From the RuneScape Wiki, the wiki for all things RuneScape
Jump to navigation Jump to search
Daemonheim entrance.png
Release12 April 2010 (Update)
MusicVarious, see article
Daemonheim standard.png
The outside view of the castle.
The place where players arrive if they travel to Daemonheim by boat.
Inside Daemonheim castle.

Daemonheim (/dmənhm/ DEE-mən-hyme[1]) is a huge dungeon complex beneath an ancient castle located on an icy peninsula in the eastern part of the Wilderness. While being in the region of the Wilderness, Daemonheim is not considered as part of the danger zone of the Wilderness. It was created by the Dragonkin and was explored and subsequently overtaken and expanded by the Mahjarrat Bilrach. It is one of the few places where players can train the Dungeoneering skill alongside Elite Dungeons, bonus Resource dungeons, Sinkholes, Tears of Guthix, penguin points and experience lamps.

Most of Daemonheim's history is told through the Chronicles of Bilrach, which are discovered as a player trains the Dungeoneering skill. Currently, an army of Fremenniks have set up a campsite in the area to prepare for their next expedition into the enormous labyrinths below the castle.

A taint is present in Daemonheim; the Fremennik have set up a quarantine to prevent anyone from taking items in or out of the castle. Therefore, one cannot bring items into the dungeons with the exception of a ring of kinship, Daemonheim auras, the Dungeoneering cape and master cape, skill pendants, the mad necklace, Gorajo cards, Keepsake Keys, Dungeoneering party simulators, Advanced pulse cores, Cinder cores, the Festive aura, and an orb of oculus, so it is necessary to have enough room in the bank to deposit items. However, some Fremennik have smuggled items out and have them available for the price of a certain number of Dungeoneering tokens. Players can form a raiding party for Dungeoneering here by entering the free-for-all room and being matched with a party or using the ring of kinship to make a party of the player's choice. It is also possible to go in alone.

Dungeon info[edit | edit source]

Cannons allowedDisallowed

Getting there[edit | edit source]

History[edit | edit source]

Before Bilrach's Descent[edit | edit source]

The castle was likely built by the Dragonkin, as evidenced by this statue.

Not much is known about the history of Daemonheim prior to Bilrach's arrival. It is known to be a Dragonkin fortress, and evidence of their habitation can be found all over the area: Dragonkin statues can be found at the top of the stairs to the ground floor[UK]1st floor[US], and there are pillars with Dragonkin faces on them outside. The Dragonkin refer to the region where Daemonheim is located as Ullergrax, meaning Forinthry or Wilderness, in the Dragonkin language. The Mahjarrat Bilrach wrote in one of his journals that he thought the Dragonkin were fools to abandon Daemonheim but that it 'must all be connected'. This may mean that the Dragonkin had some involvement in or knew about the Rift and something caused them to bury it and flee. At some point the Dactyl Dragonkin Kerapac was in his own laboratory beneath Daemonheim, likely returning after Bilrach began his descent of Daemonheim. Bilrach also refers to the Dragonkin as the 'enders of the Great Wars', this is likely due to their appearance in and after the God Wars after continued use of the Stone of Jas. [2]

When an unknown individual looked through one of the portals beneath Daemonheim, they saw the fortress on a lush green plateau with no sign of ruin. A scrap of parchment which quoted Guthix also escaped from the portal. This was likely showing Daemonheim before Zamorak destroyed Forinthry in the God Wars.

History of Daemonheim[edit | edit source]

