(Redirected from Skill plot)

Clan Citadels are members-only features, released on 26 July 2011. First introduced to players in a teaser on the RuneScape homepage, these Citadels are large fortresses built upon flying islands, and are available to clans who have five or more official members. (See Creating a Clan.)

 “ The clan citadels were originally the flying fortresses of the aviansie, so Armadyl would have had his throne up there somewhere. Since the magic of the citadels is Armadyl's, it makes sense that the avatars are made by Armadyl too! ” — Mod Osborne RuneScape Forums
The Clan Citadel portal surrounded by various statues.

A Clan Citadel may be accessed by any clan member by using the portal in the Clan Camp to the south of Falador. Alternatively, the clan portal in the Tower of Voices in Prifddinas may also be used.

Once enough resources have been acquired, the player will receive the message:

You have skilled enough this week to earn an experience boost from the quartermaster in the keep.

There are many areas within a Clan Citadel in which clan members may socialise – meeting rooms, a senate, a party room – but the centrepiece is the clan battlefield. This offers clans a large area to battle together or face-off against other clans, and a full-blown battlefield editor to create combat situations or minigames.

When Free-to-play players enter the teleport portal at the Clan Camp, they find themselves in a cutscene showing them around a completed clan citadel populated by many player spoofs. Clan Citadel guards walk around and guard the main gate.

## Pre-release

As mentioned previously, Citadels were first introduced in a teaser on the RuneScape homepage. The RuneScape Team stated that the update would be members-only, and claimed that Clan Citadels would be very customisable, with features scaled according to a tiered system. It also showed that clan members would have to collect resources to build them.

## The Basics

Clan Citadels are the castles in the sky that serve as clan headquarters. Resources collected by clan members can be spent to upgrade and customise the Citadel. There are meeting rooms, party rooms, and clan battlefields, which host combat games. Members of other clans may visit different citadels, provided the visited Citadel welcomes visitors.

### Opening

To open a citadel, five pay-to-play clan members must go to the Clan Camp and talk to Avalani by the portal. The players will take part in a ritual that opens a citadel for your clan, with your chosen logo and colours (followers must be dismissed before beginning the ritual, or it will not begin). Once opened the citadel is attuned to the language of the server in which it was created. To change that ranks must talk to Head Guard.

To reach the citadel, any clan member with membership can use the portal to teleport there. Within the citadel, there are certain places to which you can freely teleport by using the map.

If a clan ever falls below four members, the citadel can no longer be accessed. The clock will continue to tick and use resources for upkeep.

If too few players visit a Citadel and it degrades, it will take five (5) clan members to enter and reopen the clan citadel. The citadel will be opened when the fifth player attempts to join.

### Maintenance

The Clan Avatar pool.

Citadels have a weekly upkeep cost that must be paid in resources, gathered by working at skill plots. Avatar wardens can send automated clan avatars to collect resources, with the same resource cap as clan members. If these resources are not collected and the upkeep is not paid, the citadel may downgrade. There are no requirements to work on the plots. If the citadel is maintained and if enough clan members visit the citadel, the citadel may be allowed to upgrade. There are seven tiers, each offering more in layout and customisation.

### Guests

Clan organizers may choose to allow clan guests to enter their citadel by changing the Guest access to Citadel option within the Clan Settings interface. They can even specify whether or not guests can enter their Citadel's keep, gates, or only look on from outside its walls. If this option is set to 'None' while there are still guests in the citadel, they will receive a three-minute (3-minute) timer before being kicked from the citadel. Guests cannot access the citadel interface, which therefore prevents them from using the local teleport system to quick-travel around the Citadel.

Individual players may be kicked and banned from the Citadel. In order to kick or ban a player, their name must be added to the clan ban list. They will receive a three-minute (3-minute) timeout if they are in the Citadel at the time of being kicked. They will then be unable to re-enter.

An example of a citadel management interface.

To manage the layout and functionality of your clan citadel, click on the clan citadel map icon at the lower-right corner of the minimap (the icon replaces the regular world map icon while the player is inside the citadel). Within the interface there are four tabs that can be used to modify the citadel. The third tab requires a PIN to access. There is also a button to access the Job list interface (see below), which also requires a PIN to access.

Across all interfaces, the following information is displayed:

• Build tick - This is the amount of time left before the citadel next updates. This is when all changes to the layout and cost of the citadel occur, and also when the citadel dilapidates if there are not enough members. It starts with a value of 6d 23h 59m.

### Map

A clan citadel portal at night.

With the map tab, you can view the layout of the citadel, teleport instantly to the various available plots and features, and (if granted permission) change the layout. In the centre of the Citadel Management Interface are the day and night options. Changing these will not update the citadel instantly; it waits until the next build tick, which is weekly. All the layouts contain the same features, but in different locations.

As the citadel upgrades, the layout will contain more hotspots and resource-gathering skill plots.

A frost dragon on its perch.
Tier 1 and 2 2 skill plots 2 2x2 hotspots 2 4x4 hotspots 4 skill plots 4 2x2 hotspots 2 4x4 hotspots 8 skill plots 6 2x2 hotspots 4 4x4 hotspots 12 skill plots 8 2x2 hotspots 5 4x4 hotspots 1 Dragon perch hotspot

The quantity of hotspots above refers only to certain individual hotspots. The customisation section below contains additional information and links to other hotspot choice articles.

Any changes to the citadel layout can be reverted prior to the next build tick by clicking the Revert button. On the map tab, there are two buttons, one with a sun and one with a moon. These can be used to change day and night in the citadel, but like the rest of the layout it will not change until the next build tick.

