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Runecrafting Guide - An Insiders Look at Runecrafting


Speedsktr

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Let me start off by saying that this guide was written by me, and contains many of my opinions. (one of my best friends and fellow runecrafter has added his take into it as well) It has been posted on the internet - only on my old clan's forums site, which has now been removed. (brutal legends) I never planned to post this guide on here, but my friend convinced me to submit it to a Runescape Help site. Since Tip It was the major site I have used while playing Runescape over the years, I decided it would be only right to submit it here. With that being said. Happy Reading ^^

 

 

 

Table Of Contents:

 

[hide]Runecrafting: The Basics

 

Different Runecrafting Strategies, Which is right for you?

 

Progressive Rune Running

 

Fire Runes

 

Abyssal Runecrafting

 

ZMI Runecrafting

 

Mud Rune Running

 

Astral Running

 

Graahking

 

World 16 Air Running/World 36 Nature Running

 

The Runecrafting Guild and GOP

 

Three Pouch Runecrafting

 

Familiars

 

Tips and Tricks/Random things [/hide]

 

Credits: [hide]

Thank you to some of my best friends on Runescape.

Stiggy75 for reading and editing the whole guide - and adding probably 3k words. (and just being cool like that - some of the random comments found throughout the guide that I find give it a bit of color are from him and I during the editing of this massive project.)

and Servivel Xpe - for the amazing map he made me - that I never would have been able to make.

 

Also Thank you to Codguy, for his change to my 3 pouch runecrafting section

And to Kersei for their explanation to "L" pouch set up, also for 3 pouch runecrafting.

Thank you to Sonic3190 for his addition to the GOP section of the guide.

Thank you to Dcp for the explaination to Mud Rune Running. [/hide]

 

 

Please note: A Good portion of this guide is opinion, everything may be different than how you think it should be done - and I'm totally ok with that. Just please keep that in mind while reading.

 

Happy Runecrafting!

 

Runecrafting, The Basics

 

[hide] Unlocking Runecrafting is a rather easy task. All you have to do is complete the free-to-play quest Rune Mysteries. With teleports, this quest can easily be completed in 3-5 minutes. Once you have completed the quest you will be given an Air Talisman. Air Talismans (and all other kinds of talismans) are used to enter the different Mysterious Rocks located all around Runescape. Once you have entered the allocated Mysterious Rocks to the Air Talisman you received, you are in the Air Temple. There is an altar in the center at which you can begin your runecrafting legacy.

 

The Runes:

 

*This Chart shows the different kinds of runes you are capable of making and what level is needed to do so, it also shows the amount of experience points given per rune essence.

basicchart.png

*Starred Runes Indicate that a Quest is needed in addition to Rune Mysteries to craft that type of rune.

 

Tiaras

Along with Runes you can make Tiaras that correspond to each element. Tiaras are very useful as they save you an inventory spot while runecrafting, as they are a wieldable item that allow you to enter without the need of a Talisman. They are also an excellent source of xp - if you don't mind loosing quite a bit of money (or time from collecting your own). All tiaras can technically be made with level 1 runecrafting however, bloods and deaths have other requirements to enter the altar.

Tiaras are made by taking a Talisman and an unbound tiara to the Talismans corresponding altar and fusing it to the unbound tiara. (Use unbound tiara on corresponding altar while Talisman is in your invent.)

tiarachart.png

 

 

Altar Locations:

 

Air Altar: East of Barbarian Villiage

airrunningnew.png

 

Mind Altar: West of Ice Mountian

mindalter.png

 

Water Altar: Lumbridge Swamps

wateralter.png

 

Earth Altar: South of the Saw Mill (East of Varrock)

earthalter.png

 

Fire Altar: North West of Duel Arena

firealter.png

 

Body Altar: West of Barbarian Villiage

bodyalter.png

 

Cosmic Altar: Southern most region of the lost city of Zanaris

cosmicalter.png

 

Chaos Altar: Northwest of Edgeville

chaosalter.png

 

Astral Altar: South-East corner of Lunar Isle

lunaralter.png

 

Nature Altar: Northeast of Shilo Villiage

naturealter.png

 

Law Altar: North-Eastern corner of Entrana

lawalter.png

 

 

 

Multiple Runes:

At designated levels you can begin to make Multiple Runes per rune essence crafted. Although this gives no additional Xp, it does help accumulate profit.

 

*This chart shows the level at which you are able to get multiple runes

multiplerunes.png

 

*PLEASE NOTE - Due to a recent update in the game, it is possible to recieve multiple runes on random without the levels shown on the above chart. For example - Those who are not 91+ runecrafting will randomly recieve 2 natures for 1 essence while crafting.* [/hide]

 

Runecrafting Strategies, Which is best for you?

 

[hide]The following strategies will be explained in this guide: This post is just a brief overview of each in order to help you choose which best suits your needs.

  • Progressive Rune Running
  • Fire Runes
  • Abyssal Runecrafting
  • ZMI Runecrafting
  • Astral Running
  • Graahking
  • Air/Nat Running (Assisting)
  • Tabs Via The Great Orb Project (GOP)

 

 

Progressive Rune Running is Classic Runecrafting, meaning, that you run to the altars, and then run or teleport back to a bank and repeat. This is a rather slow method, but still has its purposes. If you are a skiller, you probably do a lot of progressive running. In Progressive Rune Running you will begin by making Air runes, and working your way up as you unlock the ability to make new runes. This strategy is best for making lower level runes, such as the pure elemental runes (Earth, Air, Fire, Water, Body, and Mind) though it can also be used for Cosmics, Chaos and Laws effectivly, I would not recommend it for Nature runes however, as there are many better alternatives suited for all groups of players.

*Note Astral Running also uses a variation of this method, but will be explained later in the guide*

 

 

Fire Runes : Using dueling rings is a popular and fast way to raise a low runecrafting level. Most players who choose this strategy use it until level 44. While it is one of the faster ways to raise the otherwise "slow" stat, it does consume hard earned gold to do so. However, if you dont mind losing a few hundred k in order to get your runecrafting level to a decent (and profitable) level it is probably the best strategy for you. (In the long run the time you save by using a fast method (such as fires) to get to the money making levels will easily pay off the debt created to reach the necessary levels to begin profiting.)

 

Abyssal Runecrafting Also a very popular method of runecrafting, but because of its danger factor, it is recommended to only higher leveled players (combat level of 70+, excluding pures). The Abyss is a place (for lack of a better term) where you can enter all of the altars except the Soul and Astral alter. (There is a soul door, but it is not enterable). To unlock the abyss you have to complete a mini-quest. It is very simple and will be explained in the Abyssal Runecrafting Section of this guide. This is one of the fastest (if not THE fastest for most runes) methods available; and for those with lower than 57 summoning, possibly the best way to Nature run.

**PLEASE NOTE** The danger factor of abyssal runecrafting has increased with the return of the wildy. Please use this method at your own risk!

 

ZMI Runecrafting: ZMI Runecrafting is best used if you want levels and experience over profit. While ZMI runecrafting it is possible to make money, it is a very small amount compared to other methods. At the ZMI Altar there is a dangerous path and a skiller (safe) path, therefore it is available to everyone. However, a lunar spellbook is HIGHLY RECCOMENDED, as well as a FULL BANK. I cannot stress this enough. Without a full bank, and lunar spell book, there is really no point in even attempting ZMI runecrafting, as it will be a complete waste of time.

 

Mud Rune Running:

Mud Rune Crafting is a fast and decently profitable way to runecraft. It however requires the quest Enlightened Journey, as well as 82 magic. Before starting this method, you should get some binding necklaces as they do run out of charges. You should also get a decent supply of water runes and astral runes.

 

Astral Runecrafting: Astral Running is a rather good way of runecrafting no matter which way you look at it, however its best between the levels of 82 and 91. You can do this at level 40 runecrafting, however it isn't really worth it. After level 44, Natures will make you more profit, and will take about the same amount of time to make - using the abyss (and just about the same amount of xp per hour). While astral running, you need (for any reasonable efficiency) to be on lunar spell book. Therefore, you must have completed Lunar Diplomacy. It is also highly recommended that you complete Dream Mentor as well, thereby allowing you to bank on Lunar Isle without a Seal of Passage. The seal weighs a whole 4kg and drains your run significantly (it also takes up the space your glory would otherwise occupy making repairing pouches even more tedious).

