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Best Rune Tips Skill Guides

Runescape Runecrafting Guide

Hello fellow RuneScapers, welcome to my first guide on RuneScape.

TABLE OF CONTENTS:


At the nature altar after an abyss trip - Introduction
- Methods
- Rune requirement chart (multiples included)
- Combination Runes
- Pouches
- Runecrafting Gloves
- Runecrafting Familars
- Altars
- Quests that give experience to Runecrafting
- What I did for 99 RC


Introduction:

First let me introduce myself so that you know you're getting info on this skill by an advanced RCer. My account name is Jeffsterz. I've got 99 RC and still actively runecraft to this day. It's my favorite skill (along with Thieving) not only for the potential profit earned, but for it's active style of leveling. Not to mention, the emote for the Skillcape is pretty rockin'! As of this writing, I've got a Total Level of 2207, so as you'd imagine, I've been playing RuneScape on and off for a few years now (since Oct, 2005).

Methods of Runecrafting:

There are five ways to level up your Runecrafting. Click on any of the links below to be brought to that section on Runecrafting.

- 1st option: Using a Talisman/Tiara on any given altar (safe but very slow)
- 2nd option: Abyss running (Runes by choice, risk of death)
- 3rd option: Spirit Graahk running (Nature Runes only, safe)
- 4th option: ZMI/Ourania Altar running (Random Runes obtained, slim chance of death)
- 5th option: The Great Orb Project mini game (safe)

Each of the options above are pretty much your choices for leveling up to the great 99 level. Depending on your preference, I'm going to try and break each one down for you. at the end of this guide, I'll let you in on my preferred method and the gear I wear.

TAKE HEED: Runecrafting is not a skill you'll be able to obtain quickly. Unlike most of the skills, this one is actually pretty time consuming and can burn most average players out. The time it usually takes to obtain the coveted level of 91 RC is roughly 2-3 months! Bear in mind that 92 is the true half way point to 99...

That all said, enjoy the rest of this guide. I hope it gives you the answers you were searching for.


  Using a Talisman/Tiara on any given altar.

This option is the route you'll have to take in your first few levels of Runecrafting (at least up until level 2! Heh heh). All you need to know is that you'll be required to have either a Talisman or Tiara of the Rune Altar you're entering (e.g.; Fire Altar requires a Fire Talisman or Fire Tiara). the only exception to this rule is the Astral Altar. This altar only requires that you start the Lunar Diplomacy quest.

Obviously, if you're going to be going this route for a majority of your levels, you'll want to use either a Tiara of a

Click here to see a listing of all the Altars and their locations (or just scroll down to towards the bottom of this guide).

In my opinion, the only four worth while altars to manually runecraft from are the following: Fire, Astral, Nature & Law. Allow me to explain:

Fires - These are great if you don't want to risk the Abyss at a low level. All you need you to maximize your run times is the Dueling Ring. Simply teleport to Castle Wars to bank and then teleport to the Dueling Arena entrance and run North to the Fire Altar. This is pretty good exp for the low levels (Fire runes give you 7exp per Essence.

Astrals - This rune is sort of special in it's own right as the only two ways to make is via the Altar on Lunar Isle or via the ZMI Altar (randomly getting them). The exp gained is nice (8.7 exp each), so it's a good alternative to running Natures. Remeber, at level 82 RC you can make double Astrals! Also note that it takes level 69 Magic to cast the Moonclan Teleport spell (the one that take you to the bank on Lunar Isle). Use that spell for quick banking; otherwise, just walk/run it.

Natures - These runes are always in demand, unfortunately the Altar is all the way in the middle of Karamja. There are four different methods you can do to run these manually.

1st option: Use a Ring of Dueling or Amulet of Glory, teleport to Al-Kharid for banking. Then make your way to the Glider (must have completed The Grand Tree quest) and fly over to Karamja. From there, walk North, then cross the log. Head South-West and enter the Nature Altar.

