Abyss


 * This article describes the Abyss location. For the related miniquest, see Abyss (miniquest). For the separate area reached by Fairy rings, see Abyssal Area.

The Abyss is a special region that provides access to all the Runecrafting altars, besides the Soul and Astral altars. The Abyss consists of two rings, a dangerous outer ring in a multiway combat zone and a safe inner ring with rifts leading to the Runecrafting altars. The Abyss is also dangerous because players who enter the Abyss are skulled, unless they are wearing a Forinthry brace. Furthermore, upon entering the Abyss, players will have their Prayer points drained to 0, unless they have an Abyssal Summoning familiar summoned. Abyssal familiars slow down the rate your prayer is drained, but do not totally prevent it.

Abyss miniquest

 * See main article: Abyss (miniquest).

To begin Runecrafting through the Abyss, you need to complete the Abyss miniquest. Once finished, a player will have access to the Abyss via the Zamorak Mage who wanders about in levels 4-7 Wilderness (see below), as well as their first runecrafting pouch.

Lost & Found office
Among the random events that were not discontinued, the Lost & Found office is one of them. It can be triggered while you are teleporting, at least by teleport spells of your own or the teleport spells of the Wizards to the secluded Rune essence mine. You slip into the Abyssal plane due to an error in the Gielinorian teleportation matrix, and only by pulling the correct switches can you escape and proceed with the spell. You shall be compensated for the inconvenience, through either runes or rune essence, depending on the nature of the teleport. During this time, you cannot access the other areas of the Abyss. It should be noted that, according to the Abyssal book, this event was what caused the Abyss to be accessed by the Mage of Zamorak and his organisation in the first place.

Location


To enter the Abyss located north of Edgeville, the player needs to complete the Abyss miniquest. Once players have done the Abyss miniquest, use the 'Teleport' option on the Mage of Zamorak north of Edgeville in level 4 to 7 Wilderness to enter the Abyss.

Strategy:
 * Once in the Wilderness, players should run until they reach the Zamorak Mage.
 * The fastest way to reach the Abyss is to use the red track.
 * As revenant ghosts (see below) may wander near the Zamorak Mage, the yellow track can be used as another way to reach the Abyss, although it will slow down the Runecrafting process.

Warning:



Other notes:
 * Inside the Abyss, a player is not in the Wilderness any more, and can't be attacked by revenants. However, if a revenant attacks immediately before a player enters the Abyss, the attack can hit after the player has been teleported inside, due to lag. Also note that if teleblocked by a revenant before entering, using the 'Teleport' option on the Zamorak Mage will still take you to the Abyss; this will also clear your teleblock.
 * Wearing a Forinthry bracelet when entering the Abyss allows a player not to be skulled, though the player's prayer is still drained to zero.
 * When attacking monsters in the Abyss, a player receives half of the experience that she/he would receive when fighting outside of it, making it a very inefficient place to train.
 * After being in the Abyss for quite some time, your skull disappears.

Inside the Abyss
The interior of the Abyss is roughly circular, with an 'inner' and 'outer' ring. After the player is teleported by the mage into the outside ring, they will have to find a way through to the 'inner' ring where the rifts leading to the runecrafting altars are.



Outer Ring
The outer ring is a multi-combat zone where there are a lot of Abyssal monsters: These monsters can hit over 10 (with the exception of the leeches, which hit a maximum of 2), although they most often miss as long as the player has some decent defence (65+) and wears some basic armour like Dragonhide armour, or armour from the 'strategy' section. However, they should still not be underestimated because, due to their high number, a player in the Abyss may take several hits per second. It should be noted that, failed or not, no damage is taken from these monsters during an attempt to pass through to the inner ring. Minimising time between attempts can increase the chances of survival.
 * Abyssal leech (combat level: 41)
 * Abyssal guardian (combat level: 59)
 * Abyssal walker (combat level: 81)

Access to the inner ring is gained by using different skills to bypass different obstacles:


 * Chopping away tendrils using a hatchet
 * Mining through rock using a pickaxe
 * Distracting eyes (nothing needed)
 * Squeezing through gaps (nothing needed)
 * Burning away boils using a tinderbox

Upon entering the Abyss one always appears near the mining obstacle or the agility obstacle. With a high mining or agility level, this can be used to one's advantage to train more efficiently. An alternative to the agility obstacle is to proceed past the agility obstacle and pass via the thieving obstacle. An alternative to the mining obstacle is to proceed past the mining obstacle and pass via the woodcutting obstacle.

