing spots along the coasts, such as Catherby, Fishing Platform (after completion of the Sea Slug quest) and Lumbridge Swamp Dungeon.

Required items: Small net

You begin at level one with a small fishing net. At this level you are only able to catch shrimp.

Sea creatures that can be caught with a small fishing net: shrimp, anchovies, karambwanji, frog spawn and monkfish (for members-only).

Bait Fishing
Free Location: Found in many Fishing locations, such as Karamja dock, Draynor Village, River Lum, Barbarian Village and Al Kharid.

Members’ Location: Found in many fishing locations, such as Catherby, Seers’ Village Lake, Ardougne river, Shilo Village, Mort Myre Swamp, Lumbridge Swamp Dungeon, Fishing Platform (after completion of the Sea Slug quest) and the Tree Gnome Stronghold.

Required items: Fishing Rod and Fishing Bait (You will use up 1 bait every time you catch a fish).

Bait can be purchased from Fishing shops for a few coins. You can also obtain bait from killing monsters such as zombies and slayer Banshees.

 

Big Net Fishing - (Members Only)
Members’ Location: Found at Catherby, Rellekka and the Fishing Guild.

Required items: Big net

To fish with the big net you will need level 16 Fishing.

Items you can catch with a big net: caskets, seaweed, leather gloves, leather boots, oysters, mackerel, cod and bass.

Caskets - (Members Only)

 
Players using a big net to fish will occasionally find a casket. These are items that usually contain a nice surprise for the lucky fisherman who finds one. Obtaining a casket also gives 10 Fishing experience.

To open a casket and see what it contains, simply click on it in your inventory. Caskets can contain many different items including money, gems, talismans, court summons or even items like half keys!

Fly Fishing
Free Location: Found in many river Fishing locations, such as the River Lum and Barbarian Village.

Members’ Location: Found in many river Fishing locations, such as Ardougne River, Seers’ Village Lake and the Tree Gnome Stronghold.

Required items: Fly-fishing rod and feathers (You will use up 1 feather every time you catch a fish).

Feathers can be bought for a few coins in Fishing shops. They can also be obtained by killing chickens, or by snaring birds.

You may begin to fish with this tool at level 20 Fishing. At this level you will begin by catching trout.

Fish that are able to be caught with a fly-fishing rod and feathers: trout, salmon and rainbow fish (which can only be caught with the feather of the tropical wagtail).

Harpoon Fishing
Free Location: Found in Karamja.

Members’ Location: Found in many sea Fishing locations, such as the Fishing Guild, Catherby, Rellekka, Elf Camp, Fishing Platform (after completion of the Sea Slug quest) and Brimhaven.

Required items: Harpoon.

To begin Fishing with a harpoon you will need a Fishing level of 35. At this level you will begin by catching tuna.

This is what you can catch with a harpoon: tuna, swordfish and shark (these are found in the harpoon/net spots).

Lobster Fishing
Free Location: Found in Karamja.

Members’ Location: Found in many sea Fishing locations, such as the Fishing Guild, Catherby, Rellekka, Fishing Platform (after completion of the Sea Slug quest) and Brimhaven.

Required items: Lobster pot.

To catch lobster you need a Fishing level of 40 or above.

You can only catch lobsters with a lobster pot.

Karambwan Vessel Fishing - (Members Only)
Members Location: South of Brimhaven

Required items: Karamabwan vessel and raw karambwanji

You must have begun the Tai Bwo Wannai Trio quest to learn how to fish for karambwan.

You can only catch karambwan with the karambwan vessel.

The Dwarven Mine

Posted by: runescape  //  Category: Beginners' Guide

Dwarves are legendary throughout RuneScape for their mining prowess, so where better to hone your Mining skills than in the Dwarven Mine itself? The Dwarven Mine was created long ago after dwarven prospectors discovered an abundance of essential resources running through the rock. The dwarves are fiercely proud of the cavernous tunnels, and they are still working hard to harvest the ores that remain trapped within the rocks.

