Abyss

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The Abyss is a "glue" plane that sits between realms and holds them together. Inside of the Abyssal dimension is Hostilius, a Chthonian demon that was defeated by Zamorak and Avernic demons during the demonic rebellion, and was subsequently banished and imprisoned here. This region of the Abyss provides access to all the existing Runecrafting altars without the need for a talisman (with exception of the Astral and Ourania Runecrafting Altars). Hostilius' internal body consists of two rings; a dangerous outer ring in a multiway combat zone with abyssal monsters, and a safe inner ring with rifts leading to the Runecrafting altars. In appearance, it seems to be oddly organic, with eyes, boils, and strange-looking tendrils.

In addition to the abyssal monsters inhabiting it, using this method is also dangerous because players who enter the Abyss will have their Prayer points drained to 0.

Players have to travel through part of the low-level Wilderness to reach the Mage of Zamorak, who teleports the player to the Abyss.

Players who enter Runecrafting altars through the Abyss receive 250% experience when crafting runes. The buff lasts for one minute from when you craft runes at the altar. The bonus experience can be raised to 350% by wearing a demonic skull, which can be bought from the Mage of Zamorak for 550,000 coins. Wearing the skull opts the player into dangerous PvP. Players of any combat level can attack the demonic skull wearer in the Wilderness. Should you die to another player, the skull will be dropped as 500,000 coins for the killer to loot. Talismans, tiaras or talisman staves are not required to enter altars through the Abyss.

Location[edit | edit source]

The location of the Mage of Zamorak

To enter the Abyss, the player needs to complete the Enter the Abyss miniquest. Once players have completed the miniquest, they can use the 'Teleport' option on the Mage of Zamorak north of Edgeville in level 4 to 6 Wilderness to enter the Abyss.

Strategy[edit | edit source]

Players will be able to attack you upon entering the Wilderness if you are opted-in to PvP, for example when wearing the demonic skull.

  • For convenience, players can make the Mage of Zamorak teleport them straight away with a left-click by going through his 'Configure' option; this only has to be done once.
  • Once in the Wilderness, players should run until they reach the Mage of Zamorak. To avoid being stunned by player killers, players opted-in to PvP should use Anticipation once they cross the Wilderness border.

Other notes[edit | edit source]

  • Inside the Abyss a player is not in the Wilderness any more and cannot be attacked by other players. However, if a player attacks immediately before a player enters the Abyss, the attack can hit after the player has been teleported inside due to lag. If you are teleblocked by a player before entering, using the 'Teleport' option on the Zamorak Mage will not work.
  • Combat experience received in the Abyss is only half that received outside of the Abyss although it is still very common to see players training Magic and Ranged.

Navigation[edit | edit source]

The interior of the area is roughly circular with an 'inner' and 'outer' ring. After the player is teleported into the outer ring they will have to find a way through to the inner ring where the rifts leading to the Runecrafting altars are located. Wielding a Wilderness sword 3 or Wilderness sword 4 provides a chance that the Mage of Zamorak will teleport the player to the inner ring of the Abyss. If the Nexus Mod relic power has been activated the player will always be teleported to the centre of the Abyss instead of the outer ring.

Outer ring[edit | edit source]

The outer ring contains a large number of Abyssal monsters:

These monsters can hit over 275 (with the exception of the leeches, which hit a maximum of 208), although they often miss if the player has a decent defence level (65+) and wears adequate armour such as Dragonhide, or armour from the 'strategy' section. However, the abyssal monsters should still not be underestimated as, due to their large numbers, a player may take several hits per second. Failed or not, no damage is taken from these monsters during an attempt to pass through to the inner ring. Minimising time between attempts can increase the chances of survival.

Access to the inner ring is gained by utilising different skills to bypass several obstacles:

Upon entering, the player always appears near the Mining obstacle or the Agility obstacle. With a sufficient Mining or Agility level this can be used to one's advantage to train more efficiently. An alternative to the Agility obstacle is to pass via the Thieving obstacle. Yet another alternative to the Mining obstacle is to pass via the Woodcutting obstacle.

These obstacles have randomly generated locations upon a player's arrival in the Abyss and can be in different locations for different players at the same time. Passing them gives 25 XP in the required skill. The player will always pass the obstacle if they meet the hard level requirement of 30 in that skill.

Inner ring[edit | edit source]

The Dark Mage, deep in concentration.

There are no monsters in the inner ring of the Abyss. There are rifts leading to nearly every Runecrafting altar except the Astral altar and Ourania Runecrafting Altar, which makes the Abyss useful for crafting a lot of different types of runes very quickly. Talismans, tiaras or staves are not needed to access the altars via the rifts. The following restrictions still apply:

  • The Cosmic rift cannot be accessed until the Lost City quest has been completed.
  • No weapons or armour can be taken through to the rift to the Law altar as it is located on Entrana. This includes pickaxes, hatchets, explorer's ring, and any familiars or familiar scrolls.
  • The Death Altar requires the quest Mourning's End Part II to be completed.
  • The Blood Altar requires the quest Legacy of Seergaze to be completed.
  • The Soul Altar requires the altar to be discovered using a soul talisman after completing the quest 'Phite Club.

