Abyss


 * This article describes the Abyss miniquest and subsequent teleport area. For the area reached by Fairy rings, see Abyssal Area.

The Abyss can help members increase the speed at which they level Runecrafting by using pouches and/or the Abyss. To use either of these, you need to complete the Abyss miniquest. It can also be utilised as a dangerous method of teleportation.

Location
To enter the Abyss located north of Edgeville, the player needs to complete the Abyss miniquest. Once players have done the Abyss miniquest, use the 'Teleport' option on the Mage of Zamorak in the Wilderness north of Edgeville to enter the Abyss.

Strategy:
 * Once in the Wilderness, players should run until they reach the Zamorak Mage.
 * The fastest way to reach the Abyss is to use the red track.
 * As revenant ghosts (see below) may wander near the Zamorak Mage, the yellow track can be used as another way to reach the Abyss.

Warning:
 * It is strongly recommended that players take a method of teleportation due to the inherently dangerous nature of the Wilderness.
 * The Abyss is a multi-combat area so it can be dangerous for low level players as multiple monsters can attack simultaneously.
 * Upon entering the Abyss, Prayer points are drained to zero, and players will be skulled for ten minutes, meaning that upon death, all items will be lost. Each time a player returns to the Abyss, he/she will be skulled for ten minutes.

Other notes:
 * Inside the Abyss, a player is not in the Wilderness anymore, and can't be attacked by revenants. However, if a revenant attacks immediately before a player enters the Abyss, the attack can hit after the player has been teleported inside.
 * Wearing a Forinthry bracelet when entering the Abyss allows a player not to be skulled, though the prayer of the player is still drained to zero.
 * When attacking monsters in the Abyss, a player receives only a quarter of experience that she/he would receive when fighting outside of it, making it a very inconvenient place to train.

Inside the Abyss
The interior of the Abyss is circular, with an 'inner' and 'outer' ring, player will be teleported by the mage in the outside ring, they have to find a way through to the 'inner' ring where the rifts to the runecrafting altars are.



Outer Ring
The outer ring is a multi-combat zone where there are a lot of Abyssal monsters: These monsters can hit over 10 (with the exception of the leeches, which hit a max of 2), although they most often miss or hit 1's and 2's as long as the player has some decent defence and wears some basic armour like green d'hide. They should not be underestimated because, due to their high number, a player in the Abyss may take several hits per second. Most abyssal walkers stay in the southern part of the outer ring. Players should run as fast as possible to the northern part to avoid getting hurt too bad. Because of the chance of death, valuable items are not recommended.
 * Abyssal leech (combat level: 41)
 * Abyssal guardian (combat level: 59)
 * Abyssal walker (combat level: 81)

Access to the inner ring is gained by using different skills to bypass different obstacles:


 * Chopping away tendrils using an axe
 * Mining through rock using a pickaxe
 * Distracting eyes (nothing needed,but a runecrafting stave can be used if Thieving skill is not high enough)
 * Squeezing through gaps (nothing needed)
 * Burning away boils using a tinderbox
 * There is also a passage that players can freely walk through without using any skill. There's only one of these, and its location changes every trip to be opposite on the circle of where the player enters.

Upon entering the Abyss one always appears near the mining obstacle or the agility obstacle. With a high mining or agility level, this can be used to one's advantage to train more efficiently. However, it should be noted that is much more efficient to use the thieving obstacle than the agility obstacle, because the former wastes much less time if it is failed.

These obstacles change their location every few trips and give 25 xp in the required skill. They seem to rotate in a counterclockwise direction, and the blockages are possible locations for the passage to appear. The higher the level of the player in the corresponding skill, the higher the chances of passing the obstacle. For example, a player with 99 agility will never fail the agility obstacle. It isn't possible to fail the passage as it doesn't have any skill requirements.

Inner ring
The Inner ring is a safe area, where players will find no monsters inside. There are rifts to every Runecrafting altar (except the Astral and Ourania altars) in the inner ring of the Abyss, which makes crafting a lot of runes a great deal faster. Tiaras and talismans are not needed to access the altars via the rifts. All the following restrictions still apply, however:
 * The Cosmic rift cannot be accessed until the Lost City quest has been completed.
 * No weapons or armour are allowed if you want to access the Law altar located on Entrana.
 * The Death altar requires the quest Mourning's Ends Part II to be completed.
 * The Blood altar requires the quest Legacy of Seergaze to be completed.

Remark: There is a rift for the non-existent Soul altar, implying that this rune will be craftable in the future.

The dark mage standing at the centre of the inner ring (yellow spot) is controlling the Abyss; he is the one able to repair players' rune pouches.