 

Graahking:: Graahking is the best method of Nature Runecrafting that I have found. To graahk runecraft you need a minimum level of 57 Summoning. You can make about 40 trips per graahk and it is an excellent way to make amazing profit to time ratio. Highly recommended for those over 91 runecrafting, but is a great way for anyone who makes nature runes (level 44+).

 

Assisting: Runecrafting assistance is better for those with a high runecrafting level, 88 or higher preferred for 9x airs. The air running world is 16. For those who have 91+ runecrafting you can assist others for fast xp doubling nature runes (only 30k a day however, but very popular and a quick daily xp boost). The nature assist world is 36. The basics of assisting are that you stand at an altar and lend out your level to others so they can get the runes they would otherwise be unable to make themselves, but you get the experience. This is great in the specified worlds because there is a constant intake of runners with essence with no wait time between batches, saving you the trouble of having to bank (at no profit though).

 

 

Tabs: Tabs are just a fast way to runecraft. They are not the best way, but they are a good option for skillers, as they are close in speed to the abyss, without the danger factor. You must play the Runecrafting minigame "The Great Orb Project" to obtain them. Even with the hindrance of having to play a minigame to accumulate tabs they are very useful, as they teleport you directly outside the corresponding altar, saving running time.

 

Runecrafting Profit and Xp Per Hour Calculator

 

http://spreadsheets.google.com/pub?key=t1Ljz7v-WkQnN2caBI66HCw&output=html

 

[/hide]

 

Progressive Rune Running

 

[hide]

*Note A Tiara or Talisman is REQUIRED!!!*

 

In Progressive Rune Running it is recommended that you stick with Air Runes until you are capeable of making Fire Runes (level 14), due to the unbalanced running distances to xp ratio of alternative runes and alters. That said... here are the paths to take. These paths are not set in stone; however they are probably the best ones.

 

 

Levels 1-14: Air Runes (Varrock)

airrunningnew.png

 

 

Levels 14 - 27: Fire Runes (Duel Arena)

*For Fire runes, you can either run both ways, or you can use a duel ring to tele to the entrance of the arena and run back, conserving your run.

(Alternative to this method explained in detail later in guide)

firerunning.png

 

 

Levels 27 - 44: Cosmic Runes (Zanaris)

*After level 44 it is reccomended you switch to Nature running using either the abyss or Graahking, however you can run Nature runes, but it just takes forever and isnt worth it and by NO means recommended. Alternativly, you can continue to make cosmic runes until level 54 and start running laws.*

cosmicrunning.png

 

 

Level 54 - 82: Law Runes (Entrana)

lawrunning.png

 

 

Level 82 - 91: Astrals (Lunar Isle)

Explained Later on in guide for Astral Running. (See post 8) [/hide]

 

Fire Runes

 

[hide]Fire Runes, as stated, are a very popular way to raise low runecrafting levels fast. It is also a very simple method. To do this effectivly you should calculate the amount of fire runes you will need for your desired level and divide it by the number of essence you can hold at once. Then divide this number by 4. This is the amount of duel rings (8) you will need.

 

{ ESS NEEDED / ESS CARRIED PER RUN } / { 4 } = AMOUNT OF REQUIRED DUEL RINGS <--- Compliments of Stiggy75 (my friend Rc'er/editor)

 

To craft fire runes using duelling rings, start out at Castle Wars, banking at the chest there. Then use your duel ring to teleport to the entrance of Duel Arena and run north to the Mysterious Ruins, enter them and craft your fire runes. Then using your duel ring again, teleport back to castle wars to bank and repeat.

 

In short:

 

  • Bank Castle Wars
  • Tele Duel Arena
  • Run North
  • Enter Ruins
  • Craft Runes
  • Tele to Castle Wars and bank
  • Repeat =]

[/hide]

 

Abyssal Runecrafting

 

[hide]Unlocking the Abyss Mini-quest

In order to be able to utilize the abyss you have to unlock it. To do this the Zamaorak Mage - to the north of Edgeville in level 4 to 6 wilderness - will ask you to do a favor for him. He tells you to go to the south east corner of Varrock where he is located at the Chaos Altar. When you get there, talk to him and he will explain what he wants you to do.

The favor is to get the Rune Essence Teleport Spell for him. To do this you must teleport to the essence from 3 different locations while carrying the scarying orb he gives you. The easiest locations are Aubury's Mage Shop in Varrock, The Magic Guild (located in Yanille - need level 60 mage or greater), and The Basement of the Wizard's Tower in Draynor. However the Wizard in North East Ardy will work as well, I believe his name is Wizard Crompty or something along those lines ^^

When you have completed these three teleports to the essence mines, go back to Varrock and talk to the Zamorak Mage again and he will award you an abyssal book, a small pouch and 1k runecrafting experience. You now have access to the abyss!

 

 


 

Preparing for the Abyss

 

Obtaining Pouches: There are four different size pouches, small (level 1 runecrafting required to use), medium (level 25 runecrafting required to use), large (level 50) and giant (level 75). To obtain these pouches there are a few different methods. First off, you are given a small pouch upon completion of the mini-quest; the rest of the pouches can be obtained by killing the monsters found in the abyss. (Abyssal Leech - level 41, Abyssal Guardian - Level 59, Abyssal Walker - level 81). If lost you can do this again. However, you can only have one of each size at a time.

 

Small Pouch Holds 3 essences at the expense of one inventory spot.

Medium Pouch Holds 6 essences at the expense of one inventory spot.

Large Pouch Holds 9 essences at the expense of one inventory spot.

Giant Pouch Holds 12 essences at the expense of one inventory spot.

Full Set Total of 26 extra NET essences per run.

 

An alternative way to obtain the Large and Giant pouches is to buy them from the Runecrafting Guild, the large costing 25k and the Giant costing 50k. (Note that you can also repair pouches here - this is mainly for skillers however, since it costs money to repair them as well as to buy them.) You can also replace a lost medium pouch at the Runecrafting guild free of charge.

 

GLORIES!!! - For abyssal runecrafting you NEED glory amulets. Depending on how much you will be runecrafting, 10 or so is fine. You will also want a few games necklaces for charging them at the Heros Guild.

 

Equipment: For those of you who are worried that you may die, it would be best to go with a set up such as this:

armoursetup.jpg

 

*The Agile armour is recommended as it lowers any weight you might have, and provides you with a decent defense bonus. However it can be replaced, or removed, depending on preference and if you have it or not. The gloves of silence can also be replaced with penance gloves, or removed completely, i just have them on because i forgot to change them =P. The Sara book provides a small defense bonus, however is not mandatory.

 

** The Inferno Adze axe is great for abyssal runecrafting, as it allows you to both mine and cut your way to the center of the abyss. It can however be replaced by a regular pick or woodcutting axe. (Preferably a pickaxe as you will come to a mining spot before coming to a wcing spot)

 

***Please note, when law running in the abyss, you are not allowed to bring any weaponry therefore your equipment will be different, (cape (no skillcapes), boots, glory, duelling ring, penace gloves, and sara book are allowed on entrana).

 

****IMPORTANT NOTE!**** Due to the wildy update, it may be wise to replace armour with dragonhide or some other high defense equipment. Adze may also not be the best choice because of skulling and the chances that you may be attacked. A regular pickaxe would be a better replacement for those who treasure their adze. ;)

 

Inventory

 

invantorywithrightclick.png

 

In my opinion it is best to keep all pouches, however many you have, on the 2nd to last row in your inventory because, as shown, when you right click on them you are already on the "Empty Pouch" option. This simplifies things quite a bit. (Arguably its faster to keep the pouches at the top part of your inventory due to the fact that when you bank for essence, when you exit out of your bank, your mouse is closer to the pouches. Whichever way you choose, youll save time doing one thing, but loose it on a different part of a typical runecrafting run. Remember to always do what youre most comfortable with, because that will keep you runecrafting longer =]. However, it is my preference to keep the pouches in the second to last row of my inventory because you have to click the pouches four times to empty them, compared to banking two times and single clicking the pouches two at a time.)

*Please read about an alternative way to keep your pouches in your inventory in the section of this guide dedicated to 3 pouch runecrafting.*

 

 


 

To Get to the Abyss:

 

Go to the Zamorak Mage in the Wild *See Map*, right click on him, and choose Teleport.

