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Introduction

Now that’s a big furnace There are many words that could be used to describe the dwarves of RuneScape: short, hairy, resilient, practical and industrious being just a few. There are a few more that could be applied specifically to the dwarves who run the Artisans Workshop in Falador: rude, untrusting…and very knowledgeable about smithing. What they don’t know about smithing either isn’t worth knowing or is just the ‘wrong’ way of doing things.

So knowledgeable are they, and seeing that there is a demand for humans to learn their skills, they’ve set up the Artisans Workshop to offer Smithing training in a variety of different ways - notably making cart tracks and dwarven burial armour, repairing dwarf multicannons, and the fine art of smithing ceremonial swords. The way they see it, though, you should be paying them to learn their skills, so they expect you to provide your own ores and they’ll keep anything you produce. It’s not like you have a need for cart tracks and dwarf-sized armour anyway, right?

The give and take of ores for Smithing experience is one thing, but learn from the masters and earn their (begrudging) respect, and there are some other more tangible rewards in it for you, including experience boosts while smithing in the workshop, some glitzy visual makeovers for your own multicannon, and potentially getting hold of your own ceremonial sword.

Features

Map of the Artisans Workshop

The Artisans Workshop can be found in south-east Falador, just over the path from the entrance to the Mining Guild. Talk to Aksel just inside for information about the place. Right there on the ground floor you’ll see the monstrous smelting machine that’s the heart of the workshop. In here you are able to deposit your ores (iron, mithril, adamantite, runite) and coal, and in return collect some ingots in those same metals. All dwarf artisan smithing requires ingots of varying grades (I through IV), with each grade being a purer form of that metal.

By the side of the smelter are the ceremonial sword anvils, which is suitable for members with at least 70 Smithing - talk to either Abel or Egil to get started with this. Behind the smelter at the back you can get lessons from Suak in how to make dwarven burial armour. This is best suited to smiths of levels 30-70, and some aspects of it are available to free players.

All three staircases in the workshop lead down to the underground training methods. They include the cart track production area, monitored by Sten, which can be used by both free-players and members, and is a low cost, thankless training method best suited to smiths of levels 1-30. Through the door to the south-west is Isak and his “silver beauties” in the cannon repair shop - members are free to lend him a hand if their smithing is 62 or higher. Also wandering around the basement level is Elof, the so-called ‘employee relations manager’, which is just a fancy way of saying rewards shop.

Ingots

All four of the training methods in the workshop require the use of ingots of metal, which are purer than metal bars. To create ingots, simply use some of your ores on the smelter (noted ores are fine) to fill it up, then withdraw some ingots in exchange. You can store up to 4,000 of each ore type in the smelter, and up to 8,000 coal, so you can train at the workshop for a good long while before needing to resupply.

The table below shows how many of your ores are required for each type of ingot. Any ingots you don’t end up using can be deposited back into the smelter:

Ingot Ores required Coal required

Iron ingot grade I 1 0

Iron ingot grade II 9 0

Iron ingot grade III 12 0

Iron ingot grade IV (m) 75 0

Steel ingot grade I 1 2

Steel ingot grade II 4 7

Steel ingot grade III 9 17

Steel ingot grade IV (m) 40 80

Mithril ingot grade I (m) 1 4

Mithril ingot grade II (m) 3 12

Mithril ingot grade III (m) 6 24

Mithril ingot grade IV (m) 30 120

Adamant ingot grade I (m) 1 6

Adamant ingot grade II (m) 3 14

Adamant ingot grade III (m) 4 22

Adamant ingot grade IV (m) 25 150

Rune ingot grade I (m) 1 8

Rune ingot grade II (m) 2 16

Rune ingot grade III (m) 4 30

Rune ingot grade IV (m) 18 144

Ingots are provided free of charge for making cart tracks.
Burial armour requires grade I, II or III ingots of any metal.
Cannon repair uses only grade II steel ingots.
Ceremonial swords require grade IV ingots of any metal.

Cart Tracks

I’ve been working on the cart tracks… Dwarves are in constant need of new track for their mine cart network, to keep it in smooth working order, so they’re more than happy to let anyone smith some new pieces of track. The cart track smithing area can be found in the workshop’s basement; talk to Sten if you want a quick lesson in the process involved, though it’s quite straightforward.

Track is made with grade I ingots of bronze, iron or steel, which the artisans have provided free of charge in the large troughs in this area. Making steel cart tracks is members-only, but free-players are welcome to smith bronze and iron cart tracks. Simply grab an inventory of whatever ingots you want to, and are skilled enough, to work with, then use them on the anvil. Each section of track requires five components to complete: some rails, a base plate, some spikes, a joint and some ties, which require the following Smithing levels to make:

Item Level
required Smithing XP

Bronze rails 1 1.4

Bronze base plate 2 1.4

Bronze spikes 5 1.4

Bronze joint 8 1.4

Bronze ties 11 1.4

Iron rails 15 5.1

Iron base plate 19 5.1

Iron spikes 24 5.1

Iron joint 29 5.1

Iron ties 34 5.1

Steel rails (m) 39 8.8

Steel base plate (m) 44 8.8

Steel spikes (m) 49 8.8

Steel joint (m) 54 8.8

Steel ties (m) 59 8.8

These components then need to be combined in the following order:

Bronze:
Item Level
required Materials
required Smithing XP

Bronze track 40% 3
Bronze rails x 1
Bronze base plate x 1 6

Bronze track 60% 6
Bronze track 40% x 1
Bronze spikes x 1 7

Bronze track 80% 9
Bronze track 60% x 1
Bronze joint x 1 9

Bronze track 100% 12
Bronze track 80% x 1
Bronze ties x 1 10

Iron:
Item Level
required Materials
required Smithing XP

Iron track 40% 20
Iron rails x 1
Iron base plate x 1 10

Iron track 60% 25
Iron track 40% x 1
Iron spikes x 1 11

Iron track 80% 30
Iron track 60% x 1
Iron joint x 1 12

Iron track 100% 35
Iron track 80% x 1
Iron ties x 1 13

Steel:
Item Level
required Materials
required Smithing XP

Steel track 40% (m) 45
Steel rails x 1
Steel base plate x 1 13

Steel track 60% (m) 50
Steel track 40% x 1
Steel spikes x 1 16

Steel track 80% (m) 55
Steel track 60% x 1
Steel joint x 1 22

Steel track 100% (m) 60
Steel track 80% x 1
Steel ties x 1 25

This means that to make a complete section of bronze track requires a Smithing level of 12; iron track sections require 35 Smithing; and steel tracks 60 Smithing. If you don’t have the level required to make a complete piece of track in a metal type, you can build as many stages as you’re able and then dump the parts in the nearby mine carts - the dwarves will finish them off later. You don’t get any extra experience for this, but it quickly clears your inventory of ALL track-related materials (including complete sections of track).

If, however, you can create a complete section of track, you can earn an extra 5 Smithing XP per piece of track if you head through the nearby tunnels and lay it yourself. Any unfinished track will be automatically dumped into the mine carts on your way back out.

Burial Armour

That’s some intricate armour The burial armour lessons take place at the back of the workshop’s ground floor. Talk to Suak and he’ll get Sten to show you how it works (”Suak busy giving lessons”). Members can work with ingots of any kind of metal they wish (free-players may only use iron or steel ingots). Regardless of what metal you choose to work with, grade I ingots are used to make burial armour for miners; grade II ingots are needed for burial armour for warriors; and burial armour for smiths requires grade III ingots. Basically, the more valuable the metal you work with and the higher its grade, the more Smithing experience you will earn.