Be careful not to get lost in this subterranean labyrinth; there are plenty of creatures in here that are waiting for the chance to catch an unsuspecting adventurer. The mine is populated by dwarf miners that will put up quite a fight if you decide to attack them. The mine is also home to overgrown scorpions that skitter about amongst the mining rocks.

Location

 

Location of the Dwarven Mine

The Dwarven Mine is situated deep in the ground between Falador and Ice Mountain. There are several entrances to the Dwarven Mine. The mine can be accessed from the north by climbing down the ladder in the southern foothills of Ice Mountain. There are two entrances in Falador; one south of the bank and one east of the Party Room. The other entrance can only be used by those with access to the Mining Guild. Entrance to the guild requires a Mining level of 60.

Points of Interest

 

Interesting areas of the Dwarven Mine

In the Dwarven Mine, novice miners can train their skills on the tin and copper rocks; crafters can mine clay; more experienced miners can gather iron and coal; while advanced miners can chip away at gold, mithril and adamantite.

In addition to lots and lots of lovely mining rocks, the Dwarven Mine is home to a number of traders that can provide you with essential tools or brutal weapons.

Once you have smelted the ores that you have gathered, you can take them to the Smithing anvil that can be found near the centre of the mine. Simply bring a hammer and your bars and you’re ready to go.

Advanced miners can access the Mining Guild. If you have a Mining level of 60 or above, head down to the most southern part of the mine and enter the guild. The guild gives you access to a host of coal and mithril rocks, with the added bonus of scorpion-free mining. The red dot on the map shows the location of the Mining Guild door, while the green, yellow and blue dots mark the main entrances to the mine itself.

A series of caverns has recently been discovered towards the northern end of the mine – there is a rope climb down to it near to the mine cart tracks. Running ice water from the melting peaks of Ice Mountain has opened up these caverns, which have been closed off for so long that a strange species of living rocks has evolved down there. The caverns offer excellent opportunities for experienced miners (and fishers). Be warned, however, that the living rocks are tough, aggresive and not fond of visitors from above.

Personalities

 

Nurmof
Nurmof is a purveyor of high quality pickaxes. He can sell you a shiny new pickaxe, from bronze up to rune, and he will also buy any that you no longer require. Nurmof can also repair broken pickaxes, for a fee.
 
Drogo
Drogo runs the Dwarven Mine’s Mining Emporium. He does a great trade in ores and metal bars, but make sure you treat him with respect. Drogo doesn’t take too kindly to anyone calling him ‘shorty’.
Nurmof can be found in the north-west of the mine,north of the general store dwarf.   Drogo can be found in the north of the mine, in the cave to the east of the Ice Mountain entrance.
Hammerspike Stoutbeard
You don’t want to get on the wrong side of Hammerspike and his gang members. Hammerspike is a ruthless gangster, and has terrible manners.
 
Boot
Boot received his name due to a childhood habit of sleeping in a large item of footwear. Unsurprisingly for a dwarf, he knows a lot about gold.
Hammerspike can be found in the far west of the mine.   Boot can be found in the west of the mine, in a cave to the west of Hura’s crossbow shop.
Hura
A master crossbow craftsman, Hura is a useful source of knowledge for those who are looking to produce their own crossbow and ammunition. Hura can also sell you some crossbow components to start you on your way.
 
Cart Conductor
The Cart Conductor is an employee of Keldagrim Carts and he will happily sell you a cart ticket to Keldagrim.
Hura can be found in the west of the mine, in a cave to the south-west of the smithing anvil.   The Cart Conductor can be found in the north-west of the mine, north of the general store.
Quests

There are no quests to start in the Dwarven Mine.

Dangers in the Dark

 

Scorpion (Level 14)
These over-sized hunters thrive in dark, damp spaces, making the Dwarven Mine an ideal habitat. Low-level players should treat these scorpions with caution. Be sure to bring a weapon with you when you mine.
 
