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- Player-Owned Ports
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The commercial section of Port Sarim was set up to trade with the Eastern Lands. Once a grand trading hub that connected the Western Lands to the Eastern Lands the port is now nearly deserted after - over 10 years ago - Sea Monsters suddenly plagued the seas destroying all ships that ventured there. Due to this, trade with the Eastern Lands collapsed, crippling the port. About 5 years ago, the creatures stopped attacking but the port never picked up again; the West forgot about the East.
Your task is to help get the port up and running again, with help from your partner and other interested parties, and bring back as many of the treasures from the Eastern Lands that your ships' holds can carry.
The commercial port section of Port Sarim, Player-Owned Ports can be accessed via portal in the northern section of Port Sarim. To get to the Portal quickly you can use the teleport option on your Captain's log or teleport to the Port Sarim Lodestone and walk northeast along the docks. You can also use the cabbage-teleport on your Explorer's ring then head south.
Speak to The Partner, just East of the entry portal, to begin. He will introduce you to the port, and explain how it works. You'll need to go through a brief tutorial which will introduce you to the main aspects of the port. You'll be able to find further details on the ports features below.
Note that once the tutorial is over, the Partner will return to his usual position beside the Navigator.
Points of Interest
Although your buildings may change in decor (see Upgrade Buildings), the basic layout of your port will remain the same.
The Black Marketeer
If you want to see more information about the personalities found within the port - these descriptions do contain spoilers - click here to toggle them.
|The Partner||The Navigator|
John Strum can’t imagine why anyone would want to help him, as the port is dead and there is no money to be made any more, but he welcomes the help, as he’s getting old. When you offer to help, he can’t help but be excited by it. He is almost childlike at the prospect of actively going to the Eastern Lands, rather than waiting for it to come to him. He’d never thought about it before – it’s a great idea. It rekindles memories of old times at the port, and there is hope again.
He has dedicated himself ever since to building the most complete and accurate set of maps the world has ever known, from Piscatoris to Sophanem and with the discovery of a peopled archipelago in the East, so he's attached himself firmly to The Partner to make these maps, and assist with mapping the archipelago. As time has gone by he's found himself rendering assistance in recruitment; he would have a keen eye for people if he cared to develop it.
|The Barmaid||The Black Marketeer|
She now runs his bar, one of the last active parts of the dilapidated port, staying with him partly out of love for him and partly because she foresees better times on the horizon.
To pay the ransoms Felix buys stolen goods from Eastern Exiles and sells them to Westerners for coin.
She wasn't very good at it.
Some weeks of failure and humiliation later she’s found herself in an old run-down port with flagging self-confidence and no idea how to proceed – being almost painfully optimistic she’s sure she’ll turn things around, but not quite sure how.
Managing Your Port
While you are in the port, there are two interfaces that you'll need to take note of. The 'ships' interface, accessible via the anchor icon in the bottom-right corner of your screen, and the 'port' interface at the top of your screen.
This interface can take you directly to the shipyard by clicking on your chosen ship. It also lets you know at a glance if your ships are out on a voyage or in the port. You can also rename your ships from here using the rename button.
Renaming a ship is a four-step process.
- First you must select the prefix. You can choose a random one using the smaller of the two green icons (the larger randomly chooses the entire ship name).
- Next, click the dark blue square to choose the middle part of your ship's name. You can filter these in a variety of ways if the list is too long for you, or if you have a specific idea in mind for your ship. Again, you can have a randomly chosen name if you wish, by clicking the green refresh button.
- To choose the last part of your name, click the third dark blue box to see the list of options. These can be filtered or chosen randomly.
- To save your ship's name, press the 'save' button. Alternatively, press 'revert' if you do not want to change your ship's name.
Note that you do not have to select all three parts of a ship's name, but you must have at least the last part of the name.
If you have more than one ship, you can navigate between them using the blue arrows.