In the year 1225 of the Fourth Age, long after the fortress was built, the Zamorakian Mahjarrat Bilrach began digging and constructing the dungeons of Daemonheim. Prior to this, Bilrach had been sleeping in order to restore his power.[3] Bilrach began his descent due to whispers which he believed to be his lord, Zamorak.[4] Bilrach's plan was to dig towards this Rift and unleash his master Zamorak upon Gielinor.[5] It is stated in Bilrach's journals that he also had a long sleep before his descent into Daemonheim. He enslaved a large number of followers, including humans, giants, and hobgoblins, in order to help him reach an area known as the Rift (also known as Floor 61) at the bottom of Daemonheim.[6] The Rift is believed to be an area where space is unstable and where the boundaries between dimensions are weak, possibly located miles below Daemonheim. To this day, it continuously distorts Bilrach's tunnels, causing their layouts to shift each time they are visited. The Rift has also caused the growth of otherworldly plants, metals, and new species of fish within the floors of Daemonheim. After some time, it is believed that Bilrach used the portals generated by the Rift to recruit creatures from other worlds, such as Behemoths, Stalkers and Kal'Gerions.[7] The Kal'Gerion demons are Infernal Demons named after Kal'Ger the Warmonger, who became a powerful ally of Bilrach after pledging allegiance to him.[8] [9] Kal'Ger has five generals beneath him, such as Yk'Lagor the Thunderous and Bal'lak the Pummeller, who can be found throughout the floors of Daemonheim. The fifth general has not been seen or named. [10] When Mod Mark was asked the whereabouts of this 5th general on the RuneScape forums, he responded with 'deeper'. This may mean that the 5th Kal'gerion general is on Floor 61 or through The Rift.

In order to acquire the resources necessary for the construction of his massive dungeon network, Bilrach also uncovered several remote locations hidden from the rest of the world, now known as resource dungeons. Among these dungeons included sources for rocks, woods, and followers. These dungeons were sealed off with the same magic used in the construction of the rest of Daemonheim. Thus, a certain Dungeoneering level is required to enter them.

To ensure that no one followed him into his tunnels, Bilrach filled Daemonheim with enormous traps, puzzles, locked doors which bore his face and experimented with portal magic to acquire even more followers to guard the tunnels he dug, creating an enormous dungeon network below the fortress. Unfortunately, during one of his portal experiments, he accidentally opened a portal leading to the realm of the Gorajo, a magical tribe of humanoids. The Gorajo were strictly against necromancy and demon summoning, and attempted to stop him. Today, several members of the Gorajo can be found inside the dungeons, such as the divine skinweaver and the enigmatic hoardstalker. Bilrach swore that once he reached The Rift, he would come back and destroy the Gorajo and their world once and for all. [11] [12]

In year 5 of the Fifth Age, Bilrach had reached the Warped floors of Daemonheim and noted that the bedrock he had been carving through was much weaker, like a saw cutting through flesh.[13] By the year 79, Bilrach had begun to question why Zamorak could have not broken through the Rift himself; despite this, he continued to dig towards his master.[14] In the year 137, Bilrach wrote that, as he dug deeper, the whispers had become voices, and he became fearful that the floors below might hold great foes that even he could not deal with.[15] Suspiciously, in the year 165, Bilrach began to feel a "dark energy" draining his power but he continued to dig as the voice told hold him to.[16] This was strange as up until now the power of the Rift and its portal energy had been making Bilrach incredibly powerful. This would be the last entry in Bilrach's chronicles.

In the year 168 of the Fifth Age, Moia, the daughter of Lucien, found Bilrach on Floor 60 beneath Daemonheim. Moia was sent by her father to find and investigate Bilrach,[17] as Lucien and Zemouregal noticed that someone had tried to move the Ritual marker and believed it may have been Bilrach, who had missed the Ritual of Rejuvenation. As this was unsuccessful, Bilrach sent Hearthen to Freneskae to retrieve the original ritual marker. Bilrach would then act as tutor to Moia, until they finally reached The Rift on Floor 61.[18] Moia and Bilrach held hands as they ventured into the Rift, and together they stumbled across dimensions and were torn from one another. Bilrach arrived upon Freneskae and found the last remaining Chelon-Mah, which he took back to Floor 61 to sacrifice at the Ritual marker causing the strange power event.[19] Moia, however, found herself on an unknown planet where fire formed in countless colours and designs. Here she found Zamorak, following him to countless worlds, and neither would be seen again until the Battle of Lumbridge.[20]

