|Release date||12 June 2006 (Update)|
|No. of stores/banks||3 stores, 1 bank|
|Required level||Combined Attack and Strength levels at or greater than 130 or skill mastery of one of the two (level 99).|
|Infobox • Talk page|
The Warriors' Guild is a guild for warriors located in west Burthorpe. To enter, warriors require either a combined Attack and Strength level of 130 or level 99 in either skill. This cannot be boosted. The minimum experience required to enter is 898,856 experience, enough experience to have both Attack and Strength at level 65.
Harrallak Menarous owns and operates the guild. The various members of the guild run activities, awarding points for participation. These points are used to gain temporary access to the combat room on the top floor, where cyclopes and cyclossi can be fought for defenders. The unofficial world for the Warriors' Guild is world 9.
- 1 Travel
- 2 The floors
- 3 Activities
- 4 Shops
- 5 Graphical updates
- 6 Update history
- 7 Trivia
Travel[edit | edit source]
The Warriors' Guild is located in Burthorpe and can be accessed in a number of ways:
- Burthorpe Lodestone, which will teleport players directly east of the guild.
- Combat bracelet, which will teleport players to a location directly outside the guild.
- Games necklace, which will teleport players to Burthorpe Troll Invasion, just north of the guild.
The floors[edit | edit source]
Ground floor[edit | edit source]
The ground floor[UK]1st floor[US] contains:
- The animation room activity
- The dummy room activity
- The bank (with Jade)
- Lidio's food shop
- Lilly's potion shop
- Ajjat (Attack master)
First floor[edit | edit source]
The 1st floor[UK]2nd floor[US] contains:
- The catapult room activity
- The shot put room activity (with Sloane, the Strength master)
- The keg balance activity
- The Anton's armoury
Second floor[edit | edit source]
Kamfreena runs the cyclopes' room on the 2nd floor[UK]3rd floor[US], allowing warriors temporary access in exchange for points. The room contains several cyclopes and rarely a cyclossus which can be fought for their defender drops, starting with bronze and increasing in quality up to dragon. The rune and dragon defenders are required to harm the cyclossus. In order to receive the next defender, warriors must show their current defender to Kamfreena.
Attempting to use Ancient Curses anywhere within the guild will cause Harralak to intervene, stating that he frowns upon the use of curses. Only standard Prayers can be used. Similarly, the dwarf multicannon and its variants cannot be used.
Warriors can either use points from a single activity or from all five activities as payment. Entering requires a minimum of either 200 points from a single activity or 30 points from all activities. Each minute spent inside the room costs a number of their chosen points; 20 when using only one type of activity points, and 3 of each when using all types of activity points. (Kamfreena incorrectly states that every 50 tokens grants one minute inside the room.) Using all points confers some small benefits:
- Reduced point per minute cost
- Small damage bonus
- Some drops are noted
- Defenders have an increased chance to drop
- Cyclossi have an increased chance to spawn
Kamfreena will warn the warriors when they have run out of points. If they do not leave within a minute, she will teleport them out and chastise them for not leaving immediately.
Activities[edit | edit source]
Players can participate in a number of activities while inside the Warriors' Guild in order to collect points. All of these activities are somewhat combat oriented, so players should prepare themselves appropriately. Ancient curses can not be used inside the Warriors' Guild.
Points are unique to each activity, and the multi-point mode in the cyclops room drains points from every activity. It drains fewer total points than single-point mode, and comes with benefits relating to the player's drops. However, getting points in some activities is extremely slow and, for some players, may not be worth the time.
Animation room[edit | edit source]
The animation room is located on the ground floor[UK]1st floor[US], west of the guild entrance. This room is one of the most commonly used rooms in the guild to gain points. Players will fight against an animated set of their own armour. To play this activity a player must bring a set of normal metal armour (bronze, iron, steel, black, mithril, adamant, or rune). This set should consist of a full helm, platebody, and platelegs, and must be the same type of metal. Weapons, shields, plateskirts, and special armour (such as trimmed or heraldic) cannot be used with the animation machines.
Players should bring armour and weapons that are appropriate for the level armour that they will be fighting. To begin the activity, players must use one piece of the armour they have brought on one of the animation machines. The armour set will come to life and start attacking the owner of the armour. If a player defeats the animated armour they will be rewarded with Combat points for defeating the armour. The higher the armour type a player fights, the more Combat points they will receive. There will also be a decreased chance that a piece of the armour is destroyed in the fight. The maximum amount of Combat points you can have is animation room is 65,535. If a player logs out after defeating their armour set and does not pick up the armour, it will automatically disappear. Note that if you kill your armour on the square in the middle of the animator, the armour will not show up. You must right-click the square to retrieve your armour.