 

edgevillemap.png

 


 

Inside the Abyss:

The abyss is a very dangerous place if you do not take great care in what you are doing. But it is also an exciting way to runecraft. It is not for everyone however, so before buying a bazillion glories, make sure you like it.

 

Upon entrance to the abyss you will descover a few things.

  • Your prayer is drained to zero --> it is not reccomended that you do anything about this. Just let it go.
  • You become "skulled" (meaning you will lose all items on death) --> a forinthy brace prevents this, but is not necessary since the items you use while runecrafting are fairly invaluable (usually) and as long as you pay attention, the chances of you actually dying are slim to none.
  • Depending on where the Mage leaves you there will be different kinds of aggressive (if under level 119 combat) monsters- shown later --> to get to the safe part of the abyss fast, make sure your auto retaliate is set to "off".
  • Obstacles block your way to the safe part of the abyss (center ring) --> to pass these obstacles (described later), bring either a pick, hatchet, or tinderbox. (tinderbox not reccomended as it takes up an invantory space)
  • Once inside the safe part of the abyss you will find a dark mage --> Bring your pouches to him once they degrade and he will repair them free of charge.

 

Abyss Map (Thanks to S. Xpe)

 

abyssbysereditedwithobs.jpg

 

Monsters

*Note - All of the monsters will drop the 4 different levels of pouches, you can only have 1 of each at a time, and you have to get them in order from Small working up to Giant. (Small can be replaced free of charge and killing by talking to the dark mage at the center)*

 

 

Abyssal Leech: Level 41 - Agressive: High Attack - only 10 Hp, not really a concern. Best creature to kill for pouch collecting.

abyssalleech.gif

 

Abyssal Guardian: Level 59 - Agressive, attacks with melee and range, Max hit of 15.

abyssalguardian.gif

 

Abyssal Walker: Level 81 - Agressive, attacks with melee, hit high and fast, stay away from them if at all possible.

abyssalwalker.gif

 

Obstacles and the Like

 

While traveling through the abyss there are 5 different kinds of obstacles you may come across.

The location of these obstacles change every time you enter the abyss but they stay in the same order, just rotate.

 

Agility obstacle - This requires you to "squeeze through a tunnel", this action, when completed successfully, will give you agility experience. It is one of the fastest obstacles to bypass, depending on your agility level of course. However, the emote that comes with this action is the fastest, thus saving you time if you fail to pass through it and try it again.

 

Thieving obstacle - This requires you to "distract the eyes", allowing you to pass. When completed, it will give you thieving experience. Reasonably fast, however rarely used unless you purposely try and find this shortcut because of a low level mining, woodcutting or agility level. You will always spawn closer to a woodcutting, mining or agility shortcut then to a thieving shortcut.

 

Woodcutting - The option which says "Chop Tendrils". Relatively easy to pass, requires a hatchet. You will receive woodcutting experience on completion. It is the second most efficient shortcut to use when comparing the time it takes to fail at getting through and actually passing the obstacle.

 

Mining - The rocks which say "Mine Rocks" (o.O). Requires a pick-axe. You will receive mining experience on completion. This is the third fastest shortcut to use in terms of failing time and time to successfully bypass this obstacle. This being said however, can be misleading. If you are wielding a pick you will always spawn nearest to a mining location (or agility, but then of course youd obviously use agility) and it is more time efficient to mine this obstacle then run to the next closest one.

 

Firemaking - Not a recommended obstacle to use, it requires a tinderbox which takes up an inventory space; this is the option that says "burn boil". This is extremely slow to pass also. If you do decide to waste the inventory space. Only use this if your mining and woodcutting and agility levels are ridiculously low compared to a reasonable firemaking level.

 

Doorway On the complete opposite side that you spawn in the abyss there is always a doorway that requires no skills to get through and you can never fail. Extremely UNRECCOMENDED to use as it is too far out of the way and the other obstacles can be bypassed at any skill level. Youre better off failing a few times then running all the way to the doorway.

 

On a side note its good to point out that the sooner you get to the center of abyss the faster it will be to complete a run, because of the fact that the center circle has a smaller circumference. So instead of running around the outer circle to an obstacle you *like* to use, which would take more time then traveling the inner circle toward your destination (alter), you should get to the center, smaller circle as soon as possible. Not only does getting in the center sooner take less running and saves time, you also avoid the chance of getting hit by the numerous aggressive creatures on the outside of the abyss.

 

*Refer to Tips and Tricks section for many small time saving tips for Abyss Runecrafting. (Once again compliments of Stiggy)[/hide]

 

ZMI Runecrafting

 

[hide]First off ZMI stands for the Zamorak Magical Institute. The ZMI altar is a very special altar due to the fact that it gives double xp for every rune that you craft; however, it crafts random runes. You also do not get multiple runes at the ZMI altar. However, it is still about 800-1100 xp a trip which makes it the fastest runecrafting experience currently available.

 

Requirements for ZMI Crafting: (according to me anyway :D )

 

  • Lunar Spellbook
  • At least 71 Mage
  • A FULL bank
  • Pouches
  • A Fairly Decent Runecrafting level (60+)
  • A lot of Fire runes


Preparing to ZMI Craft:

 

The Equipment:

equipment.png

 

 

*The Black Dhide can be switched out for Arma (preferable because of Armas small but reasonable pray bonus, 66 percent less weight and 40 percent more mage defence), or a lower kind of range armor, you'll need the mage defense.

 

**The Mystic Mud Staff can also be switched out, this is just my personal preference, however, you can use any staff that is a substitute for Earth Runes.

 

*** Skillcape can be replaced by a weight reducing cape if desired, but you might prefer the defense & prayer bonuses of a skill cape. (Would be good to note that if you have a trimmed skill cape, it would be beneficial over the quest cape shown, as the +4 pray bonus given by trim is very useful). <--- Authors note: We don't all have trimmed skillcapes - editors are noobs

 

**** Duel ring can be replaced by Lumbridge Achievement Diary Ring, as it gives +1 mage defence and +1 pray bonus.

 

***** If more pray bonus is desired, you can wear a Sara/Zammy/Guth mitre as head gear instead of nothing. It weighs absolutely nothing and gives +5 pray bonus and +4 mage defence.

 

 

The Inventory:

inventoryj.png

*Inventory can be changed. If you do a few runs and realize that you make enough astrals and laws to teleport to Ourania Altar you can keep your astrals and laws in the bank. Fire runes are not required if you bank at lunar isle, a topic which I will explain later. Pouches also can be removed if you do not have access to them all; however you want to have as many as you can use with you.

 

The Spellbook:

spellbook.png

Make sure you have the level to teleport to both of the locations I have in red, they are Tele Group Moonclan and Ourania Teleport. *Ourania altar teleport is the most important, without it there really is no point in ZMI crafting, as it will take too long*

 


The ZMI Area:

 

Outside

The altar can be found south of West Ardy by the Hunting area, (See map). When you teleport to Ourania altar, you will be placed at the end of the path and will have to follow the red line to the trap door, praying at the top of the hill if necessary.

teleportpath.png

 

The ZMI Altar has two paths. First off there is the dangerous path - this is the faster method of ZMI runecrafting, the other being the skiller (safe) path. (Or the path for those handicapped by epic laggs =/)

 

Inside:

zmialtarpaths.png

 

Along the red path you will have to deal with Zammy Magers, Rangers and Warriors. (All in the level 80's). To avoid taking too much damage it is recommended that you wear mage defense armor, and use Protect from Range level 40 prayer. There is an altar to restore prayer right outside the ZMI Area itself. This trip itself with banking takes around 1 minute 15 seconds to 1 minute and 30 seconds.

 

Along the Blue Route, there is nothing to attack you, and there is no level requirement for the agility shortcut at the end of the path. It takes about 2 min or so for a trip this way - but it is safe for skillers, and those who lagg a lot and worry about dying.

 


Banking Methods:

 

ZMI Bank:

Banking at the ZMI is my personal favorite way to bank. Although it requires 20 of the same type of rune to open the bank one time, I have still found it to be cheaper (by close to 200 gold a trip) and faster by about 5-10 seconds, and possibly even faster as you become adjusted to it. Even with all four pouches and a familiar it is possible for someone to bank a total of 3 times, filling all five items (4 pouches and 1 Familiar) fully. In order to do this - fill the Familiar first, then 2 pouches, (one will not fill fully) bank a second time, fill the half filled pouch and the last 2, and finally bank a last time to restore your inventory completely.

