Fist of Guthix

''This article is about the mini-game. For the legendary object sometimes known as the Fist of Guthix, see Stone of Jas.''

Fist of Guthix is a minigame that was released on 9th of April 2008. The game employs tactics and strategy, and offers a substantial range of rewards to players; for example, the Runecrafting gloves double the experience gained when crafting a specific type of rune. To begin playing Fist of Guthix, players must first speak to Fiara. Please note that this is a "Safe" mini-game. You will not lose any items if you die in Fist of Guthix.

Though the gap between Fist of Guthix and the beginning of the Wilderness is small, there have been known Revenant attacks on the way.

The Fist of Guthix themed worlds are: 20, 25, 44(m), 92(m), 93, 98(m), 107, 110(m), 119, 128, 140(m), 146 or 149, but Fist of Guthix can be played on all worlds.

Location
The entrance to the Fist of Guthix lobby is a cave located in low level Wilderness (level 7), directly north of Varrock. If players head due north from Varrock's East bank, they will reach the cave entrance. There is a very slim chance that the player may encounter Revenants on the way to the minigame. If players are worried about this, they may bank all of their items before heading out into the Wilderness, and simply pick them back up at the bank in the Minigames lobby, or, if they are a member, they can use the Ring of duelling to teleport straight into the cave as of 27 January 2009.

Lobby
After players enter the cave, they will be inside the main lobby. Here, the players can talk to Fiara to learn the rules of the game, access their bank, talk to Reggie who runs the shop, talk to some of the druids like Getorix and Pontimer to learn more about the history of this place and finally enter the waiting room for the minigame. New players must talk to Fiara first before they are allowed to play the game.

There can only be 250 players in the minigame at once. If the game is full, players in the lobby will not be able to access the waiting room until the game has cleared out a bit. Players can simply wait a few minutes until the waiting room is open, or they may wish to switch worlds if the current world is exceptionally busy.

Once inside the waiting room, players need only to wait until the game matches them with an opponent and they will then be teleported into the main Fist of Guthix arena.(You also need enough people in the arena to get matched and start playing)



Note that the combination can be of different players of different combat levels.

At the corner of the waiting lobby, there is an entrance where players can see but cannot click on it. The examine text is "I should wait for my opponent first." . Thus, this is probably a decoration but not a sign of future update.

Gameplay
The minigame consists of two rounds and is 1 vs 1: In each round, one player is classified as the "hunted", and the other player is classified as the "hunter". In the first round, the roles are determined randomly. In the second round, the roles are swapped and all stats are restored. Therefore both players will have a chance to play each role; afterwards a winner is determined based upon number of charges you were able to collect during your turn as "hunted".

No food, runes (including any essence), potions, crafting items, talismans are allowed in the arena.

The following items are supplied to each player when a player goes into the waiting area, and taken away if they leave it:

At the end of the game, all arrows on the ground will be returned to their original owners, so there is no need to pick them up while in the game. (Similar to the Duel Arena) The supplied items are taken away because players will appear in entrance area.

Facilities of the fighting area

 * The fighting area is composed of a circular large area with the Fist at the center, surrounded by four teleport houses and a lot of ruin remains. At the edge of the area, there are stone dispensers for hunted players to grab their magic stones. All of the area can be seen by both the hunter and hunted except the teleport houses, which makes the hunted invisible to hunter and stops locking on. Any player standing on the Fist will have their running energy rapidly restored. The magic stone can accumulate charges, with a faster rate if it is brought closer to the center.



Hunted
Being the hunted player is usually considered much more challenging, but it is also the only round in which the player can score points. The basic objective is to gather as many charges from the "Fist of Guthix", a large energy well in the centre of the field, as possible before time runs out or the player dies.

