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=Talismans=
=Talismans=


When you finish [[RuneScape/Quests/Rune Mysteries Quest|Rune Mysteries Quest]], you will be given back your air talisman. Talismans are important as they are needed to make runes. To obtain talismans, you will have to kill monsters, however they are not a common drop. Each talisman has a name that indicates what runes it you can make with it. For example, an air talisman will allow you to make air runes.
When you finish [[RuneScape/Quests/Rune Mysteries|Rune Mysteries]], you will be given back your air talisman. Talismans are important as they are needed to make runes. To obtain talismans, you will have to kill monsters, however they are not a common drop. Each talisman has a name that indicates what runes it you can make with it. For example, an air talisman will allow you to make air runes.


Listed below is a table about talismans. It is important to note that free players can only make air, mind, water, earth, fire, and body runes, while members can also make cosmic, chaos, nature, law, and death runes.
Listed below is a table about talismans. It is important to note that free players can only make air, mind, water, earth, fire, and body runes, while members can also make cosmic, chaos, nature, law, and death runes.

Revision as of 03:46, 19 March 2006

Runecrafting is a skill that allows you to make runes for magic. However, to runecraft, you must first finish the Rune Mysteries Quest.

Rune Essence

To craft runes, you first need rune essences, also known as "ess". Since the essences are in rocks, you will need a pick axe to mine the essences out of the rocks.

Rune essences are located in mines. To access these mines, you can talk to certain people who will teleport you to these mines. Listed below are people who will teleport you to rune essence mines.

  • Aubury (free players) - This guy is located in Varrock's rune store, south of Varrock's east bank. This is the person recommended you go to, as he is closest to a bank.
  • Wizard Cromperty (members) - This wizard is located in East Ardougne, northeast of the marketplace.
  • Wizard Distentor (members) - This wizard is located in the Magic Guild in Yanille.
  • Wizard Sedridor (free players) - This wizard is located in the basement of the Wizards' Tower, south of Draynor Village.

It's best if you mine all the ess you need first. For example, mine 28 ess, then bank them, and then repeat. This method is faster than mining 28 ess and then crafting the runes you want.

If you are a member and don't want to mine, level 23 Banshees in the Slayer Tower sometimes drop 13 noted essences.

Talismans

When you finish Rune Mysteries, you will be given back your air talisman. Talismans are important as they are needed to make runes. To obtain talismans, you will have to kill monsters, however they are not a common drop. Each talisman has a name that indicates what runes it you can make with it. For example, an air talisman will allow you to make air runes.

Listed below is a table about talismans. It is important to note that free players can only make air, mind, water, earth, fire, and body runes, while members can also make cosmic, chaos, nature, law, and death runes.

Talisman Dropped By Notes
Air Talisman Level 2 Goblins and Air Wizards Given to you at the end of [[[RuneScape/Quests/Rune Mysteries Quest|Rune Mysteries Quest]], best dropped by Air Wizards.
Mind Talisman Imps and Wizards
Water Talisman Wizards, Dark Wizards, and Water Wizards Best dropped by Water Wizards.
Earth Talisman Men, Women, and Earth Wizards Best dropped by Earth Wizards.
Fire Talisman Wizards and Fire Wizards Best dropped by Fire Wizards.
Body Talisman Level 21 Guards
Cosmic Talisman Mysterious Men and Lesser Demons Members only.
Chaos Talisman Lesser Demons, Hill giants, Fire giants, and Moss Giants Members only. Rare drop.
Nature Talisman Jogres and Moss Giants Members only. Rare drop.
Law Talisman Not dropped Members only. Reward for finishing Troll Stronghold.
Death Talisman Dark Beasts Members only. Reward for finishing Mourning's End Part 2. Level 90 slayer required for Dark Beasts.

Tiaras

Talismans take up a space in your inventory, allowing you to only hold 27 ess. However, tiaras can be worn on your head so that you can carry 28 ess. To make a tiara, see the crafting guide.

If you have a grey tiara with no markings on it, then it is un-enchanted. To enchant a tiara, you need to bring the talisman you want that tiara to become to it's altar. For example, if you want an air tiara, bring your ait talisman to the air altar. Enter the altar, and then use the tiara on the altar you craft your runes on. This will combine your talisman and your tiara.

