Player-owned port

The Player-owned port is a high-level members minigame that was released on 11 December 2012. This minigame involves players building their own port in order to manage a fleet of ships, staffed by recruited crew members. These ships explore the Wushanko Isles on the player's behalf and return with exotic items and supplies that are otherwise unavailable. Players can start by heading to Port Sarim. South-west of the Rusty Anchor pub is a portal that players can use to enter their port.

Level requirements
There is no requirement to enter your player-owned port, but playing the minigame requires at least level 90 in at least one of the following skills: Fishing, Slayer, Runecrafting, Herblore, Prayer, or Thieving. More content is unlocked for each of the requirements met. In addition to the skill requirements to play the minigame, levels of 93 Cooking, 90 Smithing, 90 Crafting, 90 Runecrafting, or 85-95 Fletching are required to create the various reward items available. Level 85 Defence and Constitution are required to make use of the reward armour.

Note: to efficiently create reward items, a combination of skills is usually required. For example, making Rocktail Soup requires 93 Cooking; in order to quickly gather the Spices needed, 90 Slayer is required to attract The Assassin to the port. See the Rewards section for more details.

Meg, a Distraction and Diversion within the port, has no level requirement and thus is available to all members.

Tutorial
If the player meets the level requirements to play the minigame, upon entering the port, they will see a cut-scene followed by a brief interactive tutorial. Playing through the tutorial is recommended because it teaches the mechanics of hiring crew, equipping your ships, sending them out on voyages, upgrading your port, and collecting rewards. At the end of the tutorial, the player receives a Captain's log, which the player can use to check progress and status of many aspects of the minigame when they are not in the port. They are then free to begin playing the minigame itself.

How it works
Player-owned ports is a management-based minigame in which the player manages a port, sending out ships to complete voyages to the Wushanko Isles, commonly known in the West as the Eastern Lands. Each voyage will have Adversity in one or more of the following stats: Morale, Combat, and Seafaring. Next to each Adversity affecting the success of the chosen voyage, a green indicator bar shows the percentage of that Adversity that the player has overcome. Players choose a captain, crew members, and ship upgrades for each voyage that will provide stats to overcome the voyage's Adversity. Those stats may be boosted by port upgrades that have been purchased. Effects earned from the port's random event minigames may be used to provide an additional one-time boost.

The green indicator bars on the voyage and shipyard interfaces indicate the chance of a successful outcome. The chance of a successful voyage is equal to the least filled indicator. Thus, if two indicators show 100% and one shows 56%, the chance of success is only 56%. If a mission is not successful, the ship may be damaged, the crew may be lost at sea, and resources will not be gained. If the chance of success is low, you are warned that harsher penalties will be incurred if the voyage fails. When the chance of success is high, it is possible to have a partial success and gain some resources even if the voyage fails.

The fourth stat, Speed, is different from the other three. Speed does not affect the success of a voyage, but affects the amount of time that it takes to complete a voyage.

Resources gained from voyages may be used to unlock ship upgrades, upgrade the port buildings, or hire more crew. Ship upgrades and a varied crew roster allow for more varied and more difficult voyages to be successfully completed. Port upgrades allow you to have more ships operating at a time, boost resources gained from successful voyages, boost ship stats, or improve your chances to attract special adventurers and higher quality captains or crew.

Rerolls and reset
Standard voyages and crew members available for hire can be rerolled. Rerolling a voyage or crew member for hire immediately replaces it with a new randomly generated one and the replaced voyage or crew member cannot be recovered. The player has a limited number of rerolls available each day. Unused voyage and crew rerolls are not carried over from one day to the next.

The port's random event minigames can award additional voyage or crew rerolls. Each of these rewards will grant an additional 5 rerolls. Rewards do not expire at reset, but if they have been redeemed, any unused rerolls will be lost. Random event minigame rewards can also grant the ability to reroll visiting adventurers and captains for hire. As with the voyage and crew rerolls, the player will not be able to recover adventurers or captains that are replaced by rerolling. Only adventurers in the port will be replaced, however. If adventurers are currently under way on voyages, a new set of adventurers will be generated in the port and those on voyages will be able to complete them.

