Fist of Guthix



Fist of Guthix is a minigame that was released on 9 April 2008. The game employs tactics and strategy, and offers a substantial range of rewards to players. To begin playing Fist of Guthix, players must first speak to Fiara. Please note that this is a "Safe" mini-game. You will not lose any items if you die in the minigame. Fist of Guthix happens to be one of the few minigames which you can have a highscore rank in. The current number rating needed to be on the mini-game high scores is 500. It is also a great way to train Magic because runes provided are free. However, due to the short span of a match, it is faster to train with your own runes, albeit more pricey.

Though the gap between Fist of Guthix and the beginning of the Wilderness is small, there are low level Giant rats which may attack you. There also have been known Revenant attacks on the way. It is usually unlikely that a player will get attacked by a high level Revenant since Fist of Guthix is in relatively low level wilderness, but if the player's level is close enough to a high level Revenant then one should still be careful, because they deal a lot of damage quickly.

The current Member's Fist of Guthix worlds are: 92, 98, 110 and 140. There are also Free-to-Play worlds, including: 20, 25, 93, 107, 119, 128, 146 and 149. Although there are designated worlds, Fist of Guthix can be played on all worlds except Bounty Worlds and PvP Worlds. You will still be able to access the bank and talk to the NPCs in Fist of Guthix in Bounty and PvP Worlds, but it may be difficult playing the mini-game, as there is not enough players in the waiting room.

Location
The entrance to the Fist of Guthix lobby is a cave located in level 7 Wilderness, directly north of Varrock. If a player heads north from Varrock's East bank, they will reach the cave entrance. There is a very slim chance that the player may encounter Revenants on the way to the minigame, as there is only a short distance between Fist of Guthix and Varrock. If players are worried about this, they may bank all of their items before heading out into the Wilderness, and simply pick them back up at the bank in the Minigames lobby, or, if they are members, they can use the Ring of Duelling to teleport straight into the cave as of 27 January 2009.

Lobby
After players enter the cave, they will be inside the main lobby. Here, the players can talk to Fiara to learn the rules of the game, access their bank, talk to Reggie who runs the shop, talk to some of the druids like Alran, Getorix and Pontimer to learn more about the history of this place and finally enter the waiting room for the minigame. New players must talk to Fiara first before they are allowed to play the game.

There can only be 250 players in the minigame at once. If the game is full, players in the lobby will not be able to access the waiting room until the game has cleared out a bit. Players can simply wait a few minutes until the waiting room is open, or they may wish to switch worlds if the current world is exceptionally busy.

Once inside the waiting room, players need only to wait until the game matches them with an opponent and they will then be teleported into the main Fist of Guthix arena, as long as there is enough players in the room.



Note that the combination can be of different players of different combat levels.

At the corner of the waiting lobby, there is an entrance where players can see but cannot click on it. The examine text is "I should wait for my opponent first." Thus, this is probably a decoration but not a sign of future update.

Gameplay
The minigame consists of two rounds and is 1 vs 1. In each round, one player is classified as the "hunted", and the other player is classified as the "hunter". In the first round, the roles are determined randomly. In the second round, the roles are swapped and all stats are restored. Therefore both players will have a chance to play each role; afterwards a winner is determined based upon number of charges you were able to collect during your turn as "hunted".

Any food, runes (including essence), skilling supplies that cannot be equipped (such as a tinderbox, food, etc), all afros, holiday items(Except for clothing), and potions CANNOT be brought in the game arena. There will be a warning if you attempt to bring an item that you cannot use.





The following items are supplied to each player when a player goes into the waiting area, and taken away if they leave it:

At the end of the game, most of the arrows on the ground will be returned to their original owners, so there is no need to pick them up while in the game (Similar to the Duel Arena).

Facilities of the fighting area

 * The fighting area is composed of a large circular area, with teleport houses and ruins surrounding the center. At the edges of the arena, there are stone dispensers for hunted players to grab a stone of power. The teleport houses protect the hunted when entered. It makes the hunted invisible to everyone else and it disables any "locking on" effects but also drains the hunted's hitpoints initially, decreasing by three every five seconds. Any player standing on the Fist of Guthix will have their running energy rapidly restored. The stone of power can accumulate charges with a faster rate if it is brought closer to the centre.

Hunted
Being the hunted player is usually considered much more challenging, but it is also the only round in which the player can get charges (points). The basic objective is to gather as many charges from the "Fist of Guthix", a large energy well in the centre of the field, as possible before time runs out or the player dies.