*Note - Fire runes are a cheap method of banking here (60 fires runes times 9 gp each means 540 gp to bank). Also, as they are very common drops, and hard to sell they can easily be bought from the Grand Exchange or a Friend with a ton of them.

 

Bank Charge Screen:

bankcharge.png

 

Lunar Isle Banking:

Instead of Teleing to Ourania after crafting (explained later) a player can teleport to Lunar Isle and bank there - Remember to use group teleport for extra experience points in mage at no cost to you. This way however, is much slower (5-10 seconds) but will let you accumulate extra mage xp. Plus and don't have to carry fire runes around with you. But - you will end up paying more for the 2 teleports than for 1 and the banking using fire runes. Because of this banking at the ZMI altar is the better way. (However, people do tend to find banking on Ourania rather irksome and troublesome and bank at Lunar Isle because of its simplicity, not efficiency. All depends on how you like playing the game.)

 

Full Bank Method:

The reason I can't Stress how important it is to have a FULL bank - with all of your runecrafting items out of it - is because of this:

inventoryaftercrafting.png

Your inventory will have WAY TOO MANY kinds of runes in it after completing one trip and because of this, without a full bank, it will take forever to store them all. If, however, you have a full bank you can use this button:

fullbankmethod.png

Having a full bank when you hit this button will allow you to bank all the extraneous runes in one click (as long as you have stacks of all the different types of runes in your bank). However, make sure you dont have any of the runes you need to teleport or pay for banking (fire runes) in your bank at the time you click this button, or they will also go in, forcing you to withdraw them. If you do that it defeats the purpose of the one click system, which saves huge amounts of time.

 

*Note - Bank must be at 496/496 after you have removed everything needed for runecrafting (ie - armor, fire runes, pouches, mud staff etc....)

 


 

Finally - Using the ZMI Altar

 

In order to use the ZMI Altar these are the steps you follow:

Banking at ZMI:

  • Bank at ZMI - Paying approximatly 60 fire runes
  • Run along the Red or Blue Path (Praying Protect From Range if you choose the red)
  • Craft Runes at altar, emptying Pouches and Familar as necessary
  • Teleport Ourania
  • Run up the outside path - pray at top of hill if necessary.
  • Go down ladder and bank again.(Using the one click option for speed)

The Only Difference when banking at Lunar is that you Group Tele Moonclan instead of Ourania --> bank at Lunar --> then tele Ourania. Instead of banking inside - continue running along your desired path.

 

*Note* When pouch decays, use your glory ammy to tele to Edgeville and use the dark mage in the abyss to fix, make whatever runes you can (bloods, deaths, natures in that order for best xp AND profit) while in the abyss to give you xp, and teleport back to Ourania - make sure you bring your required teleport runes with you when you fix pouch.[/hide]

 

Mud Rune Running

[hide]

I personally do not know much about this method of runecrafting. It was brought to my attention by a fellow tipit-er, dpc, I am rewriting his post into this section of the guide. This method requires Enlightened Journey Quest, as well as unlocking both the castle wars balloon and the Lumber Yard balloon, and 82 Magic for magic Imbue.

 

  • The Inventory:
  • Astral Runes
  • Water Runes
  • Willow Log
  • Pouches and Ess

 

  • Equipment:
  • Normal Runecrafting gear (weight reducing clothes etc.)
  • Steam Staff
  • Ring of Dueling
  • Binding Necklace

 

[color#80a0ff]The Method:[/color]

Start at castle wars, run NE to the balloon and travel to Varrock, then run east and into the alter, cast magic imbue and use water rune on the altar to craft mud rune. when you have finished tele to castle war with ring of duelling and bank.

 

Its about 45 seconds per trip and each mud rune yield 9.5xp, so crafting mud runes give ~40k xp per hour.

[/hide]

 

Astral Running

 

[hide]Astral Running is one of my personal favorite ways to runecraft, the island of Lunar is very pretty . It is also a rather fast way to runecraft (other than ZMI it is potentially the fastest runecrafting xp in the game, challenged only to graaking natures), a trip only takes about 1 min and 3 seconds to 1 min and 15 seconds, depending on how accustomed to it you are. Astral running is a type of Progressive Rune Running, however since it requires Lunar Diplomacy to do it (and Dream Mentor to help you along) I felt that it should have its own space. I also gave it its own space because this method is a little different than regular Progressive Crafting. That said...


Preparing to Astral Run

 

Equipment:

While astral running you will need no armor (unless you are good enough agility and can handle a few extra kilograms, its nice to have some defense bonus for the occasional hit from Saqahs, even if its rare), therefore the set up can be altered. This, however, is recommended

 

equipment2.png

*Note that if you have completed Dream Mentor Quest you do not need the Seal of Passage to bank, thereby knocking 4kg (sad, its a amulet) off of your total weight.

 

The Inventory:

inventoryu.png

*It is fastest (debatable, but from my own experience) xp when you use the 3 Pouch method. - See post 12 for more information.


Astral Running:

 

The Path

lunarpath.png

 

The Method:

Most People prefer to bank at Lunar bank, run to the alter and then teleport back up to the bank using Moonclan (Group) Isle Teleport (the reason for the law runes and mud/earth/lava staff). Then they bank and repeat.

 

Authors Note: (hehe love that I can do that =P)

I used to use all 4 pouches when astral running but in the end it isn't worth it, you you spend a few more(Happy Stiggy?) seconds banking and only get approximately 10 more runes out of it (5 ess). In this time you could have made another run, the time evens out and it really is faster to do 3 pouch runecrafting (cough, Ill do the math if you want argue that, your guide though, you can just delete this dispute lol, just trying to make the best possible guide in your credit). <--- he doesn't like my method. While i personally like 3 pouch runecrafting, if you are using a Familiar that can carry ess, do NOT use this method. However if you have to use a terrorbird - or just cant use an abyssal familiar, I personally would tell you to do 3 pouches. But it is mostly based on preferance.

 

 

Yes 3 pouch rune crafting is explained later on in the guide.[/hide]

 

Graahking

[hide]NOTE: A TIARA OR TALISMAN IS REQUIRED!!!

 

Graahking is an alternative method for those who make nature runes, it is faster than the abyss but it, like other methods, is not for everyone. While graahking you spend a bit more money than you would abyssal runecrafting, however if you make the graahk pouches and hunt them yourself it is cheaper and the cost really does get repaid as graahking is significantly faster per hour. You need level 57 summoning minimum to graahk runecraft, so if you are not a summoner - this method is not for you. *Cough* Stiggy *Cough*

 


 

Preparing to Graahk

 

Equipment:

 

equipmenty.png

*Note this is an example set up and is not set in stone. You can switch out items and switch items in. For instance the Inferno Adze (weapon in picture) can be replaced with a different axe or pickaxe, whichever is your preference when you repair pouches in the abyss. The Spottier cape can be replaced by a Skillcape (we all like to show off a little bit ;) ) if you feel that you have a high enough agility level or low enough weight to continuously run while using the graahk method.

 

Inventory: (same as with abyssal runecrafting)

 

invantory.png

 


The Method of Graahking:

 

Banking: Banking is done at Castle wars in the lobby - you use a quick duel ring teleport to get there and bank at the chest - it is a faster method for banking than teleporting to Edgeville or somewhere similar because its a one click bank (and because there is no bank walls to run around and the actual straight forward distance is the closest in the game, teleport location to bank that is).

 

Running: After successfully banking and filling all your pouches, this should take 2 times banking, Interact with your familiar (click on it) and when the options interface comes up choose "Teleport." This will teleport you to the spot marked on the map below. Follow the red path until you reach the Mysterious Ruins (dont forget Nature tiara or talisman (or Nature/Omni staff if your all fancy like that)), enter them and make your runes. Once done use your dueling ring to teleport back to Castle wars and bank. Repeat :)

 

naturerunninggraahk.png

*There is a note in Tips and Tricks pertaining to this and the lag of teleporting while runecrafting - Please read it*

 

NEW: With the new addition to the Lunar NPC Contact spell you can repair your pouches without going out of your way to travel to abyss or the Runecrafting Guild. Just cast the spell when your pouch degrades (for the second time if you are using 3 pouches - you wont be pentalized in rune amounts while 3 pouch rcing until then) and talk to the dark mage, he will *cough* gladly restore your pouches for you, without you having to take time to go fix it. This saves a bunch of time, so if you have the ability to use lunar book, it is reccomended. This is good for all kinds of runecrafting, especially graahking, zmi and astral running however. [/hide]

 

World 16 Air Running/World 36 Nature Running

 

[hide]World 16 Air Running:

 

Reccomended Level: 88+

 

Reccomended Equipment: Something that will make people realize that you know what you're doing and that you are a legit assister, not a scammer looking for extra xp.