### Building

The building tab is used to view and upgrade the structures inside the citadel. There are four tabs inside the building tab, which do the following:

• Upkeep - Shows the cost (in resources) needed to maintain the structure. If this cost is not met, the structure may dilapidate.
• Upgrade - Shows the cost for upgrading the structure, or what it would cost to build it. Clan members with the upgrade permissions may upgrade the citadel, or cancel an upgrade. Like everything else, it will not change until the build tick. The number of structures that may be upgraded per tick is as follows:
• Your clan can build or replace up to three customisation features - small cosmetic changes to your Citadel
• Downgrade - Shows what the cost of upkeep would be if it is downgraded. Clan members with the downgrade permission may downgrade structures and skill plots.
• Information - Allows structures or skill plots to be moved by members with permissions. Also contains a button to the job list.

To build a skill plot: select the type, click the upgrade tab, click build, and choose which location to build it on.

### Customisation

The customisation tab allows clan leaders to customise individual structures or the citadel itself. Three customisations can take place per build tick. To view the customisations, click on a hotspot in the interface. It will display the resource cost to build the feature.

For most structures, there are Basic, Medium and Grand versions. There are no requirements to build these besides the resources needed to upgrade them. In addition, the structure can be upgraded to the Grand version without first having to upgrade it through the lower levels.

Some structures require multiple upgrades to different parts of it, such as topiaries, which require a hedge and base separately.

The number of individual hotspots on the map increases with citadel tier level. There are also 5 statue hotspots surrounding the entrance portal. "Blanket" customisations, unlocked at various citadel tier levels, are repeated in multiple places throughout the citadel: keep wall pattern, fireplaces, potted plants, benches, tables, sundials, tapestries, flags, banners, shields, windows and doors.

### Resources

An example of resource collection

The resources tab shows information about the amount of resources in the clan. The resources are:

Within the interface, there are three colours on the bar. Red shows the amount of resources used to maintain the citadel. If the bar is red only, it means that there are not enough of that type of resource and the citadel is in danger of dilapidation. Yellow shows the amount of resources used to build structures and plots in the next tick. Green shows the amount of resources not being used. Most types of resources can be saved, although the amount saved is dependent on the resource and the size of the storehouse.

The tool-tips display amounts of resources for various counts, as follows:

• Total: amount of free resources available towards the next build tick, at the current time
• Upkeep: amount of resources required on the next build tick to prevent dilapidation
• Upgrades: total amount of resources to complete all upgrades on the next tick. This has been changed from displaying the full upgrade cost
• Upgrades part-paid: resources already paid towards all upgrades over previous weeks. This count is unaffected by wastage.
• Surplus: remaining resources after all the build ticks are executed
• Goal: Clan leaders can set objectives for the resources.

## Job list interface

The job list interface displays, at a minimum, maintenance jobs for upkeep for the next build tick. It also displays manually entered downgrade, upgrade, and customisation jobs. Clicking on an individual job gives a report of the resources it needs, including how much has already been paid and how much is to be paid at the next tick. There is also a button to switch back to the citadel management interface. It is separated into three tabs:

• Upkeep - Shows the upkeep cost of all the buildings currently in the citadel, and whether or not the costs have been met. The order they are shown on the screen is the order of their priority (i.e., resources will first be used for the upkeep of the first building on the list, then the second, etc.).
• Upgrades - Shows all the buildings that have been marked for upgrade within the citadel, and whether or not the upgrade costs have been met. It also displays any customisations under way.

### Build tick

The Build tick refers to the time at which scheduled actions (like build orders or day/night changes) take place in the citadel. It occurs generally every week.

To move the build tick to a better time, clan leaders may talk to the Quartermaster to push back the build tick. The time for the new tick is set to exactly seven days from the time the move is requested. Moving the tick costs the same amount as the total upkeep of the citadel for a week, essentially doubling the cost of upkeep for that tick.

Six hours before the build tick and later, clan admins are not able to make any changes to the citadel. Only the clan owner may do so.

### Changing features

Before the build tick, members with the construction permission may mark up to four buildings for construction and three customisations for upgrading, and members with the downgrading permission may mark as many features as needed for downgrading or removal.

Small and medium jobs require enough members to visit for upkeep.

Five (5) non-probationary clan members must visit the citadel every week. In the citadel interface, if an insufficient number of members have visited for upkeep or upgrade, the number is displayed in red. If a insufficient number of members have visited for upkeep, but not a stronghold upgrade, the number is displayed as red. If a sufficient number of members have visited for upkeep and/or upgrade, the number is displayed in green.

Citadel Tier Members needed to visit
Upkeep
(current tier)
(to next tier)
1 5 5
2 5 7
3 5 12
4 5 15
5 5 20
6 5 25
7 5 N/A

If, at tier one, not enough clan members visit the citadel in a week, it becomes locked. No one may enter the citadel until five non-probationary clan members re-open it by attempting to visit it. Upon reopening, the citadel will be in a dilapidated state, with only a dilapidated tier one woodcutting plot. The avatar habitat and other cosmetic upgrades will be preserved. The avatar habitats aren't available during dilapidated times, but will be available as soon as the regular citadel state has been restored.

If an insufficient number of clan members visit in the week for upkeep, then upon the build tick buildings become dilapidated. Dilapidation causes the clan's colours to be removed from the wall and the skill plots to function at a lower level. In addition, any resources that may have been allocated to upgrade jobs or customisations go instead into the storehouse and are subject to spoilage upon the build tick, as if the jobs did not exist. Any payments made in previous weeks for those jobs are not lost, and the jobs themselves are not cancelled. If another build tick goes by and not enough members visit the citadel, it downgrades by one tier and remains dilapidated. Any citadel features, such as skill plots, that require the higher tier are removed. The only exception is a Tier 1 Tree, which never dilapidates.