Reset occurs at midnight UTC, but the effects will not be triggered until the first time you log in after reset. Reset has the following effects: new visiting adventurer(s) are generated, replacing any unstarted special voyages; a new visiting captain is generated; the Black Marketeer receives new stock; the player receives a new stock of voyage and crew rerolls; and voyage and crew rerolls are immediately consumed to fill any open slots. Unstarted standard voyages and unhired crew members are not replaced, and will remain in their slots indefinitely.



Buildings
Buildings and decorations can be built or upgraded to offer bonuses to different areas of the port's operations.


 * Bar: Upgrading the Bar increases the chances of attracting adventurers and attracting better captains.
 * Office: Upgrading the Office unlocks additional ship slots.
 * Workshop: Upgrading the Workshop unlocks the ability to make reward items. The Hook must be unlocked before the Workshop can be upgraded. Upgrading the Workshop provides a bank chest in the port.
 * Lodgings: Upgrading the Lodgings increases the chances of attracting higher quality crew.
 * Shipwright: Upgrading the Shipwright boosts the base stats of your ships.
 * Warehouse: Upgrading the warehouse increases the rewards from voyages.
 * Totem Hotspots (4): Building a totem allows the player to choose a bonus, depending on which totem is built: extra chance of scroll missions; increased xp from missions; increased rewards from voyages; increased chances of a port random event; or increased trade-related goods received.
 * Icon Hotspots (3): Building an icon increases the chances that a specific adventurer will appear, depending on which icon is built. A player can build more than one of the same icon, although it is unknown if this will increase the chances any further.
 * Portal: Upgrading the portal is simply a cosmetic change.

Interfaces
The port interfaces can be seen at the top of the screen while at the port. Players can use the buttons to set up their voyages, upgrade buildings, check their resource stock, and see how far they've advanced with the map.

NPCs

 * John Strum, The Partner, is the former portmaster
 * Duncan, The Navigator, helps with the management of the port
 * Surula, The Barmaid, sells beer and "gossips" (gives a high level bonus voyage) every Thursday
 * Felix, The Black Marketeer, sells resources to the player for gold coins
 * Meg, The Adventurer, seeks the player's advice
 * Seasinger Umi, a siren training to become a seasinger

The Name


The player may customise each ship's name by bringing up an interface by clicking on the pencil icon next to that ship's icon. This can be done whether the ship is in port or at sea, and can be done for each ship slot regardless of whether it has been unlocked (viewable in Captain's Log). Each name has three parts that can be changed individually, either manually or randomly. The list of available names and the interface by which changes are made and applied are shown on their respective pages above.

Upgrades
Once unlocked, ships are already built for the player. Using resources, players can upgrade their ships using five customizable hotspots: Clicking on a hotspot shows the player a list of possible upgrades for that spot. The currently equipped upgrade is indicated by a green check mark. Clicking on any option shows the selected upgrade's stats and the cost to unlock it. The stats of the selected upgrade are colour coded in comparison to the currently equipped upgrade: green stats are higher than the currently equipped upgrade, white are the same, and red stats are lower than the currently equipped upgrade.
 * Rams/Figureheads (bonus to Combat or Morale)
 * Deck Items 1 (bonus to Combat, Morale, or Seafaring)
 * Deck Items 2 (bonus to Combat, Morale, or Seafaring)
 * Rudders (bonus to Speed)
 * Hulls (bonuses to Combat, Morale, Seafaring, and Speed)

Upgrades marked with a padlock have not yet been unlocked. A gold padlock indicates that the player has the resources to unlock the upgrade. Upgrades need only be unlocked once, after which the player can use them on any ship. Unlocked upgrades can be used on as many ships as the player chooses at no additional cost.

The upgrade options for the two Deck Item hotspots are identical, and upgrades purchased in either hotspot are automatically available in both.

Captains and Crew
A player recruits captains and crew through the Crew Roster Interface. This is also where the player may get the most detail about individual captains or crew members. A player may have a maximum of 5 captains and 25 crew members at any given time.