Pouches
Pouches come in four types - Small, Medium, Large & Giant. The small pouch will be obtained from the Zamorak Mage upon completion of the Abyss mini-quest and you can always get the small pouch from him later on if you drop it or lose it. All the pouches are dropped by the creatures in the Abyss and the abyssal area as well. Since the release of the Runecrafting Guild, you can now also obtain some pouches from the Wizard Korvak. He can replace lost medium pouches for free and will repair any others that need it though his repairs will cost a fee (remember that the Dark Mage repairs all pouches for FREE!). The Wizard Korvak's repair costs are: Large pouches for 9000 coins & Giant pouches for 12000 coins. He also sells Large pouches for 25000 coins & Giant pouches for 50000 coins. No matter where you choose to obtain your pouches, you can ONLY get one of each size and all the pouches are non-tradeable. A player's pouches will degrade with use... and the Giant pouch will degrade first over all the others at approximately 11 uses (though any given player might occasionally get an additional use or a few extra uses before degradation). A "use" means filling it with essence of either type or even TRYING to fill it. That means that you shouldn't click onto the pouches for no reason... if you're not sure if a pouch has essence in it or of what type, use the "check pouch" option when you right click onto the pouch to find out. The large pouch will degrade the most after the Giant pouch followed by the Medium & Small pouches (yes, even the small pouch will eventually degrade but serious runecrafters will most likely never see it happen since they're constantly getting the Giant pouch repaired anyway!). When any pouch degrades, the result is that the pouch will carry fewer essence than before and yes, they will all eventually degrade to the point that each pouch will carry ZERO additional essence and they fall apart completely. When a pouch degrades it will darken and a message will be displayed in the message box that tells you of the occurrence. Pouches can be repaired by speaking to the mage in the centre of the Abyss... even before they actually degrade. Think of it as being like a "reset" on each pouch. In fact, it has been suggested by experienced players that all serious runecrafters visit the Abyssal Mage on every 10th trip through the Abyss just to avoid any/all degradation and this would be a logical thing to do if you can keep track of how many trips you've made.
 * [[Image:Small pouch.png‎]] ‎ The small pouch holds 3 essence and requires a level of 1 in Runecrafting to use.
 * [[Image:Medium pouch.png‎]] ‎ The medium pouch holds 6 essence and requires a level of 25 in Runecrafting to use.
 * [[Image:Large pouch.png‎]] ‎ The large pouch holds 9 essence and requires a level of 50 in Runecrafting to use.
 * [[Image:Giant pouch.png‎]] ‎ The giant pouch holds 12 essence and requires a level of 75 in Runecrafting to use.

Tips - Pouches can also be repaired even when they are stored in a bank, so they don't have to be carried in the inventory when talking to the mage in the center of the Abyss. Players should keep in mind that unless a pouch is totally damaged it is still able to carry runes, so there is no real point not to carry it when going to talk to the dark mage... and you can get some runes made and the exp points when you go to get them repaired as well. Whatever you do... do NOT drop any pouch that contains either form of essence UNLESS you are willing to lose the essence! Any pouch that gets dropped may be picked up by the player that dropped it (within two minutes), however, ALL the essence that was contained within the dropped pouch will be gone forever.

Strategy
Due to the inherent nature of the Wilderness, weaker players should take the following items (loosely listed in order of importance): Steps:
 * Pure essence (or regular if crafting bodies and lower)
 * Pouches
 * Charged amulet of glory (two extras in bank recommended)
 * Pickaxe and/or hatchet; the Inferno adze is the best option for higher level players (no weapon if runecrafting laws)
 * One click teleportation like ectophial or teleport crystal
 * Ring of life
 * Dragonhide armour (protects player from magic and ranged (revenant), and melee (Abyssal monsters)).
 * Sacred clay armour (weigh less [2kg per piece], same stats as green dragonhide armour, and is free).
 * Talisman staff (distracting the eyes in the Abyss to help you sneak past - note this is a "weapon" and cannot be used if crafting laws [Unless of course using the law or omni-staff])
 * Boots of lightness (-4kg; to run longer)
 * Spotted or Spottier cape (-3kg and -4.5kg respectively; to run longer)
 * Penance gloves (-4.5kg to run longer)
 * Ring of dueling (optional, in case of forgetting charged Amulet of glory)
 * 1) Teleport (glory) or walk to Edgeville.
 * 2) Bank, get essences, fill pouches, bank again, fill remaining space.
 * 3) Run to abyss (2 roads).
 * 4) Find white rocks to mine or a gap to squeeze through or distract the eyes. These are always closest to the nature and laws' altar doors.
 * 5) Enter chosen altar.
 * 6) Runecraft essence, empty pouches, runecraft essence.
 * 7) Teleport back to Edgeville.
 * 8) Check glory for charges and exchange if needed.
 * 9) Repeat from step 2 if desired.

