The Great Orb Project

The Great Orb Project (often shortened to GOP) is a Runecrafting activity located in the Runecrafting Guild. It was released on 12 August 2008. It is a research project which involves two teams gathering different orbs near various Runecrafting altars. To play this game, players must have at least level 50 Runecrafting, and have completed the Rune Mysteries quest. The official worlds for this activity are 60 for members and 61 for free players.

Location
⌊undefined⌋ The activity can be played from the Runecrafting Guild which can be accessed through a portal on the second floor of the Wizard's Tower, found south of Draynor Village.

Different ways of reaching this area include:
 * Using a cabbage teleport from the Explorer's ring 3 reaching near Draynor Village.
 * Using an Amulet of Glory to quickly reach the Draynor marketplace.
 * Using the fairy ring code DIS to arrive behind the Wizard's tower.
 * Going through the East teleport on the second floor of the Wizards' Guild leading to the tower.
 * Using a Runecrafting guild teleport tablet directly leading inside the Guild. This teleport tablet may be purchased with tokens received from the activity.

Objective
The objective of the game is for players to move as many orbs corresponding to their team colour as they can to the altars, as well as keeping orbs of the opposite team away from the altar. The team with the most orbs that has gone into the altar when the timer runs out wins the round.

Starting the game
To join a game, players may talk to Wizard Acantha (green team), Wizard Vief (yellow team), or other Wizards found in the guild (team with fewer people). A 1 minute timer starts after each team has at least two members. Wizard Elriss will then open a portal allowing players to enter the game. In order to join a team, players need to have at least 2 free inventory spaces and empty weapon and helmet slots.

There may be up to 5 players per team. Players may not join a team that already has an extra player than the other team. Also, the 1 minute timer will reset and stop running if a team has a two player advantage or there are not enough players on the teams.

To leave a team before the start of the activity (before the portal has opened), players can simply destroy any of the given wands or speak to any wizard in the Guild to leave a team. Doing this will not result in any penalty.

Equipment
Three wands are given when players enroll to either one team, namely a Attractor wand, a Repeller wand, and a Barrier generator. A Runecrafter hat is also given to distinguish which team players are on. The hat and attractor wand are equipped automatically.


 * {|class="wikitable"

!Image !Name !Use
 * Runecrafter hat y.PNG Runecrafter hat g.png
 * Runecrafter hat
 * Helps identify team members, and other players.
 * Yrepellerwand.png Green repeller.png
 * Repeller wand
 * Repels orbs away from the player.
 * Yellow-attractor2.png Green attractor.png
 * Attractor wand
 * Attracts orbs towards the player.
 * Ybarrierwand.png Green barrier generator.png
 * Barrier generator
 * Creates a barrier which blocks all orbs going through it.
 * }
 * Ybarrierwand.png Green barrier generator.png
 * Barrier generator
 * Creates a barrier which blocks all orbs going through it.
 * }

Other useful items
Here are other items that players might find lights useful to bring at the activity:
 * Weight-reducing clothing so that energy depletes slower.
 * Runecrafting pouches to store essence.
 * Runecrafter robes which allow the wearer to push and pull orbs across a greater distance.
 * Explorer's ring 2 or higher, for the 10% extra rune and experience effect when crafting Air, Water, Earth, or Fire runes. Explorer's ring 3 also has three run replenish charges.
 * Runecrafting gloves from the Fist of Guthix activity for additional experience when crafting Air, Water or Earth runes. Note that the default 100% experience increase in The Great Orb Project and the 100% experience increase from the gloves add to give a 200% experience bonus.

Rounds
There are 6 rounds for free players and 8 rounds for members, which are the following Runecrafting altars:
 * Air altar
 * Mind altar
 * Water altar
 * Earth altar
 * Fire altar
 * Body altar
 * Chaos altar (members only)
 * Nature altar (members only)

The Cosmic altar, Astral altar, Death altar, and Blood altar are not included since they are quest-related altars. The Law altar is not included because it requires 54 Runecrafting.

Each round lasts 2 minutes, excluding a small break between each altar. There may also be a waiting period before starting a game. A complete F2P game lasts around 15 minutes, while a P2P game lasts around 20 minutes.

In the battle
To score points, the team's orbs must be led to the 1-grid square around the altar with an appropriate wand, by either attracting or repelling the orbs which will spawn randomly around the altar. Orbs respawn once they touch the altar. There are 3 orbs of each colour at a time. Orbs can be moved in straight lines as well as diagonally. Note that it is also possible to attract or repel the opposing team's orbs until the last 30 seconds of the game.