The interface at the top of the screen will allow you to manage the various aspects of your port, such as building upgrades or sending out ships.
The drop down menu on the left titled 'Resources' shows you how many of each currency item you currently have stockpiled. The items are as follows:
- Bamboo ( The Arc )
- Gunpowder ( The Skull )
- Black slate ( The Hook )
- Cherry wood ( The Scythe )
- Jade ( The Bowl )
- Stainless steel ( The Pincers )
- Terracotta ( The Loop )
- Azure ( The Shield )
You also have trade goods that you can use to craft items from scrolls that you bring back from the Eastern Lands (see here). Only up to 250 of each trade good can be held at any one time.
The drop down menu on the right shows any visitors that are currently at your port. These change every day, although, for the Black Marketeer, it is only the products that he sells that changes each day. Visiting captains and adventurers will show here.
The icons in the middle of the interface bring up the different aspects of your port:
Used to send your ships across the ocean. Select a voyage from the left side panel. It will tell you the voyage's name, the difficulty and the rewards you will receive. The green reroll button allows you to see another voyage, if you don't wish to take on the one displayed, but you only have 12 rerolls per day and these rerolls (voyage and crew rerolls are separate).
Selecting a voyage shows more details in the right hand panel, including how long it will take. Click the ship you wish to send (the background will go green for the one you have chosen). You can then use the following buttons to make sure you have the perfect setup for the voyage:
- 'Add Effect' - lets you activate items that can improve your ship and crew (see below)
- 'Edit Ship' - opens the shipyard
- 'Crew Roster' - opens the crew roster
Bag of winds
Seasinger's bottled cry
|+50% crew XP||
Fortune of the Sea
|+10% rewards (or penalties)|
To ensure the voyage is successful you need to match your ship's stats to those required for the voyage.
This interface also allows you to take on special voyages that let you meet or help out adventurers. Simply click the 'special voyages' tab to see what is available.
On the left hand side you can view your current crew. Clicking on a crew icon will display their skills and any traits they have in the bottom-left corner.
If you no longer require the services of a crew member or captain, press the 'dismiss' button. This means they will no longer be part of your crew and cannot come on voyages.
On the right hand side of the interface is a list of crew that you can hire. You will be able to see their stats and any traits they have here.
The green refresh button allows you to see another crew member, if you don't wish to hire the one displayed, but you only have 12 rerolls per day (voyage and crew rerolls are separate).
You can earn more rerolls through random events in the port.
For more information on crew and their stats, see here.
Here you can customise your ships. If you would like a ship that is built for speed, and one that is built for combat, you can manage this here.
The interface itself is built of hotspots, within which you have various choices about what to have there. Different choices will affect your ship's stats.
Note that you have 2 deck item hotspots but both contain the same list of items to choose from.
Most items will be locked until purchased.
To see all of the upgrades and their benefits, click here.
If at any point you'd like to see your ship in all its glory, click the small camera button in the top-left of the screen. This will remove the interfaces and show off your ship. Click it again to return to the shipyard interface.
All buildings start out as dilapidated. You can invest resources into your port to improve it, attracting new crew, captains and providing better stats for your ships.
Use the blue arrows on the left and right of the building name to navigate through the buildings. You will be shown your current building, and the upgrades that are available to you. Upgrades that aren't available will not be shown until they have been unlocked by purchasing prerequisite upgrades. The upgrades will list the cost and any benefits that the upgrade provides.
Click on an upgrade to purchase it - you will be asked to confirm your purchase before any resources are deducted.
All upgrades, except for totems, icons, portals and the top tier of other building upgrades, must be unlocked by purchasing the previous upgrade.
Note that there are 4 totem hotspots and 3 icon hotspots.
To see all of the upgrades, their benefits and their costs, click here to toggle them.
* These upgrades are built during the tutorial.
+ These upgrades are available by default.
Port Management is where you give special instructions to your captains. In particular you can specify which scrolls they are to hunt for, and which area of the Eastern Lands that you want them to focus on.