To gather charges, the player must first pick up a stone of power from a stone dispenser, and then wield the stone to gather charges. Note that the stone is two-handed, and can only gather charges when it is wielded (not just in the inventory), meaning that the hunted player will be unable to fight back whilst wielding the Stone. Players can gather charges anywhere in the arena, although the closer to the centre (the "Fist of Guthix") they are, the faster they will gather charges. Players wielding the stone will gain charges in packets, with about three seconds delay in the packets. For instance, the exact charge gained per packet is 3 at edge, 6 or 10 between edge and houses, 15 next to the houses, 21 near the centre 28 at center respectively. For attacking the hunter, no spells can be used and hunted can only rely on melee or magic, though they should be aware they no longer gather charge if fighting the hunter. It is only recommended to do so against a very low level hunter.

Note that the hunted player will have their defense and accuracy greatly reduced, meaning a level 100+ hunted player can still be extremely vulnerable to a level 40- hunter. However, the max hit of a hunted doesn't decrease. The closer to the centre the player is, the weaker and easier to kill they will become. Hunted players will also gather 1 damage occasionally as they are absorbing charges ranging from 0 to 15, and 2 damage for charges above 15, so a watchful eye should be kept on your remaining hitpoints, even if your hunter is nowhere to be found.

Hunted players do have an advantage, however, in that they can use the teleport houses located around the arena. Hunters cannot access, see players inside these houses, and automatic lock-on is cancelled, so the hunted player is safe while inside them. There are warps inside to teleport the player to the other houses located around the field, however sometimes the warps will malfunction (NOT a glitch) and the player will appear outside of the teleport houses next to the opponent, or even near the center of site. Also, if the player teleports he will lose some charges. Note that the player will take 3 damage when they walk into a house, and often take 3 damage inside a house, and they cannot gather any charges while in the house. If a player has recently exited a teleport house, they will not be able to enter another house again for a short period. A hunted with charge less than 10 cannot enter any teleport houses.

Tactics for the hunted
There exist two kinds of hunted, called defenders and runners. Defenders stay at the center, attempting to get quickest charge before they are killed by hunters, and runners run against the hunter to avoid being killed. Generally, runners have a higher winning rate, especially if they are being the hunted in the second round. Defenders have the advantage of ending rounds quickly and in turn, guarantees stable token income. Runners are often not respected because they waste hunters' time.

All hunted

 * Use death-dot skill, force the hunter to scroll down a huge list of players in play. It can be used with running around inside the center of Fist as well.
 * At the top left corner of the north-east portal house, you can get 21 charges instead of 15. This is not a glitch, the north-east portal house is just closer to the center of the arena.
 * The most important things of a hunted are: use of prayer, prediction, detection/stealth, in order to win the game. It is a distinct disadvantage if the prayer level is less than 37 for a hunted, since the true way for defence is protection prayer. A prayer level of 37-40-43 is critical in competing in the game.
 * Turning private chat off or setting it to "friends" is useful as your opponent can only see you when you're within range whether you are viewed green or not; this is effective if you go to the centre where the players are adjacent if not on the same square. The green dot will be more accurate then the arrow in this situation.
 * Always turn Auto-Retaliate (off) since the attack message might disrupt healing, or even luring the character out of the center.
 * Notice the max hit of the hunter, use bandages at middle of health.

Defender

 * All kinds of armour giving the best defense bonus in melee, ranged and magic respectively, can be brought, as defenders don't need to run. Recommended suit is green dragon hide and rune full.
 * 43 prayer - If against magic trainers, turn on Protect from magic. Against mixed opponents, switch prayers quickly.
 * Except against pures with only 1 kind of attack, NO defense prayer should be used.
 * If the hunter has high damage rate, turn on Rapid Heal, otherwise turn it off.
 * After the hunted is locked-on, he/she may move to a clear square in the 4x4 grid of center, making sure he/she is facing the desired attack and take best defense measure.
 * In free playing, usually ranged attack has attack speed of 7 (rapid style bow), magic attack has speed of 5 (autocast), and melee attack has attack speed 6 (scimitar) or 3 (two-handed sword).