Shanomi does not allow players to use anything other than ordinary plate armour on the animator as "bad things happen", and dragon armour is not allowed because it is too expensive.
Tips[edit | edit source]
- All of the armour sets are weak to crush attacks, though any melee weapon will suffice at higher levels.
- Turning Auto retaliate on can help. Some of the better armour may be high enough level that a player cannot just click on it to attack it (instead, right clicking is necessary). Auto retaliate ensures that players will fight back when the armour hits them.
- Consider switching run on when fighting the armour. When the armour's life points are reduced to near zero, the armour sometimes runs away. With run on, players can hunt the armour down quicker. It also helps to stun the armour if it attempts to retreat.
- Hiding behind the fence enclosing the animating machine can be used to safe spot the armour. If the armour retreats when its health is low, try to stun it, as this will buy you at least enough time to deal the killing blow.
- A ring of recoil does work in this room.
- Ranged attacks will not work against the armours.
Dummy room[edit | edit source]
The dummy room is located on the ground floor[UK]1st floor[US], west of the guild entrance. There are no requirements for this activity. This room will test players' abilities in attack styles with various dummies. To defeat these dummies players must choose the correct attack method to destroy them. Players may look at the poster in the dummy room for more information on what styles to use for each dummy. Each dummy correctly hit will award a player 15 Attack experience and 5 Attack points.
There are eight dummy types in the dummy room, covering all three melee attack styles, slash, crush, and stab. As a result, choosing the right weapons for this activity is important. Players will need at least three weapons to be able to hit every dummy. The attack bonuses for the weapon do not help in this activity so a player will be just as effective with a bronze longsword as they will with a Drygore longsword. If a player does not have the ideal weaponry for this game, they can visit Anton on the 1st floor[UK]2nd floor[US] of the guild. The activity is rather slow and gives a little under 3,000 Attack points per hour.
Tips for the dummy room[edit | edit source]
- There are a total of five stab dummies, two slash dummies, and one crush dummy. The slash dummies are located in the northeast corner, the crush dummy is in the southeast, and the rest of the dummies are stab, as shown on the figure to the right.
- The single stab dummy located between the crush dummy and the slash dummies has a copy located at the other side of the room. They will always appear at the same time but the one between the other stab dummies seems to disappear one game tick after the eastern, so it is advised to go for this dummy if both are approximately at the same distance from the player to lower the chance of the dummy disappearing before arriving there.
- Since the level of your weapon is irrelevant, it is recommended to bring a bronze pickaxe, bronze dagger and a bronze hatchet, all of which can be obtained for free in Lumbridge or easily purchased in the nearby shops in Burthorpe and Taverley. This will enable you to hit all of the dummies.
- Only main hand weapons can be used to hit the dummies, not off-hand.
- The dummies switch extremely fast and a player may find it too difficult to switch weapons. It is advantageous to assign the weapons to the action bar, so swapping can be done with a single press of a button.
- Your bare fists do count as a crush weapon, but due to the speed of the dummies switching, it is a better idea to simply bring a crush weapon.
- Always have run turned on in this game. Weight reducing equipment is not required as the distance between the dummies is small.
- Switching weapons, then clicking to move to the dummy is usually too slow. Move to the dummy, and use the action bar to swap weapons at the same time so that as soon as you arrive, you'll attack the dummy.
- Halberds do not give their extra range when hitting dummies.
- Each dummy always pops up in the same place, so it isn't necessary to look closely at them. Just look at where they are.
- Weapon cosmetic override may interfere with determining attack style for the dummies. Thus, one might want to turn off all melee weapon overrides while doing this activity.
Catapult room[edit | edit source]
The catapult room is located on the 1st floor[UK]2nd floor[US], west of the Armoury. There are no requirements for this activity. To begin this activity a player must speak with Gamfred, the dwarf outside of the room, to obtain a two-handed defensive shield. This shield can only be equipped while standing inside the Catapult room. Once a player has equipped the shield, they must pay careful attention to the ammunition that is being shot at them so they can select the appropriate defence style. When you see a spiky ball, use stab defence; an anvil, blunt defence; a spinning blade, slash defence; and finally a magic missile, magic defence. Each successful defence will award a player 10 Defence experience and 4 Defence points. Each missed defence will inflict up to 40 damage. Although this game is arguably the easiest at which to be successful, its Defence point pay-off is relatively slow, at around 50 Defence points per minute if no mistakes are made since the catapult shoots a tiny bit faster than every five seconds. It could also be difficult for players dealing with considerable lag.