King Scorpion (Level 32)
King scorpions love nothing more than attacking unsuspecting miners as they attempt to gather precious ore. These super stingers are very aggressive, and guard the higher-level rocks.
The scorpions’ territory covers the area north of the Mining Guild, right up to the most northern coal rocks.   The king scorpions patrol the iron, mithril and adamantite rocks in the area north of the Mining Guild door; and the coal and tin rocks west of the Falador house stairs.
Miscellaneous

 

  • You can use the carts in Keldagrim to travel to the Dwarven Mine. Buy a ticket from a cart conductor in Keldagrim and select Ice Mountain as your destination.
  • If you have an Agility level of 42, you can take advantage of the shortcut between the two main chambers of the Dwarven Mine.
  • Players with level 15 or 45 Dungeoneering will be able to find mysterious entrances in the Dwarven Mines.

The God Wars Dungeon – Introduction (Members)

Posted by: runescape  //  Category: Bounty Hunter

The God Wars Dungeon is without question the most dangerous place in RuneScape. Within the dungeon itself you will find a multicombat area filled with creatures that have spent the whole of their natural lives fighting. If you have never been to the God Wars Dungeon before, take only items you are willing to lose. This is not a warning that should be taken lightly…

You must have started Troll Stronghold to gain access to the God Wars Dungeon.

Introduction

Fighting inside God Wars

More than two thousand years ago, the lands of RuneScape were torn and scorched during the greatest war ever waged: the god wars. During this time, the gods sent their mightiest minions to walk among their followers, gathering them to battle and, inevitably, to their deaths. In modern-day RuneScape, the Wilderness is the scar that this war left.

In recent times, though, the sheer number of adventurers wandering the land have had a remarkable environmental effect – something akin to global warming from the massive numbers of logs burnt* has thawed a place best forgotten. Now, freed from their icy stasis, the warriors that went to fight in one of the last great battles of the god wars have returned to life, without the slightest inkling that their war ended so long ago.

* Of course, some volcanic activity was also involved, but that’s not nearly as exciting.

Location

 

Location of God Wars

The God Wars Dungeon lies deep beneath the ice, north of Trollheim, on the edge of the cliffs that separate the trolls from the Wilderness. There, little more than ruins now, is a temple whose dedication is long since lost, and, within the bounds of that decayed structure, the boldest and strongest of heroes might find a crack into the world below.

The path to this temple is not easy, though, as the only path into the temple’s valley is blocked by massive stones. To move the boulders from the path you must have a Strength level of 60. Alternatively, a small niche in a rockslide can be carefully navigated if you have an Agility level of 60.

You may leave the area by the same path, or by descending the cliffs that lead down to the Wilderness in the east.

Note that this is a particularly cold region in RuneScape, where the chill saps your strength and numbs your mind. The longer you stay in the temple grounds, the lower all of your statistics will fall. The cold effect is not present in the God Wars Dungeon itself.

Points of Interest

 

Interesting areas of God Wars

The most striking feature of the God Wars Dungeon is the battle itself. As you attempt to move about the main area safely, you will see dozens of warriors still acting out the roles they were given all those centuries ago. In general, Armadyl, Bandos and Saradomin had their legions there to fight Zamorak’s forces, but the god wars were named appropriately, for the gods’ mistrust inevitably led to fighting between these supposed ‘allies’.

The main central area of the God Wars Dungeon is where most of the fighting happens, while each of the deities involved has an established stronghold around the edge. If you wish to help your chosen god to defeat his enemies, you might like to try penetrating those bases and slaying your foes’ generals.

You’ll notice a counter in the top right of your screen detailing how many followers of each god you have killed. In order to gain access to the generals’ chambers, you must have killed at least forty of their followers (although Nex will allow you to fight her without this total, as long as you are wearing full ancient ceremonial clothing).

Click a deity below to find out more about the strongholds.

Armadyl
Bandos
Saradomin
Zamorak

There’s an even deeper secret hidden beneath this level of the God Wars Dungeon, a foe so powerful and threatening to all the other armies that all four of them banded together to imprison it in what is now referred to only as the Ancient Prison. To access the Ancient Prison, you will first need to reform the frozen key; this key was split into four parts, with one part being held by each of the four factions in the God Wars Dungeon. To gain these key parts, you’ll need to defeat the warriors in each of the four faction strongholds (not in the boss room) until they drop their part.