If an insufficient number of clan members visit in the week for a stronghold upgrade, then resources are not applied to any stronghold upgrade job. They can still be applied to other jobs, such as other upgrades or customisations, that can use those resources. If there are no other jobs that can use them, then the resources go instead into the storehouse and are subject to spoilage upon the build tick, as if the stronghold upgrade job did not exist. Any payments made in previous weeks for a stronghold upgrade are not lost, and the job itself is not cancelled.

#### Buildings

To build new structures, there must be enough resources in the pool to pay for upkeep. Every week, the clan may do one each of the following:

• Upgrade the keep (Main building) and
• Upgrade either the storehouse or the battlefield and
• Build or upgrade two skill plots and
• Change three customisations

To upgrade, select it from the building interface, and click the upgrade arrow. This shows the costs to upgrade, and if there are enough resources and a build slot, the upgrade button will be lit. Clicking it will mark it for building during the next tick. Structures may not be upgraded beyond the citadel tier, and each structure can only be upgraded one tier per tick.

#### Customisation

Customisations are also changed upon the build tick. Like structures, there must be enough resources to pay upkeep before they can be paid for. Custom features can be changed, but not downgraded. They are added by talking to Artisan, but can be requested in the interface.

To build the feature, you must select the hotspot to put it in. If there is already a feature there, it will be replaced by the new feature. In the interface, red dots show hotspots without custom features; green dots show the hotspots that already have features, and brown dots show the hotspots that are already marked for a new feature.

When a spot is chosen and clicked on, it will show the options for building, showing the resources needed. When the next tick comes, after upkeep is paid, the custom features will go into effect.

For a list of individual items that can be built in various places in the citadel, see Clan Citadel/Hotspot customisation
For statues that can be installed around the entrance portal, see Clan Citadel/Statues
For decorations that are repeated throughout the citadel, see Clan Citadel/Blanket customisation

### Priority

The build priority list shows all downgrade, upkeep and upgrade costs, and which of those can be paid with the current resources. From this location, the jobs' priorities can be reordered or deleted if the player has the permissions.

## Skill plots

Skill plots are where clans obtain resources to be able to maintain and upgrade the citadel and its buildings. Working on a skill plot has no level or tool requirement, but the higher the relevant level, the more experience gained per action (e.g. a level 99 woodcutter will get more experience per root cut than a level 70 woodcutter, and so on). The experience rate at the skill plots is often slower than a comparable activity on the surface, but if one may have a low level in Cooking, for example, training at the skill plot would provide excellent experience. As of 6 March 2012, it is now possible to receive strange rocks from skill plots.

You can use invention tools and receive item experience from the Clan Skilling Plots. The item experience gained from Clan Skilling Plots is higher portion of the base skill experience than is usually earned. The appropriate invention tools can be used on the woodcutting, mining, firemaking, and smithing plots.

Upon creation of the citadel, only one plot will be active - a tier-1 woodcutting plot. Upgrading the skill plots require resources, and increases the efficiency of the plot. Upgrading the citadel itself also costs resources - substantially more than skill plots - but provides more obvious benefits like extra skill plots and decoration hotspots.

Upgrading the citadel also unlocks extra skill plots so that other materials can be gathered or processed. It is possible to obtain skilling pets while training in the citadel.

### Citadel tiers and skill plots

Upgrading the tier of the citadel unlocks more skill plots, in the following order:

1 Woodcutting plot N/A
2 Mining plot (stone) 12,240 Timber
3 Firemaking plot, Mining plot (Metal Ore), Smithing plot 18,200 Timber, 15,600 Stone (upgrade also requires Woodcutting Tier 2 and Mining Tier 1 plots)
4 Mining plot (precious ore), Smithing plot (precious ore) 17,500 Timber, 15,000 Stone, 15,000 Metal Bars (upgrade also requires Woodcutting Tier 2, Mining Tier 3, Firemaking Tier 2 and Smithing Tier 2)
5 Crafting plot, Summoning plot 30,000 Timber, 27,500 Stone, 25,000 Metal Bars, 12,000 Precious Bars (upgrade also requires Woodcutting Tier 3, Mine Tier 4, Firemaking Tier 3 and Smithing Tier 4)
6 Cooking plot 60,000 Timber, 35,000 Stone, 40,000 Metal Bars, 30,000 Precious Bars, 50,000 Cloth (upgrade also requires Woodcutting Tier 4, Mine Tier 4, Firemaking Tier 5, Smithing Tier 5, Crafting Tier 3 and Summoning Tier 3)
7 None 110,000 Timber, 16,000 Stone, 65,000 Metal Bars, 80,000 Precious Bars, 120,000 Cloth, 120,000 Rations (upgrade also requires Woodcutting Tier 6, Mine Tier 6, Firemaking Tier 6, Smithing Tier 6, Crafting Tier 6, Summoning Tier 6 and Cooking Tier 6)

### Woodcutting plot

The woodcutting plot is an enchanted Hornbeam tree, of which the roots can be cut for timber for the citadel. A hatchet is not required for this. Timber is either used directly as an upkeep or upgrade resource. Timber is not used to make charcoal.

Upgrading the woodcutting plot provides more timber per root cut.

### Mining plot

The mining rock is a large rock with multiple veins or resources - stone (grey vein), ore (silver vein) and precious ore (gold vein) - for the citadel. A pickaxe is not required for this. Stone is used as an upkeep/upgrade resource, however ore and precious ore are not directly used in the citadel - they require processing (into metal bars and precious bars) before they can be used.

Upgrading the mining plot provides more veins to mine and generates resources at a higher rate. Upgrading to Tier 3 unlocks metal ore veins. Upgrading to Tier 4 unlocks precious ore veins.

### Firemaking plot

The firemaking plot takes the shape of a charcoal kiln. By shovelling wood (doesn't require/use up any timber that your clan has chopped) into the kiln, charcoal is produced. Charcoal is not directly used in the citadel - it is used to fuel the furnace in the smithing plot.

