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The Bird and the Beast

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Bird and the Beast

Introduction

Armadyl vs. Bandos
Armadyl vs. Bandos

Armadyl and Bandos are the next gods to take advantage of the death of Guthix and return to Gielinor. Although Saradomin is already ahead, having defeated Zamorak and taken the large source of tears near Lumbridge, Bandos and Armadyl have now arrived and are preparing large siege weapons to fire at the other party.


Beneath the feet of their gods, generals have heard the call to arms and now send out raiding parties to collect divine energy to power the siege weapons, or to thin the other side's numbers.

Now the generals call to the inhabitants of Gielinor who have yet to decide their allegiance - and those who choose to use their support tactically - to come to their side and aid their cause.

Location

The event takes place throughout Asgarnia and Misthalin. Supporters of Bandos will want to head to their camp located near the Goblin Village. Armadyl fans should head to the Clan Camp where they'll find their tower on the east side.

The Godless faction members are at the crossroads to the north of Falador should you wish to change sides.

It should be noted that, as part of this event, you may be attacked by ambushers anywhere in Gielinor with a few exceptions (see below).

Points of Interest

Bird and the Beast Event Features
Bird and the Beast Event Features

A map of the event zone is available in your faction camps. Opening it will show you the routes that the caravans take, and the status of the various nodes. Any node highlighted in yellow Caravan present has a caravan convoy at its location. Nodes that have been captured, or are being captured, by a specific faction are highlighted on this map.

Armadyl node capture
Node being captured (Armadyl)
Armadyl node
Captured node (Armadyl)
Bandos node capture
Node being captured (Bandos)
Bandos node
Captured node (Bandos)
City node
City node
Neutral node
Neutral node


On the world map caravans will be marked, as will the location of the camps.

Armadyl faction camp
Faction camp (Armadyl)
Bandos faction camp
Faction camp (Bandos)
Armadylean caravan location
Caravan location (Armadyl)
Bandosian caravan location
Caravan location (Bandos)

Getting Started

Gathering energy at a city node
Gathering energy at a city node

Before you can start, you must choose which god to side with. Once you have done this, you will be able to damage and disrupt the enemy faction (and you will take damage while inside their camp too). If you wish to change sides, speak to Kara-Meir but you will lose all progress (personal contribution, renown, golem points, building currency, and votes) with your current faction.

Personal contribution is merely an indicator of how well you have performed for your team. Renown is a form of currency which is used to acquire rewards from your faction's quartermaster, golem points are used to vote on which parts your faction's golem is built from, building currency is used to vote on which buildings are built at each node, and votes are used to affect the battle on a larger scale. You also have access to strategy votes - one per strategy - that can be reassigned at any time.

The battle takes place over a number of phases. A phase is 5 days in length and typically a change in phase indicates an escalation of events. The calendar below indicates when the phases change and important events take place. Note that the end date of the event depends entirely on when the update for that week is due - this could either be Monday the 20th or Tuesday the 21st.

Wednesday Thursday Friday Saturday Sunday Monday Tuesday
Week 1 11 December
  - Phase 1
  - Microchange Vote
  - Army Management Vote
12 December 13 December 14 December 15 December 16 December
  - Phase 2
  - Escalation Vote
  - Army Management Vote
17 December
Week 2 18 December 19 December 20 December 21 December
  - Phase 3
  - Microchange Vote
  - Tier 2 Rewards
  - Army Management Vote
  - Ambushes Start
22 December 23 December 24 December
Week 3 25 December 26 December
  - Phase 4
  - Escalation Vote
  - Army Management Vote
27 December 28 December 29 December 30 December 31 December
  - Phase 5
  - Microchange Vote
  - Tier 3 Rewards
  - Army Management Vote
Week 4 1 January 2 January 3 January 4 January 5 January
  - Phase 6
  - Escalation Vote
  - Army Management Vote
6 January 7 January
Week 5 8 January 9 January 10 January
  - Phase 7
  - Microchange Vote
  - Army Management Vote
11 January 12 January 13 January 14 January
Week 6 15 January
  - Phase 8
16 January 17 January 18 January 19 January 20 January
  - Event End (dependent on game update)
21 January

The two factions are competing to gather the maximum amount of divination energy. To accomplish this, they are sending out convoys of guarded caravans and diviners in search of sources.

A neutral node with no buildings
A neutral node with no buildings

A convoy will spawn at least once every twenty minutes; and a side will have one active convoy at a time. The spawn rate of convoys depends on the phase of the event starting at 3 per hour per faction (i.e. one every 20 minutes), and ending at 6 per hour per faction (i.e. one every 10 minutes). There is the potential for an additional convoy per hour if the faction has the 'more convoys spawn per hour' strategy.

The convoys spawn on a random node on the map and progress along the marked routes to their destination. A convoy will travel from its starting node, through 0, 1 or 2 interim nodes to a destination node. On the interim nodes, the convoy diviners will attempt unsuccessfully to locate a source of energy they can exploit, after which the convoy moves on. At the convoy's final destination, the diviners will successfully locate a number of divining nodes. They will begin to harvest energy from them, and a progress bar will start to rise indicating the convoy's capacity. If the bar becomes full, the convoy will return home and add its contents to the faction's total score.