Some examples include, runecrafting guild clothes, a skillcape... something like that. (fancy and makes you look rich and experienced, if you dont think you are, at least fake it).

 

*Note: You do need either an air tiara/staff/talisman or omni tiara/staff/talisman to get into the altar so don't forget that :P

 

The Method: Go to the World 16 air alter and depending on your Runecrafting level advertise the amount of runes you can make. For instance if you are 89 runecrafting you can make 9 air runes per essence, therefore advertise by saying something like:"9x Air Runes - Speed" (though you aren't me - so put your own name there, otherwise... you fail). People will then request assistance from you. Give it, and close out of the interface as soon as your xp rises (f2p players can only craft once until they are out of essence, as they have no pouches.) Once you exit, begin advertising again and get a new runner. Repeat for as long as you like or until you reach your 30k xp cap for the day.

 

Notes

*It is probably best to have only the assist option showing, so you can see through all the spamming to accept the assistance quickly.

*Make sure that as soon as the person is done you close the assist off so you can accept someone else.

 


 

World 36 Nature Assisting

 

Required Level: 91+

 

'Semi-Required' Equipment: Gold Robes or Yellow Runecrafting Robes identify you as an assister. Nature Tiara/Staff/Talisman or Omni Tiara/Staff/Talisman

 

The Method: Advertise your runecrafting level - since its not possible to have more than 2x natures you don't have to do the "9x Airs - Speed" thing. However, if people recognize you by your outift (as mentioned above) you might not have to advertise at all. Assisting and knowing when to close your interface isnt as straight forward as airs, but most people will have to craft 2 3 times. Plan accordingly.[/hide]

 

The Runecrafting Guild and GOP

 

[hide]The Runecrafting Guild is accessible to those with 50 Runecrafting or higher. It is located on the second floor of the Wizards Tower south of Draynor. At the runecrafting guild you can, play The Great Orb Project, buy pouches, repair pouches, and buy rewards. It is also here that you get an omni tiara.

 

The NPC's of the Runecrafting Guild:

 

Wizard Elriss: She is the NPC in red who stands by the portal from which you enter and leave the guild. It is from her that you receive your omni-talisman which you can make into a tiara or a staff, or leave as a talisman. She also trades your tokens from the minigame in for prizes. The prizes are as follows:

rewards1.png

rewards2.png

rewards3.png

*Sorry this got cut off, it is 45 Tokens for a blood altar Tab and 15 for a Runecrafting Guild Tab.

rewards4.png

 

Wizard Korvak: Wizard Korvak is who you go to to buy or repair pouches for a cost, hes the crazy old dude standing near the game portal. He will sell you a Large Pouch for 25k, and a giant pouch for 50k. He will also repair these pouches, 9k for a large and 12k for a giant.

 

Wizard Veif: Wizard Veif is the proud leader of the Yellow Team of the Great Orb Project. He is standing on the East side of the game portal wearing yellow.

 

Wizard Acantha: Wizard Acantha is the leader of the Green Team (Go GREEN!!!) She is the NPC in a wheelchair to the West of the game portal.

 

Random Wizard People: These people walking around in blue will place you on a random team depending on which needs players at the time.

 


 

The Great Orb Project:

 

Your mission: To beat the other team by winning more altars. To win an altar you and your team must attract/repel more of your color orb to the altar in the relevant alter than the other team does. In order to do this you are given 3 Tools.

 

The Tools:

First off, you have the attractor. The attractor does exactly what it sounds like. It attracts the orbs to you. In order to successfully attract orbs to the altar, you should be standing on the opposite side of the altar from the orb so that in its path to you it hits the altar and you gain a point.

 

Next there is the Repeller. Once again its sort of self explanatory. The repeller is a little harder to work with than the attractor as you are repelling the orb towards your target, but repelling moves an orb a little bit faster than attract does. To successfully use the repeller to your advantage you should be on the same side of the altar as the orb is, pushing it to the center of the arena.

 

Finally you have the Barrier Maker. And as before... just makes barriers. These barriers prevent any orbs from passing through. Beware however that though they block the other team from getting their orb through until they successfully remove it, they also block your own teams orbs. The team whose color it is, however, has an easier time removing it. Also please note that you can only have 1 barrier up per person. So if you have one up and try to make a second, the first will be removed.

 


 

The Game: A game of GOP lasts for approximately 20 minutes, if you aren't able to stay for the full time I do not recommend starting the game. Also if you are laggy this games probably not the best thing to do, as if you log out you get penalized and have to wait until the game you were in ends to begin playing again. The object of the game is to collect as many orbs as you can for your team. The team who wins the most altars gets the most Tokens.

 

The Altars: In order the altars you go to in GOP are: (Starred entries signify members only worlds)

Air

Mind

Water

Earth

Fire

Body

Chaos*

Nature*

 

 

The Tokens: The Maximum amount of tokens you can recieve in one game is 1k tokens. To do this your team must win at every altar; this does happen sometimes, but more often than not, the losing team will quit (haters). And you will end up shortchanged. However you don't get penalized unless you quit or leave the game. The tokens are used to purchase the rewards from Wizard Elriss (see above).

 

Strategies: The actual playing of the game is not something that is easily explainable (too many variations, much like pking, as there is other real players making the circumstances)... because of this I'm going to say, if you want to learn how to play let me know and I'll set up a game to teach you. However there is some strategies that can be used (Credit goes to Sonic3190 for this explaination)

- On small (air, fire, nature) altars, always stand beside the altar, and use the attractor's wand to easily score points. Don't bother with defense (barriers, repelling) here, as you'll just waste your time.

- On large (mind, earth, chaos) altars, defense is a must. You can seriously hinder your opponent's orbs if you continue to spam-repel their orbs into a corner. On the earth altar, I've once repelled all 3 opponent's orbs into a small hole and barrier'd them, and the other team only managed to score 1 orb in total.

- On the medium (water, body) altars, play a mix of both offense and defense.

- Craft all essence on the air altar, as you will be getting A LOT here. Also, craft all on body (if F2P) or nature (if P2P). Don't bother with mind, earth, or chaos - craft these at the water, fire/body, and nature altars, respectively.

- If your team is at a disadvantage (the other team has 6 players and yours only has 2 or even 1), continue playing! Finishing the game with a low amount of ess and tokens is better than quitting mid-game and getting a time penalty with no tokens.

 

50/50 GOP: There is also something called 50/50. This is where 4 or more people will go to a non GOP world and play a game. They will willingly split the game in half so that each team wins 4 altars and gets the same amount of tokens. This way isn't nearly as fun, but if you aren't very good at the game its probably best for you. It is also a great way to learn the game and practice.[/hide]

 

Pouches and Pouch Strategies

 

[hide]Pouches: As you progress and level the runecrafting stat you unlock different pouches. These pouches allow you to carry extra essence with you to the altar. The larger the pouch the more you can put in them.

*Please note that you can possess all the pouches even without having the level requirement, however you cannot use them until you have the proper level required.

 

The Small Pouch: Requires level 1 Runecrafting. You are given the small pouch after completion of the Abyssal Unlocking Miniquest. This pouch will allow you to carry 3 essences in it. (Or 2 extra NET essences per trip.) If lost, you can reclaim it by talking to the Dark Mage in the center of the Abyss.

 

The Medium Pouch: Requires level 25 Runecrafting. It will allow you to carry 6 essences in it (thereby giving you 5 extra NET essences per trip.) You can get a Medium Pouch from killing the monsters in the abyss or going to GOP and replacing it free of charge (given your already level 50 runecrafting to enter GOP). (See post 6 for more information on that topic.)