Ingot type Level
required Helmet
(Smithing XP) Chestplate
(Smithing XP) Boots
(Smithing XP) Gloves
(Smithing XP)

Iron ingot I 30
(101)
(101)
(101)
(101)

Iron ingot II 30
(202)
(202)
(202)
(202)

Iron ingot III 30
(240)
(240)
(240)
(240)

Steel ingot I 45
(131)
(131)
(131)
(131)

Steel ingot II 45
(253)
(253)
(253)
(253)

Steel ingot III 45
(354)
(354)
(354)
(354)

Mithril ingot I 60
(164)
(164)
(164)
(164)

Mithril ingot II 60
(316)
(316)
(316)
(316)

Mithril ingot III 60
(404)
(404)
(404)
(404)

Adamant ingot I 70
(278)
(278)
(278)
(278)

Adamant ingot II 70
(455)
(455)
(455)
(455)

Adamant ingot III 70
(568)
(568)
(568)
(568)

Rune ingot I 90
(505)
(505)
(505)
(505)

Rune ingot II 90
(631)
(631)
(631)
(631)

Rune ingot III 90
(758)
(758)
(758)
(758)

It’s up to you to find out what cost/experience ratio best suits your needs. Also, although Suak may be terse, he knows his stuff - if you make sure to smith whatever item he is currently giving a lesson in (helm, chestplate, boots of gloves), then you will receive 10% more experience per item made. Finally, if you build up enough respect to buy them, there are three rewards you can buy from Elof - Quick Learner, Budding Student and Master Student - which respectively grant you an additional 2%, 4% or 5% boost when following Suak’s lessons.

Cannon Repair (m)

Isak calls these his ’silver beauties’ The cannon repair shop is in the workshop’s basement, in its own chamber to the south-west. Members with level 62+ Smithing can talk to Isak there to get an idea on how to help him repair the decayed cannons that are brought in. It’s a simple five-step process that requires only grade II steel ingots, a hammer, and the three moulds (cog mould, pipe mould and test cannonball mould) on the desk near the furnaces. There are a couple of smelter conveyers in the repair shop for you to collect your ingots from. One you have a hammer, all three moulds and some grade II steel ingots, just follow this process:
Fix cannon base:
Pick up the base from the desk near Isak and empty it - there should be 10 broken cogs inside. Use all of these cogs on an anvil to attempt to repair them. If any break, you will need to make replacements by using your ingots in the furnace while holding the cog mould. Once you have 10 cogs, put them back into the base and set the base in the centre of the room.
Fix cannon stand:
Take the stand from the desk near Isak and empty it - inside are three pipes, all of which will be broken. To fix them, use them in the furnace with the pipe mould in your inventory, then put them back into the stand and set the stand on the cannon base.
Fix cannon barrel:
Snatch the barrel off the parts desk and use it with an anvil to fix it. You’ll likely need to use it with an anvil a few times to fully bash it back into shape. Once done, set the barrel on the cannon stand.
Fix cannon furnace:
Yoink the furnance from the last desk and empty it. Inside is a fuse box and a flint, both of which will need fixing on an anvil. Once fixed, fill the fuse box with gunpowder from the barrels between the furnaces and smelter, then place both components back into the furnace, in turn placing that on the cannon barrel.
Test fire:
Now the cannon is rebuilt it will need test firing to calibrate it. Use a couple of your steel ingots in a furnace while holding the test cannon ball mould to create 8 test cannonballs. Then, simply load the cannon to initiate the firing sequence.

For each cannon that you completely repair and test you’ll earn 3,846 Smithing XP.

Ceremonial Swords (m)

Gently does it… To begin smithing ceremonial swords, head to the smelter on the workshop’s ground floor and talk with either Abel or Egil - you’ll need a hammer and some tongs, which can be collected from the workbench by the entrance. Next, you’ll need some ingots. You are free to work with iron, steel, mithril, adamant or rune ingots, but they must be grade IV ingots. Only the highest quality will do for ceremonial swords. Obviously, it’s cheaper to work with iron (in case you make a mistake), but you will gain more experience from working with more valuable metals. As mistakes here can be costly, you can talk to Egil or Abel to have a few practice runs smithing ceremonial swords out of bronze.

Once you’ve got your tools and the grade IV ingots of your choice, next you’ll need to get some sword plans from Egil or Abel. Now you’re set, the first step of the smithing process is to heat an ingot in one of the furnaces alongside the smelter. This will make the metal more malleable for you to work with. Once heated, place the ingot on an anvil, then click on the anvil to begin smithing. An interface similar to the below image will appear.

Ceremonial sword smithing interface

At the top is the plan, which is what you’re aiming for your sword beneath it to look like. What you need to do is click on the small hammer icons around your blade to make dents in the metal until it matches the plans. You can choose how hard you hit each point with the slider to the bottom-left of the interface. You only have a certain ‘cooldown’ time before the metal can no longer be worked, which is shown at the top-left. Each hard, medium or soft dent you make reduces the cooldown by one; a careful hit reduces it by two. How hard you choose to hit each point will dent the blade by the following amounts:

Hit strength Dent made
Hard 0-5 (typically 3)
Medium 0-3 (typically 2)
Soft 0-2 (typically 1)
Careful 1

Ceremonial sword smithing is a tricky craft even at level 70 Smithing, but the higher your Smithing level, the more consistently you’ll make a typical dent, ergo the closer you’ll be able to match any plans you are given. And the closer you match the plans you’ve been given, the more experience that sword will earn you. Also, it’s better to underhit than overhit (i.e. if the plans have a 3 at a given point along the blade, you’d be better off sticking with a 2 than overhitting with a 4). Note that if you make a dent of greater than 6 anywhere but at the tip of the sword, the blade will become too brittle and break, and you will gain no experience for that sword. Once the sword has cooled (or if you manage to match the plans perfectly beforehand), talk to Egil or Abel again and they will judge your work, give you a percentage score for how closely you’ve matched the plans (and some Smithing XP).

Sword metal Level required Smithing XP
(Perfect score)
Iron 70 3242
Steel 75 4538
Mithril 80 5446
Adamant 85 6873
Rune 90 8558

Diversions

Whatever training methods you end up using in the Artisans Workshop, keep an eye out for these odd and diverting things from happening. Each of these will earn you a little bit of respect with the artisans, some Smithing XP or some other rewards.
The whole workshop is just a huge and finely tuned machine with the smelter at its centre. As with all such machines, it can be prone to wear and tear, so keep an eye out to fix any burst pipes or other breakages.
While taking lessons in burial armour, keep an eye out for the suits of armour on the walls being ‘reinhabited’ by long-dead dwarven ancestors. They’re not aggressive, but will defend themselves.
While training in the workshop, Aksel may occasionally ask for your help in making a bronze ceremonial sword for a very important client. This can happen for free-players or members alike, so long as you have at least level 20 Smithing.

Rewards

Dwarves must use the metric system The more time that you spend training at the Artisans Workshop, and the better you become at smithing, the more respect you will gain with your dwarf tutors. This respect can be ‘cashed in’ with Elof in the workshop’s basement for a range of rewards. The first few rewards are available to all; the rest are members-only.

