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.

Remark:
 * 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, 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.
 * 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.

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. It is also possible to fail these obstacles, except for the passage.

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 4 types - small, medium, large and giant. Small is obtained from the Zamorak Mage upon completion of the Abyss miniquest; medium to giant are dropped by the creatures in the Abyss and the abyssal area. You can only get a pouch if you have all of the smaller pouches - for example, you can only get a large pouch if you already have a medium and small pouch. You can get one of each but you cannot get more than one. Pouches are non-tradable.


 * [[Image:Small pouch.png‎]] The small pouch holds 3 essence and requires 1 Runecrafting to use.
 * [[Image:Medium pouch.png‎]] The medium pouch holds 6 essence and requires 25 Runecrafting to use.
 * [[Image:Large pouch.png‎]] The large pouch holds 9 essence and requires 50 Runecrafting to use.
 * [[Image:Giant pouch.png‎]] The giant pouch holds 12 essence and requires 75 Runecrafting to use.

A player's pouches will degrade after filling it ten or more times, resulting in lesser carrying capacity. When a pouch degrades it will darken and a message will be displayed in the message box. Pouches can be repaired by speaking to the mage in the centre of the Abyss. If damaged pouches are not repaired, their carrying capacity will continue to degrade until they fall apart completely.

Tip - Pouches can 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 Abyss centre. 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 talking to the dark mage.

Strategy
Due to the inherent nature of the Wilderness, players should take the following items (loosely listed in order of importance):
 * Pure essence (or regular if crafting bodies and lower)
 * Pouches
 * Charged amulet of glory (two extras in bank recommended)
 * Pickaxe (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)).
 * Talisman staff (distracting the eyes in the Abyss to help you sneak past)
 * 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)

Steps:
 * 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 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.
 * 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.

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.

Music

 * Into the Abyss (m)

Abyss