Simply click the scroll or area that you want to instruct your captains. You can hover over each scroll and area to see more information about them.
A map of the Eastern Lands archipelago. As you upgrade your port and send out more ships, you will discover more and more of the map.
The entire archipelago is viewable in the map below, however, until you have unlocked these areas, they will not show in game.
If you want to see more information about the islands that make up the Eastern Lands, click here to toggle them.
Note that some of the images below have been modified to show only the islands that are relevant.
Managing Your Crew
Your crew are the dogsbodies of the port; they do all the hard graft. They have skills in combat, morale, speed and seafaring. Filling your ship with crew that have the right skills can improve your chances of completing voyages successfully.
Crew with coloured hats are typically better in one skill than the others. Other crew icons have a more varied skill set. The skill colours are:
- Red = combat
- Green = morale
- Blue = seafaring
- Purple = speed
Some crew members have traits which can offer positive (and negative) bonuses to your ship. Click here to view the list of traits.
|Eager||Morale +40||Unlocked The Arc|
|Misery Guts||Morale -40||Unlocked The Arc|
|Eagle-Eyed||Seafaring +40||Unlocked The Arc|
|Short Sighted||Seafaring -40||Unlocked The Arc|
|Plucky||Combat +40||Unlocked The Arc|
|Cowardly||Combat -40||Unlocked The Arc|
|Quick-Footed||Speed +80||Unlocked The Hook|
|Slow||Speed -80||Unlocked The Hook|
|Loyal||Chance to prevent captain death||Unlocked The Hook|
|Mutinous||Increased chance of captain death||Unlocked The Hook|
|Tough as Nails||Chance to prevent death||Unlocked The Hook|
|Feeble||Increased chance of death||Unlocked The Hook|
|Fast Learner||10% increased XP gain||Unlocked The Hook|
|Slow-Witted||10% decreased XP gain||Unlocked The Hook|
|Awe-Inspiring||Morale +100||Unlocked The Hook|
|Vapid||Morale -100||Unlocked The Hook|
|Seafarer||Seafaring +100||Unlocked The Hook|
|Landlubber||Seafaring -100||Unlocked The Hook|
|Slayer||Combat +100||Unlocked The Hook|
|Pacifist||Combat -100||Unlocked The Hook|
|Workhorse||Speed +150||Unlocked The Hook|
|Glutton||Speed -150||Unlocked The Hook|
|Opportunist||Better returns from partial mission success||Unlocked The Hook|
|Pilferer||Reduced returns from partial mission success||Unlocked The Hook|
|Unlocked The Hook|
|Unlocked The Hook|
|Leader||Ship morale +1%||Unlocked The Hook|
|Gloombringer||Ship morale -1%||Unlocked The Hook|
|Seafriend||Ship seafaring +1%||Unlocked The Hook|
|Storm Magnet||Ship seafaring -1%||Unlocked The Hook|
|Tactician||Ship combat +1%||Unlocked The Hook|
|Liability||Ship combat -1%||Unlocked The Hook|
|Lookout||Ship speed +1%||Unlocked The Hook|
|Albatross||Ship speed -1%||Unlocked The Hook|
Note that for each successful voyage you complete, your crew will gain experience and have the chance to improve their stats. It is worth investing in your crew, but choose wisely who you invest in, as you could hire crew who have higher stats.
You can attract a higher quality of crew member by improving the lodgings building.
Captains are those who give the orders and you cannot send out a ship on voyages without one.
They randomly show up in your bar, but you can attract a higher quality of captain by improving the state of your bar.
To hire a captain, open the crew roster. You can also speak to them in the bar.
Speaking to a hired captain at the bar will give you the choice to decide on their uniform. Click the blue arrows to cycle through your choices of hat, top and legs.
As with crew, some captains have traits which can offer positive (and negative) bonuses to your ship, and captains can level up by completing voyages.