You also earn some exp for making a tiara, listed below.

Tiara Exp Recieved
Air Tiara 25
Mind Tiara 27.5
Water Tiara 30
Earth Tiara 32.5
Fire Tiara 35
Body Tiara 37.5
Cosmic Tiara 40
Chaos Tiara 42.5
Nature Tiara 45
Law Tiara 47.5
Death Tiara 50

Altars

Altars are where you make your runes. Tiaras or talismans are needed to enter these altars.

With your talisman, right click on it and you should see an option that will saw "Locate". Clicking on this option will tell you where the altar is locted.

When you arrive at the altar, it will look demolished and called a "mysterious ruins". Use your talisman with the mysterious runes to be teleported to the altar. If you are wearing a tiara, you just have to click on the mysterious ruins and you will be teleported inside.

Listed below is the locations of the altars.

Altar Location
Air Altar Northeast of the Crafting Guild and south of Falador
Mind Altar Between Ice Mountain and Goblin Village
Water Altar South of Lumbridge, in the swamps, and southeast of Draynor Village
Earth Altar Northeast of Varrock
Fire Altar Northeast of Al Kharid
Body Altar Between Ice Mountain and Barbarian Village, as well as south of the Monastery
Cosmic Altar The southern part of the Lost City
Chaos Altar Wilderness level 9, northwest of Edgeville.
Nature Altar North of Shilo Village
Law Altar Northern part of Entrana
Death Altar Mourning's End Part 2 temple, bottom floor.

The Abyss

The Abyss is an extra dimension in the world of RuneScape that can be very helpful for runecrafting. It allows quick access to all the runecrafting alters without the need for travelling, or a talisman/tiara for that alter. However, its huge benefits come with great risks. Members can access it by doing a small miniquest.

  • The miniquest - Players have to talk to the Zamorakian Mage in the Wilderness (level 5) after completing the Rune Mysteries quest. His exact location is at the end of the river north of Edgeville, it is advised to follow the river on the east side for minimal pker risk. He will tell the player to meet him in the Varrock chaos temple, this is located south of the rune store. The player will then receive the assignment to teleport to the rune essence mine (see Rune Mysteries quest) from three different locations (named above in the Essence section) while carrying an orb given to them by the Mage. After the orb has been returned to the Mage, he will share his research with the player and the player receives an Abyssal book explaining about the Abyss and a small pouch along with 1000 runecrafting experience. They can now also access a rune store and the Abyss by right-clicking on the Mage in level 5 Wilderness.
  • Pouches - There are four different types: small, medium, large, and giant. After completing the Abyss miniquest players automatically receive a small pouch, the others can be obtained by killing abyssal monsters inside the Abyss and they will be 2/3 full of essence when found. A player can only have one of every type of pouch. Every pouch holds multiple rune essences, thus allowing players to carry more than their actual inventory space of essences. While being used for carrying essence, the largest kind of pouch a player is using may degrade, in that case the Dark Mage sitting in the center of the two Abyssal rings can be talked into repairing them at no cost. When a player loses any of the pouches, they can kill Abyssal monsters again and eventually receive the pouches as a monster drop. The pouches each hold certain amounts of essence: Small - 3, medium - 6, large - 9, giant - 12. They also have the following runecrafting level requirements for using them: Small - 1, medium - 25, large - 50, giant - 75.
  • The Abyss - It can be reached by right-clicking on the Zamorakian Mage in the Wilderness and selecting "teleport". Players are advised to have prayer potions, a teleport option, and good armour with them if they plan on entering the Abyss for any reason. Inside the Abyss, the player is skulled and all their prayer points are drained to zero automatically. The abyss consists of two rings. It is worth noting that the Abyss is not part of the Wilderness and pking is not possible inside it. Once at the alter, a player cannot return through the Abyss, and so teleport methods are advised, especially a teleport that will get the player back to Edgeville such as an Amulet of Glory or Ancient Magicks.
  • Abyssal Inner Ring - In the inner ring are the portals to all the runecrafting alters, including entrances for the not yet existing blood and soul alters (these cannot be entered). The portals are labelled by a sign on them but it is better to hover the mouse over them and see which one it is because some of the icons are very similar. No talismans or tiaras are needed to enter the portals. In the center of this ring is the Dark Mage who will repair broken pouches.
  • Abyssal Outer Ring - This is the danger factor. It is filled with three kinds of very aggressive creatures all of which will attack players as soon as they enter. Prayer potions are advised so a player can restore their drained prayer points and use the "protect from melee" prayer to keep themselves safe. The monsters are level 41, 59, and 81 and they all drop rune essence, binding necklaces, ashes, elemental talismans (access to air, water, earth, and fire alters, cannot be made into a tiara), and pouches. It is advised to kill the level 41 monsters to obtain the last three pouches and leave the others well alone as there's no real need to fight them. When killing Abyssal monsters, only 1/4 of the normal skill experience is received to the combat skill the player is using. To get from the outer ring to the inner, players can use one of 11 entrances. One of these can just be walked through without problems, the others pose more of a challenge. The options for the other 10 are: squeeze gap (uses agility), distract eyes (uses thieving), burn boil (tinderbox needed, uses firemaking), chop tendrils (woodcutting axe needed, uses woodcutting), and mine rock (pickaxe needed, uses mining). Players can bring pickaxes, tinderboxes, and woodcutting axes to use the last three types of entrances. The entrances rotate around so players may have to use any one of them to get to the inner ring quickly.