Tips for catapult room[edit | edit source]
- It is recommended that players rotate the angle of the camera so that the catapult appears to be in the top-right/top-left corner of their screen so they can see what type of ammo is about to hit them more easily. Viewing the catapult from the east makes it possible to see what ammo is loaded into the catapult giving more time to choose the right defence style.
- The defence styles are kept after defending after an attack. For example, if you click stab defence, you would continue using it no matter how many projectiles have hit you.
Shot put room[edit | edit source]
The shot put room is located on the 1st floor[UK]2nd floor[US], in the north-east corner of the guild. There are no requirements for this activity. To begin players must pick up a shot and select one of the three throwing styles. To pick up a Shot you must have your glove slot, main hand slot, and off-hand slot free. If a player fails, they will drop the ball on their toe, causing 10 damage in the process. Players may also occasionally throw the shot at the Ref, causing him to shout "Oi! (player's name), don't throw the ball outside the range!". To decrease the chance of failure, players can use a pestle and mortar with ashes to get ground ashes. They may then click on the ash to dust their hands. In a hidden update at an unknown time there was a delay factor put in place, it was to prevent players from speed clicking through the mini game; after a player throws a shot they must wait a second before picking up another. In the case that they attempt to quickly grab another shot the ref will say a variety of phrases ranging from, "Pace yourself" or "Sorry, I'm not ready yet" or "Just a moment, I dropped my hanky". If the player succeeds at a throw, they will gain Strength experience at a rate of 1 XP per yard thrown, as well as Strength points.
The number of Strength points players will receive does not appear to have a set pattern, and is based on the distance and the impact. The stance used does not appear to affect the number of Strength points, but the Spin and throw method generally achieves the most distance.
Using the 22 lb. shot, the results possible are:
Distance from player "...a sickening thud" "...with a thump" "...drops to the floor" "...gently, perfectly thrown" 1 square 1 3 4 7 2 squares 3 6 9 15 3 squares 4 9 13 22 4 squares 6 12 18 30 5 squares 7 15 22 37 6 squares 9 18 27 45 7 squares 10 21 31 52 8 squares 12 24 36 60 9 squares 13 27 40 67 10 squares 15 30 44 75 11 squares 16 33 49 82 12 squares 18 36 53 90 13 squares 19 39 58 97
Prior to 25 April 2011 this event would use a portion of the players energy. This was changed during an update and now no energy is used.
Jimmy's challenge (keg balance)[edit | edit source]
Jimmy's challenge is located on the 1st floor[UK]2nd floor[US], south of the Shot Put room. There are no requirements for this activity. To begin players must click on a keg in the room. They will need to balance the keg on their head, and then attempt to balance more kegs on top of this one, up to a maximum of five. To balance kegs players must have their head and hands free, meaning that no head, main hand, off-hand or hands slot items can be equipped. If a player does get 5 on their head, Jimmy will say, "Wow! That'sh bery impr....imp...impresh..... good _________! Equalsh my record!". If a player loses balance, the kegs will cause a small amount of damage to the player, the amount depending on their current life points. The only safe way to get rid of the kegs is to walk out of the room. Players receive more Balance points the more barrels are being balanced and the longer they are balanced. Players can also tag the coloured furniture in the order displayed at the top of the screen for a slight Strength XP reward.
The odds of successfully balancing all 5 barrels is controlled by the player's run energy level. Players can drink energy potions while they have kegs balanced on their head, and should do so to keep their energy level as close to 100% as possible. Players with an energy level between 90% and 100% have a low probability of dropping barrels and a high probability of being able to balance an additional barrel successfully. Using the Oo'glog salt water pool for 100% energy is highly recommended, as being at 100% run energy the entire time can yield over 100 Balance points per game. You can use the explorer ring to raise your run energy when needed. If those options are unavailable, open an interface (Equipment interface, Price Checker, etc.) to raise your run energy or talk to Jimmy. It should be noted that the time in the interface does not add to your score. One may also rest to recover run energy between keg rounds.
Tips for the keg balance room[edit | edit source]
- If you have any white tree fruit left over from the Garden of Tranquillity quest, this is a great place to use it.