Note that captains can die, although you can equip a lifeboat to your ship to improve the chances of them returning home safely.
You can only hire a maximum 5 captains at any one time. If you want another captain, you will have to dismiss one.
Before an Adventurer can visit the Port, you must complete a voyage to meet them. This voyage will only appear if the player has level 90 in the Adventurer's associated skill. After this occurs that adventurers will start visiting the Port.
An Adventurer will turn up to the port every day. Note that adventurers are never available as crew to be placed on a ship.
If you have more than 1 Adventurer, there will be a chance of a second Adventurer turning up. This chance will increase with the number of Adventurers.
You can attract the adventurers by changing your port's icon.
Adventurers can go on special voyages. There are 6 story voyages per adventurer and, if successful, these voyages will grant extra resources, scrolls and XP in the adventurers associated skill (for more information about the rewards click here). Your adventurer will also increase the stats of the ship you send by up to 10% for these voyages.
Each adventurer can only go on ONE voyage for you per day, so keep that in mind when selecting a special voyage. Once you send an adventurer off with your ship, any of the other options involving that character will be removed from your list of potential voyages.
Adventurers can also go on joint voyages together if you choose, but you can still opt to send them on individual voyages. If you choose to send your adventurers on a joint voyage, you will not be able to send them on individual voyages. The same restriction applies the other way: if you send one of your adventurers on an individual voyage, the joint voyage will no longer be available.
Adventurers that can team up for joint voyages are:
- The Whaler and the Biologist.
- The Missionary and the Occultist.
- The Convict and the Assassin.
- The Chef, the Trapper and the Architect.
If you want to see more information about the adventurers storyline - these descriptions do contain spoilers - click here to toggle them.
|The Whaler||The Biologist|
Hubbub is initially over-familiar, and warmly greets anyone he meets. He believes in the inherent goodness and trustworthiness of humanity, largely because he is inherently good and trusting. He is blustering, loud, brash and ribald. He is also highly-strung, however, being quick to anger, and brought to tears at the slightest mention of his people. He has a tendency to invoke abstract and lurid Eastern myths/idioms that are never explained or elaborated on.
Hubbub’s nemesis was once Quin the Seasinger, and he blamed her for the death of his people (when he didn’t blame himself). Quin provided Hubbub’s life with meaning, as he sought revenge actively, paying an order of assassins to kill her. When that failed, he neurotically turned his hatred away from Quin, and focused it instead on all sea monsters. One sea monster in particular eludes him – Shuma, the Deaf Whale – who tossed Hubbub onto some rocks, crushing his leg. Hubbub did not leave the whale undamaged however, as he stabbed the creature, causing its hearing to be lost.
Bethan loves diseases. They are little worlds in her petri dishes, and she talks to them as if they were friends. This is where she is most comfortable, and she understands disease far better than she understands people.
She doesn’t hide her main goals: to write a book, get recognised by her peers, and to name a disease. She dreams of the day that Bethtococcus will become a terrible and contagious killer. On the subjects of research, science, disease and becoming a noted scientist, she becomes enthusiastic and breathless. Her single-mindedness can make her seem unfeeling, but she has just had limited exposure to human beings, and she does want to name a disease so very, very much.
|The Whaler requires you to have level 90 Fishing and have completed the voyage "Meet the Whaler".||The Biologist requires you to have level 90 Herblore and have completed the voyage "Meet the Biologist".|
|The Missionary||The Occultist|
Tomlin was initially one of the White Knights, but was cast out for beating up his own squire for an offhand blasphemous remark. He then moved to freelance missionary work. Initially he started his fundamentalism with a twisted form of racketeering - travelling to homes and threatening people if they hadn’t done enough prayers, displayed enough stars in their house, etc.
Tomlin is here in the Eastern Lands to build a church, but he intends to go further than that: he intends to be the priest of that church, and spread his militant form of Saradominism to all natives.