Runner

 * Grab a stone and wait until your opponent finds you, then use the tele-orb provided to you in the beginning of the game. This way you will also perform death-dot or you can run away from the hunter, causing him to waste time. If they have locked on you before teleporting, they will automatically walk to the center and attack you again, but you can enter a teleport house to avoid tracking. This doesn't cost the tele-orb a lot of charges though. Another tactic to use if your opponent has tracked you before you teleported, is to run the opposite way from which you teleported, this requires you too look at your compass in the north-eastern part of the screen, but it makes your opponent loose your track.
 * Wearing light clothing and weight lowering gear works well to keep higher energy because by default, the hunted has a significantly greater load due to Stone of power and running energy is often drained quickly. Dragonhide armour is suggested for its attack and magic bonus.
 * For runners, keep track of the hunter's arrow and predict which way would he/she come. Stay as close to center as possible until the hunter finds you, then run across the center, hug something or go inside a house. If you are locked on, DON'T use tele-orb and go inside a house as soon as possible, as the spell Bind is very deadly against runners.
 * To drive a hunter away, a hunted can enter and leave the same house in quick occassion, run across the center and then around the houses, pretending to run away from the hunter at a distance and use tele-orb, then going opposite from hunter and so on.
 * There are several kinds of hugging. The first kind is to repeatedly enter and leave teleport houses without using the portal inside, the second is to hug houses and obstacles, the third is hug the house once and then enter it. The first method is hindered by the entering limit and large amount of damage inside the houses, the second one isn't useful except against players with very low magic level, while the third one is considered the best.
 * Running across the center causes the hunted to gain temporarily more charges.
 * Keep moving since the hunter is probably moving around as well.
 * Run to a house and keep on the opposite side of the house that your hunter is on, switching sides as your hunter moves. This will cause your hunter to become stuck on the opposite side of a house and deal less damage to the hunted. This tactic can also be used on the low walls and piles of rubble near the edges of the playing area, though less points will be gathered.
 * Once at low health and out of bandages, run to the fist to gain as many last-second charges as possible. If your hunter is using ranged or magic, and you still have your tele-orb, wait till they fire their projectile (under same situation as above). When it gets about halfway between you and your hunter, use your tele-orb. Whether the projectile was meant to hit or not, the game will ignore this fact and teleport you to the center, avoiding the possible hit, earning you at least two more sets of charges before you die. This tactic with the orb acts as a sort of shield for 1 attack.
 * Some hunters would head straight across center to the hunted's spawning spot at the start. The hunted can circle around the teleport houses and sneak to the center, or spawn spot of hunter (the spawn spots are opposite) to earn easy charges.
 * Mix up your strategies since other players will have different strategies.
 * Rapid Heal can save the character at very low HP and no bandages left, since every 18 seconds the character would take damage.
 * A high-leveled hunted can stay in teleport house for longer time and confuse the hunter.
 * You can go on the edge for around 15 seconds then run into the fist, when your hunter comes back to the fist and sees you, run to the back the the edge drawing your hunter too, then use your Tele-orb to get back to the fist, works very well if your a good hunted.
 * Limit house hugging. The more you house hug, the more likely your opponent will house hug.
 * Tactics against melee pures
 * Tactics against mage pures


 * (Members)If the hunter is autocasting the spell, taking a second to attack them with Topaz bolts (e) can be very effective as this can lower their magic level and will make them take some time to switch to a less powerful spell. The Seercull special attack along with Rune arrows can also be used.
 * Tactics against melee pures


 * You CANNOT cast Bind, nor any spells against a melee hunter. The only way to drive hunter away is enter a house or avoid being locked-on BEFORE he can see you in main screen.

Hunter
The hunter's objective is quite simple: Kill the hunted player with any means necessary. The player cannot gather any points while they are a hunter, rather their objective is to prevent the hunted player from gathering points. The hunter does not have a stat decrease, does not have the 30kg load of the stone and does not take damage from the energy charges, however they cannot chase hunted players into the teleport houses.

Tactics for the hunter

 * Members only:
 * Ancient magicks freeze spells work to hold an opponent and can be devastating to an opponent's health if using a dragon dagger or dark bow special attack.
 * Inflicting the opponent with poison is good if a player is along the outside or house hugging, since anti-poison potion is not allowed.
 * When using range, using a Crossbow with Sapphire bolts (e) in conjunction with Smite is very effective as this will reduce the hunted's Prayer level very quickly.
 * The dragon longsword and dragon dagger special attacks are very damaging because of the opponent's reduced stats.
 * The dragon scimitar is useful as its special attack will completely deactivate prayer for 5 seconds.