There is a dark mage present at the centre of the inner ring (yellow spot on the minimap), maintaining the rift so the ZMI can use the Abyss to craft runes. He will repair players' Runecrafting pouches for free.

If the player has equipped a Wilderness sword 3 or higher there is a small chance to be teleported into the inner ring, although much like the normal teleport, the location varies. If the Nexus Mod relic power has been activated the player will be teleported next to the dark mage instead regardless if the sword is wielded or not.

Using the Abyss as a method of transportation[edit | edit source]

Because the altars are located throughout the world, it is possible to use the Abyss as a method of teleportation. Some useful (and free) teleports include:

To use a teleport, simply enter the Abyss, find and enter the altar, then leave via the portal. No tiaras or talismans are necessary when entering the portals to go to the various altars via the Abyss.

Combat training[edit | edit source]

Training melee, magic, and ranged combat skills in the Abyss is one of the higher experience/hour away from keyboard (AFK) training methods in RuneScape, granting 500,000-600,000 combat experience/hour.

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 8 August 2022 (Update):
    • The Abyss can now be entered without the requirement of being opted-in to PvP. The 250% Runecrafting XP bonus still applies for opted-out players who runecraft via the Abyss.
    • The Forinthry bracelet no longer consumes charges when entering the Abyss while equipped. The examine has been updated to reflect this change.
    • Players who do opt-in for PvP and use the demonic skull receive the 350% XP bonus.
  • patch 4 October 2021 (Update):
    • Interacting with any of the skill check barriers to the inner circle of the Abyss will now play a shorter animation.
    • Players can no longer fail obstacles in the Abyss. Instead, there's now a hard level 30 requirement in the respective skills to cross the obstacles.
      • Adjusted some outdated messaging regarding the obstacles.
  • patch 23 September 2019 (Update):
    • The abyss bonus now correctly refreshes when re-entering an altar with it active.

patch 15 August 2016 (Update):

    • Moved a piece of scenery to prevent you getting blocked occasionally when teleporting directly to the centre of the abyss.
  • ninja 28 September 2015 (Update):
    • Runecrafting altar rifts in the Abyss had their click areas increased.
  • ninja 20 July 2015 (Update):
    • Entering an altar through the Abyss will now provide 2.5x Runecrafting experience.
    • The Mage of Zamorak found in the Varrock Chaos Temple and north of Edgeville is now selling a mysterious object that may prove enlightening when Runecrafting using the Abyss:
      • Entering an altar through the Abyss with the item equipped will now provide 3.5x Runecrafting experience. A head icon will show that the player is currently wielding the item.
      • Players killed wearing the item will drop 500k upon death to another player.
  • patch 13 August 2013 (Update):
    • The camera transition is now much smoother when passing through into the middle of the Abyss.
  • patch 9 November 2009 (Update):
    • The Death Altar portal in the Abyss is now a little more informative if you don't have the requirements.

Trivia[edit | edit source]

  • When the Abyss was released, it was possible to attack other players inside the Abyss by using Ancient Magicks multi-target spells on a monster near the player, you could also select an attacking spell from the spell list and manually use it on a player. Because of the relative obscurity of the recently-released Abyss, many people explored the Abyss with expensive armour, and were a target for the bug abusers. The glitch was later fixed; however, the people who profited from it were not banned.
  • After the update on 10 December 2007, Abyss Runecrafting was made much safer due to the fact that there were no player killers around and revenants only occasionally wandered close to the Zamorak Mage. However, the player killers returned with the Wilderness and Free Trade update on 1 February 2011.
  • It is possible to see the Abyssal Area at the far north of the Abyss, even without the Orb of oculus.
  • According to the game's background, whenever a person is teleported with magic, they are in the Abyss for a split second. Hence the Lost & Found office random event. Accordingly, as the Mage of Zamorak during the miniquest with the same name theorises, The Abyss is a dimension in which the dimensional barriers may be weakening. If this is indeed the case, then many more teleportation methods would be failing, not simply the initial spell that caused the Zamorakians to discover the Abyss as well as allowing all of the abyssal creatures into the same area. As most teleports are quite accurate, this has caused controversy pertaining to the storyline of this miniquest.
    • It is worth noting, however, that the Mage of Zamorak claims that Zamorak has devoted some of his energy to stabilising the Abyss, and that the Dark Mage at the Abyss' centre was placed there by the ZMI to stabilise the Abyss as well. It is possible that, as a result, there is now less risk of teleportation spell failure.
  • On 6 June 2009, with the release of the Hunt for Red Raktuber, the Thieving obstacle did an emote even if a player failed to pass.