2nd option: Using the Tai Bwo Wannai General Store. What you do is take all of your Pure Essence out from your bank in noted form and about 50k gp. You should now have 26 empty slots in your inventory (unless you have Pouches). Use the noted Pure Essence on Jiminua and select the number to un-note (costs 2 gp per P Ess). Rinse and repeat.

3rd option: The Fairy Ring method (requires starting the A Fairy Tale Part II quest). The Fairy Ring location for C-K-R is located just South-West from the Nature Altar. Using an Amulet of Glory to teleport to Edgeville will speed things up. Remember to be wielding your Dramen/Lunar staff to enable the rings!

4th option: Shilo Village running. You can either run/walk from Shilo Village (requires completion of the Shilo Village quest) to the Nature Altar. Or use the Karamja Gloves 3 (from the Achievement Diary -- Hard section) and teleport to Shilo Village Gem Mine from the Nature Altar. Then just run to the bank and back over to the Nature Altar.

Laws - Like the Nature runes, this rune is always in demand and it's altar is located on a remote island (Entrana). Remember that Entrana does not allow any armor; however, you can wear Penance Gloves, Boots of Lightness, Amulet of Glory, Ring of Dueling and the Spottier/Spotted Cape. There are three main methods to manually running Laws:

1st option: Banking at Draynor and then run/walk to the monks at the docks (Port Sarim). Catch the boat to Entrana and then make your way toward the Law Altar (North-East). Use an Amulet of Glory to quickly get back to Draynor.

2nd option: Banking at the Void Knight Outpost. When leaving Entrana, and arriving at Port Sarim, head to the South end of the docks. Take a boat to the Void Knight Outpost and use the bank there. Catch the boat back to Port Sarim then run/walk to the monks and hitch a ride back to Entrana.

3rd option: The Hot Air Balloon method. This requires that you complete the Enlightened Journey quest and have unlocked the Castle Wars service (the balloon route). You'll need to have Normal Logs in your bank for this to work (the cost of the balloon ride). Equip a Ring of Dueling and head to Castle Wars. Take the Hot Air Balloon there and once you land on Entra,a make your way towards the Law Altar (North-East). Teleport back to Castle Wars via the Ring of Dueling. This method has actually proved to be almost as fast as Abyss Law running.


  The ways of the Abyss.

Requirements:
- Must have completed the Abyss mini quest (talk to the Zamorak Mage located North of Edgeville, lvl 7 Wild).
- Must have completed the Rune Mysteries quest.

Ah, where to start? This is one of my favorite things to do in RuneScape. It's an active (clicks and change camera views) method of Runecrafting with a slice of danger added to it. With Wilderness PKing gone however, the likely hood of anyone actually dying has gone significantly down. I personally had only ever been killed once by a PKer waaay back when I was like 68 RC... Anyway, now that the Wild has gone and become the Mild, the only dangers are the Revenants that lurk around the Abyssal entrance every now and then.

Upon arrival into the Abyss, your Prayer will be drained to zero (unless you have an Abbysal Familiar of some sort). You also become skulled, so if you die you will not be given a grave marker, nor will you be keeping any items upon your death. This the whole reason PKing was made popular around the Abyss in the first place.

If you are worried about dying while going to or while inside of the Abyss, it is recommended to take either a Teletablet (House preferred) or Ectophial (from the Ghosts Ahoy quest).

Fear not, if a Revenant monster does manage to teleblock you, you are still ABLE to teleport out from the Abyss (in case you are really badly damaged from the Revenants).

QUICK TIP : If you ever become frozen by a Revenant, continue to right click on the Mage of Zamorak and click the Teleport to Abyss option. Even if you are frozen and the mage gets close enough, he will teleport you (regardless if you're teleblocked or not). I used to evade tons of PKers back in the day this way.

You can craft all types of Runes from within the Abyss with the exception of Astral and Soul Runes. Astral can only be made at the Lunar Isle Altar or at the ZMI Altar. Soul Runes can only be crafted at the ZMI Altar.