Zu-Zu was once Khan Quin’s personal soothsayer. After an assassination attempt, she seduced a Khan into helping her to escape. Zu-Zu’s confidence and ability has made her the subject of desire. Quin, the seasinger, aggressively pursues her for her occult abilities, as Quin believes she has access to eternal life; Oshoru, a Khan who helped her to escape Quin’s island, is determined to take her into his harem (she promised him she would, as a means of escaping). Also, the soothsayers see her as a heretic, and want her dead.
Zu-Zu is a contradiction – she acts as the dominant controller so that she never becomes controlled herself. She is infallible, strong of character and ability, but she is also fragile, to the point that she will threaten her own death before she becomes trapped or a weapon for others.
|The Missionary requires you to have level 90 Prayer and have completed the voyage "Meet the Missionary".||The Occultist requires you to have level 90 Runecrafting and have completed the voyage "Meet the Occultist".|
|The Convict||The Assassin|
He has come to the Eastern Lands with a determination to reform. The problem is that Marcus can’t let his habits die: he only thinks of himself, catches himself in the middle of lies, and looks to escape and run away, rather than face things head on.
Ling’s parents died while she was young, and she has been left to fend for herself from that moment. As a result, she believes she needs no one’s help but her own, keeping people at arm’s length in case they betray or leave her. Her approach is to be direct, whether that’s as an assassin – going straight for the jugular – or in conversation, where she is curt.
|The Convict requires you to have level 90 Thieving and have completed the voyage "Meet the Convict".||The Assassin requires you to have level 90 Slayer and have completed the voyage "Meet the Assassin".|
|The Chef||The Trapper|
|The Chef requires you to have level 90 Cooking and have completed the voyage "Meet the Chef".||The Trapper requires you to have level 90 Hunter and have completed the voyage "Meet the Trapper".|
|The Architect requires you to have level 90 Construction and have completed the voyage "Meet the Architect".|
When a ship returns to the port, there is a chance that a random event will occur. All random events are announced with a message in the chat box. Disconnecting, logging out, or exiting the event will count as a loss.
Guess Whom to Kill
Speak to The Black Marketeer to start this event. You will take control of Felix and will have to:
- Search for a ninja inside the nearby barrels.
- Find a wandering stranger that is the target of the ninja you found.
You'll need to do this 5 times to finish the event.
Speak to The Barmaid to start this event. You will take control of Sarula and must serve 20 clients in less than 10 minutes. Sarula can only hold 2 glasses at a time.
Speak to Seasinger Umi to start this event. You will take control of Umi and must find the missing items from inside the containers. The positions of the containers are randomly generated each time.
Depending on the voyage you take on, you can get several rewards
|Reward||Where is it earned|
|XP tomes||Special voyages|
|Effects||Completing random events|
|Trade goods (used for crafting armour)||Voyages|
|Captain traits (additional traits for the captain that went on the voyage)||Voyages|
|Access to new crew members.||Voyages|
There are 3 categories of scroll:
- Tetsu (melee)
- Death Lotus (ranged)
- Seasinger (magic)
Once you have brought back a scroll, you will be able to cook, craft, fletch or smith (only within the Port's workshop) the following items:
|Cooking Level||Cooking Method||Ingredients||XP||Constitution Level||Heals|
|93||Cooking station||1x||1x||500||95||2100 (plus up to 10% lifepoints boost)|
The scrolls will allow you to construct several armour items. Armour only lasts for 10 or 12 hours and once this time has passed it becomes unusable. For superior versions of the armour, you can pay a price to fix them at the repair station in your POH.
You can craft, smith or fletch these items in the workshop. Seasinger and Death Lotus armour is crafted on the crafting bench, and Tetsu armour is smithed on the anvil.