Reward ‘Respect’ cost Description
Quick Repairs 5% Learn about some of the workshop’s ‘undocumented features’ and you’ll be able to repair the workshop’s burst pipes more quickly.
Repair Expert 15% Become a better at repairing and you’ll gain 10% more Smithing XP for any burst pipes you fix in the future.
Quick Learner 20% You’ve shown your commitment to learn, so you will gain a 2% boost to any Smithing XP earned while making the current lesson’s burial armour.
Budding Student (m) 40% You’ve shown the artisans that you’re a quick study, so will gain a further 2% boost to any Smithing XP earned while making the current lesson’s burial armour. (Requires and stacks with ‘Quick Learner’ for a 4% total boost.)
Master Student (m) 60% You’re top of the class now, so this will give you a final extra 1% boost to any Smithing XP earned while making the current lesson’s burial armour. (Requires and stacks with ‘Budding Student’ for a 5% total boost.)
Ceremonial Sword Plans I-V (m) 30% each Purchase five different plans for ceremonial swords. If you manage to make a perfect version of one of these plans at the ceremonial sword smithing area (in the metal of your choice), you get to keep it!
Golden Cannon (m) 50% Buy this and Elof will be happy to ‘pimp’ your own dwarf multicannon into a golden machine of death. You can convert it back at any time.
Royale Cannon (m) 100% If you don’t think a golden cannon is already excessive, then buy this to earn the option of having Elof convert your dwarf multicannon into an agro-inducing, golden-and-jewel-encrusted monstrosity. (Requires Golden Cannon.)

Introduction

To begin training your Smithing skill, you will first need to understand and practice smelting: the method used to make the bars needed to forge weapons and armour. The most popular way to do this is to mine the ores yourself. This can be done through use of the Mining skill.

Another way, used by many a player, is trading ores and/or already smelted bars with other players. This means that you will be paying gold for someone else’s work, but it is a consideration if you wish to master the art of Smithing more quickly.

Once you have your ores and you have used the map to find yourself a furnace, you need to smelt them into bars. On the minimap in game, the furnace icon appears as such:

To smelt, you will need the required ores to make the bars of your choice:

Bar Received Smithing Level Primary Ore Secondary Ore Experience For Smelting

Bronze bar 1
Copper ore
Tin ore 6.2

~Blurite bar 8
Blurite ore None 8

*Iron bar 15
Iron ore None 12.5

**Elemental bar 20
Elemental ore
4 Coal 7.5

Silver bar 20
Silver ore None 13.7

Steel bar 30
Iron ore
2 Coal 17.5

Gold bar 40
Gold ore None 22.5

Mithril bar 50
Mithril ore
4 Coal 30

Adamantite bar 70
Adamantite ore
6 Coal 37.5

Runite bar 85
Runite ore
8 Coal 50

Notes
~Blurite ore can only be smelted after completing The Knight’s Sword.
*At level 15, iron ore has a 50% success rate of being smelted. This chance increases by 1% with each Smithing level, up to an 80% chance at level 45 Smithing.
**Elemental ore can only be smelted, on and after completion of the Elemental Workshop.

Now you have your ores and you have used the map to find yourself a furnace, now you need to smelt.

Smelting

To smelt, there are 3 methods:

1 – If you know what you want (and generally only want 1 or 2 bars), simply select the primary ore (the non-coal ore) and ‘use’ it with the furnace. You will then receive the relevant bar, provided the secondary ore is also in your inventory and you have the required Smithing level.

2 – With all the ores in your inventory, click on the furnace and you will be presented with a screen containing all the ores.

Text in black means you have the Smithing level required to smelt the bars, whereas red text shows that you currently do not have the Smithing level required to smelt that bar.

Smelting bars On this new menu, you can simply click the bar you wish to smith. Provided the correct ores are in your inventory and you have the smithing level required, you will smelt it. Alternatively, to save time and clicking, you can ‘right-click’ the picture of the bar you wish to smelt. Here you can select how many bars you wish to make and your character will repeat the smelting action that amount of times, to save you clicking. When ‘Smelt X’ is clicked, an empty field will appear: simply enter the number you wish to smelt and your character will make that number, depending on resources in your inventory.

Whichever way you chose to use the furnace, when you have selected smelt, your character will begin working.

3 – The final way to smelt ores is using Magic. The level 43 spell ‘Superheat item’ allows the caster to smelt ores, without the use of a furnace.

This spell requires 4 fire runes and 1 nature rune.

If you have these runes, go to your spell book and select the spell. The option will then change to ‘Cast superheat item on…’ The view in the player control panel will automatically change to your inventory, then select the ore you wish to use (generally the primary ore).

Please note
It is important to point out that if you use superheat item on iron ore, the chance of smelting is 100% and you will still get the Smithing experience.

If you want to find ways to improve or speed up your smelting, try looking at the Extra Features page.

Smithing

Now you have obtained some bars, you can turn them into items. To smith the bars into items, you have to find an anvil. These appear as the following symbol on the map.

Smithing interface To smith, you will need bars of the metal type you wish to fashion and a hammer. Hammers can be purchased in most general stores, or picked up for free in the Dwarven Mine. They also spawn at several locations across RuneScape and are dropped by many slain creatures, especially dwarves. Alternatively, you may wish to pay Diango a visit in Draynor Village - he has a golden cracker with your name on it, and in that cracker is a golden hammer, which can be wielded and used for smithing (freeing up one more inventory space for the metal bar of your choosing).

Simply use the bar of your choice with the anvil and you will be presented with the following menu:

Each item possible to smith from the metal you have selected is displayed here. You can see how many bars you will need in order to make that item.

If an item is displayed in white text, this means you have the Smithing level required to smith the item. If this text is black, you do not have the Smithing level required. Similarly, if the amount of bars is displayed in green, you have the correct amount (or more) to smith the item. If this text is red, you will need more bars in order to smith the item.

Now all you have to do is select the item you wish to make from this new menu, and your character will smith it. It is worth noting that, similar to ‘Smelt-X’, it is possible to right-click an item from the Smithing menu to get a multiple Smithing sub-menu, where ‘Smith 1, 5, X, All’ can be selected to make items in bulk.

08-29-11

Slayer - Challenges

Posted by runescapecoin

Although it may seem that slayer masters only spend their time directing violent types towards the beasts of Gielinor, they are, in fact, highly focused individuals dedicated to their areas of expertise.

Each master has a side project in progress: be it training adventurers, researching the vulnerabilities of a troublesome beast or pursuing a vendetta against an old foe.

These often require fieldwork, however, and there are opportunities aplenty for an intrepid slayer to help out.

The Tasks

Those who perform several consecutive tasks for a particular slayer master have the chance of being offered a special task, where the master will ask for help with his or her pet project.

These tasks are optional and may be declined in favour of a regular slayer task; however, those who take the time to complete these tasks will find that the rewards are worth it.

Turael/Spria

The master’s location Master: Turael/Spria

Requirements:
Level 3 Combat

Description:
Turael has constructed a basement filled with a range of dangerous beasts. As an exercise for the promising Slayers of tomorrow, he asks that all of the creatures found within are slain in a single visit.

For those who have completed While Guthix Sleeps, Spria will offer this task.

Mazchna

The master’s location Master: Mazchna

Requirements:
Level 20 Slayer
Level 40 Combat
Nature Spirit completed.

Description:
Throughout Morytania, fell whispers linger in the air and new, dark shapes shamble amid the murky morass. Mazchna requires an intrepid assistant to investigate the Morytania fairy rings and stamp out the cause of their current corruption.