In order to prevent this, the opposing faction must attempt to raid the caravans. This is done by first killing the convoy's bodyguards, then attacking the caravans themselves. When the caravans run out of health, the convoy will be forced to return home with however much energy they have managed to gather so far.

There are a number of ways that you can affect how a convoy acts, or what protects/attacks it. There are also several random events that can affect the convoy.

Influencing the Convoy

The convoys will always head from a starting node towards an area with divine energy for them to gather from, but how quickly they get there and what awaits them along the way can change depending on your input.

Node Buildings

Building construction interface
Building construction interface

At any node on the convoy map, buildings may be placed by either faction. These buildings claim ownership of that node and provide beneficial effects to that faction.

A building may only be placed on a node that has no other building on it - it is a neutral node. When members finds such a node, they may choose a building to begin construction, which appears at 10% health. All players of that faction can then work on improving the building to 100% at which point it is safe from damage for a period of ten minutes. Meanwhile, the enemy can attempt to tear down the building to 0% at which point it will despawn; a side may not recommence building on a node that has just had their building destroyed for five minutes.

A building that has been safe for ten minutes begins to lose health; at 0 health it vanishes. Enemy players may hasten this process and friendly players may reverse it via the same mechanic as described above.

Members may vote to re-purpose a building to another type. This begins a two-minute timer during which other friendly players may contribute their votes; at the end of this the building will change to the preferred type, its resilience changed to the lower of its current resilience and the new building's maximum, and may not be changed for a further ten minutes.

You have a limited pool of building strength that replenishes daily. When working on constructing a building on a node, your chance to add health to the building depends on the fullness of that pool. Successfully adding to a building's health will diminish your building strength pool. Removing health from a building functions identically.

You will earn renown whenever you successfully add or remove health from any building. All players working to build a building when it completes, or tear one down when it vanishes, will also receive renown.

Building Description Cost Resilience
Armadyl spider hole Bandos spider hole When an enemy convoy sets up at this node, 2-4 ambushers appear from the spider hole and attack bodyguards of the convoy and then the caravan units themselves. 5 minutes 90 minutes
Spider hole
Armadyl divining siphon Bandos divining siphon This building increases the gather rate by 10% for friendly convoys (or 25% if the node benefit microchange is active). If an enemy convoy is present, 10% of divine energy is siphoned into the building faction's score (or 15% if the node benefit microchange is active). 6 minutes 70 minutes
Divining siphon
Armadyl faction banner Bandos faction banner Node becomes owned by this faction. There are no additional benefits to this building but it is quick to build. 3 minutes 120 minutes
Faction banner
Armadyl combat monolith Bandos combat monolith Gives a buff to players with same allegiance as the building. This is activated when a player comes within 7 squares of the building, and lasts for 30 seconds. It is automatically renewed if they remain within 7 squares of the building. The buff allows the player to heal while in PvP combat: the healing rate is half the damage dealt to their opponent, capped at 200. 5 minutes 90 minutes
Combat monolith


All buildings can be teleported to, from the war map in the faction tower, if the building has been completed.

Players have a 20 minute period in which to complete a building, otherwise it will revert back to the empty site.

The XP given for building depends on your Construction level. Click to see a table of the XP values.

Golems

Golem construction interface
Golem construction interface

Golems are specially built mechanical warriors that assist its faction by defending caravans or attacking enemies for a period of time. You will find your faction's golem masters on the first floor of your faction base camp.

A golem is constructed from a head, a pair of arms, a pair of legs and a body. Each of these has three options, each of which determine how the golem behaves and attacks. You may spend golem points towards the construction of your favourite option for a given limb; when the amount of points needed for a limb is reached, that limb is built. Once the golem has all its limbs, it exits the base camp and carries out its function for a period of several hours.

Limbs are either offensive or defensive (special limbs count as defensive). A golem with more offensive parts than defensive parts is an offensive type, otherwise it is a defensive type. The type of the golem determines how it behaves on the battlefield.

Defensive golems will teleport to any friendly convoy and follow it as an extra bodyguard, attacking any players, golems or NPCs that attempt to interact with that caravan.

Offensive golems will teleport to any enemy convoy that is not moving and will attack that convoy starting with a golem, then the bodyguards, then the caravan. Should there be no enemy convoys at a node, the golem will wait until their is. Should a player attack the golem while it is waiting it will defend itself until a caravan arrives at a node in which case the golem will teleport to the caravan.

All golems, regardless of their type, prefer to attack a player that is attacking it, over an NPC and will only follow a player so far from the node which they're attacking/defending.