All hunters

 * When many players are on the same square in the middle, it is much easier to find your target by manually casting a spell, since when you have chosen a spell, it only shows the names of the people.
 * A good idea is when your target is in the middle and you're going to use melee, equip a staff and run into the middle then stand next to him. Equip your melee weapon then as he can't see you if its crowded and he'll use the wrong prayer. More than likely your opponent will run out the middle to find out what attack style you're using and then you can see his/her prayer/equipment. This trick works well if you equip a melee weapon then go into the middle next to him and use magic manually. Once he runs out the middle, he'll switch prayers.Once thats done, cast once or twice more then attack with melee. You'll run our and if done fast enough your opponent wont suspect it. He'll then switch prayers and then you cast without using your staff. If you're using normal spellbook, it's fine to use any combat spell but not the god spells. If using ancients, its advised to use smoke spells only. If using a combat spell, it wont bring up a message at all in the chat box under "game".However, for ancients this can happen. If using smoke though, it may come up with "You have been poisoned!" on your opponents chatbox which can make them believe you're using a dds.
 * It is quite effective to use curse spells (Confuse, Weaken, Curse, Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun) to further reduce the stats of opponents or to stop opponents for running for a short period of time. (Italicized spells are for members)
 * If your opponent is hiding at the center and there are a lot of spammers, turn your public chat off. It makes it easier to find your opponent.
 * Before you enter the arena it is extremely important to turn assist off. Having assist on will add another line per player, possibly causing the player to become invisible!
 * Players will get plenty of runes and should not hesitate to use spells. For F2P players the best missile spell should be used as no magic-reducing attack is available for the hunter.

Against defenders

 * For a non-pure with all three kinds of combat style, attack the hunted by shooting a few arrows, Cast magic ONCE and run next to him. Attack the hunted by melee, ranged or magic. Manually casting spells is also needed to surprise the defender.

Against runners

 * When many players are on the same square in the middle, it is much easier to find your target by manually casting a spell, since when you have chosen a spell, it only shows the names of the people.
 * Use the spell bind against runners. You may obtain the Druidic mage robes set for increasing the success rate of the spell.
 * It is suggested to bring a staff with autocast option (battlestaves, staves, void knight mace etc.), as spells can still be cast if the opponent has run into the crowd in the center, or to the outside of the arena.
 * It is easier for the hunter to locate the hunted on the minimap by adding the hunted to the friends list, turning the dot green, instead of simply relying on the arrow, this is only effective if the hunted is within the Fist's area and has private chat not set to "Off or Friends".
 * If an opponent is wall-hugging, return to the middle and the hunted will come to the centre. If he/she doesn't come, wait till the running energy has recovered a bit, prepare ranged or magic autocast and search near the center.
 * Try to cover at least two sections of the combat triangle for a non-pure. For example, some players use Robes or Dragonhide to protect from the plentiful mage players, so having a melee weapon may prove useful.
 * If your target goes into a house, go to the Fist and align the minimap so that you'll be able to tell when they leave, regardless of if they teleport (the only possible problem is if the teleport malfunctions and they appear outside of range).
 * Against an obviously weaker hunted (at least 45 Level lower), you can slowly patrol the center and scare away the hunted, be warned this would frustrate the opponent very much.
 * During the beginning of each round, you will always be placed at the opposite edge of the arena. You can use the tele-orb and then run to the opposite edge quickly. This can be used to terrify the hunted, though in return you lack the orb for life-saving as a hunted.
 * If your target is in the middle and you're going to autocast a spell, you can manually cast a spell by using the spell list then right click on his position as it'll shorten the list to help you find him.
 * For a non-pure with all three kinds of combat style, use magic to chase the hunted, then switch to ranged and shoot for a few hits. If the hunted runs to the center, run next to him and autocast magic again, Prepare bind to lock him/her once he/she starts running and do the ownage. If he/she stays away from the center, use bind and then manually cast spells in between melee or ranged attack. Cast bind between every 3 hits.