Captains and crew members are assigned to ships through the Shipyard Interface by clicking on the plus sign under the ship stats at the top of the window. At any given time, a ship may have only 1 captain, but may have up to 5 crew members assigned to it. Captains and crew members add their stats (Morale, Combat, Seafaring, and Speed) to those of the ship to determine a voyage's chance of success. They may also possess other traits that affect the rewards for success or penalties for failure.

Captains and crew members become better through experience gained by successfully completing voyages. The farther you progress into the Wushanko Isles, the better will be the captains and crew available for hire. Although there are free captains and crew members available, replacing them with better crew members hired using chimes and port resources will be critical to advancing through the game.

Voyages
After equipping and crewing a ship, players send it out into the Eastern seas to attempt to complete a voyage. The length of a voyage varies depending on the distance travelled, difficulty of the voyage, and the combined speed statistics of the ship and crew. The estimated time of arrival (ETA) for each ship on a voyage can be seen by clicking on the vessel while inside the port. Some voyages only take 15 minutes while others take many hours.

Once a ship has returned, players receive a notification in their chatbox. Players must return to their port to check on the success of the voyage. Some successful voyages bring back resources such as Chimes, Bamboo, Black Slate, and Jade. Other voyages may bring back trade goods such as Ancient Bones, Spices, Chi, Plate, or Lacquer. Other successful voyages bring adventurers to the port, unlock new islands, or bring back parts of elusive scrolls for high level armour, food, or scrimshaws. A failed voyage may be a partial success, earning a partial reward. However, partialy successful missions do not show a reward in the results window. The player must check the value before and after a voyage to determine whether they received any of the reward. Failed voyages may result in damage to the ship, loss of a captain or crew member, or both. Equipping a ship with a Lifeboat increases the chance that a crew member lost overboard makes it back to Port.

Standard voyages
Players are given 15 standard voyage rerolls each day. Only 3 voyages are displayed at any one time. When a player sends a ship on a voyage it is removed from the list. If the player has rerolls remaining, 1 is consumed and a new voyage is generated, otherwise the slot will remain blank until reset. If a player does not want to attempt a voyage, they may click the green reroll button in the corner of the voyage slot to immediately forfeit it to receive a new voyage. Any standard voyages left in the three voyage slots will carry over to the next day, but remaining rerolls are not.

A Barmaid's Tip
Once on each Thursday, players may visit the port's bar and speak with Surula the barmaid to hear some gossip about a voyage with increased rewards. This voyage will be placed in the third slot in the standard voyage interface. If there was a voyage already in that slot, it will be replaced, so it may be wise to free up the third slot before speaking to Surula. The tip must be obtained before reset or it will be too late, but once the voyage is in the slot it can be carried over like any other standard voyage. The mission received can be influenced by using the port management interface to select the desired region before speaking to Surula.

Special voyages
Special Voyages require the assistance of one of six potential Visiting Adventurers that may appear each day in the port. Adventurers are only available if the player's skill is at least 90 in the corresponding skill: the Assassin requires Slayer, the Biologist requires Herblore; the Convict requires Thieving; the Missionary requires Prayer; the Occultist requires Runecrafting; and the Whaler requires Fishing. Special joint voyages are available when specific pairs of adventurers are in the port: the Assassin and the Convict, the Biologist and the Whaler, or the Missionary and the Occultist. Special voyages may not be rerolled, but a new list is generated after reset or when an Adventurer reroll is used.

When an adventurer offers more than one special voyage, only one may be taken. All other special voyages for an adventurer are removed from the list when the player starts a special voyage using that adventurer. Choosing a joint voyage removes all other special voyages for both adventurers.

The list of special voyages is refreshed daily at the first login after reset. If a special voyage is under way when reset occurs, the voyage may still be completed and any rewards earned even if that adventurer is not chosen to be in the port after reset. Although there is normally a limit of two adventurers in port at a time, it is possible to have two adventurers in port in addition to any adventurers in voyages that are under way; however, the Visitors drop-down menu will only show two adventurers at a time.

Depending on the special voyage chosen, success will advance the adventurer's story or reward the player with chimes and resources, experience in the corresponding skill, or part of an Eastern Scroll that, when complete, will allow the player to build a new high-level item that can only be built within the port.