Body Part Offensive Defensive Special
Head Armadyl offensive golem head Bandos offensive golem head Armadyl defensive golem head Bandos defensive golem head Armadyl special golem head Bandos special golem head
This head will give the golem increased attacking power and speed. This gives the golem increased armour and lifespan. A golem with a special head uses a rallying cry special ability, which aids allies in defending and repairing caravans.
Torso Armadyl offensive golem torso Bandos offensive golem torso Armadyl defensive golem torso Bandos defensive golem torso Armadyl special golem torso Bandos special golem torso
This torso will give the golem increased attacking power and speed. This gives the golem increased armour and lifespan. A golem with a special torso has a healing aura, which heals nearby allies.
Legs Armadyl offensive golem legs Bandos offensive golem legs Armadyl defensive golem legs Bandos defensive golem legs Armadyl special golem legs Bandos special golem legs
These legs will give the golem increased attacking power and speed. This gives the golem increased armour and lifespan. A golem with special legs may perform a special attack which stuns nearby enemies. It also has increased attack speed.
Arms Armadyl offensive golem arms Bandos offensive golem arms Armadyl defensive golem arms Bandos defensive golem arms Armadyl special golem arms Bandos special golem arms
These arms will give the golem increased attacking power and speed. This gives the golem increased armour and lifespan. A golem with special arms uses a gather special ability, causing nearby allies to collect resources more quickly.

Strategies

Strategy Voting Interface
Strategy Voting Interface

Strategies provide small changes in your faction's tactics. Each vote offers a choice between thematically similar strategies.

You can only vote for one strategy, but you can change this vote at any time. The strategy with the most votes at any one time is implemented the active strategy. Should votes turn the other way, the strategy will change immediately.

Each factions chosen strategies will be added to the event interface as an icon. You will be able to hover over the icon to find out more details.

Option 1 Option 2
Longer expeditions and faster gatherers strategy Longer expeditions and faster gatherers
Shorter expeditions strategy Shorter expeditions
Larger caravans strategy Larger caravans that can hold more divine energy
Tougher bodyguards strategy Tougher bodyguards, to defend the caravans better
Longer expeditions strategy Longer expeditions, construct buildings faster
Shorter expeditions strategy Shorter expeditions
More convoys strategy More convoys, attracting more opponent attention
Standard convoy frequency strategy Standard convoy frequency, with lower chance of ambush

Voting

Voting Interface
Voting Interface

As you gain renown, you accumulate votes. These votes can be spent on buffs and upgrades to your faction, as well as methods to sabotage the other faction. However, only the most popular choice will win the vote and votes can come from anyone on your faction who contributes tears.

The voting interface is accessed by left-clicking the voting board. You will see how many votes you have to assign in the top-right corner, and the two options (and the total votes each option has received so far) in the middle of the interface. At the very bottom you will see how long the vote has left.

To vote, click the 'vote' button below the option you'd like to see, choose how many votes you'd like to assign, then press confirm.

There are two types of event that can be voted for: microchanges and escalations.

Microchanges

Microchanges provide buffs or boosts to your faction. Each vote offers a choice between thematically similar buffs.

Each factions chosen buffs will be added to the event interface as an icon. You will be able to hover over the icon to find out more details.

Phase Option 1 Option 2
Phase 1
Better diviner buff Improved diviner gather rate: a 10% increase in the amount of divine resources your faction's diviners collect, for every gather action they perform.
Better diviner buff
Better bodyguard escalation Increased bodyguard damage: A 50% increase in the damage dealt to enemies by your faction's bodyguards.
Better bodyguard escalation
Phase 3
Increased caravan capacity escalation Increased caravan capacity: A 10% increase in the amount of divine resources that can be collected by a convoy.
Increased caravan capacity escalation
Tougher caravans buff Increased caravan life points: A 10% increase in the life points of caravan units within your faction's convoys.
Tougher caravans buff
Phase 5
Improved healing escalation Improved player healing rate: A 10% increase in the amount a player can heal their faction's bodyguard and caravan units.
Improved healing escalation
Improved gathering escalation Improved player gather rate: A 10% increase in the amount divine resources a player can contribute to their faction's convoy.
Improved gathering escalation
Phase 7
Building resilience escalation Increased building resilience: A 15% increase in the initial resilience of buildings constructed by your faction.
Building resilience escalation
Building effects escalation Improved building effects: Buildings constructed by your faction will have a boost to their effects.
Building effects escalation

Escalations

Escalations are all themed around increasing the difficulty and urgency of the battle. These escalations either let you increase the power of your convoys against the opposition, or provide additional benefits to your faction.

When an escalation is brought in, rates of interference by the Godless faction increases.

Phase Option 1 Option 2
Phase 2
Better bodyguard escalation Better bodyguard: One bodyguard in your faction's convoys will be exchanged for an upgraded version.
An additional convoy is added.
Better diviner escalation Better diviner: One diviner in your faction's convoys will be exchanged for an upgraded version.
An additional convoy is added.
Phase 4
Bigger caravan escalation Bigger caravan: One caravan unit in your faction's convoy will be exchanged for an upgraded version with 40% extra capacity.
Tougher caravan escalation Better diviner: One diviner in your faction's convoys will be exchanged for an upgraded version.
An additional convoy is added.
Phase 6
Fewer godless attacks escalation Reduced frequency of Godless attacks: Your faction's convoys and buildings are 15% less likely to be ambushed by the Godless.
More nodes escalation Greater benefit for holding the majority of buildings: Passive effects received from having buildings at a majority of sites boosted by 105%.
Phase 8 There is no vote at this stage, however, the contribution cap is relaxed by 50% and additional Godless attacks occur.

Random Events

Random events, as the name implies, are out of player control and depend only on the location of the caravans. If a caravan has reached its destination then any of the gathering events could occur, if the caravan is still travelling and is at a node then the passing events could occur.

