Teleportation

Teleportation is the instant travel from any location to a specific location elsewhere. Teleportation may be performed by any of the following:
 * Casting teleportation spells.
 * Walking through portals.
 * Targeted by Teleother and Group Teleportation spells.
 * Speaking to various NPCs.
 * Rubbing enchanted jewellery.
 * Using the Skull sceptre.
 * Using the Pharaoh's sceptre.
 * Using the Spirit tree network.
 * Using the Fairy ring network.
 * Invoking certain items, such as:
 * Emptying the Ectophial.
 * Playing the Enchanted lyre.
 * Breaking Magic tablets.
 * Activating the Karamja gloves 3.
 * Rubbing the Enchanted key.
 * Using the Elf teleport crystal.
 * Flying with a Broomstick.
 * Using summoning familiars teleport options.
 * Activating the various Teleportation obelisks in the Wilderness.
 * Being targeted by random events. (involuntary teleportation)
 * Completing various quests.

Teleport Error


Occasionally, teleports go awry. When this happens, one becomes trapped in the Abyssal network. The player must then select the lever that is different from the others to continue. Successfully extricating one's self will result in the player being compensated for the inconvenience.

Note: This random event will temporarily lower a player's magic level by 10 if they select a wrong lever.

Basic Spellbook
Basic teleports: Teleother:

Ancient Magicks
Players must have completed Desert Treasure to use this spells.



Lunar Spells
Player must have completed Lunar Diplomacy to use this spells.

Basic Teleports:

Tele Group:

Enchanted Jewellery
Almost every item of jewellery in RuneScape can be enchanted and some of them can be used to teleport. These items are listed below. To use teleportation jewellery all you have to do is unequip the item, and then right-click it and select 'rub'.

For information on how to craft the following jewellery, please click here.

Theoretically, Amulet of nature also counts as a transportation jewelery, if players bind the amulet to a farming patch that happens to become diseased.

Pharaohs Sceptre
The Pharaoh's sceptre is a rare item obtained during the Pyramid Plunder minigame based in Sophanem. The sceptre provides 3 charges of teleports between 3 pyramids in the Kharidian Desert:
 * Jalsavrah - the Pyramid Plunder minigame.
 * Jaleustrophos - the Agility Pyramid, next to Simon Templeton.
 * Jaldraocht - Azzanadra's pyramid in Desert Treasure, where the player can switch between Ancient Magicks and normal Magic spellbooks.

When the sceptre's charges are empty, players may recharge it using the Mummy in the Pyramid Plunder minigame. It is recommended that players use two charges, and teleport to Pyramid plunder to recharge if needed, saving time. In order to recharge, just "use" the sceptre on the Mummy. He will complain about the player owning it, but will go ahead and recharge it anyway.

Skull Sceptre
The Skull sceptre is obtained through defeating monsters in the Stronghold of Security and picking up the pieces of the sceptre. The Skull sceptre has five charges to teleport to the Barbarian Village. It dissappears afterwards, and it cannot be recharged. The sceptre does not work over level 20 Wilderness.

Players can only make and keep one skull sceptre at a time - a new Skull sceptre can only be made once the old Skull sceptre is either lost, destroyed, or has dissapeared. The Skull sceptre and all its parts cannot be traded. The pieces are:


 * Using the skull pieces together forms a Strange skull.
 * Using the top and bottom Skull sceptre pieces form a Runed sceptre.
 * Using the Strange skull and Runed sceptre together form a Skull sceptre.

Oldak's Spheres
Oldak, a goblin scientist, has been experimenting with runes and has developed moving-over-distance spheres. The moving-over-distance sphere isn't a perfect piece of arcane technology, though, so it will teleport you to any one of several locations in Dorgesh-Kaan when you break it.

Spirit Trees
After completion of the Tree Gnome Village quest, you can use Spirit trees to teleport. There are five different spirit tree locations. They are:
 * North-east of Grand Exchange
 * Battlefield, north-west of the Clock Tower
 * Centre of the Tree Gnome Village maze
 * Tree Gnome Stronghold, west of the entrance to the Agility Course
 * The mountain pass to the east of the Poison Waste Slayer Dungeon (unlocked during The Path of Glouphrie)

Only the spirit trees in the Tree Gnome Village and the Tree Gnome Stronghold can transport you to any of the other three spirit trees, the other trees will only return you to the Tree Gnome Village. If you have reached a certain stage in The Path of Glouphrie, you can use any tree to travel to any other.

With Farming level 83, players are able to grow their own spirit tree. These will take you to the spirit tree in the Tree Gnome Stronghold. You may only have one at a time. For more information click here.

Fairy Rings
After getting permission from the Fairy Godfather during Fairytale II - Cure a Queen, you will find a new network of transportation available to you: Fairy rings.