Meanwhile, in the year 169 of the Fifth Age, a strange power washed over the entirety of Gielinor. Every single human was lifted into the air and faced directly towards Daemonheim, with red mist circling around them. After the recent Mahjarrat Ritual of Rejuvenation that same year, the Zarosian Wahisietel revealed that the disturbance was caused by the death of a Mahjarrat, most likely Bilrach. The power drew the attention of the Fremennik tribe, whose seers were easily able to point to the source of the power they felt. The Fremennik sent an army to investigate the source of the power. After arriving at the castle, they gave the dungeons beneath their current name, Daemonheim, translated into "Demon Halls", although, as Thok, Master of Dungeoneering says, the dungeons contain much more terrifying creatures than demons. Fremennik Seers 'waved their wands' across the entrance of Daemonheim, making it so every item that crosses it would become too heavy to bear.[21]

Thok and Marmaros entered the Dungeons of Daemonheim and began writing letters to their sister: Bryll. Eventually, they too began hearing voices as they descended the Demon Halls. Thok and Marmaros were very successful in their descent, reaching the very bottom of Daemonheim (likely, Floor 61). However, towards the end of their descent Marmaros began hearing voices and attempted to take his own life. The two of them found also rotting corpse at the bottom of Daemonheim, likely that of the Chelon-Mah. An unknown 'white bearded man' would save Thok and Marmaros at the bottom of Daemonheim, healing them and wiping their memories. Brundt the Chieftain then wrote a letter to the 'white bearded man', thanking him for saving Thok and Marmaros. Brundt was unsure how the 'white bearded man' managed to pass the protective barriers placed by the Fremennik Seers and does not know what possessed him to venture into the depths of Daemonheim. Finally, Brundt sent words to adventurers of Daemonheim and hoped that the 'white bearded man' would accompany them into the dungeons. For this reason, the 'white bearded man' may be the Smuggler.

This attracted many adventurers from all over the world. The Fremennik, along with the many adventurers supporting them, are raiding the dungeon's floor by floor trying to reach the source of the strange power.

Eventually, adventurers found a man named Skaldrun on the Frozen Floors of Daemonheim. After being rescued, he would tell adventurers that he remembers chronicling life for someone in Daemonheim and having his journals torn apart and scattered throughout the dungeons. For this reason, it is likely that Skaldrun is actually Grondaban. Adventurers would also find a mysterious strange token and Letter to an acolyte beneath Daemonheim. Not much is known of these but when shown to the Smuggler it is implied that he knows more regarding them.

At some point, Elven explorers reached Daemonheim and did enough exploration to discover many of the unique herbs and plants found within. The Meilyr Clan took charge of mastering the skill and offering its resources to the elven city of Prifddinas. After the Iorwerth Clan betrayal of the other clans and takeover of Prifddinas near the end of the Fourth Age, Lady Meilyr retreated to Daemonheim, and used a potion to find a hidden room to continue her own studies in exile, safely away from Lord Iorwerth, while awaiting the chance to restore Prifddinas. The restoration of Prifddinas came with the help of an adventurer in year 1 of the Sixth Age, at which time Lady Meilyr returned to resume her duties as Clan Elder and lead her clan in Prifddinas.

Moia being asked by her father, Lucien, to find and investigate Bilrach. Zemouregal is also present.

In the Sixth Age, The Exile recounts that her and her tribe were tasked by Hearthen with carrying 'strange black stones' to the bottom of Daemonheim. During the journey The Exile and her tribe were attacked. The Exile survived but the rest of the tribe were slaughtered. An individual from the Eastern Lands named Kakashi was behind the attack and likely stole the 'strange black stones'. Later, the Kal'Gerions attempted to summon the hundred-handed one from Daemonheim by using Moia as a power conduit. [22] This is despite the Kal'Gerions having gained the respect of a nation in Bilrach and seeing an unfettered power in him. [23] [24]

Personalities[edit | edit source]

Monsters[edit | edit source]

Bosses[edit | edit source]

Music unlocked[edit | edit source]

Development history[edit | edit source]

On 22 February 2010, exactly thirty days after the strange power, Daemonheim was suddenly released. At the time, it was known to players as the Wilderness Castle. Curious players tried to get in, but were unable to as the castle was blocked off by the Fremennik guards named Hilda and Torsteg. Hilda mentions that Daemonheim was the source of the strange power and have blocked it off to contain an unknown threat. Some players, however, attempted to view it using the orb of oculus and found some tents and a ruined castle.