Upgrading the plot provides more kilns and generates charcoal at a higher rate. All kilns need to be full for charcoal to be produced.

### Smithing plot

The smithing plot is a furnace, where ore and precious ore is smelted into bars. There are three tasks that need to be performed at the furnace in order:

1. Adding ore to the furnace (moving ore from the resource crates to the furnace) - once full the next stage becomes available
2. Cooling the bars (moving bars from furnace to water trough) - once the mould is empty and the trough is full the next stage becomes available
3. Depositing the cooled bars (moving the bars from the trough to the hatch) - once the trough is empty the resource crate will refill and the process begins again.

Using the furnace requires ore (or precious ore) and charcoal. Precious bars can only be made once the citadel reaches tier 4. Metal bars and precious bars are used as upkeep/upgrade materials.

Upgrading the smithing plot provides more furnaces and generates bars at a higher rate.

### Crafting plot

The crafting plot is a skill plot that can be constructed once the citadel reaches Tier 5. It is a loom which generates cloth when interacted with. Cloth is used as an upkeep/upgrade material.

Upgrading the crafting plot adds more looms and generates cloth at a higher rate.

### Summoning plot

The summoning plot is a large obelisk with several smaller obelisks, and is used to summon minions. It can be 'bought' for the citadel at Tier 5. Several of the smaller obelisks need to be interacted with in order for a minion to be summoned at the large obelisk.

Minions are not required for any specific task in the citadel - instead, they count as any resource where needed.

Players can only use one tenth of their resource cap at the summoning plot (see storehouse below).

Upgrading the summoning plot generates minions at a higher rate.

### Cooking plot

The cooking plot is an outdoor food preparation area, where rations are generated. Three tasks can be performed here, although unlike the smithing plot, they are not required in any order:

• Preparing raw fish for cooking
• Cooking fish on the barbecue
• Making vegetable stew

Upgrading the cooking plot adds more cooking stations and generates rations at a higher rate.

### Skilling bonus experience

Clan members can claim Bonus experience in any skill at least level 40 for which the citadel has a non-dilapidated skill plot by talking to the Quartermaster after collecting approximately 900 resources. To gain access to the Quartermaster, players must have a sufficiently high rank to enter the keep (inner set of doors).

The bonus experience is credited toward a 100% experience boost while skilling anywhere (including at citadel skill plots). If they have gathered resources enough times, players get a message to talk to the Quartermaster to claim the experience. The amount is dependent on the player's level and the tier of the plot. The higher each is, the more experience players get.

### Fealty

If a player reaches the threshold to claim the skilling bonus experience (see above), they gain a rank of fealty (in the next tick) up to a maximum of 3. Each rank of fealty gives 15% extra experience when skilling in the citadel, for a maximum of 45% extra experience. This does not change the amount of resources gained per collection, just the experience. If players do not reach the threshold, their fealty will drop a rank (in the next tick).

Changes in fealty are applied when the player first enters the citadel after a build tick. If, in the previous tick that they entered the citadel, they reached the bonus experience threshold, their fealty is increased by 1 rank (or remains at 3). If, in the previous tick that they entered the citadel, they did not reach that threshold, their fealty drops by 1 rank (or remains at 0). Fealty updates based on the last tick in which they entered the citadel, which does not have to be the directly previous tick - if a player reaches the threshold in the citadel, and then goes an extended period of time (e.g. 6 months or more) without entering the citadel at all, their fealty will still be increased by 1 when they next enter.

The clan cloak does not need to be worn to gain the additional experience.

The Clan avatar skilling bonus buff increases 1% for each fealty rank from 3% to 6% more experience for skilling.

#### Clan cloak reward

Rank 3 fealty unlocks an additional reward of direct experience, granted by the Fealty-Reward option of a clan cloak. This can be applied to any skill (even skills not represented in the citadel), scales with the level of the skill, and can be claimed each build tick where the player has fealty 3. In order to claim this reward, the citadel must be entered in the build tick (so that fealty updates occur).

The experience ${\displaystyle x}$ gained at level ${\displaystyle l}$ is

${\displaystyle x=l^{2}-2l+100}$
template = Template:Shattered heart calc
form = shf
result = shr
param = 1|Skill's Level||int|1-120
param = isvirtual|Virtual level?|false|hidden
Clan Cloak Tier 3 Reward Calculator
Experience
0 Experience Points

Additionally, each rank of fealty displays a star on the bottom of a worn clan cloak. This is cosmetic.

## Storehouse

The storehouse is where resources are stored during the build tick. All citadels start with a tier 1 storehouse. Upgrading the storehouse both increases the individual resource cap of every player, so that they can gather more items per build tick, and increases the amount of resources that are carried over to the next build cycle.

Storehouse
Tier
Individual
Resource Cap
Carry-Over
Percentage
Maximum Capacity
per Resource
Minimum Surplus for
Maximum Carry-over
1 1,000 5% 1,000 20,000
2 1,200 10% 1,200 12,000
3 1,400 15% 1,500 10,000
4 1,700 20% 1,800 9,000
5 2,000 25% 2,100 8,400
6 2,350 30% 2,500 8,334
7 2,700 50% 3,000 6,000

### Individual resource cap

Citadel information screen showing the amount of resources that have been gathered by the clan and by the player

Every player has a resource cap, limiting the amount of resource that they can gather in the citadel. The resource cap applies to all resources, not to each individually - a player could use their entire resource cap gathering timber, or they could use some of it gathering timber, some making charcoal, some mining some ore and some making bars. This ensures that if a clan wants their citadel to reach its very best, all the members must work together. The resource cap is reset every build tick.

Interface showing the fealty, and resource amount the member has reached.