Passing Events

Passing events will occur at the node where the caravan is and all of these events last 10 minutes unless otherwise stated. If enough players participate before the end of the 10 minutes, the event will end early. Note that you cannot interact twice with the same random event character/location other than to gain information.

Treasure
Treasure
A chest appears which can be searched to gain money. The chest will only work for the first 10 people to search it and the amount given will depend on your total skill level.
Golem parts
Golem parts
A follower of Sliske appears and will ask players who interact with them if they want to accept golem parts. The first faction with 20 players to request the parts will receive 5% in all golem sections.
Truce
Truce
A member of the Godless appears and will ask players who interact with them which side the Godless will offer a 2 hour truce to. You can choose either side, regardless of alignment. The first faction with 20 players to request the truce will have further Godless attacks on caravans and buildings stopped.
Tricking the Godless
Tricking the Godless
A follower of Sliske appears and will ask players who interact with them if they want to trick the Godless into attacking the other faction. The first faction with 20 players to accept this aid will ensure that the Godless will attack an enemy building. If there are no buildings, or a truce in place, the attack may be delayed for up to an hour.
Alchemist
Wandering alchemist
A wandering alchemist appears and will ask players who interact with them if they want try a potion. The potion will restore up 4,000-6,000 energy to members and 2,000-3,000 to free players. After the potion has been claimed by 40 players, he will no longer offer this benefit.
Makeshift banner
Makeshift banner
If the caravan is at a neutral node where there is no building, a makeshift banner will be placed on the node. There is no safe period for this building and it will only have 15 minutes of resilience.
Builders
Builders
A master builder and a builder will show up at a random neutral node that has no building and will ask players who interact with them if they want them to build a building for their faction. The first faction with 10 players to ask for the building will get a random building for their cause on the node. This event may occur on any node with no building and no other building events, not just the one the caravan passes. During this time the players should not be able to start their own construction on this node and the building will have no safe period.
Brigands
Brigands
A brigand boss and a brigand will show up on a node and demand donations before they will allow construction on the node. You will not be able to build anything upon the node unless 300,000 gold is given to them. The brigands will not take less than 10,000 or more than 50,000 from any player and will only take one donation per player. This event lasts for 30 minutes and may occur on any node with no building and no other building events, not just the one the caravan passes.

Gathering Events

These events all happen at the final node.

Large wisps
Small energy wisp
Wisps are larger than normal. Gathering is done at 5/4 of the rate by both players and the diviners at this node.
Small wisps
Small energy wisp
Wisps are smaller than normal. Gathering is done at 3/4 of the rate by both players and the diviners at this node.
Enriched wisps
Enriched energy wisp
One wisp in the colony is replaced with an enriched node that provides 175% rate for players only.
Bodyguard armour
Bodyguard armour
Bodyguards have bonus armour. Damage is reduce to 3/4 of normal.
Dysentery
Dysentery
One of the bodyguards at random acquires a serious disease and takes 1,000-4,000 damage every 5 seconds for about 50 seconds.
Ambush
Ambushers
A godless ambush occurs on the caravan.
Poison gas
Poison gas
A poison gas cloud appears dealing a small amount of damage to nearby NPCs and players, and reducing the damage dealt by any golems caught in the cloud. More damage is done towards the center of the cloud. Caravan NPCs are not affected.
Defenders
Local defenders
Locals appear to defend the caravan. These will attack any player who attacks the caravan, guards or diviners.
Disruptor rod
Disruptor rod
Players nearby with disruptor rods either have them discharged or recharged. This event will not recharge empty rods, but will add or take away two charges randomly. Note that a rod can have no more than 10 charges.
Poisoned weapons
Poison weapons
The bodyguard NPCs have poisoned weapons. This only occurs on member's worlds.

Other Ways to Get Involved

You don't just have to chase down caravans to take part in this world event. Some events do not affect the caravans at all, and some even occur outside of the battle area.

Ambushes

From phase three onwards, players that are aligned to one of the two factions can be attacked by ambushers of the opposing faction, up to 3 times per day. Killing these ambushers will result in a generous amount of renown.

Ambushers cannot attack in the following places:

  • Daemonheim.
  • Banks.
  • The Wilderness.
  • Instances.

The ambushers will also not attack while a cutscene is active, if you are already in combat or if you are at less than half health.

Ambushes have the chance to occur between 15-45 minutes after you log in. Once an ambush has successfully occurred, the next one will be attempting in 1-2 hours time. If an ambush can't occur on the first try, it will try again 10 minutes later.

PvP

For fans of Player vs Player content, all nodes will have a clearly marked boundary around them that will allow PvP combat within the area. Note that only those who have toggled the option for PvP combat can be attacked. To toggle your PvP flag, open the Bird and the Beast interface and the option is a button at the bottom of the interface. By default, PvP combat is turned off.

Only nodes which can be captured and built upon act as PvP zones.

This is safe combat and so you will not lose any items upon death and you will respawn in your faction camp. You will, however, lose any heroic skulls and will not be able to use the war map to teleport for 30 seconds.

When you leave a PvP area any DoT, poison and other lingering damage effects are cleared immediately. Your PvP toggle will remain on however, and can only be turned off via the interface.