All of the confusion was cleared up on 12 April 2010, when Dungeoneering was finally released. Since the re-release of the Old Wilderness, Hilda and Torsteg now guard the entrance to Daemonheim from invading PKers.

Structure found on the Daemonheim peninsula

Zamorak's hideout[edit | edit source]

During Dishonour among Thieves the player meets Zamorak on Floor 60 and assembles Zamorak's team to steal the Stone of Jas from Sliske. After the quest, the hideout can be used to access the Stalker dungeon.

Future updates[edit | edit source]

A structure near Daemonheim that resembles the face of a Dragonkin.

Other structures appeared on the Daemonheim peninsula on 19 July 2010. It is currently unknown what these structures may represent or what they may be used for in future updates to Daemonheim. One of them seems to resemble the face of a Dragonkin. New decorations were also placed on the castle floor - the same main symbol but more detail added. Also, on 19 August 2010 a new update was added in which the occult floors were released. Currently, in the lobby, there is one waiting room for each set of floors, circling clockwise up to the Warped floors. Each room has a coloured logo inside. The Warped floors, which were released on 2 November 2010, span from the floors 48-60 and require up to level 119 Dungeoneering to complete.

According to the Game Update FAQ in the Recent Updates Forum for the week of the Warped floors' release, floor 60 is not the bottom of Daemonheim and a finale event is planned. At the end of December 2014, there was a poll polling between a Floor 61 quest and the next Myreque quest, The Lord of Vampyrium.

The area presumed to be at the bottom of Daemonheim is referred to as The Rift in lore found while Dungeoneering.

Gallery[edit | edit source]

Graphical updates[edit | edit source]