It is possible not to receive any special voyages. It is not known if this is a bug or not.

Ship Updates
Whilst on a voyage, you may occasionally receive random updates about your ship, which do not impact on your ships voyage in any way. These include random observations, notices, etc.

Regions
Players begin with only The Arc unlocked. Progress toward unlocking additional regions advances as your ships undertake voyages, logging more distance travelled. Distance is travelled and progress is made regardless of the success or failure of a voyage.

Each region unlocked is progressively farther away than the last. For example, to unlock the Skull region, a distance of 5,000 must be travelled; however, to unlock the Hook region, a distance of 40,000 must be travelled. The Captain's log, given by navigator Duncan, shows your total distance travelled on the Port statistics page.

As each additional region unlocked is farther from the port, their voyages have higher requirements for success and longer voyage times, but give better resources to reward success. Unlocking a region also unlocks new crew members from that region, with better base stats to help overcome the higher adversity.

Distance Traveled
NOTE: Each time a player unlocks a new region, the previous region will have its standard voyage distance halved. (The distance is only halved once and not halved for each subsequent region reached.) The distance of the voyage you are attempting is unknown until the ship returns but will certainly fall under one of these base formulas.

The further the region is located to the east, the bigger the voyage distance will be in that region. Voyages in the Skull region have double voyage distance than voyages in The Arc, and so on.

If focus is set on a region, all four voyage lengths for that region can be received. In addition, standard voyages from prior regions can be recieved. Adventure missions do not seem to be affected by which region is focus on.

Random port events (Minigames)
When the player receives a random event, they will be alerted by a message in the chat box, immediately after a successful voyage. There will also be a yellow quest-looking icon that appears both above the appropriate person's head and on the minimap. Depending on which event is received, the player will have to go and talk to either Surula The Barmaid or Felix the Black Marketeer to start the event. Disconnecting or logging out during a Random port event will cause you to lose the event, but as long as you have not yet started the event, it will still be available the next time you log in. Additionally, if you get the notice of The Death Lotus assassin event but buy his daily goods first, you will also lose the event but Felix will continue to have the gold star above his head indicating that the mini-game event should still be there. (A bug report has been submitted for this error.)

When checking on multiple voyages, each has an independent chance of generating a random event, which means that it is possible to get multiple random events after checking more than one voyage result. However, after completing one random event, the other random events will be erased. Thus, it is important to exit back into the Port after checking each voyage so as to eliminate the possibility to waste random events.

Each of these minigames gives minor rewards in the manner of "effects" (see below) which can be added to ship characteristics before a voyage.

Note: If the player has a Solomon's Store pet at the time that they are awarded the opportunity to play, they will be presented with the standard dialogues, but after clicking "Yes" in the confirmation dialogue asking if they want to play, nothing happens. Once the pet is "sent home" (via right-clicking on the pet), clicking the "Yes" button in the confirmation dialog will then take the player into the mini-game as normal. If the player has a regular pet following them, they will receive a message in chat stating that they cannot have a follower or summoning familiar while playing the mini-game. It is unknown yet if this is a bug/glitch or is intended behaviour. This applies for Surula's minigame, "Last Orders", and for the Felix the Black Marketeer's minigame, "A Simple Favor", as well.

Felix The Black Marketeer: A Simple Favour
Felix's random event presents the message: "The Black Marketeer had a little trouble with some assassins. Speak to him to relive the event." In this minigame, the player helps the Black Marketeer work off his debt to the Death Lotus Assassins. The player takes control of Felix and must find 5 ninjas hiding in various barrels around the dock, then locate and identify each ninja's victim.