To gather charges, the player must first pick up a stone of power from a stone dispenser, and then wield the stone to gather charges. Note that the stone is two-handed, and can only gather charges when it is wielded (not just in the inventory), meaning that the hunted player will be unable to fight back whilst wielding the Stone. Players can gather charges anywhere in the arena, although the closer to the centre (the "Fist of Guthix") they are, the faster they will gather charges. Players wielding the stone will gain charges in packets, having around a three second delay between packets. The hunted can attack the hunter, but no spells can be used and the hunted can only rely on melee or range, though they should be aware they no longer gather charges if fighting the hunter. Once the hunter is dead, the round starts over but the roles aren't switched. It is only recommended to do so if you want to use a different strategy. The max charges is 5000.

Note that the hunted player will have their abilities slightly reduced, meaning a high-level hunted player can still be extremely vulnerable to a low-levelled hunter. However, the maximum hit of a hunter doesn't decrease. If they move toward the centre their abilities will be reduced even more but they will get more charges. Hunted players will also be dealt 1 damage occasionally as they are absorbing charges ranging from 0 to 15, and 2 damage for charges above 15, so a watchful eye should be kept on your remaining hitpoints, even if your hunter is nowhere to be found.

Hunted players do have an advantage, however, in that they can use the teleport houses located around the arena. Hunters cannot access, see players inside these houses, and automatic lock-on is cancelled, so the hunted player is safe while inside them. There are portals inside to teleport the player to the other houses located around the field, however there is a chance that the player will be teleported near the centre where he/she is vulnerable. Also, if the player teleports he/she will lose 50 charges. Note that the player will have some hitpoints drained when they enter a house, and often take around 4 damage occasionally inside a house, and they cannot gather any charges while in the house. Sometimes, the teleport may fail and you will end up outside a teleport house. If a player has recently exited a teleport house, they will not be able to enter another house again for about 20 seconds. A hunted player with less than 10 charges cannot enter any houses.

Tactics for the hunted
There exist two kinds of hunted, called defenders and runners. Defenders stay at the centre, attempting to get the quickest charge before they are killed, and runners run to avoid being killed. Generally, runners have a higher losing rate if they aren't very experienced with what they're doing, especially if they are hunted in the second round. However, an experienced runner is very difficult to beat. Defenders have the advantage of ending rounds quickly and in turn, guarantees stable token income. Defenders also have a higher rate of winning, because their tactics rely more on having high Hitpoints, high Defence, and good armour, instead of their skill within the minigame. Runners are often not respected by inexperienced players, because if the runner is good at evading their hunter, the hunter may become quickly irritated. Some do not respect defenders as well, due to the fact that they hide behind other players in the centre. Some players also hide in the houses but they will slowly lose hp and will be forced to leave. There are also several people in Fist of Guthix that tried to mix the 2 tactics for the hunted too. However, this can sometimes be less effective than pure runners or defenders.

All hunted

 * Use death-dot skill, force the hunter to scroll down a huge list of players in play. It can be used with running around inside the centre of Fist as well.
 * At the top left corner of the north-east portal house, you can get 21 charges instead of 15.
 * The most important things of a hunted are: use of prayer, prediction, detection/stealth, in order to win the game. It is a distinct disadvantage if the hunted's prayer level is less than 37, since the true way for defence is protection prayer. A prayer level of 37-40-43 is very helpful in competing in the game (but not critical).
 * Turning private chat off or setting it to "friends" is useful as your opponent can only see you when you're within range whether you are viewed green or not; this is effective if you go to the centre where the players are adjacent if not on the same square. The green dot will be more accurate then the arrow in this situation.
 * Always turn Auto-Retaliate off when in the centre because when you get attacked, you will start running toward the opponent, which is extremely bad for runners.
 * Notice the maximum hit of the hunter, use bandages when your health is around 15. For example, if your hp level is 50, use a bandage at 35 hp or lower to avoid wasting another bandage.