Vannaka

The master’s location Master: Vannaka

Requirements:
Level 40 Slayer
Level 55 Combat
What Lies Below completed.

Description:
Never one to coddle, Vannaka offers up and coming Slayers the chance to prove their strength with a bout of dragon slaying. Bring him a scale from each of the four chromatic dragon types to complete the task.

Note that the scales Vannaka is looking for may drop from baby dragons as well as adults. The scales will only drop while the task is active, however, and any extras will be destroyed upon completion.

Chaeldar

The master’s location Master: Chaeldar

Requirements:
Level 70 Combat
Level 40 Slayer
Lost City completed.

Description:
Chaeldar has developed a prototype fungicide spray to counteract emergent mutations in the local zygomite population. She needs a volunteer to test her invention upon a sample of mutated zygomites and survive to bring back the results.

Sumona

The master’s location Master: Sumona

Requirements:
Level 85 Combat
Level 57 Slayer
Smoking Kills completed

Description:
Sumona’s distaste for adventurers is only slightly outstripped by her hatred of kalphites. Sending willing warriors into battle with the Kalphite Queen, then, is a win-win scenario for her.

Those undertaking this task may bring a friend for assistance, but will only be counted as having completed the task if they cause the majority of damage.

Duradel/Lapalok

The master’s location Master: Duradel/Lapalok

Requirements:
Level 100 Combat
Level 85 Slayer
Priest in Peril completed.

Description:
Duradel’s given task is to run a purging sweep through the Canifis Slayer tower, destroying a full quotient of its inhabitants: 21 crawling hands, 8 banshees, 9 infernal magi, 7 bloodvelds, 7 aberrant spectres, 5 gargoyles, 6 nechryaels and 6 abyssal demons.

This task must be completed without leaving the tower.

For those who have completed While Guthix Sleeps, Lapalok will offer this task.

Kuradal

The master’s location Master: Kuradal

Requirements:
Level 110 Combat
Level 75 Slayer

Description:
Kuradal will occasionally offer a task to clear out the TzHaar Fight Caves, killing 280 of the beasts on the way. This is nearly every TzHaar creature before you reach Jad, so make sure you complete a comprehensive sweep.

Rewards

Upon completion, each of these tasks grants an amount of Slayer XP. With the exception of Turael’s task, all of the tasks will also grant Slayer points to players who have completed Smoking Kills. They will also count towards your consecutive tasks count.

  • Introduction

    Kuradal, daughter of Duradel, has surpassed even her father in the field of slaying, as well as proving herself to the barbarians to gain access to the Ancient Cavern. Here she has set up an exclusive Slayer dungeon and filled it with various creatures that she has captured herself.

    Location

    The dungeon entrance

    The dungeon’s entrance is to be found in the Ancient Cavern, itself accessible through the whirlpool in the lake that feeds Baxtorian Falls, through the fairy ring network or by using a ferocious ring. You must have completed most of your Barbarian Training to gain access to the Ancient Cavern, and be assigned a task by Kuradal to be able to enter her Slayer dungeon.

    Kuradal is a hard task-master - not only will she only allow her own pupils to enter her dungeon, those who do enter will find that they are only able to attack the creature they are currently assigned. There are a number of energy barriers in place in the dungeon to keep the various creatures apart, and to allow you to concentrate on your task uninterrupted.

    This doesn’t mean that those creatures you’re not assigned can’t attack you, though, so best run past them to your intended targets as quickly as possible. To aid this, Kuradal has created two Agility shortcuts - the wall climb to the north (level 86 Agility) and the wall run to the south (level 90 Agility).

    Map of Kuradal’s Dungeon

    Greater demons
    (level 92) Gargoyles
    (level 111) Blue dragons
    (level 111) Hellhounds
    (level 122)
    Abyssal demons
    (level 124) Dark beasts
    (level 182) Iron dragons
    (level 189) Steel dragons
    (level 246)

    Training Hints and Tips

    If you find it to difficult to kill the creature that you are assigned, train your combat to a higher level, or go and visit the Slayer master in Burthorpe to receive an easier assignment.

    Study the creatures’ style of attack to find out the best equipment that you should use to the maximum effect.

    Stock up on good food beforehand, so you will not be distracted from your training when in need of food.

    Alternative Monsters

    Many people trying to gain levels in the Slayer skill assume that you can only kill exactly what the Slayer master gives you. The table below shows some alternative monsters that you could kill if assigned a specific type.

    Assignment

    Alternative

    Birds

    Chickens
    Terror birds
    Oomlie birds
    Seagulls

    Blue dragons

    Baby blue dragons

    Kalphite

    Kalphite workers
    Kalphite soldier
    Kalphite guardians
    Kalphite Queen

    Spiritual ranger/warrior/mage

    Armadyl spiritual ranger/warrior/mage
    Bandos spiritual ranger/warrior/mage
    Saradomin spiritual ranger/warrior/mage
    Zamorak spiritual ranger/warrior/mage

    Unique Drops

    Here is a table of the unique drops that can only be obtained by killing specific slayer monsters. They are:

    Item

    Slayer Monster

    Bronze armoured boots

    Cave crawler

    Mystic gloves

    Rockslug
    Banshee
    Desert lizard

    Mystic boots

    Cockatrice
    Desert lizard
    Infernal mage

    Iron armoured boots

    Cockatrice
    Cave slime

    Steel armoured boots

    Pyrefiend
    Harpie bug swarm

    Mystic hat

    Basilisk
    Infernal mage
    Wall beast

    Granite helm

    Terror dog

    Brine sabre

    Brine rat

    Black armoured boots

    Bloodveld

    Mithril armoured boots

    Jelly

    Leaf-bladed sword

    Turoth
    Kurask

    Mystic robe bottom

    Turoth
    Aberrant spectre

    Black mask*

    Cave horror

    Brackish blade

    ‘Rum’-pumped crab

    Mystic robe top

    Kurask
    Gargoyle

    Granite legs

    Skeletal wyvern

    Focus sight

    Desert strykewyrm

    Granite maul

    Gargoyle

    Adamant armoured boots

    Gargoyle

    Amulet of ranging

    Aquanite

    Hexcrest

    Jungle strykewyrm

    Rune armoured boots

    Nechryael

    Dragon boots

    Spiritual mage

    Abyssal whip

    Abyssal demon

    Dark bow

    Dark beast

    Staff of light

    Ice strykewyrms

    Ferocious ring~

    All creatures in Kuradal’s Dungeon

    *Black masks gathered from the corpses of cave horrors give a couple of bonuses when worn. Firstly, they provide Attack and Strength bonuses similar to a Salve Amulet when fighting your Slayer assignment. Secondly, the masks contain 10 spells that can reduce your opponent’s Defence by 3-10 levels each time, regardless of whether they are your Slayer assignment, any other monster or another player. When the 10 spells are used, the mask and its natural bonuses will remain.
    ~Ferocious rings are only dropped by creatures in Kuradal’s Dungeon, and are only of use there too. Each ferocious ring has five charges to teleport you to Kuradal’s location, allowing you to bypass the dangers of the Ancient Cavern. More interestingly, if you wear the ring within Kuradal’s Dungeon, any hit you get on a creature there (using Magic, Ranged or melee) will inflict +40 damage (though it is still possible to miss and hit 0 damage). Finally, the ferocious ring also acts like a ring of life, teleporting you back to Kuradal, but only while wearing it within Kuradal’s Dungeon.