 

The Large Pouch: Requires level 50 Runecrafting. This pouch will allow you to carry 9 more essences, (thereby giving you 8 extra NET essences per trip). There are 2 ways to obtain a large pouch. First off you can kill the monsters in the abyss like the previous 2 pouches, or you can go to the Runecrafting Guild and purchase it from Wizard Korvak for 25k --> This is mostly for skillers who are unable to kill the monsters in the abyss, or people who find it takes too long to get the drop and not worth their while.

 

The Giant Pouch: Requires level 75 Runecrafting. This pouch will allow you to carry 12 essences in it (thereby giving you 11 extra NET essences per trip). As with the large pouch you can obtain this pouch 2 ways. First by killing the abyssal Monsters, or you can go to the Runecrafting Guild and again purchase it from Wizard Korvak - this time for a hefty 50k.

 

Notes:

*If you kill the monsters in the abyss for the pouches its good to note that they drop them in order starting with the small pouch and working their way up. If you already have, for example, the first 3, they will not drop those, and will drop the final (giant) pouch only.

**You can only have ONE of each pouch at a time.

***I would recommend killing the monsters over paying for your pouches - though it takes more time, it is a great deal less expensive. Unless of course you can't kill the monsters like mentioned above, if this is the case, Wizard Korvak would be happy for your business.

 

 


Pouch Strategies

*Note - this is for people with level 75+ Runecrafting

 

Depending on what and where you are crafting you might not want to use the full 4 pouches. If you are using a familiar (an abyssal one - as described in the next post) you should use all 4 pouches, because you will still be able to fill all the pouches and the familiar on 3 banks. However if you are not using a familiar - it is not worth it to use all 4 pouches, unless you are ZMI crafting. Instead you will want to leave the small pouch behind - using only the 3 largest pouches. This Strategy is known as Three Pouch Runecrafting.

 

Three Pouch Runecrafting:

 

The Basics: While Three Pouch Runecrafting you are able to bank less, thereby saving you banking time. By banking less, I mean that you only have to bank 2 times to fill up your pouches. This will still allow you to use about 49 essences per inventory, but will also make your giant pouch degrade slower. This is because your giant pouch will degrade after 120 essances have gone through it - however since you leave about 3 essence in it permanently it takes about 15-17 runs to degrade verses the normal 10. Making you have to run through the abyss fewer times, which also saves you time. Though you would think that since you are making a few less runes per trip you would get less experience, this however isn't true due to the fact that you can make more trips in the same amount of time. However, if you are using a familiar that can carry essence, three pouch runecrafting is definatly not reccomended.

 

*Please Note* (Thank you to Codguy for this addition)

since you are not using all of the essence in the giant pouch, (3 remain) the first degrading of the pouch is irrelevent. You will still be able to craft the same amount of runes per trip. It isnt untill the pouch degrades for the second time that you have to repair it. Either by the abyss, the runecrafting guild, or even now through the lunar spell Contact NPC.

 

*EDIT*

Due to an update by jagex, you can now fill pouches from inside your bank. due to this, three pouch runecrafting may not be the best strategy for you, especially if you are not using an essence carrying familiar. I reccomend sticking with the strategy that works for you, I personally am very used to three pouches, and exiting the bank interface to fill my pouches so I will probably continue to do so. However a note to all, especially those newer to runecrafting, give both filling in the bank, and exiting the bank a shot and find what works best for you =). Best of luck ^^

 

Additional Pouch Setup:

*Diagram and Explanation provided by Kersei*

 

lpouchsetup.png

 

Figure 1 is the pouch setup. Figure 2 shows what your mouse will look like as you're waiting for the animation of the first runes crafting to finish. You'll notice empty pouch for the medium pouch is on the same exact line as the empty pouch as the empty pouch for the large one. Meaning, after the animation finishes, you:

left click [empties medium pouch]

right click

left click [empties large pouch]

move your mouse right slightly

right click

left click [empties giant pouch]

 

Additional Repairs for Pouches:

As stated above it is possible to repair pouches when they degrade through the Runecrafting Guild, as well as the dark mage in the middle of the abyss. Due to updates there are two additional ways for pouch repair. The first has been around for quite some time and it is NPC Contact.

 

NPC Contact can be found in different areas of this guide already, however there is now a new, and in my opinion, a much better method.

 

Repair Rune Pouch - Also found on the lunar spell book- Is a new addition that came about with Livid Farm, the new distraction and diversion by jagex. Repair Rune Pouch not only repairs your pouches, but it makes them degrade at a rate 5x as slow. For instance, if a pouch took 10 runs to degrade, as a giant pouch does, it will now take 50 runs. WOW right? This is great news for all you runecrafters out there and I hope you all take advantage of getting this new spell. It really is worth it if you're going to be runecrafting for extended times. Having your pouch constantly degrade gets tiresome and annoying and this is a great solution to that. As it is the second spell to unlock it only costs approx. 140k points. at around 19k pts an hour, this doesnt take too long to unlock. There are some awesome new lunar spells besides this and they are worth the time to check out. (Lunar spell enthusiast, can you tell? =P)

 

[/hide]

 

Familiars

 

[hide]There are about 5 different familiars that are very popular when runecrafting. They are: The Abyssal Parasite, The Abyssal Lurker, the Abyssal Titan, the Graahk and the Terrorbird. Though, if youre capable, a 6th one - the Geiser (spelling wrong due to censor) Titan- is very useful - it requires level 89 Summoning however. Please note that familiars are not allowed on Entrana if you are making law runes.

 

The Abyssal Familiars:

 

The Parasite, Lurker and Titan are the only familiars that will carry essence for you, pure or regular. They will all carry 7 essence, the only main differences is the time they remain summoned without being renewed.

 

The Parasite is available at level 54 Summoning, its timer lasts for 30 minutes and it will prevent full draining of prayer upon entering abyss.

 

The Lurker is available with level 62 summoning. The timer for the lurker lasts 41 minutes, which is 11 minutes longer than the parasite, this being said, if you can use the lurker it is better to do so. It will also prevent draining of prayer upon entrance to the abyss.

 

The Abyssal Titan is different than the other abyssal familiars in that it will teleport your inventory and its inventory of essence to the bank - because of this it is best used when mining pure essence. Its timer only lasts 32 minutes, so it is better to use a lurker for runecrafting purposes, even with the 93 summoning required which is misleading as being better which, its not, for runecrafting.

 

 

Other Usefull familiars:

 

The Graahk is available with level 57 Summoning, it allows you to teleport to the jungle north of Shilo Villiage near the Nature altar. For more information on the Graahk please see post 9.

 

The Terrorbird, though not as useful anymore since the energy update, it was previously used to store a spare duel ring/glory and to restore (with scrolls) energy when low, in place of super energy pots which were fairly expensive before the update and added up overtime.

 

The Geiser Titan: requiring level 89 Summoning the Geiser titan is great for charging glories, though highly unnecessary - as you can just charge at the Heros guild. However it does saves quite a bit of time, especially if youre a serious runecrafter (Abyss style) and have hundreds of glories. <--- Omg Stiggy admits something about summoning is usefull :P [/hide]

 

 

Tips and Tricks/Random Things

 

[hide]Most of my Tips and Tricks are spread out throughout this guide already. However I will pull a few of the more useful and important out and put them here. I will also add a few things that I didn't find a place already to put them.

 

*Keep your pouches in the second to last row of your inventory. This allows for easy right click to empty pouch. Saving time in the long run.

 

*If you have a lower agility you can use the pools at Oo'glog to give you endless 100% run, this allows you to never run out of energy for a random amount of time. This is not as important anymore because of the energy update but is still very useful. To get there use the fairy ring "AKS" and run south to the city wall and either use the shortcut to the north or the entrance to the West. You must have completed As A First Resort... Quest to use the spa(s).

 

*Wearing a duel ring while abyssal runecrafting helps because it is very easy to forget to change your glory amulet and not have a teleport out of the altar. If you wear a duel ring you can use it to get to a convenient bank when this happens (appose to walking to Shilo village by exiting the alter or using Home Tele.)

 

*Do farm runs in between runecrafting. It will give you a chance to raise your farm level while working on another skill and is very easy to change between runecrafting gear and farming gear. It would be good to have your own slot for farming so you can withdraw everything you need in less than a minute.

 

*If you are abyssal runecrafting it can help to be on Ancients spellbook, for if you do forget to change your glory, the home teleport will take you straight to Edgeville anyway.