Note that combat has been scaled slightly within these areas. For a stronger player attacking a weaker player the hit chance of the stronger player will be reduced, and damage will be scaled. For a weaker player attacking a stronger player the hit chance of the weaker player will be increased.

You will be rewarded for helping to kill a player provided you are no more than 10 combat levels above the player that was killed. The player who did the most damage will receive a heroic skull and 265 renown. All other contributors will get 265 renown.

In each camp there is a board that shows the top 20 players from your faction who have got a significant kill since reboot on this server; the last 20 significant kills; your stats for significant kills/deaths and ratio is shown, for this phase and for the entire event. Note that a significant kill is classed as a kill where the victim was of a combat level that is either up to 10 levels lower, or higher than the killer.

Army Management

Army Management Interface
Army Management Interface

All players in a faction may vote once per phase for the approach they wish their side to take towards the process of recruiting their bodyguards, diviners, ambushers and followers; the players' selections will affect the makeup of the two factions' armies. This will be represented in the game world by skirmishes which crop up on a regular basis in random locations around the event area and by the outcome of each of these fights; the casualties and current strength levels of each faction will be visible on a status noticeboard in each faction tower. Players receive a sum of bonus XP the first time each phase they cast their vote.

Each choice the player can make affects the proportions of ambushers, bodyguards and followers recruited that phase. Some choices also increase or decrease the faction's Morale score by an amount. Increases are shown below as a number of ticks Tick, and decreases as a number of crosses Cross. The number of ticks and crosses determines the strength of the increase/decrease. If the choice offers no change, a dash Dash will show instead.

Each will have a different quantity of each kind of troops, and a potential positive or negative effect on morale. Players must choose which type of troop they wish to recruit most of, and whether to sacrifice recruitment for morale building or vice versa. These troops will be used during the skirmish battles (see below).

Specific situations will be listed when they are released.

Phase Situation
Phase 1 Choose who we should focus on recruiting:
Option Bodyguards Ambushers Followers Morale
A mix of fighters and supporters.
Balanced recruiting.
Tick Tick Tick Tick
Fanatics and sympathisers.
Focus on ambushers and battle-mages
Dash TickTick TickTick Dash
All we can get, regardless of skill.
Greater recruitment at a cost to morale.
TickTick TickTick TickTick CrossCross
Cooks, workers, healers, etc.
Large increase in morale
Dash Dash Dash TickTickTickTick
Phase 2 Where should we send our recruiters?
Option Bodyguards Ambushers Followers Morale
The city of Falador.
More bodyguards but no ambushers.
TickTick Dash Tick Tick
Varrock's slums.
More ambushers but no morale gain.
Tick TickTick Tick Dash
Villages such as Catherby.
More battle-mages but no ambushers.
Tick Dash TickTick Tick
Ardougne and its marketplace.
More morale but no battle-mages.
Tick Tick Dash TickTick
Phase 3 What recruitment tactics should we employ this week?
Option Bodyguards Ambushers Followers Morale
Hire mercenaries.
Focus on ambushers and bodyguards at a cost to morale.
TickTick TickTickTick Dash Cross
Appeal to the people's fervour.
Battle-mages and a morale boost.
Dash Dash TickTick TickTick
Offer a sign-up bounty to volunteers.
Bodyguards and ambushers with a small morale boost.
TickTick Tick Dash Tick
Send out press gangs.
Even recruitment at a high cost to morale.
TickTick TickTick TickTick CrossCross
Phase 4 What institutions are ripe for recruiting from?
Option Bodyguards Ambushers Followers Morale
Prisons - bail out inmates.
Many bodyguards and other recruits at a cost to morale.
TickTickTickTick Tick Tick CrossCross
The Wizards' Guild - recruit wizards.
A high number of battle-mages.
Dash Dash TickTickTickTick Dash
Workshops - entice apprentices away.
A broad range of recruits.
TickTick Tick Tick Dash
The Duel Arena - pick the best.
A smaller number of ambushers with high morale.
Dash TickTick Dash TickTick
Phase 5 How should we focus on training those raw recruits not yet given a task?
Option Bodyguards Ambushers Followers Morale
Attack and offence.
Large numbers of ambushers with some bodyguards.
Tick TickTickTick Dash Dash
Defence and protection.
Large numbers of bodyguards with a small morale boost.
TickTickTick Dash Dash Tick
Logistics and provision.
Large numbers of battle-mages with some ambushers.
Dash Tick TickTickTick Dash
Support and healing.
A substantial morale boost with some battle-mages.
Dash Dash Tick TickTickTick
Phase 6 We need to search further afield for troops. Where should we look?
Option Bodyguards Ambushers Followers Morale
The Karamja docks.
A broad range of troops.
Tick Tick Tick Tick
The far west, near the elves.
Focus on bodyguards and battle-mages.
TickTick Dash TickTick Dash
Guerrillas from Morytania.
Focus on ambushers and battle-mages.
Dash TickTick TickTick Dash
The Fremennik to the north.
Focus on bodyguards with a boost to morale.
TickTick Dash Dash TickTick
Phase 7 The weapon is almost charged. We need one final push.
Option Bodyguards Ambushers Followers Morale
Hire everyone we can find.
Many troops of all types at a cost to morale.
TickTickTick TickTickTick TickTick CrossCross
Focus on a last assault.
Many ambushers with a morale boost.
Dash TickTickTickTick Dash TickTick
Ensure we have enough workers.
Battle-mages as well as other troops and a small morale boost.
Tick Tick TickTickTick Tick
Fiercely protect what we have.
Troops mainly consisting of bodyguards.
TickTickTick TickTick Tick Dash

Skirmishes

Throughout the event, conflicts will occur between both sides. The number of combatants on each side will depend on the total population of their army from the army management event. If they have less than 30% of total population, they will have 3 combatants on their side, up to a total of 10 if they have 90%+.