    Summoning Familiars

    Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Slayer. Many familiars can fight in multicombat areas, so if you are heading off to slay some monsters in multicombat areas, a familiar will help you get the job done quickly.

    The Jade Vine

    If you have completed Back to my Roots, you will be able to grow a jade vine in a Farming patch in East Ardougne. Should you let this plant go ‘wild’, it will grow into an impressive Slayer monster. You cannot be assigned to kill the jade vine, but doing so will earn you a handy 2,500 Slayer experience. You will also receive a small amount of Woodcutting experience. Note, though, that you must attack it with a Woodcutting hatchet and have secateurs in your inventory.

    The Skeletal Horror

    If you have completed Rag and Bone Man, Fur ‘n’ Seek, and both of the Odd Old Man’s wish lists, you will be able to face a creature known as the skeletal horror. The first time you defeat it, you will receive 10,000 Slayer XP and 7,000 Prayer XP.

    Once you’ve laid the skeletal horror to rest, the Odd Old Man will lay out all of its bones and set about rebuilding it (for ‘research purposes’, apparently), and would be thankful for your help in defeating it again, one week later, so it doesn’t get out and destroy the world or something. (Bad skeletal horror, bad!)

    Every time you defeat it after the first will award you with 1,250 Slayer XP and 1,000 Prayer XP. To make it easier on your legs, after completing Fur ‘n’ Seek, he’ll even enchant your bonesack or ram skull helm, giving it slightly better stats and the ability to teleport you to his shack, once per rebuild.

    Dragon Slayer Gloves

    There is a set of gloves available from the Fist of Guthix that anyone interested in Slayer should look to purchase. Dragon slayer gloves are an excellent tool for adventurers embarking on Slayer assignments to kill dragons. While wearing these gloves, you will receive 15% more Slayer experience for each dragon you kill and +10% to your Attack against dragons on a Slayer task. They will crumble to dust after killing 1,000 dragons on Slayer tasks.

    You need a Slayer level of 70 to wear dragon slayer gloves.

    Incentives

    Those mighty warriors who complete Smoking Kills will be offered a range of incentives for completing Slayer assignments. For each assignment you complete for Mazchna, Vannaka, Chaeldar, Sumona or Duradel, you will receive a number of ‘Slayer points’, which can be traded in for a variety of rewards. You will not receive any reward if you have Turael or Spria change your task.

    Slayer Master Points per task
    Mazchna 1
    Vannaka 4
    Chaeldar 10
    Sumona 12
    Duradel/Lapalok 15
    Kuradal 18

    Points are awarded for every task you complete after your fourth, until you have a task changed by Turael. For instance, your first four tasks will earn you no points, but from the fifth task onwards you will receive points. If you ask Turael to change a task, you will have to complete another four tasks before you can earn points again.

    The number of points you receive depend on the Slayer Master who assigns your tasks.

    You will also receive bonus points for every ten and fifty tasks you complete.

    You can trade these points in with the Slayer Masters for a variety of equipment, Slayer experience, training and other handy rewards. For example, you could use 35 points to buy enough runes to cast Slayer Dart 250 times, or save up and spend 400 points to learn how to make the fantastic Slayer helmet (built with a black mask, spiny helmet, face mask, earmuffs and nosepeg). The Slayer helmet can be further enchanced with a focus sight and hexcrest to turn it into a full Slayer helmet…

    Item Levels
    Required
    Attack Bonuses Defence Bonuses Other

    Black mask 10
    20 + 0 + 0 + 0 - 3 - 1 + 9 + 10 + 8 - 1 + 9 + 0 + 0 + 0 N/A

    Slayer helmet 10
    20 + 0 + 0 + 0 + 0 + 0 + 30 + 32 + 27 + 0 + 30 + 7 + 0 + 0 N/A

    Focus sight 20
    10 + 0 + 0 + 0 + 0 + 3 - 5 - 5 - 5 + 5 + 5 + 0 + 0 + 0 N/A

    Hexcrest 20
    10 + 0 + 0 + 0 + 3 + 0 + 5 + 5 + 5 + 5 - 5 + 0 + 0 + 0 N/A

    Full Slayer helmet 10
    20
    20
    20 + 0 + 0 + 0 + 3 + 3 + 30 + 32 + 27 + 10 + 30 + 7 + 0 + 0 N/A

    The Slayer helmet incorporates most elements of Slayer headgear into one, so you can use the helmet as earmuffs, nose peg, face mask, black mask and spiny helmet. The full slayer helmet counts as earmuffs, nose peg, face mask, black mask, spiny helmet, hexcrest and focus sight.

    If you’re interested to know what other treats await you, you can right-click on your Slayer Master and select ‘Rewards’.

    Slayer Training in Dungeoneering

    It is possible to train all of your skills while dungeoneering, but Slayer is one of the least represented skills within Daemonheim. You can gain Slayer experience if the creature you kill in Daemonheim is your slayer target, while you can also gain some Slayer experience by completing slayer skill doors.
    To find out more about skill doors and the basics of dungeoneering, please click here
    To find tables with Slayer requirements and XP levels, click here

    Introduction

    Runes are the main components of casting magical spells. Using different combinations of runes will allow a player to cast different spells.
    Requirements

    The air altar The first thing you will need is some rune essence. This is the only compulsory item for Runecrafting. If you want to mine rune essence for yourself, you will need to complete the Rune Mysteries quest. Once you’ve done that, you can find more details by reading the Mining - The Rune Essence Mine article. Alternatively, you could purchase rune essence from other players.

    Before you can craft certain runes, you need to meet some requirements. To craft cosmic runes you will have to complete The Lost City, to craft blood runes you must complete the Legacy of Seergaze quest, and to craft death runes you will need to complete Mourning’s End Part II.

    Runecrafting takes place at rune altars. Each type of rune altar converts rune essence into runes of the altar’s type. For instance, the fire altar will convert rune essence into fire runes.

    There are various ways to access the rune altars. Players that want to access the rune altars through the mysterious ruins need a matching talisman (or tiara). However, players using the Abyss to runecraft do not need a talisman or tiara to access rune altars.
    Rune Essence and Pure Essence

    Before you can mine rune essence, you must undertake the Rune Mysteries quest, in which you help the wizards of the Wizards’ Tower uncover the secrets of Runecrafting. They will then grant you access to the source of rune essence.

    Rune essence

    Rune essence can be used to make air, water, earth, fire, mind and body runes only.
    Rune essence cannot be used to make member-only craftable runes such as law or combination runes.
    Mining on free worlds, or while having a Mining level under 30 on a members’ world, will not produce pure essence but rune essence instead.
    Rune essence may be traded to any other player.

    Pure essence

    Pure essence can be used in Runecrafting without restriction on which runes can be created given the player has the necessary level.
    Mining on a members’ world, with a Mining level over 30, will produce pure essence rather than rune essence.
    On members’ worlds, monsters which would normally drop rune essence will drop pure essence instead.
    Quests or situations where rune essence would be used will accept either pure essence or rune essence.
    Pure essence can only be traded with members.

    The rune essence mine The following people are the only ones that can teleport you to the essence mines:

    Wizard Sedridor on the lower level of the Wizards’ Tower south of Draynor Village.
    Aubury in the rune shop in Varrock, just south of the east bank.
    Wizard Cromperty in East Ardougne, just to the north-east of the Marketplace.
    Wizard Distentor in the Magic Guild in Yanille.
    The gnome Brimstail in a cave in the Tree Gnome Stronghold (north-west of Ardougne). To find his cave, head north-west in the Stronghold until you see a small bridge on the west side of the Stronghold. Brimstail’s cave is inside a large hollow rock a little to the east of that bridge.