 

*While Abyss runecrafting, and if youre a serious runecrafter you might find the use of a Crystal shield to be very useful for fending off aggressive monsters, including reverants. Though it costs 180k (more if youre new to using crystal equipment) to use a Crystal Shield, if you only use it for runecrafting it lasts for an insanely long time. Not only does it give great defense bonus (and looks sexy), its extremely light compared to other shields, weighing in at only 2.0 kilograms. Extremely diligent runecrafters might even consider buying two crystal shields in order to keep one at 10 (best defence bonuses) forever. This can be done by recording how much runecrafting experience you can approximately get per charge on a crystal shield, recording this and every time you get about that much runecrafting experience change your shield to the one youre wasting your charges on and letting it degrade on that shield. Once it degrades you can trade back to your Crystal Shield (10). This works because the amount of charges is not recorded on the shields themselves, but the player. So basically you use the 10 until you know its about to degrade, then trade to your lesser shield, let that one take the damage then trade back to your 10. Repeat this until the shield youre degrading is back to a seed and repeat. This lets you have the best defence bonus at (almost) all time.

 

*While Abyss Runecrafting its also worth it to note that while bypassing obsticals, the type of tool you use doesnt matter on how fast you get past an obstacle, meaning that a bronze pickaxe will work just as good as a rune pickaxe.

 

*The above being said, its worth it to note that Mithril equipment is lighter than any other metal, but wont have an effect on how well you pass obstacles. Thus saving you weight, at no cost your efficiency.

 

*Cant choose between rocks or tendrils while Abyss Runecrafting? Heres my general recommendation. 90+ mining: always use mining

80+ mining: use woodcutting if woodcutting is 5+ levels higher

70+ mining: use woodcutting if woodcutting is 3+ levels higher

60+ mining: use woodcutting if 1+ levels higher

50+ mining: use woodcutting unless woodcutting is 5+ levels lower

 

*On a note about weight, having negative weight will affect how quickly your run energy reduces the same as having 0 weight. This being said, if your negative weight, stock up on defence bonuses, theyre always useful.

 

*While runecrafting I recommend that you have your essences in the top right hand corner of a tab making it as close to the x out of the bank option as possible, saving time. If youre abyss crafting, have the glories right next to the essences.

 

*Varrock 3 armor is a good choice if you want light, good, defence bonuses while runecrafting; it weighs only 1 kilogram and gives +31 slash bonus.

 

*While Abyss runecrafting, its often missed but good to note that as you leave the bank and head for the wilderness ditch, you begin to walk right before you get to the ditch. This can be avoided by clicking on the ditch while youre running toward it approximately 2 squares before you get to it. In doing this, it will enable you to run directly to the ditch and jump, instead of walking to it first. This saves you time. It does take some getting used to though.

 

*After you teleport into the abyss, always begin running north (or in the direction of the portal youre after). Never run in the opposite direction of it because this will just put you further away when you get into the center. When you spawn there will always be the same obstacle on both sides of you so, so it only makes sense to instantly begin running toward your appropriate portal before you even try to get into the center.

 

*Combat bracelets (charged) are good for charging glories. (Wouldnt recommend buying a bunch, but if you have one, use it; they are better than games necklaces and rechargeable).

 

*Dont know how many glories you should buy for Abyss ruencrafting, or maybe even graahk. Dont fret, it honestly doesnt matter, I personally recommend at least 10 though. However if you can afford it, I would buy 24, or 47. Reason being is that with 4 pouches in your inventory you can use a games necklace and take 23 glories to charge at once, plus the one youre wearing, equaling 24. Making the time you take to charge the most efficient. For every time after that, if youre a hardcore runecrafting, buy in increments of 23 to add on to that 24.

 

*While runecrafting that requires teleporting, its good to know where on the map youre going to have to click once you teleport. Reason being is, while youre in the loading screen you can click your approximate destination and begin moving before your human reaction time would normally let you. This saves quite a bit of time, and even concentration if you like to zone out while you runecraft. <--- This is very important while graahking!

 

*When banking in Edge during Abyss runecrafting, bank in the northeast stall.

 

*Since runecrafting is normally about making money, would be good to note that you should buy essence when you think its going to be the cheapest, but also, buy essence for less than mid price while your runecrafting, because hopefully by the time youre done with your current batch of essence, youll have bought some bargain essence. (And helped lower the price of essence for everyone, including you in the future)

 

*On a note about insanity, listen to music while you runecraft, it helps a lot. Even the Runescape music is nice, and even soothing. It makes the hours of runecrafting pass much quicker.

 

*Are you a chatterbox? No problem, its still possible to talk in pm and clan chats while you runecraft, just need to type between your longer clicks, usually involving running.

 

*Lastly, enjoy runecrafting, its well worth it, and heres why.

  • The cape is HAWT.
  • The emote is one of the BEST in the game.
  • Only about 3500 of the capes are currently owned by players in the game.
  • Its THE rarest cape in the game, no joke.
  • The profit from 54 to 99 is 422,251,696 gp. Yes thats 422+ million gold. Beats killing chickens.
    (Prices as of March 30th 2010 - (laws 54-82, astrals 82-91, nats 91-99))

Now go runecraft =]. <--- Runecrafting Noob :P [/hide]

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I think tif's character limit is pretty big, it would probably be better if you would put it all in one post and in hide tags.

Looks like a pretty informative guide though, lots of pictures etc!

 

- Aaaw, you weren't done yet. :unsure:

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lol... so Im done now =] Hope you all enjoy.

Happy Runecrafting! ^^

 

(all the posts should be deleted soon, they have been condensed into one post)

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Awesome guide man, really good. Just wanted to say that ZMI isnt that bad without a full bank, its not as fast but without a full bank you jsut deposit all, take some fire runes and 4 pouches, thats only 5 clicks more you can click them fast. Not sure but i think (just counting with my experience, never took the time) without a full bank you just take like 6 or 7 more seconds than without it.

Just that, again: awesome guide keep it up, updating it.

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Awesome guide man, really good. Just wanted to say that ZMI isnt that bad without a full bank, its not as fast but without a full bank you jsut deposit all, take some fire runes and 4 pouches, thats only 5 clicks more you can click them fast. Not sure but i think (just counting with my experience, never took the time) without a full bank you just take like 6 or 7 more seconds than without it.

Just that, again: awesome guide keep it up, updating it.

In any other circumstance i would agree with you. However, while rcing, because of the low amount of xp recieved on average per hour, it is best to use whatever time-saving techniques possible. This one in particular allows for multiple more runs per hour. Possibly 5-10 or more - while again this seems like a very low amount. That in ZMI xp is another 5-10k xp per hour. Which really really adds up in the grand scheme of things. However, yes, it isnt mandatory to have a full bank, it does help very much though. Especially if you are rcing for long amounts of time.

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Excellent Runecrafting guide! :D (Although it only concerns members...)

 

You should also add talisman staffs to your guide, they're an alternative to tiaras and give a small runecrafting bonus (?).

 

@ickdeep: The old hide tabs work as well.

[hide=Hide tab]Ohai there.[/hide]

[hide=Hide Tab]Ohai there.[/hide]

douvdFX.jpg


 


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Excellent Runecrafting guide! :D (Although it only concerns members...)

 

You should also add talisman staffs to your guide, they're an alternative to tiaras and give a small runecrafting bonus (?).

 

@ickdeep: The old hide tabs work as well.

[hide=Hide tab]Ohai there.[/hide]

[hide=Hide Tab]Ohai there.[/hide]

 

Thank you for the input, I will definatly look into adding the staffs. Im not sure about the runecrafting bonus you talked about - but I'll check that out.

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Great guide! I love Runecrafting :) Always nice to see enthusiasts making guides about it.

 

Anyways, one thing you might want to add, is that when RCing via Graahks, and using the three pouch method, you don't actually want to repair your pouch right away. Since you'd have the Giant, Large, and Medium Pouch, even with the degraded Giant, you have enough space to contain the 24 Essence in your pouches, which is the exact amount you need for a perfect run (24 Ess + 3 Pouches + 1 space for runes). And with this, you can get another 2 or 3 runs to the altar without any penalty at all.

 

Now, also because a Graahk run to the altar is faster than the Abyss, I prefer to use up 4 or 5 runs to the altar after my pouch is degraded, as then you'll hold only 1 less essence, which still increases your runes/experience per hour.