Only one ninja and his or her victim can be searched for at a time. The player first searches for a ninja's barrel (these are easy to identify because the top is open so you can see the ninja hidden inside). If the player doesn't find a ninja within a set period of time, an arrow will appear pointing to one. Once the player has found a ninja, the ninja will give a clue hinting at who the intended victim is (one of the Wandering Strangers). The player, still controlling Felix, must then identify the correct victim; if the player guesses wrong, the ninja will give further clues to help the player narrow his search. Clues can specify what the target is wearing ("The target is wearing a hat"), colour or style of clothing ("No, the top is the wrong colour", "That's not my target, the top was a different style", or gender ("Well, that's not right. Completely the wrong gender for a start"). There are no penalties for misidentifying the victim, and no apparent time limits or limits on the number of guesses, so if desired, the player can ignore the clues and simply try all the wandering strangers.

Surula's Bar: Last Orders
Surula's random event presents the message: "The Barmaid had a tricky time while the Ship was away. Speak to her to relive the events." For this minigame, the player takes control of Surula and must serve beer to 20 clients in the bar area, upstairs, and nearby outside, all in fewer than 10 minutes. Surula can hold only 2 beer glasses at once and over the time she serves the clients, she will have to keep getting more from her bar in order to continue, as there are twenty clients to be served.

Note: Once you have served beer to a client, the "Serve Patron" option will no longer be available for that client.

Random event rewards

 * Effects: Most effects provide a stackable one-time boost to a single ship, increasing one stat by 10% for a single voyage. For example, if your Seafaring is 1500 but the voyage needs 2000, you could use two Seasinger's Cries for +20% Seafaring (+150 each), potentially increasing the chance of success from 75% to 90%. The Lifeboat's effect is permanent and can only be applied once. Both one-time and permanent effects are applied before the voyage by clicking the "Add Effects" button when choosing a ship from the Voyage List interface, then clicking the effect(s) to be applied to the ship.

All the reroll rewards serve to simply top up or replace things that are topped up or reset at 00:00 UTC anyway, and the usual expiry rules apply. Because of this, you may wish to avoid using them near the end of the day unless you expect to have time to use up any benefit they may give you.
 * Port resources
 * Captain reroll is activated from the Visitors drop-down menu and instantly brings in a new visiting captain (this replaces the currently available captain if there is one). Only two captain rerolls may be held at a time.
 * Crew reroll is activated from the Crew Roster interface and awards you 5 more crew rerolls.
 * Voyage reroll is activated from the Voyage List interface and awards you 5 more voyages.
 * Visiting Adventurer reroll is activated from the Visitors drop-down menu and instantly rolls you a new set of visiting adventurer(s) and their Special Voyages. This will be in addition to any other adventurers received on that day. Three adventurer rerolls may be held at a time.

You can determine which permanent effects have been applied to a given ship by selecting that ship in the Voyage List interface (while the ship is in port) and clicking "Add Effect". Any effects which have been applied to that ship will be labelled "Active".

Note: The maximum number of any given reward that can be stored is 3. If getting a reward would make the number held by players exceed 3, they get the message "You already have as many of this item as you are allowed."

Strategies
In the Arc and Skull regions, focus on completing every voyage successfully. Because there are a limited amount of standard and special voyages per day, it's more important to complete the voyages that pose the least risk (highest success rate) with one ship, before attempting higher risk voyages once more upgrades are acquired or until crew members level up from easier voyages.

If you have no voyages left which you can get over 50-60% it may be better to send out expendable crew members than to reroll a voyage as even failed voyages (aside from story missions) will increase your travel distance, and progress you further to unlock new areas. However, be aware that any failed voyage, regardless of success rate, can result in loss of resources or crew members, or in your ship needing lengthy repairs. The Black Marketeer can fix your ship without you having to wait the required time but will charge (RuneScape) coins for the service.

To maximize the number of voyages each day, be sure to send out all Special Voyages and have no more than 3 standard voyages remaining when the port resets. Avoid rerolling voyages as this will take away from your total voyages for the day.

Increasing voyage success rate means using a balanced combination of crew member and ship upgrades. Voyages require 1 or more of the following stats: Morale, Seafaring, or Combat. Using crew members, ship upgrades, or items that affect those stats will increase the success rate.