Defender

 * 1) All kinds of armour giving the best defence bonus in melee, ranged and magic respectively, can be brought, as defenders don't need to run. Green D' Hide (Red D' Hide if Member) if the hunter is a mage (Recommended armour); Rune armour (Dragon if Member) for melee and range. If they are using a 2h sword, battleaxe, or other weapon with a "crush" attack, use a Rune chainbody, as platebodies are weak against "Crush" attacks. Remember to wear an Amulet of Defence as it gives +7 to all defence stats.You should also keep this in mind if you are the hunter as well as the hunted.
 * Prayer - If against magic trainers, turn on Protect from magic. Against mixed opponents, switch prayers quickly.
 * If the hunter has a high damage rate, turn on Rapid Heal, otherwise turn it off.
 * After the hunted is locked-on, he/she may move to a clear square in the 4x4 grid of centre, making sure he/she is facing the desired attack and take best defence measure.
 * In free playing, usually ranged attack has attack speed of 7 (rapid style bow), magic attack has speed of 5 (autocast), and melee attack has attack speed 6 (scimitar) or 3 (two-handed sword).
 * If you want you can stand by a house to get a good look at the center. If your opponent is there wait until he leaves to search for you. The objective here is to coax the hunter out of the center to buy time and get more charges.

Runner

 * Be warned, other players might flame you for using this strategy, to avoid getting distracted by their trash-talk, turn off Public Chat.
 * First, equip the stone of power. Then walk around the arena in the area where you get 10 charges (When in high definition quality, you can see the "charge rings" in the mini-map). When you reach the other side, start running. If your opponent doesn't find you when you reach the other side where you started, walk. Repeat until your opponent finds you. Then run to the center or use the tele-orb. When you have 2 bandages left, run to a house. If your opponent guards the house, use the portal. If he runs away, exit the house and start running in the 10 charges area. When your running energy gets low, run to a house but don't go in. If your opponent finds you, go in. If your opponent guards the house, use the portal. If he runs away, exit the house. Repeat the process.
 * Wearing light clothing and weight lowering gear works well to keep higher energy because by default, the hunted has a significantly greater load due to Stone of power and running energy is often drained quickly. Dragonhide armour is suggested for its attack and magic bonus.
 * The Rest feature is disabled in the arena, so relying on it would be unwise.
 * For runners, keep track of the hunter's arrow and predict which way would he/she come. Stay as close to center as possible until the hunter finds you, then run across the center, hug something or go inside a house. If you are locked on, DON'T use tele-orb and go inside a house as soon as possible, as the spell Bind is very deadly against runners.
 * To drive a hunter away, a hunted can enter and leave the same house in quick occasion, run across the center and then around the houses, pretending to run away from the hunter at a distance and use tele-orb, then going opposite from hunter and so on.
 * There are several kinds of hugging. The first kind is to repeatedly enter and leave teleport houses without using the portal inside, the second is to hug houses and obstacles, the third is hug the house once and then enter it. The first method is hindered by the entering limit and large amount of damage inside the houses, the second one isn't useful except against players with very low magic level, while the third one is considered the best.
 * Running across the center causes the hunted to gain temporarily more charges.
 * Keep moving since the hunter is probably moving around as well.
 * Run to a house and keep on the opposite side of the house that your hunter is on, switching sides as your hunter moves. This will cause your hunter to become stuck on the opposite side of a house and deal less damage to the hunted. This tactic can also be used on the low walls and piles of rubble near the edges of the playing area, though less points will be gathered.
 * Once at low health and out of bandages, run to the fist to gain as many last-second charges as possible. If your hunter is using ranged or magic, and you still have your tele-orb, wait till they fire their projectile (under same situation as above). When it gets about halfway between you and your hunter, use your tele-orb. Whether the projectile was meant to hit or not, the game will ignore this fact and teleport you to the center, avoiding the possible hit, earning you at least two more sets of charges before you die. This tactic with the orb acts as a sort of shield for 1 attack.
 * Some hunters would head straight across center to the hunted's spawning spot at the start. The hunted can circle around the teleport houses and sneak to the center, or spawn spot of hunter (the spawn spots are opposite) to earn easy charges.
 * Mix up your strategies since other players will have different strategies.
 * Rapid Heal can save the character at very low HP and no bandages left, since every 18 seconds the character would take damage.
 * A high-levelled hunted can stay in teleport house for longer time and confuse the hunter.
 * You can go on the edge for around 15 seconds then run into the fist, when your hunter comes back to the fist and sees you, run to the back to the edge drawing your hunter, then use your Tele-orb to get back to the fist, works very well if you're a good hunted.
 * Limit house hugging. The more you house hug, the more likely your opponent will house hug.
 * Keep in mind that the speed at which you run will be slower than that of your hunter's.
 * Tactics against Pure Mages