These obstacles have their location generated upon arriving in the abyss and can be in different locations for different players at the same time. Passing them gives 25 xp in the required skill. The higher the level of the player in the corresponding skill, the higher the chances of passing the obstacle (the chances of passing are approximately skill level/99).



Inner Ring
There are no monsters in the inner ring of the Abyss. There are rifts leading to every Runecrafting altar (except the Astral altar and Soul altar) there, which makes the Abyss useful for crafting a lot of different types of runes very quickly. Talismans, Tiaras or Staves are not needed to access the altars via the rifts. The following restrictions still apply:


 * The Cosmic rift cannot be accessed until the Lost City quest has been completed.
 * No weapons or armour can be taken through to the rift to the Law altar, as it's located on Entrana. This includes pickaxes, hatchets, any Explorer's Ring, familiars, and scrolls!
 * The Death altar requires the quest Mourning's Ends Part II to be completed.
 * The Blood altar requires the quest Legacy of Seergaze to be completed.

There is an unusable rift for the as-yet undiscovered Soul altar, implying that this rune will be craftable in the future. The official RuneScape Knowledge Base has stated that the rift cannot "be used as of yet."

There is a Dark mage standing at the centre of the inner ring (yellow spot on the minimap), maintaining the rift so the ZMI can use the Abyss to craft runes. He will repair players' Runecrafting Pouches for free.

Pouches
Pouches come in four types - Small, Medium, Large, and Giant. The small pouch will be obtained from the Zamorak Mage upon completion of the Abyss mini-quest and you can always get the small pouch from him later on if you drop it or lose it. All the pouches are dropped by the creatures in the Abyss and the Alternate Abyss as well. Since the release of the Runecrafting Guild, you can now also obtain some pouches from the Wizard Korvak. He can replace lost medium pouches for free and will repair any others that need it though his repairs will cost a fee (It is suggested that players visit the dark mage to repair pouches, as he will repair your pouches for free). The Wizard Korvak's repair costs are: Large pouches for 9000 coins & Giant pouches for 12000 coins. He also sells Large pouches for 25000 coins & Giant pouches for 50000 coins. No matter where you choose to obtain your pouches, you can ONLY get one of each size and all the pouches are untradeable. If you try to pick up another pouch, the message: You do not need another small/medium/large/giant pouch. In addition, all pouches will automatically be destroyed on death (they have a white outline in the 'Items kept on death' interface). For this reason, if a player finds him/herself teleblocked and entangled by a revenant and losing hitpoints fast, they should immediately drop all the pouches they are carrying. This way, when you die, you can bank, grab your Amulet of Glory, teleport to Edgeville and pick up your pouches before they disappear.

A player's pouches will degrade with use. The Giant pouch will degrade first over all the others at approximately 11 uses (though any given player might occasionally get an additional use or a few extra uses before degradation). A "use" means filling it with essence of either type or even trying to fill it. That means that you shouldn't click onto the pouches for no reason. If you're not sure if a pouch has essence in it or of what type, use the "check pouch" option when you right click onto the pouch to find out. The giant pouch will degrade the most after the large pouch followed by the Medium & Small pouches. When any pouch degrades, the result is that the pouch will carry fewer essence than before and they will all eventually degrade to the point that each pouch will carry zero additional essence and they fall apart completely. When a pouch degrades it will darken in colour and the player will receive a message in their chatbox alerting them to the fact that their pouch degraded.. Pouches can be repaired by speaking to the mage in the centre of the Abyss. He will repair your pouches whether they have visibly degraded or not. It is suggested that players visit the Abyssal Mage on every 8th trip through the Abyss just to avoid all degradation. This way, you can remind yourself to visit the mage every time your stock of glories hits an odd or even number (I.E. every 8 charges).

Tips - Pouches can also be repaired even when they are stored in a bank, so they don't have to be carried in the inventory when talking to the mage in the centre of the Abyss. Players should keep in mind that unless a pouch is totally damaged it is still able to carry essence. Do not drop any pouch that contains either form of essence unless you are willing to lose the essence! Any pouch that gets dropped may be picked up by the player that dropped it (within two minutes), however, all the essence that was contained within the dropped pouch will be gone forever.

Equipment
The following items should be taken on every runecrafting run:
 * Pure essence (or regular if crafting Body runes or lower)
 * Pouches (optional)
 * Charged amulet of glory (at least two extras in bank strongly recommended)
 * If you are new at the abyss or afraid of dying, One click teleportation like Teleport to House tablets, ectophial or teleport crystal
 * If you can't afford the glory amulet, or simply don't want to buy it, simply use varrock teleport tablets, therefore eliminating the need to risk an amulet of glory, or use up its charges.