When you’ve retrieved all four parts, reform the key and use it on the frozen door to the south of the God Wars Dungeon’s main area, then use a rope to climb down the hole to the level below (the corpse behind the frozen door won’t mind you borrowing his rope). To find out what’s down there, head over to the Ancient Prison page.

Personalities

 

The Dying Knight
When the Temple Knights discovered rumours of the ruined temple, they immediately feared the return of some ancient evil and sent a contingent of their finest warriors to investigate. The knight that lies dying amid the crumbling masonry is all that remains of that doomed expedition…
Quests

There are no quests to start in the God Wars Dungeon, only a constant struggle for survival!

Soldiers in the Battle

 

Imp (Level 7)
During the god wars, even the lowliest of soldiers had their powers boosted by their god, and imps are no exception. These tiny manifestations of evil were normally used to swarm over their enemies or as expert thieves, but now they are so few that they are easily the weakest of the foes you might encounter.
 
Goblin (Level 12-17)
Goblins were one of the most numerous races during the god wars and made up the bulk of a number of armies. They are fairly harmless by the dungeon’s standards, although you’ll be too busy fighting off everything else to notice.
Icefiend (Level 17)
The icefiends may once have been waterfiends, but their long imprisonment in the cold turned them to ice. They are now like shards of evil water raised to fight by Zamorak’s sorceries.
 
Hobgoblin (Level 47)
Hobgoblins are like a cross between a goblin and an ork, but they lack a goblin’s tenacity and an ork’s brute strength. They make up for this by being almost as numerous as the goblins but far stronger.
Pyrefiend (Level 48)
Pyrefiends are creatures of pure flame and hate, and though small they are remarkably dangerous. You will need a Slayer level of 30 to kill a pyrefiend.
 
Ogre (Level 58)
Ogres are one of Bandos’s favourite creations, being utterly devoted to him and dull-witted enough to follow any order. The ogres in the God Wars Dungeon are massive brutes with little concept of safety.
Jogre (Level 58)
Even during the god wars there were jungles to breed jogres in, and Bandos took advantage of their natural aggression to supplement his armies. The jogres are dangerous foes and are, if anything, more belligerent than orks.
 
Aviansie (Level 69-148)
The aviantese were Armadyl’s most precious children, and it is told that when they were destroyed he wept and abandoned RuneScape. Of course, not all of them were slain – some were merely frozen – and they continue to fight in his name. You can only attack an aviansie with Ranged or Magic attacks.
Vampire (Level 77)
The vampyres have been allies of Zamorak from the beginning of the god wars, and even the primitive versions present in the God Wars Dungeon are potent fighters with a remarkable bloodlust. Be glad that there are no members of the Vyrewatch down there!
 
Bloodveld (Level 81)
Bloodvelds are bloated creatures with a long, flexible tongue with which they drain their prey of blood. They are tough creatures, and you will need a Slayer level of 50 to kill them.
Werewolf (Level 93)
In their true forms, werewolves are incredibly powerful creatures possessed of a single-minded determination to kill. In the dungeon this lust is sated endlessly.
 
Ork (Level 107)
The most reliable warriors in Bandos’s forces are the orks. They are massive beasts with a bloody-minded loyalty to their god of war: the ideal soldier in a battle that might never end.
Saradomin Priest (Level 113)
During the time of the god wars, priests could not afford to be peaceful and weak, unlike their softer descendents in Lumbridge and Varrock. These devout men went to battle with the certainty that Saradomin would grant them the strength to prevail.
 
Spiritual Mage (Level 120 – 122)
Even after death, the greatest soldiers in the gods’ armies continue to serve. Spiritual mages are potent sorcerers and are rarely alone.
Spiritual Ranger (Level 122)
The gods’ forces are largely composed of spiritual fighters – those who have given their lives in the struggle, and continue to do so these thousands of years later. The rangers in these armies are excellent marksmen and should not be underestimated.
 