 * (Members) If the hunter is autocasting the spell, taking a second to attack them with Topaz bolts (e) can be very effective as this can lower their magic level and will make them take some time to switch to a less powerful spell. The Seercull special attack along with Rune arrows can also be used (the seercull is preferred due to the special always working).
 * Tactics against Melee Pures


 * You CANNOT cast Bind, nor any spells against a melee hunter. The only way to drive hunter away is enter a house or avoid being locked-on BEFORE he can see you in main screen.
 * Lunar Magic can be used to cure poison and recoil damage to the hunter (possibly killing them if they are weaker), although this isn't a common practice as hunters prefer using the attack spells of other books for hunting.
 * When running low on Hitpoints and recovery tools, a player with 99 Prayer can run to the edge of the stage, use Redemption to heal, then use the Prayer Cape's effect to use Redemption repeatedly. Also, the Saradomin godsword and Enhanced excalibur can be used to heal.
 * If you keep running roughly in the same direction and your hunter is still some distance away chasing you, you can prevent the hunter from attacking you until you stop running or change direction, since melee can only be used at close range. This tactic is effective for evading the hunter long enough to find somewhere safe, such as entering a house if you are far away from one.
 * And take note even if you manage to hide for the full 10 minutes the max charges you can receive is around 3,600 charges.

Hunter
The hunter's objective is quite simple: Kill the hunted player with any means necessary. The player cannot gather any charges while they are a hunter, rather their objective is to prevent the hunted player from gathering charges. The hunter does not have a stat decrease, does not have the 30 kg load of the stone and does not take damage from the energy charges, however they cannot chase hunted players into the teleport houses.

In general, people who start as the hunter have the advantage. This can be due to being able to get a general idea of how many charges your opponent has and being able to do what you want without fear of your opponent retaliating.

Tactics for the hunter

 * Use a Familiar to help you hunt. A recent update has made it possible to make your familiar attack your opponent while hunting. Considering the fact that most players don't think to use Protect from Summoning, and the fact that many familiars exceed level 100 combat, this can be devastating to your target.


 * Ancient Magics Freeze Spells work to hold an opponent and can be devastating to an opponent's health if using a dragon dagger or dark bow special attack.
 * Inflicting the opponent with poison is good if a player is along the outside or house hugging, since anti-poison potion is not allowed.
 * When using range, using a Crossbow with Sapphire bolts (e) in conjunction with Smite is very effective as this will reduce the hunted's Prayer level very quickly. This is most effective if you have a weapon with a very powerful special attack that you don't want to have the hunted reduce the strength of with a protection prayer.
 * The Dragon Longsword and Dragon Dagger special attacks are very damaging because of the opponent's reduced stats.
 * The Dragon claws' special is very effective if the hunted is at low health since it can do a reasonably good amount of damage in a short period of time before they can heal.
 * The Dragon Scimitar is useful as its special attack will completely deactivate prayer for 5 seconds.
 * It is advised to have melee gear along with magic or ranged gear, whatever the players level is higher.
 * The special attack of the Ancient mace which is obtained after completing Another Slice of H.A.M. lowers a players prayer by amount of damage done and gives it to you, which will help drain the hunted's prayer
 * The abyssal whip special attack can be used to drain the hunted's run energy, effectively hindering his/her ability to evade you.