Barriers
At the same time, players can set up barriers at their position with the barrier generator which blocks the way of orbs and players. Orbs of both colours stop moving as they reach a barrier, and players are forced to click on it to pass normally. Barriers may not be placed directly next to the altar or the exiting portal.

Any player may destroy the barriers by simply choosing 'destroy' option without going near the barriers. Multiple players can try to remove the same barriers at the same time. A player can remove a barrier from his/her team with a single try, although destroying the opposite team's barriers may require many tries.

Each team member can only set one barrier each time. If a player has a barrier still up and tries to put another down, his/her original barrier will be removed while the new barrier is put in. If the player is already standing where the other team is going to put their barrier, they can later make a barrier on top of the other team's barrier, and then destroy it.

Trolling
On occasion, there will be players (called trolls) who will intentionally sabotage a team out spite for a certain person in the team or the team itself. They will often try their best to ruin the game via several methods, such as blocking team orbs with a barrier or repelling the orbs out of reach of their teammates.

Activity bar
During the activity, an activity bar is present next to current score indicator, which shows how active the player is. This bar gradually depletes over time. Once a player's bar reaches the bottom, the player will be removed from the activity and sent back to the Guild. If there are not enough players to keep the game in session, the two teams will also be sent back to the Guild. In order to keep the bar up and to stay in game, players must attract, repel orbs or create and destroy barriers which will fill a portion of the bar. The bar is reset and pauses at each break between altars, to start back at the start of the next altar.

End of a round
After each round, players will receive a number of Rune essences (or Pure essences for members) based on both teams' scores. If players' inventories are full, the extra essences will be left on the ground. Players can then choose to craft them into runes at that altar or to keep them for later use.

While Runecrafting in the activity, a player will receive twice the normal experience for each essence. The Explorer's ring's (2 or 3) bonus also apply. While wearing Runecrafting gloves, the experience received is three times the normal amount.

After a few seconds, a purple portal will appear in the altar. Players will need to step into it to be teleported to the next altar for the next round. People who stay behind at the altar will be dragged into the next round 30 seconds after its start. After the final round, the portal will teleport players back to the Guild.

A game can also abruptly end if members of either team quit the game which may send all players back to the Guild.

Abandoning a game
Abandoning the game at the beginning will result in a 10-minute time penalty where players will be unable to play the next game until the penalty expires. This penalty will progressively decrease to a minimum of 1 minute as the game progresses through the rounds. There are a number of ways that players may leave an on-going game: Abandoning a game other than by teleporting will return the player back to the Guild.
 * Getting disconnected.
 * Getting sent back to the Guild after the activity bar reaches the bottom.
 * Leaving an altar via the altar exit portal, rather than the portal created by Wizard Elriss.
 * Destroying any of the wands given before the game.
 * Teleporting.
 * Climbing up any of the ladders in the Chaos altar.

Tips
Here are a few tips to consider while playing the activity:
 * Always have at least 6 (or 8 for members) inventory spaces reserved for carrying the crafted runes. This eliminates the need of banking runes after each game.
 * Keeping some essence for later rounds for better xp and value, such as:
 * Keeping essence for the last members round, where Nature runes may be crafted. This is because Nature runes are the most profitable runes craftable in this activity, selling for coins each. Members can bring runecrafting pouches to store more essence as well.
 * Keeping essence from the mind round for the water round, as these give more experience and are more valuable runes. The use of Water runecrafting gloves further increases the experience generated.
 * For free players, keeping essence from the body round to make Air runes at the beginning of the next game in conjunction with Air runecrafting gloves for better value and equal experience.
 * On the Water and Body altars, organise the team so that one person pulls in far away orbs or orbs near unreachable veins.
 * Similarly, divide the team so that players stands at each side of the altar to attract orbs spawning at any side easier and faster.
 * When orbs are stuck behind a pillar, try standing diagonal to the orbs before attracting the orbs. This way the orbs will go through the П shaped pillars. If the orb is between the П shaped pillar, try attracting it from the other side of the Runecrafting altar.
 * Repelling the orbs by standing behind them is often more effective when threading them through the corners.
 * Avoid attracting orbs from team members, especially when team members are facing each other. Doing this will often make the orb harder to score since both people are trying to do different things with it and are getting in the way of each other.
 * Tapping is useful when playing in large groups. This is when players just click on the orb and then on another, this allows the orbs to be pulled towards the altar quickly. Team mates can then pull the orbs to the altar from a better position. This allows many orbs to be pulled at once, often giving a score averaging 40.
 * Resting is a useful action for one to do when one is waiting for the game to start or to be put into a team.
 * Agility levels are also important to let players run for a longer period of time.
 * Bank crafted runes before or after each game in the deposit box.