- If you have the surefooted aura or the greater variant, it will help immensely, as it ensures your run energy is always 100% during the activity.
Shops[edit | edit source]
The Warriors' Guild has many shops to aid players in playing the various activities within the guild or fighting Cyclopes.
Anton (equipment)[edit | edit source]
Located on the south wall of the 1st floor[UK]2nd floor[US], Anton buys and sells most weapons dropped by Cyclopes. Anton does not buy or sell black knives, which are a very common drop of Cyclopes, or defenders, which are not tradeable. Anton offers the same price as High Level Alchemy yields.
Lidio (food)[edit | edit source]
Lidio is located in the north-west corner of the ground floor[UK]1st floor[US] and sells medium-level foods. Specifically, Lidio sells cooked trout (68 coins), bass (270 coins), plain pizza (200 coins), potato with cheese (350 coins), and stew (100 coins). After the September 2009 shop update, the food vendor in the Warriors' Guild no longer has infinite stock. Thrifty players may want to keep some weapons from slaying cyclopes and sell them to Anton, then buy food.
Lilly (potions)[edit | edit source]
Jade (bank)[edit | edit source]
Graphical updates[edit | edit source]
Update history[edit | edit source]
- patch 10 September 2018 (Update):
- An out of place grass tile within this guild has been correctly replaced with the appropriate floor tile.
- ninja 23 April 2018 (Update):
- The interface when choosing token type usage within this guild has been updated.
- ninja 16 October 2017 (Update):
- patch 16 October 2017 (Update):
- hotfix 9 October 2017 (Update):
- ninja 9 October 2017 (Update):
- patch 11 December 2013 (Update):
- The Warrior's Guild Strength tag interface no longer appears before it is supposed to.
- patch 13 August 2013 (Update):
- The Warrior's Guild walls once again appear in the Burthorpe Knighthood cutscene.
- patch 24 June 2013 (Update):
- The animated suits of armour in the Warriors’ Guild now wear more modern versions of their respective suits.
- patch 22 November 2012 (Update):
- The Catapult room in the Warrior's Guild no longer hits the player 4 times per hit.
- patch 2 October 2012 (Update):
- Torches in the Warriors Guild have had the flames lowered to not protrude through the floor above.
- patch 11 April 2012 (Update):
- The information scroll outside the catapult room in this guild no longer gives a "Nothing interesting happens" message.
- The combat circle outside this guild no longer makes players sink into it when walking across it.
- patch 11 January 2012 (Update):
- The icon in the skill guide for this guild has been updated to no longer use the defunct Warriors' Guild Tokens.
- patch 7 June 2011 (Update):
- Items being flung in the catapult room no longer clip through the floor above.
- patch 17 January 2011 (Update):
- This guild's slash dummy now recognises a two-handed weapon's defensive mode.
- patch 3 December 2009 (Update):
- Various items on the Grand Exchange that are also sold in this guild should have more freedom to move.
- patch 10 August 2009 (Update):
- Fixed an issue where your leg could disappear through a platform in the Warriors' Guild.
- patch 8 April 2009 (Update):
- Solved a graphical issue in this guild where you could occasionally see some of the floor above.
- patch 12 August 2008 (Update):
Trivia[edit | edit source]
- When Jagex released the Warriors' Guild, they were unable to put the guild in due to crowds of people standing where it should be. They moved the guild further east than what was displayed in the original map so players were not crushed or stuck inside parts of the guild. Once everyone had moved, they placed the guild where it was originally supposed to be located.
- In the room with the Cyclopes, on the map is a picture of an eye. Inside the floor pattern is a single stake on fire. This is a reference to the Greek epic poem "The Odyssey", in which Odysseus blinds the cyclops Polyphemus by thrusting a hot stake into his eye.
- There was a visual glitch that caused projectiles from the catapult room to appear coming up through the floor in the north-west corner of the cyclops room. This has been recently patched.
- When Warrior guild tokens were changed to the current point system, the number of tokens a player had in their bank would be applied as points in each type of activity. 1,000 Warrior guild tokens would give 1,000 points in each activity (Attack, Defence, Strength, Combat, and Balance).
- The name of the dwarf behind that catapult in the Catapult room is Nigall as shown in Postbag from the Hedge 16.
- The shield from the catapult activity is almost identical to the shield some suqahs are holding on Lunar Isle. Only the bottom of the shield is different.
- The bank in the Warriors' Guild used to be the only bank in RuneScape that players could go behind the counter. This was changed with the Evolution of Combat update.