It consists of over 38 codes spread across the land and provides a relatively fast means for accessing often remote sites in Runescape. Players can enter the fairy ring system from any node while wielding either a Dramen staff or a Lunar staff, ending up at the master fairy ring in Zanaris. From there, using three letter codes, they can teleport to most rings within the system. Several rings, however, require players to complete quests before they can be accessed. If the selected code has no corresponding fairy ring, players will be teleported a few squares from the main ring. Currently, there are 38 fairy rings working codes out of a total possible 64 codes.

The main fairy ring is located in Zanaris, just east of the bank. When you click on it to activate it, you will notice the three mushroom controllers pop up. Each controller has four letters assigned to it. Clicking on a mushroom will rotate the letter clockwise. You can make many combinations from these mushrooms, and click the teleport button to go the location.

When the fairy ring transportation system was released, there were only 34 fairy rings. Fairy rings codes AKQ and DKS were introduced with the Hunter skill on November 21, 2006. AJQ to Dorgesh-Kaan was introduced on March 20, 2007, bringing the number of fairy rings up to a total of 37. BLQ to Yu'biusk was introduced on November 12, 2007, making the total 38. ALQ to Haunted Woods was introduced on May 7, 2008, but the ring existed before as one-way route to Zanaris.

Teleport tablets
Magic tablets are created from Soft clay using a lectern in a Player-owned house. A player brings the runes for the spell, a magic staff (optional) and the soft clay to the appropriate lectern. A lectern can be found in the Study in the house. By clicking on the lectern a screen will appear showing the magic tablets that can be constructed at that lectern. After selecting a spell, the clay changes into a stackable magic tablet and the magic tablet selection window disappears. Magic tablet building requires that the player has the appropriate magic level and brings the required runes for casting the spell.

Listed below are all the teleport tablets a player can make or buy.

The Runecrafting Teleport Tablets are untradeable Teleportation spell tablets obtained at the Great Orb Project Minigame by exchanging various amounts of tokens ranging from 15 to 45 with Wizard Elriss. In order to use any particular tablet, you must have the required runecrafting level/quest completion first.

Runecrafting tablets add yet another transport system to RuneScape. Each single-use tablet teleports the user outside the respective rune altar's ruins, or the Runecrafting Guild, and thus require a talisman, tiara, or runecrafting staff to use the altar. This makes it the quickest way to runecraft. Unlike regular teletabs, these cannot be made in your player-owned house.

There are currently 14 types of Runecrafting Teleport Tablets:

POH
Portal Chambers can be built in a Player owned house, which allow the owner and guests to take a one-way trip to one of the seven possible locations: Those who are using a spellbook that does not contain teleportation spells to the above areas might find Portal Chambers useful.
 * Varrock
 * Falador
 * Camelot
 * Lumbridge
 * Ardougne
 * Watchtower
 * Kharyrll (otherwise known as Canifis)

The Greater magic cage in the Throne room gives the player who controls it the ability to teleport those inside the cage to one of the seven above areas (only works if the person being teleported has accessed the area before). Trollheim used to be one of the possible locations but it was removed due to the dangers that lurk there.

In addition, an Amulet of glory mounted on the Quest Hall of a POH functions the same way as the charged, standalone version of the amulet.

Magic guild portals
On the second floor of the Magic Guild in Yanille (level 66 Magic required to enter), there are three portals that will teleport you to the following locations:


 * The east portal teleports you to the Wizards' Tower south of Draynor Village.
 * The south portal teleports you to the Dark Wizards' Tower located north of the Crafting guild.
 * The west portal teleports you to Thormac the Sorcerer's Tower south-west of Seers' Village.

Into the Wilderness

 * Entrana to Wilderness:

Underneath Entrana, a one-way portal takes players into danger level 28 of the Wilderness. This method is hardly used by any players, because you can't take any armour or weapons to Entrana.


 * Ardougne to Wilderness:

There is a shack situated west of Ardougne Castle that contains a lever. Pulling this lever will teleport you to the Deserted Keep in level 56 Wilderness. You will need to bring a sharp object, such as a Knife, so that you can cut through the web to get out of the Deserted Keep. To return, there is a lever to pull to get back to Ardougne. Please be aware that many monsters may be waiting for you, not to mention the risk of running into Revenants: don't forget you are in the Wilderness!

Theory
In one edition of the Postbag From the Hedge, Mr. Mordaut explain teleportation in one letter. The usage of the power of runestones allows teleportation by boring a hole, called a teleportation matrix, into an abyss, and then looping out of it to arrive in an alternate place. There are strict rules regarding teleportations as illegal destinations are typically teleblocked, although there are also alternate ways to get around this.

There is a more detailed explanation for the puzzled player, by reading this carefully. Firstly, wind a string around your fingers as if it was dental floss. Assume that one finger is where you are now and the other is your destination. You have a distance to travel now, right? Now bring both fingers together. That piece of string is now sagging from your fingers, like a 'U' shape. The space around your fingers represent the abyss, and you have traveled the same distance, except that you left the current dimension and re-entered through an alternate dimension.

Essentially, the teleport does not 'transport' you or 'shorten' the distance, but the reason why it is instantaneous is that time is voided, so you can arrive at your destination a second later as time and space exchanges places in the abyss.