    Training Hints and Tips

    Wear the Boots of Lightness and a spotted/spottier cape while Runecrafting. These reduce your weight and allow you to run for longer periods of time.

    When mining essence, wear as little as possible. This will keep your weight to a minimum, allowing you to run longer.

    Use pouches if you have them. They allow you to carry more essence per trip and will save you time in the long run.

    Use teleporting jewellery to get closer to altars. The ring of duelling will get you close to the fire altar while the amulet of glory will take you close to the entrance of the Abyss.

    Summoning Familiars

    Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Runecrafting. Of particular note is the abyssal lurker, who can carry seven essence for you, which all adds up!

    Also, any aspiring wizards who have completed the Rune Mechanics quest will be rewarded with a rune guardian pet. This logical and loveable animated lump of rune essence doesn’t eat food like other pets. Rather, it can be sustained by taking it to any of the rune altars, where it will energise itself. It will also change colour to reflect the last altar it fed on (excluding Ourania Altar). If you’d like more than one rune guardian pet, you can leave your current one in your house’s menagerie then go and talk to Clerval for a new grey rune guardian pet. Finally, if you take a set of infinity robes and your rune guardian to one of the elemental altars - air, water, earth or fire - you can use those robes (hat, top and bottom, but not gloves and boots) on the altar to change their colour too. To change them back, simply use them on your rune guardian.

    Runecrafting Gloves

    There are three sets of gloves available from Fist of Guthix that anyone interested in Runecrafting should look to purchase. Air, earth and water Runecrafting gloves give double the normal experience when you are crafting runes of the same type as your gloves. The gloves will crumble to dust after you have used 1,000 essence in this way.

    You need a Runecrafting level of 10 to wear air Runecrafting gloves, 20 to wear water Runecrafting gloves, and 30 to wear earth Runecrafting gloves.

    The Runecrafting Guild

    The Runecrafting Guild, being a place of research and filled with the wonders of magical experimentations, holds more than just the two recruiting scientists in charge of the Great Orb Project. Within its walls you will also find that the mages have been very busy indeed…
    The Omni-Talisman (Members Only)

    The omni-talisman is a remarkable object created by Elriss to enable the devoted runecrafter to access almost every altar freely. If you are able to show her a talisman for each of the Runecrafting altars that require them (so there’s no need to find a talisman for the Ourania Altar, for instance), she will grant you a hefty chunk of Runecrafting experience for each, as well as the omni-talisman.

    To craft an omni-talisman into a tiara or staff, take it to Wizard Korvak, who can be found staggering about in the Runecrafting Guild, jumping at shadows and being generally terrified of everything.
    Wizard Korvak (Members Only)

    In addition to helping you convert the omni-talisman into tiaras and staves, Korvak will also replace a lost medium abyssal pouch and repair any other pouches you have - of course, his experiences have cost him his sanity, so expect to have to pay for his services.
    The Rune Altar Map

    Dominating the Runecrafting Guild you will doubtless notice a massive map of RuneScape. This is no ordinary map, of course - mages would never leave something so impressive alone - and can be used to locate the mysterious ruins that hide Runecrafting altars. To locate an altar, simply use a talisman on it and it will highlight it for you, along with a short description to help you find your way.

    Runecrafting Training in Dungeoneering

    It is possible to train all of your skills while dungeoneering, and Runecrafting is no exception. Monsters will drop essence, which can be taken to the altars in Daemonheim and converted to your choice of rune. You can also gain Runecrafting experience by completing runecrafting skill doors.
    To find out more about skill doors and the basics of dungeoneering, please click here
    To find out about runecrafting in Daemonheim, click here
    To find tables with Runecrafting requirements and XP levels, click here

    Introduction

    Map of the Abyss The Abyss is a path that provides a quicker means of getting to the Runecrafting altars, but the risk of death is much higher because even though the Abyss is not in the Wilderness, its entrance is.

    To gain access to the Abyss, you will have to perform a task for the Zamorakian Mage located north of Edgeville, by the river in the Wilderness. He will ask you to speak to him at the chaos altar in Varrock. This chaos altar is located in the south-east corner of Varrock, meet him there.

    For more information read the Abyss section of the Manual.

    Skill obstacle to access the inner chamber.

    Pouches

    You get a small pouch during the Abyss. Pouches come in various sizes: giant, large, medium and small. These pouches allow you to carry rune essence in them; larger sized pouches require a higher Runecrafting skill in order to use them. Pouches help increase the number of rune essence you carry per trip. You are allowed to have one pouch of each size at any given time.

    Pouches are obtained as drops from abyssal monsters. As you use the pouches, they degrade and carry less rune essence. Degraded pouches are still useful and you can speak to the dark mage at the centre of the Abyss to have the pouches restored to their full state. You may also cast the Repair Rune Pouch spell from your lunar spellbook to repair rune pouches and make them more resistant to degradation.

    Pouches are able to carry either pure essence or rune essence, but not both at once. You can empty your pouch and fill it with a different kind of essence if you wish. You can carry different essences in different pouches - e.g. pure essence in your medium pouch, and rune essence in your small pouch.

    Pouch Level
    Required Number of
    Essence Held

    Small pouch 1 3

    Medium pouch 25 6

    Large pouch 50 9

    Giant pouch 75 12 Once in the Abyss, you will have to find your way to the middle of the Abyss. To do this you will need to make your way through the Abyss skill checks, or locate and use the abyssal passage.

    Skill checks are located along the outer circle in the image above. Please be aware that they are not always in the same position.

    Once through the skill checks, you can access the rifts in the central area of the Abyss. Using these rifts, you can exit to different Runecrafting altars. For example, you can exit through the fire rift to go to the fire altar. You do not have to be wearing a tiara or holding a talisman to enter a rift.

    Each rift is marked with the appropriate rune symbol.

    Please note: There is no rift in the Abyss for astral runes, if you wish to craft these, you will need to travel to Lunar Isle.
    Elemental Talismans

    The abyssal monsters are also known to drop elemental talismans. An elemental talisman is fashioned in such a way as to allow it to be used at any of the elemental altars - air, fire, earth and water. The elemental talisman cannot be crafted into a tiara.

    To use an elemental talisman, right-click on it and select the ‘Locate’ option. The elemental talisman will direct you to the location of the closest elemental ruin to your current position.

    If you are between two or more mysterious ruins, it will not give any directions. In this case, move in a direction of your choice and then use the elemental talisman again. Preferably move towards the town where the altar you want to visit is located. For example, if you want to go to the Air Altar, travel towards Varrock.

    The Temple at Senntisten - The Ancient Hymnal

    Curse interface
    Upon completing the Temple at Senntisten quest, you will gain access to the ancient hymnal, which, once read, will allow you to use curses. Unlike normal prayers, which you gain access to as your Prayer level increases, the curses require you to change your entire prayer list by travelling to Senntisten Temple (under the Digsite) and praying at the altar there. To change back to the normal prayer list, pray at any other altar.

    To view what curses are available to you in game, simply click on the Prayer icon. This can be found either at the top-right corner of the in-game menu (windowed mode) or at the bottom-right of the screen (resizable or full-screen mode). You should now have a list of all the curses, with those currently available to you being lit up.

