Player-owned port/Special voyages

By having adventurers in your port, up to six special voyages are available each day. One adventurer is unlocked during the tutorial, other adventurers are unlocked by a special voyage that is only available after the player has reached level 90 in the corresponding skill. Once unlocked, adventurers may be randomly selected to appear in the port after a reset occurs or an adventurer reroll is used; although the Adventurer(s) are randomly selected, the number and selection can be influenced by building the appropriate bar or icon port upgrades.

Each adventurer can provide different special voyages and the chance of receiving a certain special voyage can be increased by building the appropriate totem hotspot. The special voyages are:
 * Story mode voyages: These advance the adventurer's storyline and provide a hefty reward after completing all six story mission per adventurer. These story mission are related to the parts of the Wushanko isles and you will not be able to go on a story mission for an area that has not been unlocked.
 * Resource voyages: These provide either building materials or trade goods as a reward. The type of trade good depends on the adventurer and the amount is increased when the player unlocks more areas.
 * Scroll voyages: These provide a quarter of a scroll upon completion (the type of scroll is chosen in the Port Management). By completing all four parts of a scroll a player is able to craft Armour, Weapons, Scrimshaws and unlock Recipes. If all four parts of the chosen scroll have already been earned, the voyage will be wasted.
 * Experience voyages: These reward the player with experience upon completion. The type of experience is related to the adventurer sent on the mission (e.g. The Biologist will reward Herblore experience). The more areas the player has unlocked, the more experience is rewarded.
 * Clue voyages: These advance the adventurer's progress towards finding a new island. Adventurers must visit the correct island on a successful voyage to make progress on the clue. When talking to an adventurer in Surula's bar, players can direct the adventurer to a specific island. If players do not direct the adventurer to a specific island, the adventurer chooses one at random from islands not yet visited for that clue. Examine the Map Table in your port to see which island is the correct one to visit. The correct island differs between players.

The adversity for these resource, scroll and experience voyages is related to the highest region unlocked, regardless of Port Management focus.

An adventurer may only go on one special voyage a day, when the player starts a special voyage using that adventurer, all other special voyages for that adventurer are removed from the list. Special voyages can't be individually rerolled, but the Adventurer Reroll random event reward allows the player to generate a new set of visiting adventurers and their special voyages. To avoid wasting any special voyages, ensure any adventurers already in port have set sail before activating the reroll.

Special Joint Voyages are available when specific pairs of adventurers are in the port. When the player starts a special joint voyage all other special voyages are removed for both adventurers. Using an adventurer, all other special voyages for that adventurer are removed from the list. Choosing a joint voyage removes all other special voyages for both adventurers. Adventurers that can team up for joint voyages are:


 * The Assassin and the Convict
 * The Whaler and the Biologist
 * The Missionary and the Occultist
 * The Chef and Biologist
 * The Architect and the Missionary
 * The Trapper and the Assassin
 * The Exile and the Whaler
 * The Memory and the Occultist
 * The Tengu and the Convict

Final story missions become available when the storyline for certain adventurers have been completed and two of the three adventures are in the port. Completing one of these final storylines is a Competionist cape requirement and completing all four of these is required for the Completionist cape (t).

The Architect
The Architect is unlocked by reaching level 90 in Construction. Upgrade an icon hotspot with the Ornate Arch to increase your chance to attract the Architect; the cost is 1,000 Chimes.

The Assassin
The Assassin is unlocked by reaching level 90 in Slayer. Special joint voyages are possible when the Assassin and the Convict are both in port at the same time. Upgrade an icon hotspot with the Human Skull to increase your chance to attract the Assassin; the cost is 1,000 Chimes.

The Biologist
The Biologist is unlocked by reaching level 90 in Herblore. Special joint voyages are possible when the Biologist and the Whaler are both in port at the same time. Upgrade an icon hotspot with the Mammoth Head to increase your chance to attract the Biologist; the cost is 1,000 Chimes.

The Chef
The Chef is unlocked by reaching level 90 in Cooking. Upgrade an icon hotspot with the Cooking Pot to increase your chance to attract the Chef; the cost is 1,000 Chimes.

The Convict
The Convict is unlocked by reaching level 90 in Thieving. Special joint voyages are possible when the Assassin and Convict are both in port at the same time. Upgrade an icon hotspot with the Stocks to increase your chance to attract the Convict; the cost is 1,000 Chimes.

The Exile
The Exile is unlocked by reaching level 90 in Dungeoneering. Upgrade an icon hotspot with the Torn bag to increase your chance to attract the Exile; the cost is 1,000 Chimes.

The Memory
The Memory is unlocked by reaching level 90 in Divination. Upgrade an icon hotspot with the Butterfly to increase your chance to attract the Memory; the cost is 1,000 Chimes.

The Missionary
The Missionary is unlocked by reaching level 90 in Prayer. Special joint voyages are possible when the Missionary and the Occultist are both in port at the same time. Upgrade an icon hotspot with the Saradominist Symbol to increase your chance to attract the Missionary; the cost is 1,000 Chimes.

The Occultist
The Occultist is unlocked by reaching level 90 in Runecrafting. Special joint voyages are possible when the Missionary and the Occultist are both in port at the same time. Upgrade an icon hotspot with the Occult Artefact to increase your chance to attract the Occultist; the cost is 1,000 Chimes.

The Tengu
The Tengu is unlocked by reaching level 90 in Agility. Upgrade an icon hotspot with the Tengu mask to increase your chance to attract the Tengu; the cost is 1,000 Chimes.

The Trapper
The Trapper is unlocked by reaching level 90 in Hunter. Upgrade an icon hotspot with the Trap to increase your chance to attract the Trapper; the cost is 1,000 Chimes.

The Whaler
The Whaler is unlocked by reaching level 90 in Fishing. Special joint voyages are possible when the Biologist and the Whaler are both in port at the same time. Upgrade an icon hotspot with the Whale Skull Trophy to increase your chance to attract the Whaler Adventurer; the Cost is 1,000 Chimes.

Joint voyages
Joint voyages are only available when certain pairs of adventurers are in port at the same time: the Assassin and the Convict, the Biologist and the Whaler, or the Missionary and the Occultist. Accepting a special joint voyage will remove all remaining voyages for both adventurers.

Final story missions
Completing the story modes for certain trios of adventurers unlocks additional joint special voyages that appear when two of the three adventurers are in the port at the same time.

Guardians of the World
The numbers beside the story progress icon refer to the fact that these are the 10th, 11th, 12th, and 13th storylines available (each of the six original adventurers has their own storyline) and are encountered in ascending order. For the purposes of port score they only count as 1 story progress and show up as such. This makes the max possible story score 84 (12 adventurers with 6 each and 12 final voyages), which accounts for 1,680 points of port score.