Crafting the Runes

Inside the the mysterious ruins, click on the altar in the center which looks like a circle to craft your runes. Listed below is a table about making runes with exp earned from making 1 rune.

Rune Name Level Needed to Make Exp Earned
Air 1 5
Mind 2 5.5
Water 5 6
Earth 9 6.5
Fire 14 7
Body 20 7.5
Cosmic 27 8
Chaos 35 8.5
Nature 44 9
Law 54 9.5
Death 65 10

Multiple Runes

As your runecrafting level increases, you can make more runes. However, you only earn exp from how many ess you have. For example, you have only 1 ess in your inventory, but make 2 air runes. You'll only be given 5 exp, because you only used 1 ess.

Listed below is a table with information about when you can make multiple ess. "Lvl for x2" means "level needed for twice as many runes".

Rune Name Lvl for x2 Lvl for x3 Lvl for x4 Lvl for x5 Lvl for x6 Lvl for x7 Lvl for x8
Air 11 22 33 44 55 66 77
Mind 14 28 42 56 70 84 98
Water 19 38 57 76 95 - -
Earth 26 52 78 - - - -
Fire 35 70 - - - - -
Body 46 92 - - - - -
Cosmic 59 - - - - - -
Chaos 74 - - - - - -
Nature 91 - - - - - -
Law - - - - - - -
Death - - - - - - -

Essence Running and the Law Company

Due to the difficulty of training runecrafting, a new job area has opened up: essence running. An essence runner travels between a bank and a runecrafting alter, players get very rich doing this. The general scenario is that a runner will trade 27 unnoted essence for 27 runes of the type that the crafter is making. Sometimes, if this has been agreed beforehand, the runner trades 26 unnoted essence for a certain amount of cash or if the crafter and runner are friends, they might just exchange noted essence for unnoted essence so the crafter is really using their own essence but doesn't have to do the jumping back and forth to the bank. The preferred runes to use runners for are natures and laws.

The Law Company operates on world 66 or if that is full on world 99. This company is not limited to certain players, anybody pretty much participates if they feel like it. The only thing that unites this network is the standard agreement of 27 unnoted essence for 27 law runes to be traded outside of the law alter. This way the runners (who obviously can't make laws themselves) get law runes to train magic, teleport, or to sell for around 500 gp each on the RuneScape market, and the crafters get free runecrafting experience without gaining or losing anything except for the 27 original essence they need to start the crafting chain. This is one of the easiest ways to raise runecrafting.

Training

Runecrafting is a hard skill to train, as the runes you craft give low exp. It is best to just craft the highest level rune you can make.