    Finally, not only does the altar at Senntisten Temple allow you to switch to curses, it also provides a handy 15% boost over your maximum Prayer level.

    Curse Effects

    Listed below are all the curse effects currently available within RuneScape and what Prayer level you will need in order to use them:

    Curse

    Prayer Level Required

    Effect

    [image]
    Protect Item
    50 [Image: Prayer]
    If this curse is active it allows you to keep an additional item when you die.

    [image]
    Sap Warrior+
    50 [Image: Prayer]
    Drain enemy Attack, Strength and Defence by 10%, increasing to 20% over time.

    [image]
    Sap Ranger+
    52 [Image: Prayer]
    Drain enemy Ranged and Defence by 10%, increasing to 20% over time.

    [image]
    Sap Mage+
    54 [Image: Prayer]
    Drain enemy Magic and Defence by 10%, increasing to 20% over time.

    [image]
    Sap Spirit+
    56 [Image: Prayer]
    Drain enemy special attack energy.

    [image]
    Berserker
    59 [Image: Prayer]
    Boosted combat stats last 15% longer.

    [image]
    Deflect Summoning*~
    62 [Image: Prayer]
    Deflects damage caused by Summoning scrolls and enemy familiars.

    [image]
    Deflect Magic*~
    65 [Image: Prayer]
    Protects against damage from Magic attacks and can deflect some of the damage back onto the attacker.

    [image]
    Deflect Missiles*~
    68 [Image: Prayer]
    Protects against damage from Ranged attacks and can deflect some of the damage back onto the attacker.

    [image]
    Deflect Melee*~
    71 [Image: Prayer]
    Protects against damage from melee attacks and can deflect some of the damage back onto the attacker.

    [image]
    Leech Attack+
    74 [Image: Prayer]
    Boosts Attack by 5%, increasing to 10% over time. Drains enemy Attack by 10%, increasing to 25% over time.

    [image]
    Leech Ranged+
    76 [Image: Prayer]
    Boosts Ranged by 5%, increasing to 10% over time. Drains enemy Ranged by 10%, increasing to 25% over time.

    [image]
    Leech Magic+
    78 [Image: Prayer]
    Boosts Magic by 5%, increasing to 10% over time. Drains enemy Magic by 10%, increasing to 25% over time.

    [image]
    Leech Defence+
    80 [Image: Prayer]
    Boosts Defence by 5%, increasing to 10% over time. Drains enemy Defence by 10%, increasing to 25% over time.

    [image]
    Leech Strength+
    82 [Image: Prayer]
    Boosts Strength by 5%, increasing to 10% over time. Drains enemy Strength by 10%, increasing to 25% over time.

    [image]
    Leech Energy+
    84 [Image: Prayer]
    Boosts run energy, while draining enemy run energy by up to 10%.

    [image]
    Leech Special Attack+
    86 [Image: Prayer]
    Boosts special attack energy, while draining enemy special attack energy by up to 10%.

    [image]
    Wrath~
    89 [Image: Prayer]
    If this curse is active when you die, it deals damage of up to 25% of your max Prayer to all nearby enemies. Note that this curse will not hurt other players outside of PvP areas, and it won’t hit multiple targets in non-multicombat zones.

    [image]
    Soul Split~
    92 [Image: Prayer]
    If this curse is active when you are fighting another player, they will lose 1 Prayer point (and you will gain 10 life points) for every 50 points of damage you do to them. This curse drain effect isn’t affected by your victim’s protection prayers.

    [image]
    Turmoil~
    95 [Image: Prayer]
    Increases your Attack and Defence by 15% (plus 15% of your enemy’s Attack/Defence, up to a limit of 14 levels), and Strength by 23% (plus 10% of your enemy’s Strength, up to a limit of 9 levels).

    * Like the ‘Protect from’ prayers, Deflect curses stop 100% of damage caused by NPCs and 40% of damage caused by other players (in PvP). In addition, they also have a chance of deflecting some of the damage they would have caused back onto the attacker. As with ‘Protect from’ prayers, you can only deflect one style of combat at a time (Magic, melee or Ranged). Creatures that can only be damaged in a specific way (for example, the vyrewatch can only be damaged by the Ivandis flail) cannot be hurt using a deflect curse.
    + You can have multiple Sap or Leech curses active at the same time (e.g. Sap Mage, Sap Warrior and Sap Ranger), but you cannot have a Sap and Leech curse of the same type active at the same time (e.g. you cannot have Sap Ranger and Leech Ranged active together).
    ~ You can only have one Soul Split, Wrath or Deflect curse active at any one time. Turmoil cannot be used with any Sap or Leech curses.

    Sap and Leech Curses

    Once a sap or leech curse is activated, it immediately drains your opponent’s stat by 10%. Keeping the curse activated will slowly continue to drain your opponent’s stat up to a maximum of 20% (for sap curses) or 25% (for leech curses). When the curse is deactivated, the initial 10% that was drained will be immediately restored to your opponent’s stat, however, any subsequent drain that had occured since activation will slowly regenerate over time as usual. The boost to your own stat when using a leech curse works in the same way.

    The Monastery

    Location of the Monastery
    Once you have a Prayer level of 31, Abbot Langley will allow you to enter the Monastery, located west of Edgeville.

    Inside there is an altar, which gives a temporary boost to your Prayer, and monks who will heal you for free. You will also be able to ask Brother Jered to enchant any holy symbols you make, as well as some monk’s robes laying around that you can take.

    Senntisten Altar

    Location of Senntisten Temple
    Once you have completed The Temple at Senntisten, you will be able to use the altar at Senntisten, which provides a 15% boost above your maximum Prayer level.

    Summoning Familiars

    Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Prayer. Of particular note is the abyssal parasite, who slows the Prayer drain you get while in the Abyss.

    Ghasts

    If you have completed the Nature Spirit, you will be able to train on ghasts as a way of increasing your Prayer level.

    Fighting the Ghasts
    For more information about the Nature Spirit, please visit the quests area of the Manual.

    You will need to ensure that you have a blessed silver sickle and a druid pouch full of flowers, gathered using ‘cast bloom’ from the sickle.

    You can simply walk about until a ghast attacks you, or you can use the druid pouch on a ghast to make it attackable. If you defeat it, you will receive 30 Prayer experience as well as any normal experience you would receive for engaging in combat.

    More powerful ghasts exist in the deep swamps of Mort Myre, although these routes are usually only taken by experienced guides aiding villagers from Burgh de Rott in Temple Trekking. These ghasts are known to give Prayer experience in the range of 80, 110 and 140 depending on the creature you run into.

    Note: If you go to the grotto and pray at the altar, you will temporarily gain 2 extra Prayer points.

    For more information about surviving Mort Myre, please read the Terrain Survival Guide.

    The Ectofuntus

    Use Ectofuntus to increase your Prayer level
    If you have completed the Priest in Peril quest, then you are able to use the Ectofuntus to increase your Prayer level.
    You can use either bones or demon ashes at the Ectofuntus. Bones will first need to be put through the bone grinder up the stairs from the Ectofuntus, then for the resulting bonemeal to be collected in an empty pot; demon ashes require no such preparation. The next step is to fill up a bucket with ectoplasm from the very bottom level of the temple and return to the main floor (the one with Necrovarius and the Ectofuntus in).