Due to the inherent nature of the Wilderness, players should find the right balance for their level of weight versus defensive stats and convenience.

With the right equipment, it is possible to have good cheap defence or even exceptional defence if you are willing to risk items of value, and still weigh 0 kg.

Boots:
 * Boots of lightness (-4 kg; to run longer)

Cape:
 * Spotted or Spottier cape (-3 kg and -4.5 kg respectively; to run longer)

Weapon slot:
 * Talisman staff (distracting the eyes in the Abyss to help you sneak past - note this is a "weapon" and cannot be used if crafting law runes [Unless of course using the law staff; The omni-staff, while theoretically could be used to craft law runes, is banned on Entrana])
 * Pickaxe and/or hatchet; the Inferno adze would seem like the most convenient (because of its ability to both mine and chop) but it weighs 2.5kg, compared to 1.8kg of mithril pickaxes, and since you always spawn by either the mining or the agility obstacle, its uses are limited to the mining component.

Ring:
 * Ring of duelling (optional, in case of forgetting charged Amulet of glory)
 * Explorer's ring (restore run energy three times per day, though you wont need it if your weight is zero and your agility is 68 or higher; good emergency teleport out of the Abyss)
 * Ring of life (Players with a 80+ defence and a good set-up will find the ring of life quite useless)

Hand:
 * Penance gloves (-4.5 kg to run longer)
 * Combat bracelet provides a defensive bonus plus a teleport to the Monastery (just a short run N,NE back to Edgeville) should you forget to swap your Amulet of glory.
 * Dragon gauntlets provide good defence bonuses and weigh 0 kg
 * Forinthry brace prevents the player from being skulled in the abyss, although it only works for 5 runs (assuming you don't get teleport blocked, in which case you will lose one charge for entering the abyss and one charge from the teleblock.)

Body and legs:
 * Varrock armour (good melee defence, very lightweight)
 * Hunter gear such as Kyatt hunter gear has decent defence and is nearly weightless. It is, in general, superior to Rogue equipment.
 * Sacred clay armour weigh less [2 kg per piece], same stats as green dragonhide armour.

Head:
 * Bearhead (decent overall defence stats and low weight)
 * Torag's helmet or Guthan's helm or Verac's helmet, because these helms give excellent defence for their weight
 * Lunar helm provides some defence against a revs magical attacks, but is useless as far as surviving in the Abyss itself

Shield slot:
 * Crystal Shield Has very nice defence bonuses, (better than those of a spirit shield besides magic defence, in which the difference is negligible), while weighing very little.
 * Holy book has slight defence bonuses and low weight
 * Spirit shields have very nice defence bonuses and only weigh very little

Alternative: If you are a high-levelled player with experience at the abyss who already has a set of full armadyl, consider using this instead of the top choices for each of the slots listed above (replace chestplate for varrock armour, helmet for bearhead, and skirt for hunter legs/sacred clay legs). This will provide you with the same melee defence bonuses, as well as a hefty chunk of Magic defence rivalling Karil's armour. You can wear all this and still weigh zero, as long as you have all 3 weight reducing items (boots of lightness, penance gloves and spottier cape). If you have a high magic and defence level, you wont have to worry about dying to a revenant, since the very high magic defence will make most attacks splash. Note, however, that it's not really worth spending 30m+ on a set if you don't already have it, unless you are going to be doing long-term runecrafting in the Abyss or ZMI altar.

One run, step by step

 * 1) Teleport (glory) to Edgeville.
 * 2) Bank, get essences, fill pouches and familiar (if applicable), bank again, fill remaining space.
 * 3) Run to mage, right click and choose the 'teleport' option.
 * 4) Find white rocks to mine or a gap to squeeze through.
 * 5) Enter chosen rift.
 * 6) Runecraft essence, empty pouches and familiar, runecraft essence.
 * 7) Teleport back to Edgeville.
 * 8) Check glory for charges and exchange if needed.
 * 9) Repeat from step 2.