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 13 June 2022 (Update):
    • The Deathless relic power will now correctly prevent penalties for dying in Daemonheim.
  • patch 1 September 2020 (Update):
    • The flowing blood in Daemonheim is no longer stripy.
  • patch 11 May 2020 (Update):
    • Removed the chisel from the room in Daemonheim where the player must carve a weapon for one of three statues.
  • patch 14 October 2019 (Update):
    • The cooking cape perk is now correctly applied when you are in the Daemonheim dungeon.
  • patch 5 August 2019 (Update):
    • Incorrect messaging has been removed when entering a dungeon in Daemonheim.
  • ninja 22 July 2019 (Update):
    • Daemonheim auras will now automatically remove when leaving a dungeon.
  • patch 22 July 2019 (Update):
    • All Daemonheim auras now appear in the aura management interface, along with their passive benefits.
    • You can now open the aura management interface in Daemonheim.
    • The festive aura can now be activated in Daemonheim again.
  • patch 15 January 2018 (Update):
    • The tooltip for food in Daemonheim now correctly shows lifepoints healed for players with a Constitution level that does not meet the requirements for the full effect.
  • patch 8 May 2018 (Update):
    • Updated the model of a cooking fire in Daemonheim.
  • patch 19 June 2017 (Update):
    • Trying to enter Daemonheim from the Wilderness no longer loops a chat message.
  • patch 12 December 2016 (Update):
    • Disappearing scenery in Daemonheim has been fixed.
  • patch 31 October 2016 (Update):
    • Surge spells may now do up to level 99 spell damage in Daemonheim, limited by your weapon's level.
  • ninja 17 October 2016 (Update):
    • Opening a skill guide within Daemonheim now jumps to the Dungeoneering filter automatically, where applicable.
  • hotfix 10 October 2016 (Update):
    • Players no longer gain Uncharted Isle maps when skilling in Daemonheim.
  • patch 15 August 2016 (Update):
    • Ensured that the light and dark form curse visual effects are cleared when leaving Troll Invasion and Daemonheim.
  • ninja 20 June 2016 (Update):
    • The Fremennik are sick of stray gnomeballs hitting their tents. As such, gnomeballs are now banned from the Daemonheim staging area.
  • patch 11 April 2016 (Update):
    • Removed some small gaps in the environment from the western area of Daemonheim.
  • patch 7 March 2016 (Update):
    • The travelling curtain model has moved on from the Daemonheim peninsula.
  • patch 11 January 2016 (Update):
    • Updated the drinking potion animation in Daemonheim.
  • patch 29 September 2014 (Update):
    • Players will no longer receive Prayer golden rocks inside Daemonheim.
  • patch 13 January 2014 (Update):
    • The memory conversion keybinds on the Divination interface now work while divining in Daemonheim.
  • patch 3 December 2013 (Update):
    • Taking the boat from Daemonheim to Taverley no longer causes players to become stuck on arrival.
  • patch 22 October 2013 (Update):
    • Shared XP now works with novite Smithing within Daemonheim.
  • patch 15 October 2013 (Update):
    • Food eaten in Daemonheim now plays the correct eating animation.
  • patch 2 October 2013 (Update):
    • Lit braziers and inner wall torches found around Daemonheim have been updated to use particle effects to match the outer walls.
  • patch 13 August 2013 (Update):
    • Players can no longer view other players' inventories outside of Daemonheim.
  • patch 19 December 2012 (Update):
    • The Daemonheim guard between Daemonheim and the Wilderness no longer has a stretchy mouth.
  • patch 11 December 2012 (Update):
    • Attacking the wrong ghost in Daemonheim is now balanced to make it more difficult.
  • patch 14 February 2012 (Update):
    • The wind sound around the Daemonheim peninsula has been quietened.
  • patch 21 September 2011 (Update):
    • The pressure pads in the Confusing Portals puzzle room in Daemonheim are now visible in all graphics modes.
    • Prayer point restoration messages in Daemonheim are now correct.
    • The Confusing Portals puzzle in Daemonheim could be skipped by logging in and out.
  • patch 5 July 2011 (Update):
    • Some heightmapping in the terrain has been fixed.
  • patch 4 January 2011 (Update):
    • Removed invisible blocking near the southwest corner of Daemonheim.
  • patch 15 September 2010 (Update):
    • Ensured two music tracks are played near Daemonheim.
  • patch 1 September 2010 (Update):
    • Fixed some of the particles on various locations in Daemonheim.
    • Corrected the colours of the grimy and clean versions of some of the herbs found in Daemonheim.
    • You will now correctly gain Woodcutting XP on the occult floors in Daemonheim.
    • Adjusted an obstacle course challenge room in Daemonheim to prevent disconnection issues.
  • patch 19 July 2010 (Update):
    • Fixed several creatures in Daemonheim that lacked a selection of animations.
  • patch 5 July 2010 (Update):
    • Fixed a minor issue whereby two rings of kinship could be obtained at once.
    • Fixed the Crafting scripts in Daemonheim to give the correct amount of XP when making multiple items at once.
    • Red-eye fish examine text changed slightly.
    • Fixed an issue when runecrafting with a full inventory in Daemonheim.
  • patch 25 May 2010 (Update):
    • Boosted Agility now replenishes you run rate correctly in Daemonheim.
  • update 12 April 2010 (Update):
    • Made accessible within the game.

Trivia[edit | edit source]

  • The Fremenniks here will not address you by your Fremennik name even if you have completed The Fremennik Trials.
  • Mod Mark H had written a suggestion in the forums known as Deepstone Keep which led many players to believe Daemonheim was just that, though he confirmed otherwise. However, many aspects of the gameplay are quite similar to it.[25]
  • There are several non-interactive ghostly Fremennik wandering outside of Daemonheim.
  • Mod Elfborne says: Daemonheim is actually a reality TV show and the elder gods are laughing at players!
  • Items from the main world that are smuggled into Daemonheim are removed from the player's inventory upon completing a dungeon. A message is displayed: "The items you smuggled into Daemonheim were affected by its taint, and must be left behind." Conversely, when a player manages to take an item out of a dungeon into the main world, the item is destroyed and a message is displayed: "The tainted item cannot survive this far from Daemonheim, and it crumbles to dust."
  • Daemonheim could be reached during the 2010 Christmas event by entering magical cupboards all around Gielinor.