Spiritual Warrior (Level 125)
The spiritual warriors are the strongest of the many spirits that fight beneath the ice. Their blades are tempered with the belief they attribute to their cause.
Hellhound (Level 127)
These vicious beasts stalk their prey across the world without pausing for rest. They are the ultimate hunter, and Zamorak’s armies are often preceded by the baying of these demonic hounds.
 
Ice Wolf (Level 132)
The icy paths of the mountains above the God Wars Dungeon are owned by the ice wolves – even the ice trolls tend to avoid them. They are vicious beasts driven by hunger.
    Ice wolves can be found around the temple ruins above the God Wars Dungeon.
Gorak (Level 149)
Goraks come from a plane entirely separate from that of RuneScape, but the boundary between the two worlds is weak at the best of times. During the god wars, many of them made their way into RuneScape to serve under any god that would show them battle. They are especially dangerous, as no prayers will stop their attacks, and they will drain your skill levels with astonishing speed.
Miscellaneous

 

  • There is a catch to entering each of the gods’ areas. To enter Saradomin’s Encampment you will need two lengths of rope and level 70 Agility. To enter Bandos’s Stronghold you will need a hammer and level 70 Strength. To enter Armadyl’s Eyrie you will need a crossbow and a mithril grapple, as well as level 70 Ranged.
  • When you enter Zamorak’s Fortress you will discover that your Prayer is immediately drained and that no light source can penetrate the unnatural shadows. You must also have at least 700 life points remaining to cross the river.
  • A quick way to the God Wars Dungeon is to use the Trollheim Teleport spell, though you must have completed Eadgar’s Ruse to use this spell.
  • Having completed Love Story, it is possible to retrieve a book from a dwarf in Keldagrim to give to the Wise Old Man. He will then teach you how to modify your Teleport to House tablets to take you to Trollheim. From here, it is a shortish walk to the God Wars Dungeon.

Farming FAQ

Posted by: amber  //  Category: Runescape Skills

Do Gardening boots affect your Farming abilities?

Gardening boots do not affect the Farming skill or the growth of plants in any way; they are currently only worn for decorative purposes.

How come I got less vegetables or fruit than I did on another Farming patch?

This is because when your crops have grown, it is random how many you get each time. However, you can use compost and super compost on your Farming patches; this helps increase the amount of produce that you harvest.

I’m a novice to the Farming skill. How should I start to increase my levels?

Always keep a varied selection of seeds in your bank, it is always good to plan ahead.

Plant crops in more than one patch and be super efficient, but make sure you keep an eye on them in between other things. Don’t forget to take teleport runes to save tedious walking time. Obviously, plant the highest level seed that you can, this will give you greater experience.

Raking patches and making compost gives Farming experience, too, so if you are of a low Farming level you may want to rake some patches or make some compost while you wait for your plants to grow.

It would also be worth buying an amulet of Farming from a Farming shop…

How do I fill my watering can?

Find a place in RuneScape that has a symbol of a drop of water: this will show the location of a water source. You may use the watering can on the water source to refill your watering can. Possible water sources include fountains and sinks.

My potatoes/onions keep getting diseased!

Plant some marigolds, these will drive off the nasty bugs that cause disease. You can cure your plants by using some plant cure available from the Farming shops and NPCs around the Farming patches.

I don’t want to stand and wait for my patch to grow. Isn’t there something else I can do?

Pay a local gardener with produce to watch over your crops, this saves a lot of effort on your part. For other ways to look after your plants, please see Farming Basics.

Dungeoneering - Resource Dungeons

Posted by: amber  //  Category: Runescape Skills

The powers behind Daemonheim once required creatures and resources to help build their shifting dungeons, and they often went beyond RuneScape to find them. To bring them into this world, they would travel deep into dungeons, away from prying eyes, and invoke a portal.

In your travels, you may come across mysterious entrances protected by a large magical seal. Should you have the correct Dungeoneering level, you may remove these seals and access the creatures, resources and extras that lie beyond. You will even get a one-time Dungeoneering XP boost for finding what has long been dormant.

The general locations of the resource dungeons can be found below, but their exact location will have to be discovered by you…
Locations

The table below is a guide to help you locate the resource dungeons.