Tips:
 * If a player forgets to recharge their glory, he/she simply has to home teleport and run to the bank then restart from step 2.
 * Banked games necklaces (or combat bracelets) are recommended to recharge amulets of glory (requires completion of Heroes Quest). However, if your POH is in Taverley, it is recommended you teleport there with the House teleport spell as it is closer to the guild than the Burthorpe Games Room (or Warriors' Guild).
 * Banked food is recommended to restore a player's health if needed.
 * If a player wishes to runecraft laws, he/she must not wear any armour nor wield a weapon (for example, a pickaxe).

Unlimited running
 * After the As a First Resort... quest, runecrafting at the abyss is made much easier.

Steps:
 * 1) Teleport to Edgeville with Amulet of Glory.
 * 2) Use Fairy Rings AKS to Feldip and run south until you get into Oo'glog.
 * 3) Jump in the thermal spring, then the salt-water spring.
 * 4) Teleport to Edgeville
 * 5) Run to the abyss.
 * 6) Repeat every 10-15 runs, depending on when the salt-water effects wears off. This is great because the thermal spa helps heal all the hitpoints lost from attacks.

If a player is unable to use the Fairy Rings, teleporting to Camelot or to the cabbage patch and taking the Charter ships in Catherby or Port Sarim, respectively, to get to Oo'glog. The charter system costs money, but the price can be lowered by completing the Cabin Fever quest and wearing the Ring of charos.

Note: with the Chaos Altar and Earth Altar very close to Varrock, it may not actually be worth it to use the abyss to get to them.

Revenant ghosts
Revenants are far more dangerous than their combat level(s) suggests, as they can attack from all three points of the combat triangle. They can also freeze the player, teleblock the player, travel in packs and even 'steal' the player from combat that they may have initiated with another creature. Beyond that, they can heal themselves, cure themselves of poison and are very aggressive. However, because the Abyss take place in the low level wilderness, the chances of encountering a revenant around your level is very low (although you might be unlucky and end up getting killed by one).

Among revenant ghosts' attacks, two are very dangerous:
 * Teleportation block will let a player use the Mage of Zamorak's teleportation into the Abyss, but will prevent the use of any teleport casted by the player. The teleblock effect will vanish when logging out or when leaving the Wilderness though (ie, once in the Abyss), which makes this attack harmless unless it is used along with:
 * Freeze. It won't let a player move for a period of time. For the player's safety, the use of the one click teleport is recommended.

Abyss miniquest

 * See main article: Abyss (miniquest).

Players must complete this miniquest before being able to enter the Abyss.

Using the Abyss as a teleportation device
Because the altars are located throughout the world, it is possible to use the Abyss as a method of teleportation. Some useful (and free) teleports include:
 * Law altar - Entrana
 * Nature Altar - Karamja
 * Water altar - Lumbridge Swamps
 * Fire altar - Al-Kharid
 * Air altar - Falador

To use a teleport, simply enter the Abyss, find and enter the altar, then leave via the portal.

Trivia

 * When the Abyss was released, it was possible to attack other players inside the abyss by using Ancient Magicks multi-target spells on a monster near the player. Because of the newness of the Abyss, many people explored the Abyss with expensive armour, and were a target for the bug abusers. The glitch was later fixed, however, the people who profited from it were not banned.
 * After the update on December 10, 2007, Abyss runecrafting was made much safer due to the fact that there are no pkers around and revenants only occasionally wander close to the Zamorak Mage.
 * With the release of Summoning, a player that originally had 126 combat can gain another 7 combat levels by training Summoning to 57. As the highest level revenant is level 126, this would have prevented the player from being killed by revenant knights and below, due to the Zamorak Mage being located below level 6 wilderness. However, with the addition of the revenant dragon, those players may actually be at a higher risk than before.
 * The name 'Abyss' is a Greek reference to the great deepness of ocean, later used as a metaphor to describe Christian Hell.
 * Players who have a combat level of 111 or 112 can Runecraft in the Abyss without being attacked by Revenants, since the closest Revenants to their combat level are more than 6 combat levels away.
 * According to the game's background, whenever a person is teleported with magic, they are in the abyss for a split second. Hence the Abyssal Services random event.
 * The Inferno Adze is useful when Abyssal runecrafting; it can be used on both the tendrils obstacle and the mining obstacle. Also the player can pass the thieving and agility obstacles without any additional items, allowing the player to pass 4 out of 5 of the possible obstacles.
 * When trying to exit via the Law rift in the Abyss with weaponry and armour, a message will show "The power of Saradomin prevents you taking weaponry and armour to Entrana".
 * When trying to exit via the Soul rift in the Abyss, a message will show "A strange power blocks your exit".

Music

 * Into the Abyss (m)

Abyss