As far as items go for Abyss running, you should consider wearing either armor to protect you from the danger, gear that makes you lighter and items that increase your chance of escaping into the rifts. Allow me to explain:

Armor: Any armor you decide to wear should be focused on protecting you from Magic attacks (the teleblocking and freezing from the Revenants). The Abyssal Demons in the Abyss aren't too bad. You won't need any kind of armor to deflect their attacks.

Teleports: An Amulet of Glory is a wise choice. I always have quite a few of these in my bank as it shortens the amount of trips to the Fountain of Heroes (Heroes Guild). Otherwise you can use the Ancients spell Paddewwa Teleport (level 54 Magic -- 2 Law, 1 Fire, 1 Air); although, you'd be using some valuable inventory space since this spell requires the use of three different Runes. It may be wise to equip the Ring of Dueling as a sort of backup in case you forget to swap the Amulet of Glory when it's out of charges. Or even wear a Combat Bracelet or Karamja Gloves 3 in case you forget your Glory and Duel ring and have no Home Teleport.

Lightness: Any items that can make you weigh less while doing Abyss runs has it's benefits for obvious reasons. Currently there are only four items that drop your weight. They are: Spottier Cape, Spotted Cape, Penance Gloves and the Boots of Lightness.

Items to get to the rifts: The rifts are the "portals" to the Altars. In order to get to the rifts, one must use their skills to bypass the blockage. For example, you'll need to use a Pickaxe to mine past the Rock or use your Thieving to get past the Eyes. Only two blockages do not require an item, Agility and Thieving. Only one of them require you to have an item in your inventory, Firemaking (Tinderbox). The other two are Mining (Pickaxe) and Woodcutting (Axe).

The nice thing about the Abyss is for each and any of the obstacles (blockages), you will gain 25 exp in the skill used. So aside from just the Runecrafting experience you get, you'll also get some bonus experience as well.

NOTE : Contrary to popular belief, you do not need Rune or Dragon type items (e.g.; Rune Pickaxe, Inferno Adze, etc.). In fact, you can just use Bronze items and get the same results. It's all really based on your skill level and not the item. I recommend Bronze items since they weigh less than their more popular counterparts.

Remember that you'll be running like mad while doing Abyss runs. You have the following realistic options to choose from in order to keep your Energy level up:

- Use Enery Potions
- Spirit Bull Ant (Level 40 Summoning)
- Spirit Terrorbird (Level 52 Summoning)
- Energy Pool at Oo'glog (As a First Resort quest)

ONE MORE TIP : When crafting your runes through the Abyss, you're likely to take some damage. When healing at the bank for said damage, don't bother eating anything good (Sharks, Monkfish, etc.). Instead eat things like Trout, Salmon or Tuna. This will save you much more in GP over time. Besides, when you eat, you'll be at the bank anyhow, so there's no urgency in healing super quick.


  The way of Spirit Graahk running.

Requirements:
- Level 57 Summoning
- Amulet of Glory or Ring of Dueling or Karamja Gloves 3
- Nature Tiara/Talisman or Nature Talisman Staff
- Energy Potions

This method has gotten pretty popular since it's initial release. It's quite simple really. Get your Pure Essense from the bank of your choosing (Edgeville, Castlewars or Shilo), then use the Graahk to teleport you to the the Horned Graahk hunter area South-West from the Nature Altar on Karamja. Run North-East to the Nature Altar, craft your runes then teleport back to bank. Rinse and repeat. :)

The drawbacks to this of course is the fact that you'll have to use Energy Potions to keep up with the pace, and the cost of the Spirit Graahk pouches. If you don't mind the cost or the use of Energy Potions, then this is a great way to RC. The main reason is because you'll take no risk (only when you have to go to the Abyss for Pouch repairs).

Do not be fooled, people running through the Abyss can make it to the Nature Altar at almost or near the same rate as the Graahkers. So if you're concerned about quickness but would rather maximize your profit, consider Abyss runs.


  ZMI/Ourania Altar running.