Note the repair cost is given for a player at level 99 Smithing.
|Item||Repair Cost||Degrade Time||Level||Ingredients||XP|
|Superior tetsu helm||300000||12 hours||90||40x||10000|
|Superior seasinger's hood||300000||12 hours||90||40x||10000|
|Superior death lotus hood||300000||12 hours||90||40x||10000|
|Superior tetsu body||1200000||12 hours||90||100x||30000|
|Superior seasinger's robe top||1200000||12 hours||90||100x||30000|
|Superior death lotus chestplate||1200000||12 hours||90||100x||30000|
|Superior tetsu platelegs||600000||12 hours||90||60x||20000|
|Superior seasinger's robe bottom||600000||12 hours||90||60x||20000|
|Superior death lotus chaps||600000||12 hours||90||60x||20000|
|Superior reefwalker's cape||300000||12 hours||90||100x||10000|
|Superior leviathan ring||300000||12 hours||90||100x||10000|
|Tetsu helm||-||10 hours||90||30x||10000|
|Seasinger's hood||-||10 hours||90||30x||10000|
|Death lotus hood||-||10 hours||90||30x||10000|
|Tetsu body||-||10 hours||90||80x||30000|
|Seasinger's robe top||-||10 hours||90||80x||30000|
|Death lotus chestplate||-||10 hours||90||80x||30000|
|Tetsu platelegs||-||10 hours||90||50x||20000|
|Seasinger's robe bottom||-||10 hours||90||50x||20000|
|Death lotus chaps||-||10 hours||90||50x||20000|
|Reefwalker's cape||-||10 hours||90||80x||10000|
|Leviathan ring||-||10 hours||90||80x||10000|
To see the stats of the armour click here to toggle them.
Please note that the damage and life bonus values will be divided by 10 (and rounded down) when using the Legacy combat system.
|Superior tetsu helm||85||435||0||0||2||320||0||0||0|
|Superior tetsu body||85||500||0||0||3||640||0||0||0|
|Superior tetsu platelegs||85||479||0||0||2||480||0||0||0|
|Superior seasinger's hood||85||435||0||0||2||320||0||0||0|
|Superior seasinger's robe top||85||500||0||0||3||640||0||0||0|
|Superior seasinger's robe bottom||85||479||0||0||2||480||0||0||0|
|Seasinger's robe top|
|Seasinger's robe bottom|
|Superior death lotus hood||85||435||0||0||2||320||0||0||0|
|Superior death lotus chestplate||85||500||0||0||3||640||0||0||0|
|Superior death lotus chaps||85||479||0||0||2||480||0||0||0|
|Death lotus chestplate|
|Death lotus hood|
|Death lotus chaps|
|Superior reefwalker's cape||85||65||0||0||0||300||14||14||14|
|Superior leviathan ring||85||43||0||0||0||0||15||15||15|
|Log-splitting scrimshaw||3 hours||85||10x||4000||15% chance to split a log as you chop it, gaining additional woodcutting experience and not collecting the log. Lasts 3 hours.|
|Superior log-splitting scrimshaw||4 hours||85||10x||4000||20% chance to split a log as you chop it, gaining additional woodcutting experience and not collecting the log. Lasts 4 hours.|
|Rock-crushing scrimshaw||3 hours||85||10x||4000||15% chance to crush ore as you mine it, earning additional Mining experience and not collecting the ore. Lasts 3 hours.|
|Superior rock-crushing scrimshaw||4 hours||85||10x||4000||20% chance to crush ore as you mine it, earning additional Mining experience and not collecting the ore. Lasts 4 hours.|
|Tree-shaking scrimshaw||3 hours||90||10x||4000||Increases the drop rate of bird nests by 300%. Lasts 3 hours.|
|Superior tree-shaking scrimshaw||4 hours||90||10x||4000||Increases the drop rate of bird nests by 400%. Lasts 4 hours.|
|Gem-finding scrimshaw||3 hours||90||10x||4000||Successful mining swings have a chance of finding diamond, dragonstone or onyx gems. Higher-level rocks provide better chances. Lasts 3 hours.|
|Superior gem-finding scrimshaw||4 hours||90||10x||4000||Successful mining swings have a chance of finding diamond, dragonstone or onyx gems. Higher-level rocks provide better chances. Lasts 4 hours.|