The strongest skill of basic crew members can be identified easily by looking at the colour of their bandana: Crew members with red bandanas will specialize in Combat; blue bandanas in Seafaring; green bandanas in Morale. Using a Brimhaven Pirate with only 150 Combat won't increase the success rate of a voyage which requires Morale. However, if success rate is adequate, even without a full crew, it still may be beneficial to include additional crew members to fill the voyage. Any crew member that is part of a successful voyage gains experience and can level up, increasing their stats. Those bolstered stats can improve the success rate on future voyages, so it's useful to try to level up your crew members whenever possible. In order to maximize crew stats, it is best to train crew members with better base stats. For example, it is more effective to have a level 3 Catherby Fisherman with 200 Seafaring than a level 3 Smuggler with 100.

Ship upgrades are also particularly important for the success of a voyage, especially because any upgrade unlocked can be used on any ship you own on all future voyages. Five upgrades can be applied to the ship, but of them the rudder does not affect the success rate. It is recommended to change what you have on your ship first to meet the mission requirements, then change your crew members.

Effects earned from random events, which can occur after checking the status of a returning voyage, can also bolster ship stats for one voyage.

Voyages to further portions of the east may take more time, but in time you'll be able to manage 3 or 4 ships to speed up the rate at which you complete your daily voyages. Rudder upgrades, captains that specialize in speed (at the cost of specializing in a main attribute) and some varieties of crewmen can also improve voyage speed.

One should decide about the voyages that are given. Arc voyages take 21 minutes (without speed boosts). Skull voyages take 1 hour extra, and Hook voyages take 2 hours extra. If one needs resources quickly, and have just hired new crew members (like replacing your whole crew with Pincer region crew members), they should level up quickly by doing Skull or Hook missions to level up before taking on any special, Bowl, Scythe or Pincer missions. This means you should have a 2 ships concentrating on the high level missions and a ship concentrating on the low/moderate level missions for some extra resources when the need arrives.

Resources may also be a factor in deciding which missions to take and which regions to explore. You will want a large amount of chimes, bamboo and slate to make your port up-to-date. Chimes are used for recruiting crew, upgrading your ship, and upgrading the Warehouse, which will result in extra resources from a successful voyage. You will need a large amount of bamboo and slate to upgrade the Office (which results in more voyages, thus meaning higher resource rate), bar (for a better captain), or Workshop (to create the reward items: armour, scrimshaws, and Rocktail Soup).

After that, you could focus on increasing your supply of resources. Resources can be needed if the ship's crew mutinies or the ship is damaged (either in combat or rough seas/rocks) as this results in a loss of some random resources for repairs. On the other hand, if no resources are available gold pieces can be used to repair a boat via the Black Marketeer instead, so you may prefer to concentrate on what you need for upgrading, rather than stockpiling resources to pay for possible repairs that may never be needed.

Rewards
Rewards from the player-owned port are available to players with high levels in the appropriate skills. Rewards include experience in Fishing, Herblore, Prayer, Runecrafting, Slayer, and Thieving, provided you have at least level 90 to begin with. Players with level 90 in Crafting, Runecrafting, or Smithing can earn the ability to make the best non-dungeoneering armor for ranging, magic, or melee, respectively, requiring level 85 Constitution and Defense to wear. Players with at least level 85 Fletching can earn the ability to make Scrimshaws, the only items that can currently be used in the pocket slot. Players with 93 Cooking can earn the ability to make the highest healing tradable food in the game.

In addition to the relevant skill levels needed, each reward item requires a quantity of trade goods. These Trade items can be earned infrequently from Standard Voyages, but are most commonly earned from Special Voyages with one of the six adventurers who frequent the port. Thus in order to efficiently make any of the reward items it's essential to have both the skill level required to make the reward item, and the skill level required to attract the appropriate adventurer. The skills associated with each reward item are as follows:
 * Tetsu armour (melee armour): 90 Smithing to craft the armour; 90 Fishing to attract The Whaler, who gathers Plate in his resource missions. In addition, 90 Herblore will attract The Biologist, allowing joint missions with the whaler to gather more plate.
 * Death Lotus armour (ranged armour): 90 Crafting to make the armour; 90 Thieving to attract The Convict, who gathers Lacquer in his resource missions. In addition, 90 Slayer will attract The Assassin, allowing joint missions with the convict to gather more lacquer.
 * Sea singer's robes (magic armour): 90 Runecrafting is required both to make the armour and to attract The Occulist, who gathers Chi Globes in her resource missions. In addition, 90 Prayer will attract The Missionary, allowing joint missions with the occultist to gather more chi globes.
 * Rocktail soup: 93 Cooking to make the soup; 90 Slayer to attract The Assassin, who gathers Spices in her resource missions.
 * Scrimshaws: 85-95 Fletching to make the Scrimshaws, 90 Prayer to attract The Missionary or 90 Herblore to attract The Biologist. Both the missionary and the biologist gather Ancient Bones in their resource missions.