 

So just a little tip to throw in there :) Sorry if it wasn't very well worded, I'm kind of tired hehe.

codguy.png

Codguy.png

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I get a question:

 

U say it would be better only use 3 pouches for double astral, but I will craft 12 ess less per trip(small pouch+3 spaces of medium pouch+abyssal lucker), I just want to know if it is really faster? and by how many ess/h, cuz I m doing it right now, and I really want to know the truth.

 

thank you

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I get a question:

 

U say it would be better only use 3 pouches for double astral, but I will craft 12 ess less per trip(small pouch+3 spaces of medium pouch+abyssal lucker), I just want to know if it is really faster? and by how many ess/h, cuz I m doing it right now, and I really want to know the truth.

 

thank you

 

If you want to find out yourself, get a stopwatch of some sort, handheld, or on your computer, and time it yourself to figure it out.

 

Time a run with all pouches and lurker, and time a run with only 3 pouches and no familiar.

 

Then take that time, and divide it from 3600 (seconds) to get how many approximate runs you can do with each method. Then calculate that by how many essence per run, for your answer.

 

Now this isn't considering the few abyssal runs, but it'll give you a rough idea of which is faster, and by how much.

codguy.png

Codguy.png

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I get a question:

 

U say it would be better only use 3 pouches for double astral, but I will craft 12 ess less per trip(small pouch+3 spaces of medium pouch+abyssal lucker), I just want to know if it is really faster? and by how many ess/h, cuz I m doing it right now, and I really want to know the truth.

 

thank you

It's better to use all pouches for astrals, since one extra bank maybe takes 2-3 secs and indeed gives you 12 ess/run more. Saving a few seconds isn't going to be worth it, not using a pouch is really only worth it for graahking where you can't use a lurker.

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I get a question:

 

U say it would be better only use 3 pouches for double astral, but I will craft 12 ess less per trip(small pouch+3 spaces of medium pouch+abyssal lucker), I just want to know if it is really faster? and by how many ess/h, cuz I m doing it right now, and I really want to know the truth.

 

thank you

 

They're all pretty much right, its best to use 4 pouches if you're using a lurker, or parasite if you dont want to use a familiar or cant for that matter, I find it better to use 3 pouches, but its an ongoing debate between many rc'ers. You really do have to find this out for yourself. Its mostly personal preference and performance. If you like one way better and find it faster do it that way. Sorry if this is not the answer you were looking for. Enjoy

~Happy Runecrafting =]

 

 

BTW this guide will be going through an update tonight due to the new lunar way to fix pouches. Its much faster to repair your pouches, especially for astral running. Look for it later =]

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It is not a debate, 4 pouch + familiar is vastly superior to 3 pouch at astrals.

 

Also, what's with the pouch setup?

IF you are using a familiar then yes it is better, however if you dont have the ability, or are using a different familiar (such as a terrorbird) for some unknown reason, sticking with 3 is better.

 

And if by pouch set up you mean me keeping my pouches in the second to last row of my invantory, then that again is personal preferance. I find that clicking and nto having to move my mouse again to empty is faster for me and that has transfered over into my guide. However if you find this to not work as well for you as it does for me, by all means do it your way. This guide is in no way set in stone, it is for help and assistance to those who want it, but like i stated in the first post, most of it IS personal preferance and opinion. There are different ways to do every skill, runecrafting is no different.

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It is not a debate, 4 pouch + familiar is vastly superior to 3 pouch at astrals.

 

Also, what's with the pouch setup?

IF you are using a familiar then yes it is better, however if you dont have the ability, or are using a different familiar (such as a terrorbird) for some unknown reason, sticking with 3 is better.

 

And if by pouch set up you mean me keeping my pouches in the second to last row of my invantory, then that again is personal preferance. I find that clicking and nto having to move my mouse again to empty is faster for me and that has transfered over into my guide. However if you find this to not work as well for you as it does for me, by all means do it your way. This guide is in no way set in stone, it is for help and assistance to those who want it, but like i stated in the first post, most of it IS personal preferance and opinion. There are different ways to do every skill, runecrafting is no different.

 

How is your method better than the traditional L positioning?

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It is not a debate, 4 pouch + familiar is vastly superior to 3 pouch at astrals.

 

Also, what's with the pouch setup?

IF you are using a familiar then yes it is better, however if you dont have the ability, or are using a different familiar (such as a terrorbird) for some unknown reason, sticking with 3 is better.

 

And if by pouch set up you mean me keeping my pouches in the second to last row of my invantory, then that again is personal preferance. I find that clicking and nto having to move my mouse again to empty is faster for me and that has transfered over into my guide. However if you find this to not work as well for you as it does for me, by all means do it your way. This guide is in no way set in stone, it is for help and assistance to those who want it, but like i stated in the first post, most of it IS personal preferance and opinion. There are different ways to do every skill, runecrafting is no different.

 

How is your method better than the traditional L positioning?

 

Speed just stated that it's personal preference, not necessarily the best pouch setup, or more preferred by everyone else. I prefer pouches in a row myself as well because of how my mouse works, for instance. It's doesn't allow me to use the 'L' setup very well, however, it works just fine with the row setup.

codguy.png

Codguy.png

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Speed just stated that it's personal preference, not necessarily the best pouch setup, or more preferred by everyone else. I prefer pouches in a row myself as well because of how my mouse works, for instance. It's doesn't allow me to use the 'L' setup very well, however, it works just fine with the row setup.

 

Most people prefer to do it the quickest and easiest way, why shouldn't a guide tell people what most people find fastest and easiest? It's like writing a Jad guide and explaining how to melee him.

 

And how does your mouse make

click, move right, right click, click, move right, right click, click

easier than

click, right click, click, move right, right click, click

?

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If that jad guide was on how to melee him then more power to the person. However a jad guide is a lot different than a little thing like where you place your pouches. I am in no way the only person who runecrafts with this method, it is easier for us this way because of the simple right click and click without having to move your mouse to the correct option of "empty" (on regular sized screen not fullscreen). however like i said it is PERSONAL PREFERANCE. If you want to do it your way, do it your way - This guide has been made with my opinions, and its the way I have found best. I have been using this method for over a year, and have shared it with a few of my rc'ing friends, who have all switched to this method as well because they have found it to be a nice and simple way to runecraft. This method has gotten me from 54-96 runecrafting and I intend to keep it that way, I am in no way demeaning your method of "L" setup, however this is the way i have made my guide and that is the way i will keep it. Sorry for any offense, however I do not have the time to create whole new screenies for this guide that took me hours and hours to make because of one person's opinion that I am doing it wrong. I will gladly add a section in the Tips and Tricks about the L setup if you care to explain it your way, you will get credit after the explanation if this is what you chose. however other than that, i am sorry but i have way too much to do in real life than to spend my time arguing and remaking a guide.

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The benefit comes when emptying that first pouch. Do you see how he has to move his pointer down to get to the empty option? The way I have my pouches set up, that is not a factor. The pouches are positioned so its not necessary. To be quite frank, the methods are hardly different at all, and really dont need this much discussion, if you want to continue this debate/discussion message me or something, I dont think we should be taking up posts arguing about methods. Im open to change trust me, but I really dont have the time to change my whole guide for something so small and insignificant. especially since his runecrafting trip was only faster than mine due to the huge lag i have when teleporting, other than those under 2 seconds of lag, the trips were identical, it really is only a matter of preferance because there is little to no difference in the outcome.

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The benefit comes when emptying that first pouch. Do you see how he has to move his pointer down to get to the empty option? The way I have my pouches set up, that is not a factor. The pouches are positioned so its not necessary. To be quite frank, the methods are hardly different at all, and really dont need this much discussion, if you want to continue this debate/discussion message me or something, I dont think we should be taking up posts arguing about methods. Im open to change trust me, but I really dont have the time to change my whole guide for something so small and insignificant. especially since his runecrafting trip was only faster than mine due to the huge lag i have when teleporting, other than those under 2 seconds of lag, the trips were identical, it really is only a matter of preferance because there is little to no difference in the outcome.

 

The first click and mouse movement downward can be done during the first crafting of runes, since you can right click while the animation is occurring. Therefore, this method is still easier and faster than yours. The L method has 1 mouse movement during the animation, and one after, while your method has both mouse movements after the animation.

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