General

 * If a player forgets to recharge their Amulet of Glory, he/she simply has to home teleport (best if you have Ancient Magicks) and run to the bank then restart from step 2.
 * Banked games necklaces (or combat bracelets) are recommended to recharge amulets of glory (requires completion of Heroes Quest). However, if your POH is in Taverley, it is recommended you teleport there with the House teleport spell as it is closer to the guild than the Burthorpe Games Room (or Warriors' Guild).
 * Banked food is recommended to restore a player's health if needed.
 * If a player wishes to runecraft Laws, he/she must not wear any armour nor wield a weapon (for example, a pickaxe). However, Law crafting can still be done by wielding a new bronze pickaxe/hatchet every run, then dropping it once inside the inner ring.
 * One should try to reduce the settings as much as possible, as well as opening at most two browsers, to reduce the possibility of a serious lag, if one's computer is slow (such as keeping the Graphics Setting to Fixed). Experienced players have been known to die and lose all their items in the Abyss from simply this. The best option would be to use a computer with a fast connection, if for only this activity alone.
 * It is strongly recommended to be at least wary if taking Runecrafting pouches into the Abyss, as they are not easy to replace and is not one of the items kept upon death, even should you possess no other item besides. However, it is acknowledged that these pouches can considerably increase Runecrafting experience anywhere.
 * It is highly unlikely for even the fastest player to run to the Abyss and retrieve their items, whether their respawn point be Lumbridge or Falador. Thus, at least one charged Amulet of Glory should be kept in the bank at a convenient and easily reached spot, for this greatly saves time and is instrumental to salvaging items.

Unlimited running

 * After the As a First Resort... quest, runecrafting at the abyss can be aided by bathing in the pools at the Oo'glog spa. Despite the fact that its nice to not have to stop at all to walk/rest/drink energy potions/use Terrorbird scrolls, in terms of time lost actually going to the spa and back, its not worth it financially. Even more so after the recent agility update (and the crash of super energy potions), at about 65 agility you don't need anything to restore your run energy, unless you complete runs extremely quickly. However, if you don't have this level, the spa can be very useful in saving some resting time or potions if you're only going to be Runecrafting on a short term basis.

Steps:
 * 1) Teleport to Edgeville with Amulet of Glory.
 * 2) Use Fairy Rings AKS to Feldip and run south until you get into Oo'glog. (see alternate methods below)
 * 3) Jump in the thermal spring, then the salt-water spring.
 * 4) Teleport to Edgeville
 * 5) Run to the abyss.
 * 6) Repeat every 10-15 runs, depending on when the salt-water effects wears off.

If a player is unable to use the Fairy Rings, teleporting to Camelot or to the cabbage patch and taking the Charter ships in Catherby or Port Sarim, respectively, to get to Oo'glog. The charter system costs money, but the price can be lowered by completing the Cabin Fever quest and wearing the Ring of charos.

Summoning Familiars
There are several different summoning familiars that you can use to aid you in the Abyss.

The following familiars will carry 7 pure or rune essence for you, and fight for you in the abyss:
 * 1) Abyssal parasite: The abyssal familiar requiring the lowest summoning level (54), it lasts for 30 minutes, will carry 7 unnoted essence and will fight the monsters that are attacking you in the abyss. It also will slow the rate of the abyss' prayer drain.
 * 2) Abyssal lurker: The abyssal familiar requiring the second-lowest summoning level (62), it lasts for 41 minutes, will carry 7 unnoted essence and will fight the monsters that are attacking you in the abyss. It also will slow the rate of the abyss' prayer drain.
 * 3) Abyssal titan: The abyssal familiar requiring the highest summoning level (93), it lasts for 32 minutes, will carry 7 unnoted essence and will fight the monsters that are attacking you in the abyss. With a combat level of 215 and a max hit of 22, it can and will kill anything it sets its eyes on in the Abyss. It also will slow the rate of the abyss' prayer drain.

The following familiars will help you in different ways, and can't carry pure essence:
 * 1) Bull Ant: This familiar requires 40 summoning, holds 9 slots (can't store essence) that you could use for food or another glory in case you forgot yours, and its scroll will restore your run energy in a very similar way to the spirit terrorbird. Although players with 65 agility or higher using equipment that has 0kg weight will find this unhelpful, many lower levelled players with 40 summoning but low agility will benefit from this.
 * 2) Spirit Terrorbird: This familiar requires 52 summoning, holds 12 slots (can't store essence) that you could use for food or another glory in case you forgot yours, and its scroll will restore your run energy in a very similar way to the bull ant. Although players with 65 agility or higher using equipment that has 0kg weight will find this unhelpful, many lower levelled players with 52 summoning but low agility will benefit from this.
 * 3) Geyser Titan: Although the required level (89) is quite high, this familiar is very useful as you can use amulets of glory on it, and they will become charged. This means you never have to spend time swapping out your glory or forgetting to swap it out! This familiar is also quite powerful, with a combat level of 200 and a maximum hit of 21, and will fight for you in the abyss.
 * 4) Fire, ice, or moss titans will fight for you in the abyss, and their scroll will boost hitpoints by 8 and defence level by 12.5%, which makes it useful for players with lower defence levels or players not using any armour in the abyss.