The individual resource cap is increased by upgrading the storehouse. While in the citadel the current resource cap, and amount currently used, is displayed at the bottom of the citadel information screen. Clan members can see how much each person has gathered if they have been granted the privilege and are on the same world. The information screen is accessible through the Clan tab by clicking on the yellow arrow to the right of clanmates' names.

Different skill plots contribute different amount of resources per skilling action towards the cap.

There was a glitch previously wherein when people would gain the resource maximum cap, it would be reset back to 0. The resources they had already gathered still counted towards the clan's total and were still usable. This was able to happen more than once per building tick. It is currently unknown how or why this glitch occurred.

### Resource spoiling

When the build tick occurs, most resources that are left over will spoil and be lost. The amount that is carried forward is the lower of the maximum percentage of resources or the maximum capacity of that tier of storehouse (see table in previous section).

For example, if a clan has a tier 1 storehouse (maximum capacity of 1,000) and they have 10,000 surplus wood, they keep the lower of 1,000 or (5% of 10,000) 500 wood. Similarly, if a clan has a tier 7 storehouse (maximum capacity of 3,000) and they have 10,000 surplus wood, they are only able to keep 3,000 despite 50% of 10,000 being 5,000.

The following resources are subject to the above percentages and caps:

The following resources are subject to one third of the above percentages, as well as one-third of the caps:

The following resources will always spoil regardless of how many are available or how large the storehouse is:

Thus, a tier 1 storehouse may hold a maximum of:

• 1,000 Timber, Stone, Cloth, Rations
• 333 Metal bars, Precious bars
• 0 Charcoal, Ore, Precious ore, Minions

And similarly a tier 7 storehouse may hold a maximum of:

• 3,000 Timber, Stone, Cloth, Rations
• 1,000 Metal bars, Precious bars
• 0 Charcoal, Ore, Precious ore, Minions

## Locations

### Welcome Area

The Welcome Area

Clanmates and visitors are welcomed to the citadel inside the welcome area. Avalani will give players a handbook about the citadels if asked for them. There is a meeting room inside the tent, which can be set to public or private.

#### Signpost

The signpost can be used by clan members to mark other clans as friends or enemies. To set up a relationship with another clan, search for the clan and modify the status of their relationship. If the other clan has a citadel, an icon will appear to teleport to their citadel.

#### Noticeboard

Main article: Clan Noticeboard

Members of the clan can view the noticeboard, which shows the logo and colours of the clan, messages, and any upcoming events. It is similar to the noticeboard found in the Clan Camp.

### Keep

Main article: Keep
The Keep.

The keep is the central structure of your citadel. In it, clan members can hold meetings and celebrations in a large senate room surrounding a central podium. Within it is the head guard, the quartermaster, and (at higher tiers) a prayer altar (the closest one to a bank).

#### Party Room

From tier three and above, a party room can be found in the keep. There is a dancefloor, places to sit, and a lever which will drop balloons (with party items such as fireworks and confetti). Unlike the Party Room in Falador, it cannot be used for drop parties.

#### Meeting Rooms

The Town Square.

There are four meeting rooms inside a citadel:

• A large tent in the welcome area
• Two small meeting rooms next to the party room
• A senate on the ground floor[UK]1st floor[US] of the keep

10 visitors can enter the small meeting rooms and tents. Meetings can be set to public or private; public meetings allow any clanmate to enter and talk, while private areas restrict access.

The first member to set up the private meeting will be able to decide which ranks enter, although they may not restrict access to those with higher ranks than themselves. There is also a ballot box where clan members may vote. If all clan members leave, the meeting will end.

The player who started the meeting may invite others to it, using the master invitation which expires after 15 minutes. To invite them, use the master invitation on them, and they will receive a meeting invitation, used to access the meeting. While any number of players may be invited to the meeting, only ten may be inside at any given time. These players do not have to be members of the clan, but they must have membership.

The senate is a place for big public meetings, with rows of benches and a podium for a speaker. Players may come and go as they wish.

#### Clan Theatre

Main article: Clan Theatre

The Clan Theatre becomes available when the Citadel reaches tier 5. Players can perform a variety of unique emotes either whilst performing on-stage or when sitting in the audience.

### Banks

There are two locations with a bank. The cape box at the battlefield is a bank chest, and the head guard in the keep is a banker. The head guard is the closest banker to a prayer altar. The cape box requires a right-click to access its bank function.

### Battlefield

The entrance to the battlefield.

Battlefields are safe. If players die during a match, they will not lose anything. They can be accessed by speaking with the Battlemaster. He will let players with the appropriate permissions edit, initiate and enter battles. Beside the Battlefield there is the crate of capes that players may search to find a Battlefield cape, Players may also use the crate of capes to access their Bank and collect the items from the Grand Exchange offers. The bank is particularly useful for players who are going to use the Battlefield or who are gathering for events in their citadel.

### Avatar Habitat

Main article: Clan avatar
Main article: Avatar habitat
A player summoning an avatar

There are three levels of Avatar habitat possible, depending on Citadel level. It houses Clan Avatars depending on the level of habitat there are more or less clan avatars. Avatars can be summoned by going to Customisation interface and pets and followers. Avatars can collect resources for weekly maintenance if you have the avatar following you while you're in Citadel.

By attuning to the Avatar Control Stone, Avatars provide various benefits/buffs to clan members. Player may choose to 50% bonus to the resources gathered from the skill plots or increased buffs up to 6% additional experience depending on how many fealty the clan member has. The base experience boost is 3% that can be increased up to 6%, each fealty increases 1% bonus experience. The Clan avatars update no longer requires you to be with in range of the clan avatar to gain full 6% bonus experience. Players can toggle between the skill plot resource boost and the experience boost at the Avatar Control Stone as many times as they wish. Since bonus experience is applied even outside of the Citadel, it's strongly recommended to attune to bonus experience before leaving the Citadel.