Armour for gameplay
When you are the hunted, you want to have the best protection and not too much weight from attacks that you can. That's where what armour you are wearing comes in. This section explains the best armour to put on based on the attack style your opponent is using. This is meant for F2P players, and it would not be useful to members. There is nothing for the shield or weapon slots because you cannot carry those if you are holding the stone.
 * Hunted


 * NOTE: This section shows the BEST free-to-play armour to wear and it is based on protection, regardless of weight, rarity or requirements.

The components of full rune armour, used against melee and ranged pures, range-2h hybrid hunters:


 * Rune full helm
 * Rune platebody
 * Rune platelegs or Rune plateskirt
 * Rune gauntlets
 * Fighting boots or Fancy boots
 * Cape or Team variation
 * Amulet of defence
 * Any Explorer's ring

The component of full Green Dragonhide armour, used against mage pures:


 * Green d'hide coif (100)
 * Green d'hide body
 * Green d'hide chaps
 * Green d'hide vamb
 * Cape or Team variation
 * Amulet of defence
 * Any Explorer's ring

A mix of Green Dragonhide armour and rune armour, used against balanced players:


 * Rune full helmet
 * Green d'hide body
 * Green d'hide chaps
 * Green d'hide vamb
 * Fighting boots or Fancy boots
 * Cape or Team variation
 * Amulet of defence
 * Any Explorer's ring


 * Bear in mind the maximized bonus only partially protects against hunter's attack, as you will still be hit very often unless the hunter has a very low combat level or very low attack bonus.
 * It is NOT recommended to make the load too heavy though, as the stone of power already weighs 30kg and a 80kg+ load can drain running energy very rapidly.

Tip For F2P players: When Hunting, do NOT wear melee armour like full rune. Wear robes like monk robes or wizard robes as you can mage and melee at the same time effectively, confusing the opponent and thus disabling him from using protection prayers effectively. Wearing full rune or any other melee armour will render you unable to do so effectively.
 * Hunter

The equipment of a hunter should be based on the hunted's equipment, that is, ignoring defense and focusing on attacking power is okay unless you are low-levelled. For melee weapon, a rune weapon, probably a rune scimitar or a quick weapon fits the most. There is no need to bring any spikeshield or berserker shield as the strength bonus is relatively low and it is heavy. For magic weapon, any elemental staff is necessary for autocasting. A bow, short one for quick damage or long one for surprise attack can both be used, though one depending on ranged should use rapid attack style with short bow. An amulet of strength, magic or power can be wielded in order to increase the max hit and accuracy.

Round End
A round will end under any of the following circumstances:
 * Time runs out
 * The hunted player gets killed
 * The hunted player gets the maximum number of charges (5,000)
 * Either player logs out or leaves the arena (If your opponent logs out and you have not had a turn to be the hunted yet, you will have 500 points and your opponent will have 0, resulting in a win for you)

When the first round ends, both players will swap roles, stat effects will be reset, and the second round will begin. After the second round, the player with the most energy charges (or the only player left in the event of a log out or forfeit) wins.



Rewards
Winning a match of the game will earn you:

Note: If two players tie, which is possible, both players will lose two rating and receive one token.

Players sometimes receive one or two tokens for good effort, even if they lose. Players who forfeit will receive less tokens from their next game.

The current number rating needed to be on the mini-game high scores is 500

Shop
Inside the main lobby, Reggie owns a shop where you can spend the Fist of Guthix tokens you have earned. The items here consist of various types of gloves that can increase your experience while training certain skills, magical robes which may supply certain runes for you or increase the potency of certain spells, and special types of armour that can give you strength or ranging bonuses.

Note that all items listed here will degrade over time (with the exception of gloves and gauntlets - see below). The items will also be untradable until the item has completely degraded.

To repair/recharge any degraded item, use the item with the shop-keeper Reggie, and he will recharge the item for you a specific cost of tokens.

To completely degrade an item, allowing you to trade it, simply use the item with Reggie and he will deplete the item for free.