Requirements:
- 70 Magic
- Lunar Diplomacy quest completed
- Astral Runes to spare/use

The Zamorak Magical Institue (ZMI) Altar, or it's real name, the Ourania Altar is a power leveling method designed for Runecrafters looking for experience over Runes/GP. This altar does not require a talisman or tiara to enter, and you can only use Pure Essense to craft your Runes.

No matter what your Runecrafting level is, you do not make any multiple Runes; however, instead you gain double the exp per Rune crafted. For example, each Nature Rune would give you 18 exp; whereas, at the normal Nature Altar, you'd only gain 9 exp per Nature Rune crafted.

The downside to this is that the Runes you craft are random. You are unable to choose which Runes you'll be making. So during some runs here, you'll end up making a bunch of Runes that you have no interest in having, while only getting a few that are useful to you.

The ZMI Altar is the only way to make Soul Runes. Although no math formulas have been made out to disect how often a player can obtain high level Runes, it has been noticed by many that players with higher leveled Runecrafting seem to get a better average of higher Runes.

The ZMI Altar is in a cave below the Chaos Altar (South-West of West Ardougne's South wall, near the Red Salamander Hunter area).

Once inside the cave, you will have two paths to choose from. There is an NPC named Eniola here whom you can bank with, but with a cost. He charges 20 of any Rune to open the bank each time you visit him. Therefore, if you plan using him to bank, remember to pack a ton of cheap Runes (Fire or Body Runes are a good choice).

Three other alternate bank spots would be either the Lunar Isle, Edgeville or Castle Wars bank. I say Lunar Isle because in order to utilize an outside banking method you will need to be on the Lunar Magic Spellbook. This is due to the fact that there is a teleport spell to the altar itself. The spell is Ourania Teleport (level 71 Magic -- 2 Astral, 1 Law, 6 Earth).

If you decide to bank at Edgeville, you'll need an Amulet of Glory. Likewise, if you plan to teleport to Castle Wars, you'll need a Ring of Dueling. If you're going to bank at Lunar Isle, you'll need to use the Moonclan Teleport (level 69 Magic -- 2 Astral, 1 Law, 2 Earth) or Tele Group Moonclan (level 70 Magic -- 2 Astral, 1 Law, 4 Earth) spells.

The two paths you see when first entering the cave both lead to the ZMI Altar. One (left-side) is safe from hostilities but is longer, while the other (right-side) is shorter but has monsters who are hostile to all combat levels. All enemies are in a multicombat areas and include all three types of attack sytles (melee, range and mage).

It has been noted by various Runecrafters that this method can gain a player up to 25k-40k exp per hour.

You can summon familiars inside the Ourania dungeon; therefore, it is recommended to bring along a Spirit Terrorbird Pouch (level 52 Summoning) and a sufficient amount of Tireless Run scrolls. Otherwise, take a Spirit Bull Ant Pouch (level 40 Summoning).


  The Great Orb Project mini game AKA The Runecrafting Guild.

Requirements:
- 50 Runecrafting
- Complete the Rune Mysteries quest
- Cannot wear/equip an item on the weapon or helmet slot.

Recommended Equipment:
- Essence Pouches: Enables you to carry any Essence you are given as a reward.
- Fist of Guthix Air, Water or Earth Runecrafting Gloves: Receive 3 times normal exp.
- Explorer's Ring 2 or 3: You'll receive extra elemental Runes (standard exp).
- Runecrafter Robes (all but the Hat) to increase the distance you can push/pull the orbs.
- Gear that makes you lighter (Penance Gloves, Boots of Lightness, Spotted/Spottier Cape).

This mini game is located in the Runecrafting Guild, through a portal on the first floor of the Wizard's Tower (South of Draynor).

Methods of travelling to the guild:
You can either teleport to Draynor via an Amulet of Glory and run, Cabbage-port via the Explorer's Ring and run, or use the Fairy Ring code D-I-S to be transported behind the tower. You can even get to the guild via a Runecrafting guild teletab, which can bought from Wizard Elriss inside the guild for 15 tokens each. Last but not least, you can get to the Wizard's Tower via the Eastern teleport portal on the top floow of the Wizard's Guild (in Yanille).

