A skull is a status effect that may appear in PvP scenarios. They are visible above the affected player.
White skull[edit | edit source]
The white skull is a feature that appears when a player (or familiar):
- Attacks another player or their familiar in the Wilderness - this also includes attempted attacks in any combat style by the player, such as running from afar with melee weapons or attacking without ammo/runes for ranged/magic respectively.
- loots from a Wilderness Warbands camp
- enters the Abyss without having a Forinthry brace equipped
- asks Mr Ex in Edgeville to skull the player.
- is wielding an augmented item with the committed perk added
If a player is attacked by another player, the former can retaliate without getting skulled. However, they may still become skulled if their AoE attacks, spells or abilities hit nearby players in a multi-combat zone. If an attacked player leaves the Wilderness but returns and attacks the player who attacked them, they will still be skulled.
Dwarf multicannon will skull the player if it hits another player's familiar.
As soon as one of the methods above occurs, the skull will appear above their character. If a player dies with a skull in the Wilderness (and dungeons linked to the Wilderness, excluding the King Black Dragon's lair), they will drop all of their items upon death, unless a Protect Item mechanic is used (the prayer itself or consuming a Fury shark), in which they keep their most valuable item with them, or two if both of them are combined. If a skulled player dies outside the Wilderness, they will keep none of their items (unless Protect Item or the Portent of item protection or Sign of item protection are active) and their gravestone will appear. However, because they retain none of their items, Death will charge the player for all items that were not kept, significantly increasing their reclaim fee.
Having a skull is required to enter the Wilderness Bandit Camp to make the bandits tolerant and access the camp's shops.
Upon leaving the area where the skulled status appeared, a timer of 10 (or 20 if you attacked another player/familiar) minutes (of in-game time) will count down; once this timer expires, the skull is removed from the player. Skulls are immediately removed upon dying by any means, including safe areas such as Soul Wars or the flame pit in an Oubliette.
Red skull[edit | edit source]
The Red skull is a status effect which players will gain after winning a round of the TzHaar Fight Pits, or if players participate in supply runs on Mazcab. The red skull disappears if the player with it leaves the Fight Pits, finishes a supply run, or switches worlds. It will also disappear if another player wins the next round of the Fight Pits. Players with a red skull will not lose their items if they die, as the Fight Pits and supply runs are "safe" minigames.
Demonic skull[edit | edit source]
Players with a demonic skull equipped will have it displayed above them. This allows other players to attack them regardless of combat level.
Bounty Hunter[edit | edit source]
In the now-removed Bounty Hunter minigame, players had different skull icons depending on how much wealth they were carrying.
Update history[edit | edit source]
- patch 17 June 2019 (Update):.
- You will no longer be skulled if you attempt to cast telegrab on another player within the wilderness.
- patch 25 September 2017 (Update):
- Players are no longer able to 'Whack' others in the Wilderness with fun-styled weapons, to prevent people being tricked into skulling.
- patch 20 March 2017 (Update):
- patch 5 September 2016 (Update):
- It is no longer possible to become skulled on players you cannot attack.
- patch 9 November 2015 (Update):
- Applying damage-over-time effects to familiars will now correctly skull the attacker.
- patch 2 November 2015 (Update):
- Players will no longer be skulled by a familiar retaliating against a player who just respawned after death.
- patch 13 April 2015 (Update):
- Players will no longer be skulled when their aggressive familiars are provoked in PvP.
- patch 19 January 2015 (Update):
- It is no longer possible to skull a PvP opponent by attacking their familiar.
Trivia[edit | edit source]
- In RuneScape Classic, getting marked with a skull was officially known as setting one's alignment to Evil.
- The skull is said to be the mark of Zamorak during the Enter the Abyss miniquest.
- Sir Renitee used to ask for the player to be skulled for switching to the "Skull" family crest.
- After the Evolution of Combat, the function of wilderness skulls were changed. The skull then signified whether a player was in multi or single way combat. This meant that players who died in the wilderness lost all items unless Protect Item was active, allowing them to keep their single most valuable item, essentially treating players as if they were permanently skulled according to its previous purpose. After Legacy Mode, skulls had their original function restored.
- There was a glitch with the discontinued ability Single-Way Wilderness; if a player still had it on their action bar after it was removed from the list of abilities, they would be able to toggle their Wilderness Skull on and off. This has been fixed.
- There are several bugs involving familiars and specific abilities that can make innocent players get skulled, even if they did not attack other players while unskulled.
References[edit | edit source]
- ^ Wilderness manual, RuneScape. "However, if you attack another player who hasn't recently attacked you, you may be marked with a skull for 20 minutes;"
- ^ Jagex. Online Manual: Fighting other players. (Archived from the original on 4 February 2002.)
- ^ Abyssal book, "Enter the Abyss", RuneScape. "Anybody who uses this teleport will inevitably be marked by him - or become ‘skulled’ as the common folk put it."