In RuneScape, spawning is the in-game creation of an entity, for instance a player character, non-player character (NPC), or an item. Respawning is the recreation of a player, NPC, monster, resource, or item after its death, destruction, or use.
Spawning[edit | edit source]
Spawning of players in RuneScape occurs when a player first logs in. Logging on is not spawning as the player remains in the same place as where they logged out.
Some players will lie in wait around spawn points to kill NPCs as they spawn, a common practice known as spawn camping. Spawn points for in-game objects are often used in a similar fashion. Similarly, the word respawn can be used to describe an item or NPC that reappears in the same area after it has been picked up or killed (respectively).
The speed of items spawning on the ground varies with the number of players currently in the world; the more people playing on a world, the faster the items spawn. A player wishing to obtain multiple items from a spawn point might want to pick a world with as close as possible to 1500 players in order to get the items faster, as long as no other players are competing for the same item. This scaling of spawn times according to the player count used to affect many other resources like monsters, rocks, and trees too, but it was changed on 13 March 2017 to use fixed rates that these objects would have had before the change with a half-full world.
Various items in the game also have set spawn points where they appear after being picked up by a player. For example, chaos runes spawn in the Wilderness where moss giants also reside, and bones respawn in the graveyard by Clan Wars.
Respawn point[edit | edit source]
Player respawning occurs after a player dies. If they die without carrying anything that might be lost on death (generally, low level items and certain special items are always saved on a non-Wilderness death, plus 3 most valuable items are by default safe for free), they instantly respawn at the last "hub" they visited, usually a city like Falador.
If they are carrying items that must be paid for to save, they are sent to Death's office where they choose what items to save and/or pay for. Regardless of their choice, they may then exit Death's office via hourglass, at which point they are given the choice to spawn (by default):
- Last visited hub
- Exit via the portal (arrives at north of Draynor)
- Nowhere (exits interface)
However, this choice can't be made when dying in the Wilderness and the player will respawn immediately in Edgeville, lose all items if skulled or keep the three to five (if sign of item protection is used along with protect item prayer or curse) most valuable items they have in their inventory and are wearing.
Players in safe minigames such as the Duel Arena typically do not respawn in one of the regular spawn points, but in a location specific for the minigame they are playing. Dying in unsafe or dangerous minigames usually have normal respawn mechanisms.
Lumbridge[edit | edit source]
You will be able to respawn here making it the default spawn point.
Lumbridge is one of the portals of this realm that are most easily accessed. When your deity of choice spares your life and intercepts your passing to a different plane, it's usually just easiest to attach you to one of the many teleport spells that carry passengers from Tutorial Island to Lumbridge castle, rather than starting again from scratch with a fresh spell of our own. Believe it or not, there's a fair bit of work involved being RuneScape's resident deity of destruction, and I don't have the time to invest in letting careless PKers carry on where they left off. Besides, the walk of shame from Lumbridge back to Varrock teaches them a lesson about being more cunning in future.
Zamorak, God Letters
Falador[edit | edit source]
Camelot[edit | edit source]
Soul Wars[edit | edit source]
After completion of Nomad's Requiem the player will always be able to respawn at Soul Wars. This is the most popular respawn point among high level players who completed Nomad's Requiem as it is closer to a bank than any of the other spots. This respawn point is the most useful for players that do player-killing outside of Edgeville in low level Wilderness.
Fremennik spiritual plane[edit | edit source]
When doing Blood Runs Deep, players will respawn in the Fremennik spiritual realm (the Fremenniks' heaven) in certain points during the quest, such as when fighting the Dagannoth Mother. After the quest, however, players can no longer respawn here.
Daemonheim[edit | edit source]
In Daemonheim, players who die will respawn in the starting room, and the player's death count will increase by one. Deaths negatively affect experience earned for the dungeon, and can give up to a -80% penalty.
Hubs[edit | edit source]
Hubs are recently visited cities where the player can choose to respawn at. Some hubs are members only, or require the completion of various quests to access. The current available hubs are:
- Camelot* (Camelot training must be completed)
- Dorgesh-Kaan* (Death to the Dorgeshuun must be completed)
- Etceteria* (The Fremennik Trials must be completed)
- Keldagrim* (The Giant Dwarf must be started)
- Lletya* (Mourning's End Part I must be completed up to the part where the player travels to the village)
- Port Sarim
- Prifddinas* (Plague's End must be completed)
- Seers' Village*
- TzHaar City*
* Members only
Update history[edit | edit source]
- ninja 13 March 2017 (Update):
- Spawn rates (with the exception of object spawns) will no longer scale with server player count. Instead, they are fixed at a rate equivalent to a half-full server prior to this change.
Trivia[edit | edit source]
- During the Hallowe'en events, if you were a member, and your last respawn change was to either Falador or Camelot, when dying in a F2P world, one of the Grim Spectre of Death's lines would be "Let me escort you to _____, [player name]," with Falador or Camelot being your members respawn point. You would, however, still be teleported to Lumbridge upon death.