Worlds 60 & 61 are designated as the official worlds for this mini game.

Why do people use the Runecrafting Guild?
- You can purchase Runecrafting Teleport Tablets with tokens won from the mini game.
- You obtain free Pure Essense (P2P) or Rune Essence (F2P) at the end of each round.
- You are able to craft Runes on any altar after any round.
- Each altar after the Fire Altar gives double experience. Try saving up for the Nature Altar.

Main objective of the game: The objective of this game is for players to move as many orbs corresponding to their team color as they can to the altar. The team with the most orbs when the timer runs out wins.

I'm not going to get too specific on the gameplay for this mini game, as that would be a mini guide in itself. I've only played this mini game several times, so I wouldn't be the best authority on the subject anyhow.

Gameplay:
This game consists of two teams, Yellow and Green. Talk to either Wizard Vief (yellow) or Wizard Acantha (green) to join the game. Each team requires at least two players to notify Wizard Elriss to open the portal to start play (so no less that four people at a time).

There are 8 rounds in each game, which take place at the following Altars:

- Air altar
- Mind altar
- Water altar
- Earth altar
- Fire altar
- Body altar
- Chaos altar (P2P)
- Nature altar (P2P)

NOTE : If playing this game in F2P, you will only play 6 rounds.

Repairing your Pouches in the guild:
Wizard Korvak repairs and sells Runecrafting pouches. In addition, he can bind Omni-talismans into Runcreafting Staves or Tiaras. His pouch related prices are as follows:

- 9k GP to repair a Large Pouch
- 12k GP to repair a Giant Pouch
- 25k GP to buy a Large Pouch
- 50k GP to buy a Giant Pouch

Remember that if you don't want to repair your pouches here, you can always head to the Abyss and get them repaired for free!

Quick Tips :
- Try to keep as much Essence as possible until the last round for maximum profit and exp.
- Keep enough inventory spaces reserved for carrying the Runes you've crafted, thus eliminating the need for banking.
- If you do need to make any elemental runes, be sure to equip an Explorer's Ring 2 or 3 for extra runes!
- Bring your Fist of Guthix Air, Water or Earth Runecrafting Gloves for triple exp!

Rewards:
- You gain 100 tokens for each round won.
- You gain 10 tokens for each round lost.
- The team to win the most rounds in total gains an additional bonus of 200 (P2P) or 150 (F2P) tokens. If both teams tie, then no bonus is awarded.

You may trade in your tokens for the following items:
- Runecrafting Robes (Hat, Robe, Skirt & Gloves). Each peice costs 1k tokens.
- The Runecrafting Staff costs 10k tokens.
- Pure or Rune Essense costs only 1 token each.
- P2P Altar Talismans are 125 tokens.
- F2P Altar Talismans are 50 tokens.
- Runecrafting Teleport Tablets prices vary from 15 to 45 tokens. See below for more info.

Runecrafting Teleport Tablets:
These tablets are not tradable. Certain tablets require that you have the Runecrafting skill level and even a certain quest completed before being able to use them. These tablets are only obtained through this mini game. Below is a table listing of each tablet and it's requirements. More info is available below the table for those marked with asterisks.

Tablet
  RC LVL 
  Tokens 
Other Uses/Locations
 
RC Guild 
N/A
15
Wizards' Tower
 
Air
1
30
South of Falador
 
Mind
2
32
 
Close to Chaos Temple (Wine of Zamorak) 
 
Water
5
34
Lumbridge Swamp
 
Earth
9
36
Sawmill
 
Fire
14
37
Duel Arena
 
Body
20
38
Dwarf Mines
 
Cosmic
27
39
Zanaris
 
Chaos
35
40
Chaos Tunnels
 
Astral *
40
41
Lunar Isle
 
Nature
44
42
Karamja
 
Law *
54
43
Entrana
 
Death *
65
44
Dark Beasts
 
Blood *
77
45
Mutated Bloodvelds

* When using the Astral tab you will need to have completed the Lunar Diplomacy quest and must have the Seal of Passage either equipped or in your inventory.