## Characters

• Avalani - Helps create citadels. Gives players a handbook and gives information about their history.
• Artisan - Customizes features in return for resources.
• Battlemaster - Gives access to the battlefield, and helps organise games. A bank can be accessed via the box next to him.
• Quartermaster - Keeps track of all of the changes to the citadel. Changes the build tick on request, and gives Bonus experience.
• Head Guard - Head of security. Prevents access to certain parts of the citadel if requested. Gives out clan capes. Also functions as a banker. His desk works as an altar.

## Other

Main article: Clan Settings

Using the Clan Settings interface, clan members with the appropriate permissions may ban lower ranking clan members from the citadel entirely (or just certain parts of it). Players that are banned from the citadel will have a three-minute warning before they are kicked out.

Clan members ranked admin or above can use the permissions tab to set which ranks can do what within the citadel. A list of the permissions available and what they do can be found here.

Clan administrators can also set whether or not guests may enter the clan citadel (and what they can do within the citadel) using the settings tab. Any player on the clan ban list will be unable to enter the citadel regardless of this setting.

### Dragon

Frost Clan Dragon

Tier 7 citadels are able to create a customized clan dragon. The ultimate show of wealth, the dragon requires 100,000 precious metal bars, 200,000 cloth, and 500,000 rations. The dragon's colour can be customized, either green, blue, red, black or frost.

### Public Chat

Following an update on 13 April 2015, clans may choose to make public messages within the citadel visible to everyone else within the citadel (by default, public messages are only visible to players within 8 tiles of them). This option can only be toggled by the clan owner, who can do so by speaking to the Head Guard. Toggling the setting may only be done once per day, and will cause everyone to be removed from the citadel.

If chat is made global within the citadel, people on the island will be able to see messages from people within the clan keep, so care should be taken if the keep is used for clan meetings.

While the weekly resource cap stops the clan citadel from being an efficient long-term training strategy, it can be a good alternative to some other conventional forms of training. The experience rate grows with each tier, and adds 15% up to 45% bonus for fealty, as well as offering bonus experience in any skill for which there is a skill plot. There is no competition for stations as each resource is available independently for each player, and it offers a way to train skills, such as summoning or smithing, without having to spend money (or using charms, in the case of summoning). Gathering resources for your clan is also a semi-afk activity; it may not be the highest experience rate available (the rate for crafting can be high, whereas for summoning it is low), but it can provide a welcome break from routine grinding.

Clan Citadels can also indirectly help you gain invention levels via invention tools through skilling in woodcutting, mining, firemaking, and smithing plots. However, invention tools gain the same amount of XP whether you choose to gain experience boost with avatar habitat or 50% citadel skilling plot resource bonus. Therefore, if your goal is to level up your invention tool, it is more advantageous to select experience boost over resource bonus. You can also use skilling urns to gain XP in their corresponding skills.

## Development team

Development
Design, Skill plots & pre-release content:
Mod Chihiro

Design, Skill plots & Instance creation:

Design & Feedback:
Mark Ogilvie

Management & Operations:
Mark K (Project Management)
Dean 'C3DPO' O

Design & Development:
Roderick 'Monkey King' C (Core systems & interfaces)
Marion 'Queen of the Squirrels' C (Customisation & interfaces)
Mod Ash (Battlefield & Meeting rooms)
Alex 'The Troll King' F (Build tick & Security)
Tim F (Clan Battlefield & Fly through)
Christopher James 'The Big E' Emmerson (Clan Ring)
John A

Jason W

Game Engine:
Michael G (Clan structure)
Philip B (Instance Shards)
Duncan S (Skyboxes)
Jonathan L
Andy 'A Team' C (Engine QA)

Andrew E

Graphics
Art Director:
Pascal B

Management & Operations:
Andy O'Dowd

Concept Artists:
Paolo Puggioni
David B
Yann B
Gerard M
Tom Stockwell
Samantha H

Environment Modelling:
Matt Martin
Mark Brassington
Luke Fielding
James Lago
Jonathan Shaller
Joe Redstall
Jason Hall
Wayne MacDonald
Jess Hyland
Andy N
Chris R M
William H
Stephen Warwick
David B
Anthony A

Character Modelling:
Mark 'Big Moneyï' Chambers
Manuel 'Manumï' Lopez M
Tom S
Kavi M
Sam B

Animation:
Chris Winstone
Wing F Chan
Wing Hing Chan
Sam O
Bobby M
Stuart O
David H

User Interface:
Ruth V
Tom Geoghegan
Joey M. 'Lipsï'
Laura Watton

Trailer:
Chris M

Temps:
Chris M
William H
Stephen W
David B

Audio
Mod Bond
Mod Ian
Michael Manning

Editorial
Editing:
William D

Knowledge Base:
Michelle-Louise 'Squishy' J

Quality Testing
Steven Bell

Thomas H

Core Testers:
Ian H
James 'Trollbait' H
Stacey N
Florian Piesche
Daniel 'Cuppa' Harvey
Lewis R
Scott 'Cocoa' T
Juliet 'Slayer' T

Ian 'Chief' Hulme
Vicki M
Sarah J
Jon-Paul S
David Harris
Jamie B
Kayleigh O
Lewis L
Ryan Winfield
Mark R
Sally R
Alasdair 'The Fro' Macrae

Localisation
German Localisation:
Christina K
Gesine P
Matthias P (QA)

French Localisation:
Sophie M
Linda H
Tomas L M (QA)

Brazilian-Portuguese Translation:
Daniel F
Claudio Dal Cin (QA)

Website Features
Management & Operations:
Justin E

Front-end Design:
Lee Maplesden

Front-end Development:
Veronika H

Back-end Development:
Thomas H
Max M

Community Management
Timothy Dolan
Katharine Sanders

No chickens were harmed during the making of this update....