Rather than degrading, gloves will simply crumble into dust after 1,000 uses. There is no way to repair these gloves - A new pair must be bought from Reggie after you have lost the old pair. NOTE: Do not confuse with gauntlets (see below.)

Gauntlets bought at the Fist of Guthix do not degrade over time, but simply degrade completely when the player dies. This does not apply when the player dies while participating in a safe minigame. NOTE: Do not confuse with gloves (see above.)You can restore the gauntlets power if you pay a small price. You can also sell your degraded gauntlets on the Grand Exchange.

Lag
Many players have complained about the massive amounts of lag in this minigame, and being logged out of the game due to lag is quite common. Therefore, players are advised to not play this minigame in RuneScape HD - This will help reduce lag and lower chances of being logged out. Sometimes, big amounts of lag will cause the arrow to stay in the position where the hunted player was before, but the hunted player wouldn't be there.

"Death Dotting" (DDing)
A common technique among the "hunted" is to group together on a single spot in the centre of the stage. These players can often be seen shouting "Dd here!" or "dd!". The purpose of this is to prevent "hunters" from killing players so easily, as all the hunted players are grouped together on a single tile, the hunters will have to scroll through a huge list to find the player they need to attack, and sometimes are unable to find the player entirely. This has caused much strife throughout the official Jagex forums and from players in-game.

Logging Out
Players experienced a problem that logged them out instantly while playing the game. This happened usually when the Player went into a house. Many players had come to the conclusion that when there are too many players, a few of them will be logged out. This was confirmed to be a glitch, and has been fixed.

House Hugging
A method that causes a lot of complaints from hunters, is the practice of hiding in the houses until the hunter is out of sight, and then going outside until the hunter is near, and then repeating this until the round is over, or the hunter forfeits in frustration. A recent update to the houses prevents immediate re-entry after exiting a house, although it is still possible to house hug.

Combat Level Difference
This has caused criticism among players with lower combat levels because players are paired randomly, regardless of combat skills, and can sometimes put those players at a large disadvantage. Yet, unlike most other PvP activities, this gives higher-levelled players their fair advantage of being able to more easily kill lower levelled players.

Opponents Running
This common method has made many players frustrated and angry. The "hunted" runs around the game arena, hoping to not get attacked. They sometimes go to the Fist of Guthix to collect charges and recharge their energy. In the end, the player who runs is often called a "runner noob" or "running noob." Players who have a runner but start as the hunter sometimes threaten to run if their opponent runs.

Pures
Fist of Guthix is a popular F2P and P2P minigame for Magic pures, since the minigame offers free Magic runes that you can use only during Fist of Guthix and decent rewards for the tokens.

Glitches

 * There appears to be a glitch, in which when you enter the cave to access the Fist of Guthix minigame, the Wilderness level will switch rapidly to 260 for a split second, despite the fact that the Fist of Guthix lobby isn't in the Wilderness. It is unexplained why this happens but appears right after you enter the cave. This has now been fixed.
 * Another glitch may occur when the arrow indicating your opponent is on the miniscreen, giving you the idea that they are there, and frantically searching for them, but they are actually somewhere completely different. The best way to combat this is to run away so the arrow is off the minimap, and run back. Contrary to the popular theory, this has nothing to do with using a slow computer.
 * There is a glitch when you level up, but the message that you get when you level up won't show. This seems to happen only during the times when the game is lagging. If you are in the waiting room and get picked for the game with the emote screen open, your interface will appear empty with nothing highlighted on the outside to signify that it is active.
 * There is also a glitch that occurs if there is lag at the precise moment the game ends. It may have other causes, though. This glitch also makes the win (or loss) text not appear, you just appear in the lobby.
 * There is another glitch that happens, probably because of lagging at the moment the game begins, which makes your opponent's name not appear, it just says the word Name.
 * If you die at the right moment of attacking someone after you die when the game is over you may still have the attack option outside of the Fist of Guthix area. This has also happened in Castle Wars.
 * Another glitch that occurs is that you get attacked by your opponent even though their arrow is not on the minimap or on the screen. This is usually because the Hunter is on the very edge of the map and is in a "blindspot" of sorts attacking you with magic or range, however sometimes, particularly if there is lag, the arrow has not shown up yet. Also this may be caused by overcrowding at center of fist, which prevents hunter or hunted to be spotted because the game engine cannot produce so many player spots.
 * If the emotes menu is open prior to entering a game, no tab will appear selected in the menu when the button is disabled. Note that whether or not this is actually a glitch is debatable, as Jagex did intend for this to happen.
 * There is a glitch that when you are attacked by your hunter, a message in the chat box says, "You cannot attack with the stone!" even if you have auto-retaliate off.