Edgeville Dungeon
Dungeoneering level: 10
Contents: Marrentill, irit, harralander and ranarr spawns
Creatures: Chaos druids
Free-to-play?: No
Dungeoneering XP reward: 1100 Dwarven Mine
Dungeoneering level: 15
Contents: Mining rocks, bank deposit box
Creatures: Dwarves
Free-to-play?: Yes
Dungeoneering XP reward: 1500

Edgeville Dungeon
Dungeoneering level: 20
Contents: Limpwurt root spawns
Creatures: Hill giants
Free-to-play?: Yes
Dungeoneering XP reward: 1600 Karamja Volcano
Dungeoneering level: 25
Contents: None
Creatures: Lesser demons, imps
Free-to-play?: Yes
Dungeoneering XP reward: 2100

Daemonheim peninsula
Dungeoneering level: 30
Contents: Maple trees and willow trees
Creatures: None
Free-to-play?: Yes
Dungeoneering XP reward: 2400 Baxtorian waterfall
Dungeoneering level: 35
Contents: None
Creatures: Fire giants
Free-to-play?: No
Dungeoneering XP reward: 3000

Mining Guild
Dungeoneering level: 45
Contents: Mining rocks and runite ore
Creatures: None
Free-to-play?: Yes
Dungeoneering XP reward: 4400 Braindeath Island*
Dungeoneering level: 50
Contents: None
Creatures: ‘Rum’-pumped crabs and general malpracticioners
Free-to-play?: No
Dungeoneering XP reward: 0

Taverley Dungeon
Dungeoneering level: 55
Contents: None
Creatures: Hellhounds
Free-to-play?: No
Dungeoneering XP reward: 6200 Taverley Dungeon
Dungeoneering level: 60
Contents: Blue dragonscales
Creatures: Blue dragons
Free-to-play?: No
Dungeoneering XP reward: 7000

Varrock Sewers
Dungeoneering level: 65
Contents: Limpwurt, magic trees
Creatures: Moss giants
Free-to-play?: No
Dungeoneering XP reward: 8500 Chaos Tunnels
Dungeoneering level: 70
Contents: None
Creatures: Black demon
Free-to-play?: No
Dungeoneering XP reward: 9600

Al Kharid scorpion mine
Dungeoneering level: 75
Contents: Mining rocks, gem rocks and impling spawn points
Creatures: None
Free-to-play?: No
Dungeoneering XP reward: 11,400 Brimhaven Dungeon
Dungeoneering level: 80
Contents: Hammer and anvil
Creatures: Iron dragons and steel dragons
Free-to-play?: No
Dungeoneering XP reward: 12,800

Asgarnian Ice Dungeon
Dungeoneering level: 85
Contents: None
Creatures: Frost dragons
Free-to-play?: No
Dungeoneering XP reward: 15,000

Canifis (Members)

Posted by: runescape  //  Category: Beginners' Guide

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

Introduction

 

Canifis and its furry inhabitants

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

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

Location

 

Location of Canifis

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

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

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

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

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

Points of Interest

 

Canifis’ points of interest

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

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

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

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

Personalities

 

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

The following quests can be started in Canifis:

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

 

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

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

 

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

controls-display-options about runescape

Posted by: runescape  //  Category: Beginners' Guide

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

The Graphics Options menu

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

The Custom Graphics Options menu

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

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

Taking your first steps in RuneScape

Posted by: runescape  //  Category: Beginners' Guide

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

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

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

Where is the Wilderness? How can I get there?

Posted by: runescape  //  Category: Beginners' Guide

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

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

Upcoming RuneScape update

Posted by: cow  //  Category: runescape news

According to what we know about January’s updates, the only thing that we’re looking forward to now is the Hati wolf (hopefully we should see it by Tuesday). Why do you think that guy’s glowing in the second pic? Is it because he’s wearing the combat XP doubling gloves dropped by the Hati wolf?

In other news, Jagex has promised to reveal some more information next Monday about the upcoming free-trade and wilderness PKing updates.