## Update history

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 September 2021 (Update):
• Mining within the Clan Citadel will now play an animation featuring the correct pickaxe.
• patch 19 July 2021 (Update):
• Exiting to the lobby within a Clan Citadel will no longer log players out.
• patch 9 December 2019 (Update):
• Improvements have been made to the Clan Citadel resource minigames interface, including increased sizing of the panels and text to better fit the space on mobile.
• patch 21 October 2019 (Update):
• Fixed an issue when checking resources you have gathered for a clan displaying overlaying text.
• patch 28 May 2019 (Update):
• If you are now the last person remaining in a Clan and have a Citadel you can now reliably leave that clan, thus disbanding it.
• update 19 November 2018 (Update):
• Allow a clan member to click on the "time to rebuild" layer in the Citadel interface to broadcast to the clan how long is left until Clan Citadel resets [not a button, click the text that says "?d ?h ?m" to broadcast]
• Make the Citadel Tier upgrades actually show up as Green on the interface if you've hit the right number of visitors for your respective tier
• hotfix 13 August 2018 (Update):
• Players can once again consistently hit the XP reward milestone in a low-tiered Clan Citadel.
• patch 6 August 2018 (Update):
• Players can no longer go above their weekly resource cap at a clan citadel.
• patch 30 July 2018 (Update):
• The following Clan Citadel skillplots have had their XP increased by 20% from level 80 up to level 99:
• Crafting
• Mining
• Smithing
• Firemaking
• Woodcutting
• The active obelisk at the summoning skillplot will now switch every 30 seconds (previously 17 seconds)
• You can now train at Citadel skillplots with skilling urns in the corresponding skill.
• The chance to break a root while training at the Citadel woodcutting skillplot has been reduced.
• Based on the amount of Orts you've earned prior to the Avatar Rework update we've given you Citadel boosters! Details below:
• 1k > 9.9k 1 booster
• 10k > 49.9k 2 boosters
• 50k > 99.9k 3 boosters
• 100k > 200k 4 boosters
• The Woodcutting, Mining and Firemaking Skill Plots will now grant more clan resources when skilling on them.
• A clan broadcast message has been added (which can be toggled) which'll tell you when your clan has hit your target goals for your resources, as well as telling you when all clan resource goals have been met
• Your Adventurer's Log will now have an entry added for when you reach Clan Fealty rank 1, 2, 3 or maintain Fealty 3.
• Furnace full & skill plot locked messages will now appear in a red infobox for easier visibility.
• When you first skill on a plot a message will come up reminding you when skilling with fellow clan members at the same time in the Citadel, the resource gain will be slightly increased, the more members you gather resources with at once, the better the gain! (Note: this message appears once per login to avoid spam).
• When skilling with fellow clan members at the same time in the Citadel, the resource gain has been slightly increased, the more members you gather resources with at once, the better the gain!
• Clan Resource gain is now shown in the XP popup alongside the XP drop you've gotten.
• The Summoning Obelisk will now recharge your Summoning Points when using it.
• Updated the plot names in the clan citadel.
• Updated the text on the tooltips when teleporting to a location in the clan citadel.
• The reliability of the broadcast text for "has visited the citadel this week" has been improved.
• The weekly member requirement to upgrade a Citadel has been decreased, new numbers below (old numbers are in brackets)
• Tier 1 > 2 : 5 (7)
• Tier 2 > 3 : 7 (10)
• Tier 3 > 4 : 12 (15)
• Tier 4 > 5 : 15 (20)
• Tier 5 > 6 : 20 (25)
• Tier 6 > 7 : 25 (30)
• ninja 11 December 2017 (Update):
• Clan Citadel upkeep costs have been reduced to 20% of their original value to ease maintenance of Clan Citadels.
• patch 25 September 2017 (Update):
• Players must now be wielding a relevant augmented item at a Citadel skill plot to receive item XP.
• patch 11 September 2017 (Update):
• The icons in the Clan customization window will now display the corresponding building.
• ninja 21 August 2017 (Update):
• Fixed an issue with pathing when trying to enter the Keep within the Clan Citadel.
• patch 12 December 2016 (Update):
• A rare occurrence of the woodcutting animation not playing in clan citadels has been fixed.
• patch 12 September 2016 (Update):
• Equipping an item while working on a skilling plot in a Clan Citadel will now interrupt the animation.
• patch 18 April 2016 (Update):
• The dilapidated dragon perch in clan citadels has had some stretching fixed.
• patch 5 May 2015 (Update):
• Improved the way clan members can claim bonus XP for capping in their citadels.
• ninja 13 April 2015 (Update):
• Players can now choose to show their clan citadel chat to all players or only to nearby players by speaking to the Master Guard.
• patch 12 January 2015 (Update):
• "Bank" is now the first option on the clan battlefield chest.
• patch 6 October 2014 (Update):
• Players no longer go up a level when opening the doors to the Clan Citadel keep in HTML5.
• patch 4 August 2014 (Update):
• A pop-up message shown to members for clan citadels has been improved.
• Several graphical issues in the clan citadel tour cutscene have been fixed.
• patch 6 May 2014 (Update):
• A particular tapestry in a Clan Citadel has been prevented from clipping with the wall.
• patch 31 March 2014 (Update):
• Players can no longer attempt to 'Find' their clan vexillum when placed in a Clan Citadel.
• patch 17 March 2014 (Update):
• The permission button for moving a Clan Citadel's build tick is no longer permanently greyed out.
• patch 4 February 2014 (Update):
• The top-left skillplot in a clan citadel can now be teleported to regardless of citadel layout.
• hotfix 11 December 2013 (Update):
• Fixed an issue causing players to be unable to enter their Clan Citadels.
• patch 11 December 2013 (Update):
• Doing the 'Give Thanks' emote before attempting to do the 'Rest' emote no longer allows players to rest on a Clan Citadel dance floor.
• The clan member resource check output has been updated to use a more readable colour.
• patch 2 October 2013 (Update):
• A duplicate option for checking clan members' citadel resource contributions has been removed.
• patch 10 September 2013 (Update):
• An issue with some of the clouds in Clan Citadels has been fixed.
• patch 13 August 2013 (Update):
• Build ticks in Clan Citadels will now occur more consistently in certain locations.
• The world map button now acts correctly in a Clan Citadel.
• patch 3 July 2013 (Update):
• A 'quick teleport' option has been added to the Clan Camp portal to quickly enter your own clan citadel.
• patch 16 April 2013 (Update):
• The visitor upkeep requirements in a Clan Citadel has been removed (though 5 visitors per week are still required), and the visitor upgrade requirements have been lowered.
• patch 14 August 2012 (Update):
• A warning message has been implemented when trying to cancel an upgrade in a Citadel.
• A skillplot that was functioning incorrectly on one of the Citadel layouts when it reaches a certain tier will now teleport the player correctly.
• patch 11 April 2012 (Update):
• The feedback messages on using a Clan Citadel's Cooking skillplot or Summoning skillplot are now filterable.
• "Dummy wall" is no longer displayed when examining walls outside of the upstairs part of a Clan Citadel from inside a private meeting room.
• patch 13 December 2011 (Update):
• Clan owners can again make changes to the citadel within 6 hours of the next build tick.
• Citadel upkeep using precious bars now displays correctly.
• Logging out while sitting on a chair in a citadel no longer attempts to place the player inside a table.
• patch 28 November 2011 (Update):
• Some flickering in some Clan Citadels along the walls has been fixed.
• patch 25 October 2011 (Update):
• Surplus resources in a Clan Citadel now takes into account upgrades that have been partially paid for.
• patch 12 October 2011 (Update):
• Working at the woodcutting plots in Clan Citadels will now generate a faster rate of timber.
• patch 28 September 2011 (Update):
• The Clan Citadel kiln no longer loses its textures in certain tiers.
• Water troughs at a furnace skill plot have had their descriptions corrected.
• The chat filter now works correctly on the kiln, furnace and loom skillplots.
• patch 14 September 2011 (Update):
• Fibre animations on Citadel looms no longer disappear or become transparent.
• patch 31 August 2011 (Update):
• Shadows have been removed from certain plants and guards.
• patch 17 August 2011 (Update):
• The Castles in the Sky task will now unlock when players visit a Citadel.
• The ‘you mine some stone’ message in Citadels is now filtered correctly using the game filter.
• patch 9 August 2011 (Update):
• Fewer players need to visit a citadel for the upkeep. The same number of players must visit it while upgrading, however.
• The Clan noticeboard now shows the correct time.
• A tooltip has been added when hovering over the ‘guest’ access setting when outside of a Citadel.
• The Clan Citadel music tracks have been reordered into numerical order.
• Citadel guards now have a sound effect when raising their halberds.
• Any ranked member now has the option to be able to edit Battlefields.
• Battlefield Prayer settings no longer interferes with PVP reward settings.
• A tooltip has been added to the Stronghold interfaces layouts.
• Avalani's Citadel handbooks are now stored in a POH's bookcase.
• Selecting a flag on the settings interface now returns to the main interface.
• Clan signpost text is now centred correctly.
• Teleport options on the Stronghold interface now have tooltips to state where they lead to.
• The Storehouse resources on the main Citadel interface now has a tooltip when greyed out.
• Feedback is now given to the player when attempting to gain bonus XP from the clan ring inside the Citadel.
• The clan button on the main interface changes when in the Citadel.
• The join between a tree's roots and the tree has been softened.
• The tooltip on the main interface for precious ores now fits correctly on the main interface.
• Players banned from a clan's chat are now also banned from entering that Citadel.
• Background sounds have been added for the Battlefield portal and item spawn points.
• More variation has been added to several aspects of the Battlefield's audio.
• The breaking root sound now plays correctly when chopping roots.
• Building icons are now shown on the main Stronghold interface's buttons.