Revenant ghosts
Revenants are far more dangerous than their combat level(s) suggests, as they can attack from all three points of the combat triangle. They can also freeze the player, teleblock the player, travel in packs and even 'steal' the player from combat that they may have initiated with another creature. Beyond that, they can heal themselves, cure themselves of poison and are very aggressive. However, because the entrance to the Abyss is only in level 4-7 Wilderness, the chances of encountering a revenant around your level is pretty low, but you should still be very cautious around them.

Players of combat level 112 to 113 are immune to revanents unless they enter level 7 wilderness (which is uncommon).

Among revenant ghosts' attacks, two are very dangerous:
 * Teleportation block will still let a player use the Mage of Zamorak's teleportation into the Abyss, but will prevent the use of any teleport initiated by the player. This effect, however, can be negated if the player is wearing a forinthry bracelet, depleting the bracelet of one of its charges. The teleblock effect will vanish after 5 minutes or when leaving the Wilderness (ie, once in the Abyss).


 * Entangle. It won't let a player move for a period of time of about 10-15 seconds. For the player's safety, carrying a one-click teleport is recommended for lower levels, but not needed, since the revenants attacks are so slow that the player would have time to operate their amulet of glory and teleport back to Edgeville, unless teleblocked.

Using the Abyss as a method of transportation
Because the altars are located throughout the world, it is possible to use the Abyss as a method of teleportation. Some useful (and free) teleports include:
 * Law altar - Entrana
 * Nature altar - Karamja
 * Water altar - Lumbridge Swamps
 * Fire altar - Al-Kharid, Duel Arena
 * Air altar - Champions' Guild, Cooks' Guild, Grand Exchange Varrock
 * Death Altar - End of Underground Pass and eastern Tirannwn
 * Blood Altar - Quick access to Mutated bloodvelds for Slayer tasks.

To use a teleport, simply enter the Abyss, find and enter the altar, then leave via the portal. No tiaras or talismans are necessary when entering the portals to go to the various altars via the abyss.

Trivia

 * When the Abyss was released, it was possible to attack other players inside the abyss by using Ancient Magicks multi-target spells on a monster near the player. Because of the relative obscurity of the recently-released Abyss, many people explored the Abyss with expensive armour, and were a target for the bug abusers. The glitch was later fixed, however, the people who profited from it were not banned.
 * After the update on 10 December 2007, Abyss runecrafting was made much safer due to the fact that there are no player killers around and revenants only occasionally wander close to the Zamorak Mage.
 * With the release of Summoning, a player that originally had 126 combat can gain another 7 combat levels by training Summoning to 57. As the highest level revenant is level 126, this would have prevented the player from being killed by revenant knights and below, due to the Zamorak Mage being located below level 6 wilderness. However, with the addition of the revenant dragon, those players may actually be at a higher risk than before.
 * The name 'Abyss' is a Greek reference to the great deepness of ocean, later used as a metaphor to describe Christian Hell.
 * Players who have a combat level of 111 or 112 can Runecraft in the Abyss without being attacked by Revenants, since the closest Revenants to their combat level are more than 6 combat levels away.
 * According to the game's background, whenever a person is teleported with magic, they are in the abyss for a split second. Hence the Lost & Found office random event.
 * The Inferno Adze is not useful when Abyssal runecrafting because the mining obstacle always comes before the woodcutting obstacle. You always appear next to two agility obstacles, two mining obstacles, or an agility obstacle and a mining obstacle.
 * When trying to exit via the Law rift in the Abyss with weaponry and armour, a message will show "The power of Saradomin prevents you from taking weaponry and armour to Entrana".
 * When trying to exit via the Soul rift in the Abyss, a message will show "A strange power blocks your exit".
 * After the emote update, players distracting eyes in the abyss would use the old emotes, rather than the new ones.
 * On June 6th 2009 with the new update of the Hunt for Red Raktuber the thieving obstacle did an emote even if you failed to pass.

Music
Music Unlocked:


 * Into the Abyss

Abyss