The chosen fighters will be random, but weighted towards those the army has more of - so, if your army has lots of bodyguards and few followers, you may still see a lot of followers in an individual fight, but overall, across all fights, you will see more bodyguards.

Skirmishes could occur at any of the following places.

  • north of Al Kharid.
  • south of Lumbridge.
  • south of Draynor Village.
  • Falador.
  • west of Port Sarim.
  • west of Edgeville.
  • the ruined village at Daemonheim.
  • the Wilderness Volcano.

Note that the number of NPCs will be tripled in the Wilderness Volcano location.

The NPCs will attack each other and you can help them out by attacking the opposing faction. When an NPC dies, it is removed from the army population.

It is worth considering that some NPCs will be better at fighting than others, depending on the makeup of the army. Ambushers more often win direct conflicts against followers through superior tactics. Bodyguards generally win when fighting ambushers; their heavy armour gives them a marked edge. Followers tend to overwhelm bodyguards through sheer force of fervour and weight of numbers.

After 30 minutes, if both sides have 1 or more combatants alive, the battle will be declared a stalemate and remaining NPCs will teleport out. If all NPCs on one side die, the opposing side is declared the victor. All remaining NPCs teleport out, and the winning side gain some morale while the losing team lose some morale.

The Armies

Armies of Armadyl

Armadylean caravan ( Level Varies | Weak to weak to air.gif ) Armadylean bodyguard ( Level Varies | Weak to weak to air.gif )
armadylean caravan.png
Gracefully floating its way along the convoy routes, the armadylean caravans resemble Armadyl's floating island home.
armadylean bodyguard.gif
Tasked with defending the caravans and the diviners sent out to gather divine energy, Armadylean bodyguards will attack on sight anyone who tries to interfere with the convoy.
Armadylean battle-mage ( Level Varies | Weak to weak to arrows.gif ) Armadylean ambusher ( Level Varies | Weak to weak to stab.gif )
armadylean battle-mage.gif
Along with ambushers and bodyguards, Armadyl's battle-mages are sent to battle Bandos's forces who are causing trouble around Gielinor.
armadylean ambusher.gif
Determined to prevent Bandos's forces from gathering divine energy, ambushers will attack anyone that they think is aiding the lord of battle.
Armadylean golem ( Level Varies | No weakness )
armadylean golem.gif
The delicate looking nature of this metal construction - perhaps built to resemble Armadyl himself - belies its strength and combat efficiency.

Armies of Bandos

Bandos
Bandosian caravan ( Level Varies | Weak to weak to air.gif ) Bandosian bodyguard ( Level Varies | Weak to weak to air.gif )
bandosian caravan.gif
Trudging across Asgarnia and Misthalin these goblin-driven ogres have the strength to haul large quantities of divine energy for the big high war god.
bandosian bodyguard.gif
Bandos has commanded these followers to act as protections for his ogre caravans and the diviners that follow them around.
Bandosian battle-mage ( Level Varies | Weak to weak to arrows.gif ) Bandosian ambusher ( Level Varies | Weak to weak to stab.gif )
bandosian battle-mage.gif
Following orders from their god to take the fight to Armadyl's forces, you'll find battle-mages - along with ambushers and bodyguards - in various places around Gielinor fighting for their god against the enemy.
bandosian ambusher.gif
In order to stop Armadyl's supporters from gathering divine energy, the ambushers under Bandos's command will launch attacks against unsuspecting followers of Armadyl.
Bandosian golem ( Level Varies | No weakness )
bandosian golem.png
A construction of stone, wood and bone that vaguely resembles a troll, the bandosian golem is much stronger than its haphazard appearance would have you believe.

Armies without Allegiance

Local defender ( Level Varies | Weak to weak to air.gif ) Godless ambusher ( Level Varies | Weak to weak to fire.gif )
local defender.gif
Ready to come to the aid of passing caravans, these untrained but enthusiastic onlookers will attack anyone who attempts to disrupt the convoys.
godless ambusher.gif
Tired of the gods constantly fighting wars and bending the inhabitants of Gielinor to their will, the Godless are fighting back and will attack caravans, buildings and even players if it will disrupt the efforts of the gods.

Rewards

When you receive renown you can use this currency to purchase rewards. You will also earn personal contribution which is used to determine how well some of your rewards function.

Some rewards are locked until later phases in the world event, others are locked until you have acquired a specific amount of renown.

Token of Fealty

When you first choose a side, you will be given a bronze token of fealty by your faction's recruiter. This token offers various bonuses within the event and it improves as your personal contribution increases.