Gameplay mechanics

 * In most cases, 'tapping' on an orb moves it by 2 squares; there are certain situations that will cause the orb to move more or less than 2 squares. Tapping consists of simply attracting or repelling an orb and letting go by clicking somewhere else immediately after manipulating the orb.
 * The first player to touch an orb of his colour controls the orb. As long as that player is still controlling the orb, the orb will not respond to attempts by other players on his team to attract or repel that orb, until the first player releases hold of that orb. If a player holds an orb too long, another player on the same team may then be able to take control of it.
 * If a player pushes an orb very far out at the Water altar, the orb will come back one step from the boundaries of the activity.
 * It is possible to repel an orb far enough that it cannot be accessed by any player in some parts of the Water, Earth and Fire altars.

Rewards
In addition to the essence received after each round, Runecrafting guild tokens will be awarded at the end of the game. For each altar that a team wins, each player on that team receives 100 tokens. For each altar lost, players receive 10 tokens. For each tied altar, players receive 25 tokens. An additional 200 tokens for members, or 150 tokens for free players, are awarded to players on the team that won the most altars. If both teams win the same number of altars, then the majority bonus is split evenly between both teams (100 tokens for members and 75 for free players). Therefore, the maximum number of tokens members can receive is 1,000, while for free players it is 750.

Note: To receive tokens for a given altar, players must participate at it. Participation consists here of attracting/repelling at least one coloured orb. Simply creating barriers will not count towards this participation (as opposed to the activity bar where it does count).

These tokens can be traded with Wizard Elriss at the entry of the Guild for robes, teleportation tablets, essence, talismans and staves. All of these rewards are untradeable, except for the essence and talismans.

Runecrafter Robes

 * {|class="wikitable"

!Image !Name !Tokens
 * Runecrafter hat g.png Runecrafter hat.png runecrafter hat y.PNG
 * Runecrafter hat
 * 1,000
 * Runecrafter robe g.png Runecrafter robe.png Runecrafter robe y.png
 * Runecrafter robe
 * 1,000
 * Runecrafter skirt g.png Runecrafter skirt.png Runecrafter skirt y.png
 * Runecrafter skirt
 * 1,000
 * Runecrafter gloves g.png Runecrafter gloves.png runecrafter gloves y.PNG
 * Runecrafter gloves
 * 1,000
 * }
 * Runecrafter gloves g.png Runecrafter gloves.png runecrafter gloves y.PNG
 * Runecrafter gloves
 * 1,000
 * }

Notes
 * All three sets may be stored in the Magic wardrobe of a Costume Room.
 * They do not provide any bonus to Runecrafting levels either in or out of the activity.
 * The goggles on the Runecrafter hats can be flipped up or down.

Talismans
All talismans except for death and blood talismans can be purchased with Runecrafting Guild tokens. Free-to-play talismans cost 50 tokens, and members-only talismans cost 125 tokens.

Runecrafting staff
Buying a Runecrafting staff costs 10,000 Runecrafting guild tokens. Binding a talisman to the staff (by using either of them on the appropriate altar) creates the corresponding talisman staff. Once wielded, this allows players to enter the designated altar through the mysterious ruins, as well as distracting the eyes in the Abyss to help them sneak past. Once a talisman is attached to a staff, it cannot be disassembled.

Notes
 * The Law talisman staff (created by attaching a Law talisman to a Runecrafting staff) has no combat bonuses, so it may be taken onto Entrana.
 * The Omni-talisman staff has combat bonuses so it cannot be taken into Entrana. To attach the Omni-talisman to the Runecrafting Staff, players may talk to Wizard Korvak with both items in the inventory.

Runecrafting Teleport Tablets
Runecrafting Teleport Tablets are a stackable single-use teleporting devices (similar to teleport tablets made in a player-owned house) that teleport the player outside the specific altar. Thus, players require a talisman, tiara, or Runecrafting staff to enter the altar. They are also the only teleport tablets available to free players. See the main article for each tablet's cost.

It can be argued that these tablets do not save much time while runecrafting, as it takes time to collect the points required for these tablets. Some runecrafters believe conventional runecrafting through the Abyss is just as fast as using the tablets, given the amount of time to collect these.