* You must have no weapons/armour equipped or your inventory in order for the Law tab to work.

* The Death tab requires that you've completed the Mourning's Ends Part II quest.

* The Blood tab requires that you've completed the Legacy of Seergaze quest.


Runecrafting level requirement chart with multiples included:

Below is a chart listing of the level requirements to create each rune type. I've also listed the levels you'll need in order to make multiple runes from one Essense.

Type
  EXP 
  LVL 
  x2 
  x3 
  x4 
  x5 
  x6 
  x7 
  x8 
  x9 
  x10 
  Ess Type 
 
Air
5
1
11
22
33
44
55
66
77
88
99
Rune/Pure
 
Mind
5.5
2
14
28
42
56
70
84
98
-
-
Rune/Pure
 
Water
6
5
19
38
57
76
95
-
-
-
-
Rune/Pure
 
Earth
6.5
9
26
52
78
-
-
-
-
-
-
Rune/Pure
 
Fire
7
14
35
70
-
-
-
-
-
-
-
Rune/Pure
 
Body
7.5
20
46
92
-
-
-
-
-
-
-
Rune/Pure
 
Cosmic
8
27
59
-
-
-
-
-
-
-
-
Pure
 
Chaos
8.5
35
74
-
-
-
-
-
-
-
-
Pure
 
Astral
8.7
40
82
-
-
-
-
-
-
-
-
Pure
 
Nature
9
44
91
-
-
-
-
-
-
-
-
Pure
 
Law
9.5
54
-
-
-
-
-
-
-
-
-
Pure
 
Death
10
65
-
-
-
-
-
-
-
-
-
Pure
 
Blood
10.5
77
-
-
-
-
-
-
-
-
-
Pure
 
Soul
11
-
-
-
-
-
-
-
-
-
-
Pure


Combination Runes:

To create these runes, you must bring existing runes that are one half of the combination, with a talisman ( not a tiara) of the same type, along with an equal amount of Pure Essence, to the altar which comprises the other half of the combination. As you craft the combination rune, the talisman that is not of the alter type will have vanished.

Example: To craft a Mud Rune you would go to the Earth Altar (wearing your Earth Tiara), bring a Water Talisman, Water Runes and an equal amount of Pure Essence. Once crafted, you'd lose the Water Talisman.

The success rate is only 50%; however, if you equip a Necklace of Binding (enchanted Emerald Necklace) you will have a success rate of 100%. After 15 uses, the necklace then crumbles away.

If you have done the Lunar Diplomacy quest, you can cast the Magic Imbue spell (level 82 Magic -- 2 Astral, 7 Fire, 7 Water) which will enable you to combine runes without having to sacrifice a talisman.

The exp gained varies based on which altar you craft the combination runes at. The lower exp amount will always be a result of crafting at a lower level altar.

Rune
Made from
  EXP Low 
  EXP High 
  LVL 
  Mist
Air + Water
8
8.5
6
  Dust
Air + Earth
8.3
9.0
10
  Mud
Water + Earth
9.3
9.5
13
  Smoke
Air + Fire
8.5
9.5
15
  Steam 
Water + Fire
9.3
10
19
  Lava
Earth + Fire
10
10.5
23


Runecrafting Pouches:

All RCers should always take advantage and use whatever pouches they can while Runecrafting for maximum exp. There are four different types of pouches, ranging from RC level 1 to 75.

Over time/use the Medium, Large, and Giant Pouches will degrade and hold less Essence. To repair these, simply talk to the Dark Mage in the center of the Abyss and he'll repair them all at once (you don't even need to have the pouches on you for this to work -- he can repair them with them still in your bank). Otherwise, pay Wizard Korvak in the Runecrafting Guild to repair them. If your pouch degrades completely it will disappear.