## Trivia

• Clan citadels are codenamed Player-owned-cities in the cache.
• All worlds associated with the Clan Citadel are worlds 173+. They do not appear in the Lobby screen. You must enter your Citadel from another world to be switched to one of these worlds, and all members of a clan will be brought into the same world as one another when they enter the Citadel. Clan Citadel worlds are all Pay-to-play.
• At the release of the Clan Citadels, there was a bug where you and your clanmates would not be in the same "citadel world".
• The Clan Citadel was the first location in RuneScape to feature skyboxes, even though the RuneTek 5 engine made skyboxes possible in September 2009.
• During the first few days of the release of clan citadels it was possible to gain combat experience in the battlefield. This led to fast gains in combat experience since players could use the stats power-up to restore the special attack bar and life points almost instantly. It was possible to earn over 600K xp an hour. This has since been patched.
• On the RuneScape homepage in the picture of the Citadels at the top, you can click on the bottom of the cliff with a waterfall, making part of the rock fall off, or on the far right of the citadel, which makes five birds fly away. This background was removed with the release of the RuneFest 2011 background.
• In the Citadel's skybox you can see the top of the Dominion Tower.
• Avalani makes a reference in Cryptic Clue Fest III to "bastions of Armadylian power from an era long lost to us".
• If a player tries to teleport from the Clan Citadel they will receive a message in the chatbox saying "You cannot teleport from an instance shard world".
• As of 6 March 2012, it is now possible to receive strange rocks by training in the skill plots.
• When you leave a clan while in the Clan Citadel, you are still able to walk through the Citadel, although nothing in the citadel will work. When trying to claim your bonus experience, it will come up with this message "Your clan profile data is not available at the moment, please try again later."