References[edit | edit source]

  1. ^ Jagex. RuneScape Dungeoneering. Youtube. (Archived from the original on 3 June 2021.)
  2. ^ Mysterious chronicle (part 2), written by Bilrach, RuneScape. "Year 1241 of the 4th Age: After years of evading detection, my research finally led me to the castle above. It seems similar to that of the Dragonkin of old: protectors of the artefact, enders of the Great Wars. Of course, I should have suspected It to be hidden in a manner as straightforward as this! fools to abandon such a place; why would they move on? It must all be linked in somehow, but time does not allow for further investigation. My power now is to be used on one thing: forging through the very earth that separated me from my goal."
  3. ^ Mysterious chronicle (part 4), written by Bilrach, RuneScape. "Year 1285 of the 4th Age [...] I will have to work on re-awakening my lost power. While my mighty slumber restored a large amount of power, it was once again lost in my great search for this place. Evading detection required some interesting methods and many disguises, which has again left me drained."
  4. ^ Mysterious chronicle (part 1), written by Bilrach, RuneScape. "Year 1225 of the 4th Age: Finally! After four long years of bringing in weak-minded fools to follow my cause unknowingly, today is the day - the day I begin the great descent. [...] My power is as true as the whispers calling."
  5. ^ Mysterious chronicle (part 24), written by Bilrach, RuneScape. "Year 5 of the 5th Age [...] This must be fate's reward for seeking the interplanar portal below, the portal that separates me from my Masters realm of banishment. [...] I, Bilrach, will find this Rift, where the barrier between realms thins. I, Bilrach, will re-open it and release my Master upon this world once more. I, Bilrach, will release Zamorak!"
  6. ^ Mysterious chronicle (part 15), written by Bilrach, RuneScape. "Year 1641 of the 4th age [...] here I am, nearing the half-way mark! [...] I will be closer to the end than the start. Soon, I will be at the Rift!"
  7. ^ Mysterious chronicle (part 20), written by Bilrach, RuneScape. "Year 1824 of the 4th Age [...] Portal magic was the best move I could have made [...] Not only am I able to draw power from the portals as I once did, but I've manged to enslave ever-more powerful and destructive beasts. The stalkers, the lumbering behemoths and the curiously noble Kal'Gerions are all creatures of my will now, defending my great work as if it were their own."
  8. ^ Kal'gerion notes (part 1), written by Grondaban, RuneScape. "4th Age, year 1837. Date unknown. The Kal'Gerion demons that our Master has brought to us through his experimentation with portals are powerful allies indeed. These demons were already an army when they were contacted by our Master. After a brief demonstration of his power, their leader, Kal'Ger the Warmonger pledged allegiance to our Master, and began ordering his armies as he instructed."
  9. ^ Kal'gerion notes (part 5), written by Grondaban, RuneScape. "There is a volatile respect between Bilrach and Kal'Ger, and it is easy to see how the unlikely alliance has persisted. Kal'Ger, for all of his petulant rage and sulky retreats to the demon forge - has gained the utter respect of a nation. His demons have installed him as their leader and taken his name as their own. Bilrach, I suspect, dreams of that depth of respect; his charges meekly die or serve him out of fear or lack of choice. In Bilrach, Kal'ger sees an unfettered power and raw power is the currency of the demon nation. In Kal'Ger, Bilrach sees the respect he expects to gain from finding our master. They are a dysfunctional family, but a potent and powerful one."
  10. ^ Kal'gerion notes (part 2), written by Grondaban, RuneScape. "4th Age, year 1837. Date unknown. The Kal'Gerion army has a very simple military structure: Kal'Ger is the leader, his five generals immediately below him, and the lesser and greater demons make up the rank-and-file fodder."
  11. ^ Mysterious chronicle (part 25), written by Bilrach, RuneScape. "Year 24 of the Fifth Age: Curse the blasted gorajo! They've wasted more time and progress than I care to expend. Their elders and children will pay for their misdeeds. I vow, here and now, that I will sunder their world with the power I acquire at the bottom of this place."
  12. ^ Mysterious chronicle (part 22), written by Bilrach, RuneScape. "Year 1911 of the 4th Age: Curse the gorajo! The air here is turgid with magic, and no matter how many times I close the portal to their realm, another reopens. I've decided to forge on; those pathetic creatures will pay later. I will reach the Rift soon and come back to destroy them once and for all."