All hunters

 * When many players are on the same square in the middle, it is much easier to find your target by manually casting a spell, since when you have chosen a spell, it only shows the names of the people.
 * A good idea is when your target is in the middle and you're going to use melee, equip a staff and run into the middle then stand next to him. Equip your melee weapon then as he can't see you if its crowded and he'll use the wrong prayer. More than likely your opponent will run out the middle to find out what attack style you're using and then you can see his/her prayer/equipment. This trick works well if you equip a melee weapon then go into the middle next to him and use magic manually. Once he runs out the middle, he'll switch prayers.Once that's done, cast once or twice more then attack with melee. You'll run out and if done fast enough, your opponent won't suspect it. He'll then switch prayers and then you will cast without using your staff. If you're using normal spellbook, it's fine to use any combat spell but not the god spells. If using Ancients, its advised to use smoke spells only. If using a combat spell, it won't bring up a message at all in the chat box under "game".However, for Ancients this can happen. If using smoke though, it may come up with "You have been poisoned!" on your opponents chatbox which can make them believe you're using a dds.
 * It is quite effective to use curse spells (Confuse, Weaken, Curse, Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun) to further reduce the stats of opponents or to stop opponents for running for a short period of time. (Italicized spells are for members)
 * If your opponent is hiding at the centre and there are a lot of spammers, turn your public chat off. It makes it easier to find your opponent.
 * Adding your opponent to your friends list will cause him to show up green on the minimap (providing he has his/her friends setting to "on")
 * Before you enter the arena it is extremely important to turn assist off. Having assist on will add another line per player, possibly causing the player to become invisible!
 * Players will get plenty of runes and should not hesitate to use spells. For F2P players the best missile spell for your level should be used as no magic-reducing attack is available for the hunter. (Overall, the best combat spell for F2P players is Fire Blast.
 * Take more than one weapon! The defender will almost certainly use "protect against ..." prayers if they are able, but by switching weapon rapidly between at least two, this can be negated. (Recommended, melee and ranged, as selecting a bow or melee weapon, then the player is faster than selecting a staff then spell, than the player)
 * If your target is hiding in a house, stand almost directly in the center of the arena. If positioned correctly, you will be able to see all four houses, plus a little edge for all of them, so if your target decides to run, you will be able to see them. This works very well on less crowded world's when lag doesn't affect your visibility.
 * Try to cover two sections of the combat triangle (preferably melee and magic, since magic doesn't need a staff, although useful), by wielding a melee weapon (such as a whip or dragon dagger), and switching between melee and magic, which will cause the hunted to change protection prayers often, allowing you to hit through their prayer almost every time.
 * Most of the Ancient Curses will help you kill the hunted much faster, but you must complete The Temple at Senntisten to unlock them.

Against defenders

 * For a non-pure with all three kinds of combat style, attack the hunted by shooting a few arrows, Cast magic ONCE and run next to him. Attack the hunted by melee, ranged or magic. Manually casting spells is also needed to surprise the defender. If you are not very advanced in melee then stand near the edge of the circle (where most mages stand) and range them from there. If they put on a protection spell then switch to magic. Don't equip a staff to do this, they will see that you have a staff and switch to Protect from Magic. Just manually cast a spell. Wave, Surge, and Ancients spells are the most effective. They deal a great amount of damage in 1 spell cast.

Against runners

 * When many players are on the same square in the middle, it is much easier to find your target by manually casting a spell, since when you have chosen a spell, it only shows the names of the people.
 * Use the spell bind against runners. You may obtain the Druidic mage robes set for increasing the success rate of the spell. You can even cast the spell in-between every two spells or so to keep your opponent bound for a very long time. However, this tactic won't work forever, although its more effective to use higher level bind spells to bind the hunted for longer.
 * It is easier for the hunter to locate the hunted on the minimap by adding the hunted to the friends list, turning the dot green, instead of simply relying on the arrow, this is only effective if the hunted is within the Fist's area and has private chat not set to "Off or Friends".
 * If an opponent is wall-hugging, return to the middle and the hunted will come to the center. If he/she doesn't come, wait till the running energy has recovered a bit, prepare ranged or magic autocast and search near the center.
 * Try to cover at least two sections of the combat triangle for a non-pure. For example, some players use Robes or Dragonhide to protect from the plentiful mage players, so having a melee weapon may prove useful.
 * Against an obviously weaker hunted (at least 45 Level lower), you can slowly patrol the center and scare away the hunted, be warned this would frustrate the opponent very much.
 * During the beginning of each round, you will always be placed at the opposite edge of the arena. You can use the tele-orb and then run to the opposite edge quickly. This can be used to terrify the hunted, though in return you lack the orb for life-saving as a hunted.
 * If your target is in the middle and you're going to autocast a spell, you can manually cast a spell by using the spell list then right click on his position as it'll shorten the list to help you find him.
 * For a non-pure with all three kinds of combat style, use magic to chase the hunted, then switch to ranged and shoot for a few hits. If the hunted runs to the center, run next to him and autocast magic again, Prepare bind to lock him/her once he/she starts running and then attack. If he/she stays away from the center, use bind and then manually cast spells in between melee or ranged attack. Cast bind between every 3 hits.
 * If you start off as the hunted and you know your opponent is a runner, gather as much charges as you can. If you can pull off the piling tactic, chances are your opponent will not get enough charges to win by running.

Armour for gameplay
When you are the hunted, you want to have the best protection and not too much weight from attacks that you can. That's where what armour you are wearing comes in. This section explains the best armour to put on based on the attack style your opponent is using. This is meant for F2P players, and it would not be useful to members. There is nothing for the shield or weapon slots because you cannot carry those if you are holding the stone.
 * Hunted


 * NOTE
 * This section shows the BEST free-to-play armour to wear and it is based on protection, regardless of weight, rarity or requirements.