Note that if you change faction, as well as your personal contribution being reset, your token will also be reset.

There are five tiers which are reached at the current total renown levels:

Token Personal Contribution/Renown Bonus
Bronze Armadylean token
Bronze Armadylean token
Bronze Bandosian token
Bronze Bandosian token
0 None
Silver Armadylean token
Silver Armadylean token
Silver Bandosian token
Silver Bandosian token
31,000 Increases the amount of divine energy gained (1 in 10 chance).
Gold Armadylean token
Gold Armadylean token
Gold Bandosian token
Gold Bandosian token
90,000 Increases the amount of divine energy gained (1 in 10 chance).
Increases building construction/tear down rate by 5%.
Runite Armadylean token
Runite Armadylean token
Runite Bandosian token
Runite Bandosian token
200,000 Increases the amount of divine energy gained (1 in 10 chance).
Increases building construction/tear down rate by 5%.
Decreases the damage you receive from the enemy faction's units by 5%.
Dragon Armadylean token
Dragon Armadylean token
Dragon Bandosian token
Dragon Bandosian token
450,000 Increases the amount of divine energy gained (1 in 10 chance).
Increases building construction/tear down rate by 5%.
Decreases the damage you receive from the enemy faction's units by 5%.
Provides a 5% resistance to opposing player interference.


In addition to the above benefits, the tokens each allow 10 teleports to the faction camp each day and there is an emote linked to the token that differs depending on the level of token you have.

Requisitions

Requisitions Interface
Requisitions Interface

Speaking to your faction's quartermaster, you will be able to access the requisitions interface. Here you can exchange your renown for armour, emotes, titles, XP lamps and new abilities.

There are three tiers of all items in the quartermaster's stores, and a new tier is unlocked every few phases (tier 2 is unlocked on phase 3, tier 3 is unlocked on phase 5) giving you plenty of time to get enough renown for your purchases.

Some items require you to hold a certain position within your faction. This is indicated by what token you hold. Until you have upgraded your token of fealty to the required level, you will not be able to purchase some items, even if you have enough renown to purchase them otherwise.

Note that the warpriest armour has a set bonus. If wearing three or more pieces, there is a 1% chance per piece (starting at 3% for three pieces up to a total of 6% for the full set) whenever you take damage, that the damage is reduced to 10% of the original damage.

Tier 1
Item Description Token Renown
Warpriest of Armadyl gauntlets
Warpriest of Armadyl gauntlets
Warpriest of Bandos gauntlets
Warpriest of Bandos gauntlets
These gauntlets offer moderate protection against all attack styles. They adjust themselves along with your Defence level, reaching their full potential at level 75. Silver Armadylean token / Silver Bandosian token 13,000
Warpriest of Armadyl boots
Warpriest of Armadyl boots
Warpriest of Bandos boots
Warpriest of Bandos boots
These boots offer moderate protection against all attack styles. They adjust themselves along with your Defence level, reaching their full potential at level 75. Bronze Armadylean token / Bronze Bandosian token 25,000
Sacrifice
Sacrifice
A basic ability that deals up to 100% damage to your opponent, ignoring protection prayers. Heals 25% of the damage you deal, or 100% if your target dies. Gold Armadylean token / Gold Bandosian token 21,000
Armadyl's Glory I
Armadyl's Glory I
Bandos's Might I
Bandos's Might I
Show your devotion to your deity. Bronze Armadylean token / Bronze Bandosian token 23,000
Scout title Grunt title Grants the title: Scout/Grunt. Bronze Armadylean token / Bronze Bandosian token 22,000
Small XP lamp
Small XP lamp
Provides a small amount of experience in a skill of your choice. Bronze Armadylean token / Bronze Bandosian token 4,000
Medium XP lamp
Medium XP lamp
Provides a moderate amount of experience in a skill of your choice. Bronze Armadylean token / Bronze Bandosian token 7,000
Large XP lamp
Large XP lamp
Provides a large amount of experience in a skill of your choice. Silver Armadylean token / Silver Bandosian token 13,000
Huge XP lamp
Huge XP lamp
Provides a huge amount of experience in a skill of your choice. Silver Armadylean token / Silver Bandosian token 25,000
Tier 2
Warpriest of Armadyl greaves
Warpriest of Armadyl greaves
Warpriest of Bandos greaves
Warpriest of Bandos greaves
These greaves offer moderate protection against all attack styles. The armour adjusts itself along with your Defence level, reaching its full potential at level 75. Silver Armadylean token / Silver Bandosian token 25,000
Warpriest of Armadyl cuirass
Warpriest of Armadyl cuirass
Warpriest of Bandos cuirass
Warpriest of Bandos cuirass
This cuirass offers moderate protection against all attack styles. The armour adjusts itself along with your Defence level, reaching its full potential at level 75. Gold Armadylean token / Gold Bandosian token 41,000
Devotion
Devotion
A threshold ability that makes your protection prayers 100% effective for 20 seconds. Killing an opponent refreshes the duration of the effect by 5 seconds. Runite Armadylean token / Runite Bandosian token 32,000
Armadyl's Glory II
Armadyl's Glory II
Bandos's Might II
Bandos's Might II
Show your devotion to your deity. Gold Armadylean token / Gold Bandosian token 40,000
Wingman title Soldier title Grants the title: Wingman/Soldier. Gold Armadylean token / Gold Bandosian token 40,000
Tier 3
Warpriest of Armadyl helm
Warpriest of Armadyl helm
Warpriest of Bandos helm
Warpriest of Bandos helm
This helm offers moderate protection against all attack styles. The armour adjusts itself along with your Defence level, reaching its full potential at level 75. Runite Armadylean token / Runite Bandosian token 55,000
Warpriest of Armadyl cape
Warpriest of Armadyl cape
Warpriest of Bandos cape
Warpriest of Bandos cape
This cape offers moderate protection against all attack styles. The armour adjusts itself along with your Defence level, reaching its full potential at level 75. Dragon Armadylean token / Dragon Bandosian token 41,000
Transfigure
Transfigure
An ultimate ability that stuns you for 6 seconds. When the stun ends, you heal 250% of any damage taken during the stun, and become immune to stuns for 15 seconds. Dragon Armadylean token / Dragon Bandosian token 105,000
Armadyl's Glory III
Armadyl's Glory III
Bandos's Might III
Bandos's Might III
Show your devotion to your deity. Dragon Armadylean token / Dragon Bandosian token 165,000
Wingleader title Veteran title Grants the title: Wingleader/Veteran. Dragon Armadylean token / Dragon Bandosian token 73,000