|Scrimshaw of vampyrism||3 hours||92||10x||4000||For every successful melee attack, this scrimshaw absorbs a small amount of the enemy's health, giving it to the scrimshaw bearer. Lasts 3 hours.|
|Superior scrimshaw of vampyrism||4 hours||92||10x||4000||For every successful melee attack, this scrimshaw absorbs a moderate amount of the enemy's health, giving it to the scrimshaw bearer. Lasts 4 hours.|
|Scrimshaw of strength||3 hours||95||10x||4000||Adds 2.5% to melee critical chance. Lasts 3 hours.|
|Superior scrimshaw of strength||4 hours||95||10x||4000||Adds 2.7% to melee critical chance. Lasts 4 hours.|
|Scrimshaw of the elements||3 hours||92||10x||4000||Every magic attack hits with a small amount of elemental damage. Lasts 3 hours.|
|Superior scrimshaw of the elements||4 hours||92||10x||4000||Every magic attack hits with a moderate amount of elemental damage. Lasts 4 hours.|
|Scrimshaw of magic||3 hours||95||10x||4000||Adds 2.5% to magic critical chance. Lasts 3 hours.|
|Superior scrimshaw of magic||4 hours||95||10x||4000||Adds 2.7% to magic critical chance. Lasts 4 hours.|
|Scrimshaw of cruelty||3 hours||92||10x||4000||Ranged attacks have a small chance to cause a bleed or poison effect on successful hits. Lasts 3 hours.|
|Superior scrimshaw of cruelty||4 hours||92||10x||4000||Ranged attacks have a moderate chance to cause a bleed or poison effect on successful hits. Lasts 4 hours.|
|Scrimshaw of ranging||3 hours||95||10x||4000||Adds 2.5% to ranged critical chance. Lasts 3 hours.|
|Superior scrimshaw of ranging||4 hours||95||10x||4000||Adds 2.7% to ranged critical chance. Lasts 4 hours.|
|Death lotus dart||92||1x||25x||250 (per 10)|
|Off-hand death lotus dart||92||1x||25x||250 (per 10)|
To see the stats of the darts click here to toggle them.
Please note that the damage and life bonus values will be divided by 10 (and rounded down) when using the Legacy combat system.
|Death lotus dart|
|Off-hand death lotus dart|
Can be viewed in the Captain's log. The Rank is dependent on port score.
|0 - 399||Cabin (Boy/Girl)|
|400 - 799||Bosun|
|800 - 1199||First Officer|
|1200 - 1599||Cap'n|
|1600 - 1999||Commodore|
|2000 - 3499||Admiral|
|3500+||Admiral of the Fleet|
- Meg is a wannabe-adventurer. She is very enthusiastic but requires a little bit of help from you. Once a week you'll be able to send her off on an adventure and how she acts on that adventure, depends heavily on the advice that you give her. How successful her adventure is will dictate what rewards, if any, she brings back for you.
- Occasionally one of the port's residents will encounter trouble while your ships are on voyages. You will be told about this when your ships return to port when checking the results. Speak to the resident to find out what they need help with. You will be rewarded for your efforts with port resources.
- Speak to The Barmaid to hear the local gossip. It will often reveal useful information.
Recorded at OM London.
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|RuneScape Classic • Old School RuneScape|
|Game Guide||Support Centre|
|All you need to know, and more, about the game world. How to get started and how to develop your character.||Need help with your account? Perhaps the game won't run for you? Help can be found here.|
|Scribbles & Sketches||The Community Hub|
|Artwork, fan fiction and arts and crafts are found in this section.||Confused by templates or want to contribute but not sure what to do? Check here for details on the RuneScape Wiki editing community.|
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