The components of full rune armour, used against melee and ranged pures, range-2h hybrid hunters:


 * Rune full helm
 * Rune platebody
 * Rune platelegs (Higher Defence Stats) or Rune plateskirt
 * Rune gauntlets
 * Fighting boots or Fancy boots
 * Cape or Team variation
 * Amulet of defence
 * Any Explorer's ring

The component of full Green Dragonhide armour, used against mage pures:


 * Green d'hide coif (100)
 * Green d'hide body
 * Green d'hide chaps
 * Green d'hide vamb
 * Cape or Team variation
 * Amulet of defence
 * Any Explorer's ring

A mix of Green Dragonhide armour and rune armour, used against balanced players:

A component of full combat magic armour, used against ranged or magic
 * Rune full helmet
 * Green d'hide body
 * Green d'hide chaps
 * Green d'hide vamb
 * Fighting boots or Fancy boots
 * Cape or Team variation
 * Amulet of defence
 * Any Explorer's ring


 * combat hood
 * Combat robe top
 * combat robe bottom
 * cape or Team cape
 * Amulet of magic


 * Bear in mind the maximized bonus only partially protects against hunter's attack, as you will still be hit very often unless the hunter has a very low combat level or very low attack bonus.
 * It is NOT recommended to make the load too heavy though, as the stone of power already weighs 30kg and a 80kg+ load can drain running energy very rapidly.

A popular way of hunting is that a non-pure hunter will bring armour that gives a bonus in magic or ranged combat and bring a melee weapon as a side form of damage in case the defender uses protection spells from Prayer. A rune scimitar is a common weapon as it is fast and light. For free-to-play magic users, the Combat robes obtained through Fist of Guthix give a good magic bonus.
 * Hunter

The components used for a Combat pure when hunting in f2p:
 * Monk's robe (top)
 * Monk's robe (bottom)
 * Amulet of Strength/Amulet of Power
 * Explorer's Ring
 * Rune 2h Sword/Rune Scimitar/Rune Battleaxe
 * Team Cape/Cape
 * Gauntlets

Note: This is mainly for a melee pure with level 1 defence. Different pieces of armour may be used in other pure types. Refer to the Combat pure article for more information on those specific types.

Round End
A round will end under any of the following circumstances:
 * Time runs out
 * The hunted player gets killed
 * The hunted player gets the maximum number of charges (5,000)
 * Either player logs out or leaves the arena (If your opponent logs out and you have not had a turn to be the hunted yet, you will have 500 points and your opponent will have 0, resulting in a win for you)

When the first round ends, both players will swap roles, stat effects will be reset, and the second round will begin. After the second round, the player with the most energy charges (or the only player left in the event of a log out or forfeit) wins.

Rewards
Winning a match of the game will earn you:

'''Note: If two players tie, which is very unlikely, both players will lose a small amount of rating and receive one token, unless they forfeited recently. In that case, they will not receive a token.'''

Players receive one or two tokens for good effort, if they lose. Players who forfeit are flagged as a forfeiter and will receive less tokens from their next game.

Shop
Inside the main lobby, Reggie owns a shop where you can spend the Fist of Guthix tokens you have earned. The items here consist of various types of gloves that can increase your experience while training certain skills, magical robes which may supply certain runes for you or increase the potency of certain spells, and special types of armour that can give you strength or ranging bonuses.

Note that all items listed here will degrade over time (with the exception of gloves and gauntlets - see below). The items will also be untradeable until the item has completely degraded.

To repair/recharge any degraded item, use the item with the shop-keeper Reggie, and he will recharge the item for you a specific cost of tokens.

To completely degrade an item, allowing you to trade it, simply use the item with Reggie and he will deplete the item for free.

Rather than degrading, gloves will simply crumble into dust after 1,000 uses.

There is no way to repair these gloves - A new pair must be bought from Reggie after you have lost the old pair. NOTE: Do not confuse with gauntlets (see below.)

Gauntlets bought at the Fist of Guthix do not degrade over time, but simply degrade completely when the player dies. This does not apply when the player dies while participating in a safe minigame. NOTE: Do not confuse with gloves (see above.)You can restore the gauntlets power if you pay a small price. You can also sell your degraded gauntlets on the Grand Exchange.