Cosmetic Rewards

There is a chance for you to earn cosmetic overrides for some of your weapons while battling the NPCs on the battlefield. These are themed in your factions colours and style. Although you cannot get these items without taking part in the event, these items are not rewards purchasable from the shop as they are not obtained through spending renown.

The cosmetic overrides must be assembled using weapon parts and 1000 Sacred metal fragments sacred metal fragments all of which are dropped by the NPCs that you kill on the battlefield.

These items are obtained when:

  • You kill a bodyguard.
  • You kill an ambusher of any type.
  • A convoy despawns after suffering maximum damage.
  • A building is prevented from being finished, or a completed building is destroyed.
  • If you are gathering at convoy when it despawns.
  • When a building is completed.
  • When a PvP weapon is depleted.
Orkish claw component Aviansie claw component
Orkish claw component Aviansie claw component
Orkish shield component Aviansie shield component
Orkish shield component Aviansie shield component
Orkish throwing axe component Aviansie throwing star component
Orkish throwing axe component Aviansie throwing star component
Orkish wand component Aviansie wand component
Orkish wand component Aviansie wand component

Development Team

Content Team
Developer: (Project Lead:Helen D) Nick M, Anthony W
Assistant Developer: Tim N, Stuart W, Lewis M
Designer: Alex F
Project Manager: Liam P
Editor: William D
Wiki: Michelle-Louise J
Graphics Team
Characters: Alec V, Baj S
Environments: James L
Animations: Chris W, Gurpreet K
Concept: Paolo P
UI: Tursan R
QA Team
Core Testers: (Project Lead:Sarah J) Kyle R, Andrew Y, Christina S, Gareth W, Daniel H, Adam D, Philip W, Ben L
Audio Team
Sound Effects: Adam B
Voice Over: Adam R, Ian T


The Bird and the Beast

NPCs
ArmadylArmadylean recruiterArmadylean quartermasterArmadylean golem masterArmadylean head divinerArmadylean head warmageArmadylean record keeperBandosBandosian recruiterBandosian quartermasterBandosian golem masterBandosian head divinerBandosian chief_engineerBandosian record keeperKara-MeirGarlandia
Caravan NPCs
Armadylean caravanArmadylean golemArmadylean bodyguardArmadylean divinerBandosian caravanBandosian golemBandosian bodyguardBandosian diviner
Random Event NPCs
Armadylean battle-mageArmadylean ambusherArmadylean followerBandosian battle-mageBandosian ambusherBandosian followerGodless ambusherLocal defenderBrigandBrigand bossBuilderMaster builderFollower of SliskeWandering alchemistMember of the Godless
Currency
RenownPersonal contribution
Items
Disruptor rodWar mapDivine crystalHeroic skullSacred metal fragmentsAviansie claw componentAviansie shield componentAviansie throwing star componentAviansie wand componentOrkish claw componentOrkish shield componentOrkish throwing axe componentOrkish wand component
Rewards
Armadylean token of fealty (bronzesilvergoldrunitedragon) • Bandosian token of fealty (bronzesilvergoldrunitedragon) • Warpriest of Armadyl armour (gauntletsbootsgreavescuirasshelmcape) • Warpriest of Bandos armour (gauntletsbootsgreavescuirasshelmcape)Small XP LampMedium XP LampLarge XP LampHuge XP Lamp • Emotes (Armadyl's Glory IArmadyl's Glory IIArmadyl's Glory IIIBandos's Might IBandos's Might IIBandos's Might III)Titles (Scout, Grunt, Wingman, Soldier, Wingleader, Veteran)Aviansie clawsAviansie shieldAviansie throwing starsAviansie wandOrkish clawsOrkish shieldOrkish throwing axesOrkish wandDevotionSacrificeTransfigure

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