Music Unlocked

 * Sea Folk - When you enter the port for the first time.
 * Sea Hear - When you enter the port for the first time.
 * Sea You Late Oar - When you enter the port for the first time.
 * Shanty Instrumental - When you enter the port for the first time.
 * Stick Your Oar In - When you enter the port for the first time.
 * Stick Your Ale In - Walk north from the portal entrance and go near the bar.

Trivia
Trivia for the ship update messages is shown on the ship updates page.
 * The bag of winds is named after the bag given by Aeolus, the god of wind, to Odyssues in The Odyssey.
 * The Chinese word in the top left of the Archipelago map is "端口" (duānkǒu) which is the wrong translation of port. Duānkǒu refers to a computer port or interface. The correct translation should be "港口" (gǎngkǒu), though Jagex could have intended to use the word as a pun.
 * The Chinese word in the bottom left of the Archipelago map is "指南針" (zhǐnánzhēn), meaning compass.
 * When attempting to drop an item at the port, players receive an in-game message saying "The Port Sarim Private Docks Authority thanks you for not littering."
 * When attempting to burn logs at the port, players receive an in-game message saying: "Port Sarim safety regulations forbid the dumping, abandoning or burning of flammable materials on the dockside."
 * High Level Alchemy cannot be cast anywhere within the Player-owned port area.
 * If you attempt to setup a cannon in the port, you will receive the message: "Cannons belong on ships, not the dockside."
 * Clue Scroll boxes cannot be opened in the Player-owned port area.
 * The islands: "Isle of Juniper", "The Islands That Reflect the Moon", "Haranu" and "Tokoko" resemble the country of New Zealand, twice, one sideways and the other upside down. Many of the islands also resemble the Hawaiian islands.
 * Sailor's flavour text may read "Gives love a bad name" which could be a reference to the song "You Give Love a Bad Name" by the band Bon Jovi, an 80's and 90's American classic rock band.
 * Sailor's flavour text may read "Seventh child of a seventh child." This may be a reference to the folk belief, around since the Middle Ages, that the seventh son of a seventh son is born with tremendous magical and/or healing powers. It's also the title of the song "Seven Son of the Seventh Son" by Iron Maiden, a rock band from the 80's.
 * Sailor's flavour text may read "Is the reason the rum is gone." This is a reference to the hit movie Pirates of the Caribbean: Curse of the Black Pearl in which Jack Sparrow says "But why is the rum gone?".
 * The Whaler's storyline is a reference to Moby Dick, the novel by Herman Melville.
 * Shuma the whale, the subject of The Whaler's pursuits, is a reference to the famous orca Shamu, whose name is used as the title of the SeaWorld orca shows.
 * Some voyages have a requirement of 9001, a reference to the Internet meme based on the Dragon Ball Z episode where Vegeta says "Over 9,000!".
 * Currently there is a glitch, that will move characters into tables or chairs or the closed space behind Surula. This happens when players who are standing on the second floor of the bar open their shipyard tab and then close it. This action will send the player back to their original position, only on the ground floor instead of the second floor.
 * As of 14 January 2013, there is a glitch where a Death Lotus Assassin may spawn in an unreachable barrel or offscreen
 * As of 14 January 2013, random event rewards can be wasted, as (Regarding the cap of 3 effects and captain/adventurer rerolls) instead of being rewarded a different item players receive "You already have as many of this item as you are allowed."
 * There's a glitch where ships can still do voyages even though it requires time to be repaired