Lag
Many players have complained about the massive amounts of lag in this minigame, and being logged out of the game due to lag is quite common. Therefore, players are advised to not play this minigame in RuneScape HD - This will help reduce lag and lower chances of being logged out. Sometimes, big amounts of lag will cause the arrow to stay in the position where the hunted player was before, but the hunted player wouldn't be there.

'Screen spamming'
On crowded worlds, if two players are paired together and the hunter is a lower level than the hunted, the hunted can abuse this by hiding amongst the crowds of players in the middle of the arena, the arrow will point to them but right clicking on them results in their name being "lost" under floods of "Trade", "Follow", "Req assist" and "Walk here". (known to some as a screen spam) This is because of the coding involved in the game where all higher levels need to be right clicked to be attacked.

"Death Dotting" (DDing)
A common technique among the "hunted" is to group together on a single spot in the centre of the stage. These players can often be seen shouting "Dd here!" or "dd!". The purpose of this is to prevent "hunters" from killing players so easily, as all the hunted players are grouped together on a single tile, the hunters will have to scroll through a huge list to find the player they need to attack, and sometimes are unable to find the player entirely. This has caused much strife throughout the official Jagex forums and from players in-game.

Logging Out
Players experienced a problem that logged them out instantly while playing the game. This happened usually when the Player went into a house. Many players had come to the conclusion that when there are too many players, a few of them will be logged out. This was confirmed to be a glitch, and has been fixed.

House Hugging
A method that causes a lot of complaints from hunters, is the practice of hiding in the houses until the hunter is out of sight, and then going outside until the hunter is near, and then repeating this until the round is over, or the hunter forfeits in frustration. A recent update to the houses prevents immediate re-entry after exiting a house, although it is still possible to house hug.

Combat Level Difference
This has caused criticism among players with lower combat levels because players are paired randomly, regardless of combat skills, and can often put those players at a large disadvantage. For example, even if a level 80 player is waiting to play and there are many other players around their level, they could likely be paired with someone at a much higher level; even as high as level 138. Yet, unlike most other PvP activities, this gives higher-levelled players a large advantage of being able to more easily kill lower levelled players.

This has sparked many suggestion threads in the "Suggestions" part of the Official Forums, saying that there should be a level difference cap, or that pairs should just be more equal in combat level.

Opponents Running
This common method has made many players frustrated and angry. The "hunted" runs around the game arena, hoping to not get attacked. They sometimes go to the Fist of Guthix to collect charges and recharge their run energy. Hunters in the first round may threaten to do the same in the next round, as a way to fight fire with fire, so to speak. However, seeing as this is the entire point of the game, many players consider it unnecessary to become angry at this.

Pures
Fist of Guthix is a popular minigame for Magic pures, since the minigame offers free Magic runes that you can use only during Fist of Guthix and decent rewards for the tokens. This is especially effective for Magic training, as there is no cost to casting combat spells because of the free runes.

Glitches

 * When in Fist of Guthix arena opening items kept on death it will show as if the mini game was unsafe although it is safe.
 * There used to be a glitch, in which when you enter the cave to access the Fist of Guthix minigame, the Wilderness level will switch rapidly to 260 for a split second, despite the fact that the Fist of Guthix lobby isn't in the Wilderness.
 * There used to be a glitch where if you brought a law rune into the arena, the screen that said not to bring any runes did not appear, and the Law rune could be brought into the game.
 * The arrow indicating your opponent's location often does not show up, especially in situations where a player is lagging a lot.
 * There is a glitch when you level up, but the message that you get when you level up won't show. This seems to happen only during the times when the game is lagging.
 * There is also a glitch that occurs if there is lag at the precise moment the game ends. It may have other causes, though. This glitch also makes the win (or loss) text not appear, you just appear in the lobby.
 * There is another glitch that happens, probably because of lagging at the moment the game begins, which makes your opponent's name not appear, it just says the word Name.
 * If you die at the right moment of attacking someone after you die when the game is over you may still have the attack option outside of the Fist of Guthix area. This has also happened in Castle Wars.
 * There is a glitch that when you are attacked by your hunter, a message in the chat box says, "You cannot attack with the stone!" even if you have auto-retaliate off.
 * There is a glitch where if you are 1 hitpoints and use a bandage to heal as you get hit with 1 damage, you die with 15 hitpoints
 * There is a glitch in the game lobby where the player can step on the same square as Fiara.
 * Some players say there is a glitch where you can respawn after you have been killed. Jagex however has confirmed there is no such glitch. This glitch might be explained by the incident where the Hunted attacks and kills the Hunter, therefore causing them to re-spawn.