Pouch
 Holds   LVL 
Obtained
 Small Pouch 3 ess 1  Zamorak Mage (free) or Abbyssal monsters 
 Medium Pouch 6 ess 25  Dropped by Abyssal monsters or from Wizard Korvak (free) 
 Large Pouch 9 ess 50  Dropped by Abyssal monsters or from Wizard Korvak (25k) 
 Giant Pouch 12 ess 75  Dropped by Abyssal monsters or from Wizard Korvak (50k) 

NOTE : You will ALWAYS lose your pouches upon death, even if they are the only 3 items you are carrying! Pouches are droppable, so if you are certain you are going to die, you can drop them and run back to pick them up; however, all Essence stored in them will be lost.

Quick Tip : Your pouches can be proactively repaired before they become degraded. All you need to do is talk to the Dark Mage (in the center of the Abyss) and have him repair them. Once he repairs them, they reset back to their repaired state. Since I use all four pouches, I always try to have him repair them on every 10th run.


Runecrafting Gloves:

If you play the Fist of Guthix mini game, you can purchase three different types of Runecrafting Gloves for 75 tokens each. The three types include Air, Water, and Earth.

These gloves give double exp for the type of rune crafted. The gloves will allow 1000 Essence to be crafted before they crumble to dust.

Type
 LVL 
 EXP 
 Air 10 10
 Water  20 12
 Earth 30 13


Familiars that help with Runecrafting:

There are only three different familiars which have the ability to store Rune or Pure Essence, and each of them can only carry seven essence at a time. Only one of them (Abyssal Parasite) has the ability to slow down the Prayer drain caused by entering the Abyss. On average players will lose about one prayer point per 5-10 seconds while in the Abyss.

Familiar
 Summ LVL 
Ability
 Abyssal Parasite 
54
Abyss Prayer drain slowed
  Carries 7 Pure/Rune Essence 
Magic styled combat
 Abyssal Lurker
62
Carries 7 pure/rune essence
Controlled styled combat
 Abyssal Titan
93
Carries 7 pure/rune essence
Attack styled combat


The Altars locations:

Below is a chart which defines where the locations are pertaining to each Altar. Perhaps in the future, I'll get some screenshots for each one of these, for easy reference. Remember to have the matching Talisman or Tiara upon entering a given Altar.

Altar
Location
Closest Bank without teleporting
 Air  South of Falador  Falador South Bank
 Mind  Far North of Falador  Edgeville Bank
 Water  Lumbridge Swamp  Lumbridge Chest (cellar) or Bank (3rd floor) 
 Earth  North-East of Varrock (South of Lumber Mill)  Varrock East Bank
 Fire  North of the Dueling Area entrance  Al-Kharid Bank
 Body  South of Monastery  Edgeville Bank
 Cosmic  South-East corner of Zanaris  Zanaris Bank
 Chaos  North-West of Edgeville (lvl 9 Wild)  Edgeville Bank
 Astral  South-East corner of island  Lunar Isle Bank
 Nature  North of Shilo Village  Al-Kharid Bank (via Glider)
 Law  North-East corner of Entrana  Pest Control or Draynor Bank
 Death  Temple of light  Lletya Bank
 Blood  North-East Meiyerditch, inside laboratory  Burgh de Rott Bank
 Ourania   West of the Khazard Battlefield (Chaos altar)   Ourania Bank


  Quests with RC exp:

Some quests give you Runecrafting experience as a reward for your completion. Then there are some other skills that give out lamps or knowledge books that have a certain number of experience that can be added to your skill of choice. These quests are listed below:

Quests which give you RC exp:

- The Abyss Miniquest: 1k exp
- The Eyes Of Glouphrie: 6k exp
- Devious Minds: 5k exp
- Lunar Diplomacy: 5k exp
- Slug Menace: 3.5k exp
- What Lies Below: 8k exp

Quests which can give you RC exp if you choose to do so:

- A Fairy Tale Part II: 2.5k exp in any skill of your choice over level 30.
- Darkness Of Hallowvale: 6k exp in any skill of your choice (Tome of Experience, 3 x 2k exp)
- Great Brain Robbery, The: 5k exp for any skill you choose over level 30.
- Legacy of Seergaze: 7.5k exp in any skill of your choice (Tome of Experience, 3 x 2.5k exp)
- Legends' Quest: 7,650-30,600 exp (7,650 is given to 4 skills from a list of skills)
- Glorious Memories: 2.5k exp in any skill of your choice over level 30.
- One Small Favour: 10k-20k exp (2 x 10k lamps for any skill of your choice over level 30)
- Recipe for Disaster: 20k exp (A lamp for any skill of your choice over level 50)
- A Tail Of Two Cats: 2.5k-5k exp (2 x 2.5k lamps for any skill of your choice over level 30)
- Troll Stronghold: 10k-20k exp (2 x 10k lamps for any skill of your choice over level 30)
- While Guthix Sleeps: 100k-400k exp (4 x 100k lamps for any skill of your choice over level 65)


What I did to reach 99 RC:

I actually started Runecrafting about a few months after I became a member (sometime in 2006). Anyway, I started out with hardly any info on the skill so I was just Rcing like any normal person. I did it the manual way up until I hit level 14. Then I started to make Fire Runes. I used the method with banking in Castle Wars and teleporting to the Dueling Arena, then running to the altar. I did this until I reached level 27 and then I started to make Cosmic Runes manually. I did this along with making more Fire Runes up until I reached level 35.

I then started to manually walk to the Chaos Altar (avoiding the newbie PKers). I did several runs until I met some guys at the altar. They explained that I should try the Abyss out. They pretty much told me I was crazy for walking all the way through the maze to get to the altar. So naturally, I did some research on the Abyss.

I then invested in about 10 or so Amulet of Glories then went into the Abyss with my Full Rune! I killed a ton of Abyssal Leeches until I had all four pouches (although I could only use two). I then started to RC via the Abyss and crafted Chaos Runes until I was level 44. I made Natures until I hit 54 and then proceeded to make Laws. I remember the first 1000 Laws I made. I actually sold them all for 1k each, and all at once in Seers bank! Yep, I made 1M from only 1k Laws! I guess he wasn't aware that folks bought them for 300-400ea at Dryanor at the time. Anyway, once I made that sale, I knew I was going to be doing a lot of RCing.

From level 54 till about level 88 RC I was making some Cosmics, some Natures, lots of Laws and lots of Deaths too. I was using Laws for money making, and Cosmics & Natures to make and alch all of my Air Battlestaves I was crafting (I was going for 99 Crafting at the time). I made Deaths for the sole purpose of power leveling (this was before ZMI). Once I was 99 Crafting, I made more Laws until I reached level 91 RC.

I actually used to mine 1k P Ess everyday (for my own Natures + Cosmics + some Deaths and Laws) and buy the rest that I would use for that day (maybe about 10k-12k P Ess). I'd craft the P Ess into Laws (mainly) & Deaths (sometimes) and sell them off immediately after I had like 10k-12k of them. Rinse and repeat the next day. Once I finally got to 91 RC, I was strickly making Natures. Next thing I knew, I was level 99!

To this day, I still RC. It really is one of my favorite skills. Since I'm so used to going through the Abyss (from back in the day) and having to deal with those pesky PKers, going now is a sinch. I had only ever been killed by a PKer once (when I was showing a friend where the Abyss was -- yeah, that was embarassing), so the Revenants got nuthin on me!

So here is how I look when I go RCing. Notice that I wear a Seers ring before wearing a Ring of Dueling... I guess this is just a habit from the PKing days. At least I don't carry a Home Teletab on me anymore! :P

What I wear when doing an abyss runs

Here is how my inventory looked today. Notice all the on hand Pure Essence and how many Amulet of Glories I've got? See the Bronze Pickaxes too? Heh heh...

Jeffsterz inventory and layout

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