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; the other adventurers by a special voyage that is available after reaching level 90 in that adventurer's skill corresponding skill. Once unlocked, adventurers may appear in the port at the beginning of a new day. 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 has different special voyages and the chance of receiving a certain special voyage can be increased by building the appropriate totem hotspot.
 * Story mode voyages: These missions advance an adventurer's storyline, with the final mission providing a large reward. These story mission are related to the different islands of the Wushanko isles, and later missions require access to later regions. These missions can only be completed once.
 * Resource voyages: These missions 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. The Arc and Skull areas will not provide any Trade goods.
 * Scroll voyages: These missions provide piece of an eastern scroll (the type of scroll is chosen in the Port Management). If all four parts of the chosen scroll have already been earned, the voyage will be wasted.
 * Experience voyages: These missions provide experience in the adventurer's skill (e.g. The Biologist will reward Herblore experience). The more areas unlocked, the more experience rewarded.
 * Clue voyages: These missions advance an adventurer's progress towards finding a new island. Adventurers must be sent to the correct island and the voyage must return successfully to make progress on the clue. When spoken to in Surula's bar, adventurers can be directed to different islands. If not directed, adventurers will go to a random island. Map tables provide some guidance in choosing an island. The correct island differs player to player. Once an adventurer has located their island, they gain access to a new special voyage with unique rewards (such as Powder Kegs, Gift of Gu, etc.).

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 sent out, all other missions involving them will be removed from list. Special voyages cannot be individually rerolled, but adventurer rerolls can generate a new set of visiting adventurers with their own 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. Adventurers that can join together 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.

Special voyage
The reward of these voyages will bypass the cap of 3 on the number of Ration Packs that can be held at once.

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.

Special voyage
Before sending off this voyage, use the "clue focus" option to donate Chimes to The Tengu in Surula's bar.

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.

Special voyage
The reward of these voyages will bypass the cap of 3 on the number of Powder Kegs that can be held at once.

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.

Special voyage
The reward of these voyages will bypass the cap of 3 on the number of Seasinger's Bottled Cries that can be held at once.

Joint voyages
Joint voyages are only available when certain pairs of adventurers are in port at the same time. 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.

The numbers beside the story progress icon refer to the fact that these are the 13th, 14th, 15th, and 16th storylines available (each of the twelve 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.