Tricks for the hunted

 * The Fist's Edge- A good trick for the hunted player, this can be done by waiting on the edge of the arena, then teleporting when your enemy appears on-screen. This is easiest to do from the far east side of the arena because of the outcropping that sticks out. Immediately teleport to the center and run to a house. This works best when you have a high Hitpoints Level, as you need to wait until your enemy is off-screen. Get out when your opponent is off the screen, and run for a stone dispenser a distance away from the exit, as your opponent will most likely leave out of frustration. If you want to get lots of charges, stay on the south-most edge of your house. Your enemy will be looking elsewhere for you, and will eventually leave. This trick works best when you are a hunted on the first round.


 * Teleporter- When your opponent is on-screen, teleport from the edge to the center, and go directly to a house and wait for your opponent to fly in and out of your minimap, then use the teleporter, and hope that you end up in a new house away from your enemy. Wait outside your house, and you can gain thousands of Charges.

Magic Training
Xp gained in this minigame is simply reduced to half (Wearing Sacred Clay Armour does not increase xp received during the minigame at all)

Because the Fist of Guthix provides free runes, it is a popular place to train magic. The trainers should go to a world with few players (not a Fist of Guthix World). There are several ways to train magic in the Fist of Guthix:


 * 1) The hunter wears whatever provides the lowest possible magic attack bonus. The hunted should wear whatever provides the highest magic defence bonus. The hunter won't receive the xp from the damage done, therefore this should be used by higher mages where the xp received from damage doesn't matter as much because a high Base XP is already given. This technique is good for people who want to do other things while playing. The hunted should stay near the edge, and the hunter should stay near the middle as possible.
 * 2) The hunter wears whatever provides the highest possible magic attack bonus. The hunted wears whatever provides the lowest possible magic defence bonus. This should generally be used by lower level mages, where the xp from the damage matters more, because a low Base XP is given. This technique requires the trainers to pay more attention, and there is always the chance of being paired with someone else in the waiting room. The hunter should stay near the edge, and the hunted should stay near the middle as possible, and be carrying the stone of power.
 * 3) Somewhere in between these two techniques.

Trivia

 * When first released, when asked if he could recharge an item, Reggie would reply, "In that case hand me the item over what you want recharged." Jagex cleaned up the awkwardly worded statement to "Just hand me the item you want recharged and I'll see what I can do."


 * It is impossible to trade while in-game, drop items or cast alchemy spells, Bones to Bananas, Superheat Item, or any Teleportation spells. A screen saying "You are not here to do this" will appear if a player tries to perform such actions.


 * The music was originally named "Guthixs' Hunter". This has since been changed "Guthix's Hunter".


 * On the second day after the release of the game, a group of people found out that if the hunted left the battle he would only lose 8 ratings while the hunter would receive 21 rating and 12 tokens. This lead to abuse, so Jagex changed the mechanics so that if the hunted left, they lost over 40 rating and the hunter only gained 12 rating and 3 tokens.


 * Near the Forfeit Caves players can see symbols similar to Saradomin Symbols, the origin of these symbols once being unknown. However, a Postbag from the Hedge has cleared this up and states that the symbols were caused by Saradominists attempting to make the place their temple. Fiara forced them to flee, and they carved the symbols there before leaving.


 * It was possible for a player to do an emote while in the waiting room and they would not enter the arena and could continuously skip rounds. Give Thanks, Around the World in Eggty Days and Skillcape emotes were most popular because the emote duration for each is very long.


 * When the house portals fail, the player will sometimes walk through the walls of the house.


 * A lot of people that escape from their hunters decide to teleport to the centre because their run energy recharge more quickly here. The downside is that you are very weakened in the centre.


 * The Charge Center in the middle of Fist of Guthix looks like the imprint of where the Stone of Jas used to be. This is likely to be true, since the Stone of Jas' other name is 'Fist of Guthix'.


 * Strangely, the clocks on the scoreboards have their minute hand moving, but the hour hand stays at about 4-o-clock.


 * If you run to the south-west corner of the waiting room, you will see a seemingly useless "Entrance" which can be examined but not used in any way.
 * Some Mages use this game to level Magic. As the game supplies 300 free spells to use in one game.
 * On the 3rd of December 2009, the tokens to recharge the items were reduced.
 * The FunOrb game Armies of Gielinor, has a unit called "druid" and resembles the druids in the lobby.