    With a bucket of ectoplasm and a pot of bonemeal/some ashes on you, click on the Ectofuntus and choose the ‘Worship’ option. One bucket of ectoplasm and one lot of bonemeal/ashes will be destroyed in the process, but you will received four times the normal amount of XP you would have done from burying that bone or scattering those ashes.

    It is possible to use this function up to fifty-three times before having to speak with a disciple to receive your ecto-tokens (a form of currency used in Port Phasmatys). It is also possible to get more than one batch of ectoplasm and bonemeal with each trip, so make sure you use your time wisely.

    The amount of experience you gain depends on the type of bones or ashes you use.

    Poison Book - Prayer of Deliverance from Poisons

    During The Great Brain Robbery you will find a Saradomin prayer book that can be used to ward off poison.

    If you are poisoned: first, equip a blessed symbol of Saradomin, then simply right-click on the book and choose the “Recite-prayer” option. It will cost you some Prayer points, relative to how badly you are poisoned, but you will be cured.

    Prayer Restoring

    [image] It is possible for Members to drink prayer restore or super prayer potions to restore any lost Prayer points. Please see the Herblore section of the Manual for more details.
    [image] Biscuits can be gained from any level of treasure trail, and will restore 1 prayer point (and 10-30 life points) with each bite. These are stackable (200 can be held at one time) and are untradable.
    [image] You can use the Reverence aura, available through the Members Loyalty Programme, to reduce prayer drain by 3%. This aura also increases the amount of prayer restored by any potions you use. Auras are untradable.

    Player Owned Houses

    Chapels built in your house can be used to train Prayer as well; click here for more information.

    The Shades Of Mort’ton

    Once you have completed the Shades of Mort’ton quest, then you will be able to cremate shades as a way of increasing your Prayer level and receiving various rewards.

    To learn how to burn shades, see the Shades of Mort’ton activity page.

    The Paterdomus Columbarium

    If you have completed Legacy of Seergaze, you will also be able to burn Vyrewatch remains in the Paterdomus Columbarium using pyre logs. Vyrewatch corpses can only be burnt using teak pyre logs or better.

    Prayer Training in Dungeoneering

    It is possible to train all of your skills while dungeoneering, and Prayer is no exception. Plenty of creatures drop bones in Daemonheim, and you can receive four times the amount of Prayer XP if you take your monster bones to an altar within Daemonheim.

    * To find out more about skill doors and the basics of dungeoneering, please click here
    * To find tables with Prayer requirements and XP levels, click here

    Quests Giving Prayer Experience

    For information on which quests reward you with prayer experience see the Prayer Rewards page.

    Pyre Ships

    Those that have learnt most of the Barbarian Training methods will discover a new way to boost their Prayer experience: burning pyre ships.

    Click here to find out more about pyre ships.

    Burning a pyre ship will grant you a bonus to your Prayer experience depending upon which type of logs you use to construct the ship. You will receive a 300% bonus to Prayer experience the next few times that you bury bones.

    Wood Levels Required Crafting Experience Firemaking Experience Number of Bones
    with enhanced XP

    Wood 11 [Image: Crafting]
    11 [Image: Firemaking] 10 40 1

    Achey 11 [Image: Crafting]
    11 [Image: Firemaking] 10 40 1

    Oak 25 [Image: Crafting]
    25 [Image: Firemaking] 15 60 2

    Willow 40 [Image: Crafting]
    40 [Image: Firemaking] 22.5 90 2

    Teak 45 [Image: Crafting]
    45 [Image: Firemaking] 26.2 105 3

    Arctic pine 52 [Image: Crafting]
    52 [Image: Firemaking] 31.2 125 3

    Maple 55 [Image: Crafting]
    55 [Image: Firemaking] 33.7 135 3

    Mahogany 60 [Image: Crafting]
    60 [Image: Firemaking] 39.3 157.5 4

    Eucalyptus 68 [Image: Crafting]
    68 [Image: Firemaking] 42.8 171.2 4

    Yew 70 [Image: Crafting]
    70 [Image: Firemaking] 50.6 202.5 4

    Magic 85 [Image: Crafting]
    85 [Image: Firemaking] 75.9 303.8 5

    The Skeletal Horror

    If you have completed Rag and Bone Man, Fur ‘n’ Seek, and both of the Odd Old Man’s wish lists, you will be able to face a creature known as the skeletal horror. The first time you defeat it, you will receive 10,000 Slayer XP and 7,000 Prayer XP.

    Once you’ve laid the skeletal horror to rest, the Odd Old Man will lay out all of its bones and set about rebuilding it (for ‘research purposes’, apparently), and would be thankful for your help in defeating it again, one week later, so it doesn’t get out and destroy the world or something. (Bad skeletal horror, bad!)

    Every time you defeat it after the first will award you with 1,250 Slayer XP and 1,000 Prayer XP. To make it easier on your legs, after completing Fur ‘n’ Seek, he’ll even enchant your bonesack or ram skull helm, giving it slightly better stats and the ability to teleport you to his shack, once per rebuild.

    Spirit Shields

    The spirit shield is a reward for completing Summer’s End, and can be used as it is, blessed, or combined with sigils to make it even stronger. Click here to see what each variant is capable of.

    Making a blessed spirit shield
    You can combine a spirit shield with holy elixir at a Saradomin altar, provided you have at least level 85 Prayer. In addition to the shield, you will receive 1500 Prayer experience. If you don’t have the Prayer level required, you can take it to Brother Jered in the Monastery, who will charge for the remarkably strenuous effort.

    Holy elixir is dropped by the Corporeal Beast.
    Arcane spirit shield
    You need 90 Prayer and 85 Smithing to make an arcane spirit shield. It is constructed by using an arcane sigil on a blessed spirit shield at an anvil (for obvious reasons, you will also need a hammer), which will also reward you with 1800 Smithing experience.

    Arcane sigils are dropped by the Corporeal Beast.
    Divine spirit shield
    You need 90 Prayer and 85 Smithing to make a divine spirit shield. It is constructed by using an divine sigil on a blessed spirit shield at an anvil (for obvious reasons, you will also need a hammer), which will also reward you with 1800 Smithing experience.

    Divine sigils are dropped by the Corporeal Beast.
    Elysian spirit shield
    You need 90 Prayer and 85 Smithing to make an elysian spirit shield. It is constructed by using an elysian sigil on a blessed spirit shield at an anvil (for obvious reasons, you will also need a hammer), which will also reward you with 1800 Smithing experience.

    Elysian sigils are dropped by the Corporeal Beast.
    Spectral spirit shield
    You need 90 Prayer and 85 Smithing to make a spectral spirit shield. It is constructed by using a spectral sigil on a blessed spirit shield at an anvil (for obvious reasons, you will also need a hammer), which will also reward you with 1800 Smithing experience.

    Spectral sigils are dropped by the Corporeal Beast.

    If you find yourself unable to attach a sigil to a shield, and thus require the services of someone both skilled with an anvil and blessed with remarkable faith, you may find Brother Bordiss a useful dwarf to visit.
    Bonecrusher

    If you have a tendency to leave bones on the ground and not bury them, then the bonecrusher might be to your taste. This item can be bought with dungeoneering tokens from the reward trader of Daemonheim, and will automatically bury any bones that you would have received from a monster drop. The item needs only to be kept in your inventory for it to take effect.

    Random Events

    While training your Prayer in RuneScape, you may notice the occasional random event happening to you. They can occur at any time and any place - beware!

    For more information on all Random Events please refer to our guide.

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