  13. ^ Mysterious chronicle (part 24), written by Bilrach, RuneScape. "Year 5 of the 5th Age: This is it. The area below is weaker than the bedrock I have been forging through, and my magic carves through it like saw through flesh."
  14. ^ Mysterious chronicle (part 27), written by Bilrach, RuneScape. "Year 79 of the Fifth Age [...] if He has such influence on this world, could He not break through Himself? I must not sully my purpose with doubts: the end is too close."
  15. ^ Mysterious chronicle (part 29), written by Bilrach, RuneScape. "Year 137 of the Fifth Age: His whispers have turned to voices, and I am close to Him now. [...] what followers I left behind are now lost to corruption, and I fear that a foe will rise that even I could not deal with."
  16. ^ Mysterious chronicle (part 30), written by Bilrach, RuneScape. "Year 165 of the Fifth Age: The end cannot be far now, I feel the dark energy around me, draining me: shouldn't it be empowering me? The voice tells me to stop writing. Have I used up all my power getting this far, or is it ebbing through other means? The voice tells me to push onwards. I know my master will have the answers. I'm still myself. I must listen to the voices and push on."
  17. ^ Lucien, "Nadir (saga)", RuneScape. "Moia, you have a new assignment. You are tasked to Find Bilrach and return with his current condition."
  18. ^ Moia, "Battle of Lumbridge", RuneScape. "Bilrach was my first mentor. He showed me how to harness both parts of my herigate: Mahjarrat and human."
  19. ^ Bilrach, "Dishonour among Thieves", RuneScape. "I returned to Gielinor with the once-great Chelon-Mah captive. The strange power you speak of was triggered when I slew him upon my ritual stone."
  20. ^ The Book of Zamorak, written by Moia, RuneScape. "I left Daemonheim and walked into a new world, stepping across planes in a single stride. Gielinor melted away around me and I found myself in a world that was both wondrous and alien. It was formed from fire; mutable in state, in countless colours and designs that I lack the words to describe. It was a world of chaos that defied the laws of nature. It was beautiful. It was at the heart of this world that I first met my lord. [...] He showed me countless worlds that all showed the same. Without chaos, life stagnates."
  21. ^ M. and thok letter (part 1), written by Marmaros and Thok, RuneScape. "Little sister, Cheating, blasted, cheap magic! I've said it before, but I mean it more than ever. Our paranoid seers have waved their magic wands across the dungeon entrance and made every item that crosses it, save our undercrackers and overclothes, too heavy to bear. Thok lasted a few steps, of course, but even he had to make his excuses and ditch the battleaxe."
  22. ^ Umbral Diplomacy, written by Yor'Ger the Deceiver, RuneScape. "But so it is. Our plans to summon the hundred-handed one in Daemonheim failed due to the intervention of the guardians of Guthix. Perhaps this Kranon can succeed where we failed. If he does so, we will take the power of the hundred-handed one for ourselves, and use it to reclaim our rightful homeworld."
  23. ^ Kal'gerion notes (part 1), written by Grondaban, RuneScape. "4th Age, year 1837. Date unknown. The Kal'Gerion demons that our Master has brought to us through his experimentation with portals are powerful allies indeed. These demons were already an army when they were contacted by our Master. After a brief demonstration of his power, their leader, Kal'Ger the Warmonger pledged allegiance to our Master, and began ordering his armies as he instructed."
  24. ^ Kal'gerion notes (part 5), written by Grondaban, RuneScape. "There is a volatile respect between Bilrach and Kal'Ger, and it is easy to see how the unlikely alliance has persisted. Kal'Ger, for all of his petulant rage and sulky retreats to the demon forge - has gained the utter respect of a nation. His demons have installed him as their leader and taken his name as their own. Bilrach, I suspect, dreams of that depth of respect; his charges meekly die or serve him out of fear or lack of choice. In Bilrach, Kal'ger sees an unfettered power and raw power is the currency of the demon nation. In Kal'Ger, Bilrach sees the respect he expects to gain from finding our master. They are a dysfunctional family, but a potent and powerful one."
  25. ^ Mod Mark H. "MMH Suggests - Deepstone Keep, page 67." 22-Feb-2010 17:11:31. (Archived from the original on 14 April 2010.) Suggestions - Area and Achievement Diary Forums.