Trivia

 * When you ask Reggie to recharge your items he will say "In that case hand me the item over what you want recharged." This typo has still not been fixed by Jagex. (This may be an example of vernacular English and not a typo.)


 * In some rare cases the hunted will decide to wield a weapon and kill the hunter. This results in the hunter respawning a few seconds later.


 * It is impossible to trade while in-game, drop items or cast alchemy spells, Bones to Bananas, Superheat Item, Snare or any Teleportation spells. A screen saying "You are not here to do this" will appear if a player tries to perform such actions.


 * The music was originally named "Guthixs' Hunter". This has since been changed "Guthix's Hunter".


 * On the second day after the release of the game, a group of people found out that if the hunted leaves he will only lose 8 ratings while the hunter would receive 21 rating and 12 tokens. They decided to tell a lot of the high levels online about it (Mostly those in a few Australian clans) and formed a group of 50 or so on a empty p2p world. With this they created a system where losing only cost 8 ratings and winning gained 21 ratings and 12 tokens. Within 4 hours there was 300+ people doing it. At one point (around 2 hours in) Jagex had an update to fix a bug in a quest, they however didn't remove this (It scared everyone online because they assumed it would be removed). By time it had reached about 4 hours suddenly it was reduced to if the hunted left they lost over 40 rating and the hunter only gained 12 rating and 3 tokens. With this a few hundred people sky rocketed up in the ratings and tokens (Some people going over 5k rating and having 3k tokens and beyond letting these people have full access to the battle robes and other rewards).


 * In the instance that the hunted logs out or forfeits a few seconds into the game without even picking up the stone, the hunter will be credited with 40 charges, as well as 10 rating points and two tokens.


 * If a player forfeits after being the hunted, any charges accumulated go to the other player. However, the charges still cannot go over 5000 (which is the maximum amount of charges that can be stored).


 * Contrary to in-game rumors, two players both scoring 5000 Charges does not award you each 40 Tokens. The exact response is "You have lost 2 rating and been awarded 3 Fist of Guthix Tokens for good effort".


 * Many people play this minigame as an easy way to raise their Magic levels, as you get free runes upon entering the minigame.


 * Near the Forfeit Caves players can see Saradoministic Symbols, the origin of these symbols once being unknown. However, a Postbag from the Hedge has cleared this up and states that the symbols were caused by Saradominists attempting to make the place their temple. Fiara forced them to flee, and they carved the symbols there before leaving.


 * The markings on the Fist of Guthix look eerily similar to the markings on the Stone of Jas, although there is no official connection between the two.


 * The game is often cited as a relatively good place for free-to-play mage training, especially for low-levelled characters.


 * Strangely, while Fist of Guthix provides free runes, it does not provide free arrows. This requires a player to bring his/her own supply of arrows if they wish to fight with Ranging. However, while inside the arena, any arrows that would otherwise be dropped on the floor after firing will return to your inventory after the game.


 * Oddly enough, even though the mini-game is purely one-on-one, the arena is a multi-combat area. This is because Summoning is allowed. Without multi-combat, familiars would not be allowed to attack.


 * It seems the hunted and the hunter appear on the opposite sides of the map when the game begins, but this hypothesis has not been proven.


 * If a player is wielding Gauntlets while searching the fountain in the Draynor Manor courtyard without first poisoning the piranhas, they will still take damage, despite the "examine" feature of metal gauntlets saying that they are for hand protection.