There are currently 14 types of Runecrafting Teleport Tablets:

Rune Essence
The last reward a player may buy with their Runecrafting guild tokens is essence. Although the reward screen says "Rune Essence" on both free worlds and members worlds, the type of essence received actually depends on which type of world the player is on. Players on free worlds obtain Rune essence, while players on members worlds obtain Pure essence. Players can specify the amount of essence to buy with a Buy X option. The essence are noted for convenience.

Cooperative play
In cooperative games, each team agrees to evenly share altars and not play competitively. These games require less effort than competitive games, and for this reason they are sometimes criticized as being unfair to the players who must struggle in competitive games. A disadvantage of these games is potentially receiving less tokens than one would be able to winning most games on an official world.

To stay in game by keeping the activity bar up, players participating in cooperative games often generate barriers or constantly attract or repel their team's orbs. Cooperative games are also vulnerable to "crashers" who intentionally attempt to win more altars than they had agreed to. However, crashers usually fail when their own teammates repel their orbs.

Jagex have said that this activity goes against 'the spirit of the game' since the outcome is fixed in advance.

50/50 format
50/50 or altar sharing games are overall a more efficient method of playing if you are in the game for tokens and have difficulty winning in a normal game. If you want to play this game for the challenge and competition, this method is not recommended.

This type of game involves each team winning an equal number of games. While one team wins an altar, members of the opposing team will attract/repel an orb (away from the altar) or make barriers in front of the pillers that support the four arches around the altar. This is done, so as to keep up one's activity bar, and avoid being kicked out of the game.

The format gives the confidence of getting an equal number of tokens, as well as enabling players to learn how to play the game in a more relaxed and friendly environment. However, the outcome of the game is rarely affected unless an entire group of people rebel. These arrangements tend to win every player 405 tokens (see how rewards work below).

There are several common game ratios which are often played in 50/50 games.

Tokens per game: 405 (1620/hour)

Tokens per game: 540 (1620/hour)

100/0 format
One team wins 100% of the altars and the other team wins 0%. After each game, the players switch teams in a rotating way. The optimal version of this format is having 5 players where the winning team always has 3 players and the losing team has 2.

In order for all five players to receive the same amount of tokens, they should rotate for five games as shown in the table above. After which, free players receive an average of 494 tokens (for 16 minutes) in while members receive an average of 632 tokens per game (for 20 minutes).

Despite more tokens received per game, the 50/50 format is much more convenient and safer: convenient because any number of players will do and matches may be shorter, and safer because it requires less trust among strangers.

Money making
The best money making method for non-members is to buy Water talismans, which are usually the most expensive free-to-play talisman at coins each.

Free players can get up to 750 tokens each game, equating to 15 water talismans in about 15 minutes. Free players can potentially earn up to 0 coins per hour.

Members can get up to 1000 tokens per game, equating to 20 water talismans in about 20 minutes. Members can potentially earn up to 0 coins per hour. Because demand for the talismans is driven by its use in Geyser Titan pouches, the price fluctuates more rapidly than other talismans. Water talismans might not sell quickly on the Grand Exchange at all times, and may be considered a speculative investment.

Trivia

 * There is a glitch where if everybody leaves at the time of the next rotation, except for 1 player, that one player may continue playing, however, it is extremely rare that they have finished the game completely, without receiving a message stating that someone had quit the game, even though there is only 1 player. This has happened before, though. This is an extremely rare glitch and has not been fixed as far as it is known.
 * This activity is the first skill-related activity that free players can play.
 * The Great Orb Project includes references to the game Portal. Examining the exit portals, even as an observer, reads: "Look at you, examining things when there's Runecrafting to do!" A similar line in Portal appears in the song "Still Alive" and reads: "Look at me still talking, when there's science to do." Another reference to the lyric is after failing a match without getting a single altar win. Wizard Vief will say "This was a disaster! I'm making a note here: HUGE FAILURE", instead of "triumph" and "Success".
 * Players in Runecrafting altars but not participating in the activity can sometimes see players playing The Great Orb Project. Additionally, there may be a couple games held simultaneously at the same altar in the same world. One can be at the actual altar (visible to runecrafters not taking part in the activity), while the other may be at a 'copy' of the altar.
 * Creating a barrier over a fire in the Fire altar and then destroying it will make it go out.
 * Tiaras can be combined with talismans while playing the activity. However no additional experience is received for doing so..
 * Players can not do a skillcape emote while they are playing the activity.
 * It is possible to teleport out of an altar while in the activity.
 * Using tokens on Wizard Elriss will result in her saying "Im sorry, I have no use for that.", even though she will happily trade you rewards for them if choosing "Exchange" right click option on her.