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== Introduction ==
 
== Introduction ==
   
The Kharidian Desert is a vast land found south of the wooded kingdom of [[Misthalin]] and [[Morytania]]. The desert is the home to some of the oldest civilizations in [[Gielinor]], ranging from the [[Menaphites]] that built the cities of [[Ullek]] and [[Uzer]] to the [[bandit]]s that are all that remain of the followers of [[Zaros]]. As a result, it is amongst the most history-rich and treasure-filled areas in the world. It is this that has attracted so many archaeologists and explorers to the area; but not without consequence.
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The Kharidian Desert is a vast land found south of the wooded kingdom of [[Misthalin]] and [[Morytania]]. The desert is the home to some of the oldest civilizations in [[Gielinor]], ranging from the [[Menaphites]] that built the cities of [[Ullek]] and [[Uzer]] to the [[bandit]]s that are all that remain of the followers of [[Zaros]]. As a result, it is amongst the most history-rich and treasure-filled areas in the world. It is this that has attracted so many archaeologists and explorers to the area, but not without consequence.
   
 
The most modern settlement in the desert is [[Al Kharid]], having been built in around 1950 in the [[Fourth age]] by settlers crossing the [[River Lum]] in Misthalin.
 
The most modern settlement in the desert is [[Al Kharid]], having been built in around 1950 in the [[Fourth age]] by settlers crossing the [[River Lum]] in Misthalin.
   
Most of the peoples of the desert are worshippers of [[Tumeken]] and the [[gods#Desert Panteon|Desert Pantheon]], although in recent times the population have started to abandon the old [[Gods]] and began worship of other, entities. This is demonstrated in the greedy, mercantile spirit of [[Pollnivneach]], the destruction of the statue of [[Elidinis]] in [[Nardah]], and the plagues in [[Menaphos]] have been blamed on this, as well as incorrect burial practices.
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Most of the peoples of the desert are worshippers of [[Tumeken]] and the [[gods#Desert Panteon|Desert Pantheon]], although in recent times the population has started to abandon the old [[Gods]] and begin worshipping other entities. This is demonstrated in the greedy, mercantile spirit of [[Pollnivneach]] and the destruction of the statue of [[Elidinis]] in [[Nardah]]. The plagues in [[Menaphos]] have been blamed on this, as well as incorrect burial practices.
   
 
The Kharidian Desert is largely open land, seemingly untouched since the [[God Wars]]. Here the scorching desert winds blast the sand, turning the dunes into a sea. The blazing sun watches tirelessly from the sky, slowly draining the life of all that walks beneath it. The vultures circle overhead, eating the corpses of those that the desert bested, and packs of starving wolves search endlessly for prey, their hunger never sated. Many have entered the desert, never to return.
 
The Kharidian Desert is largely open land, seemingly untouched since the [[God Wars]]. Here the scorching desert winds blast the sand, turning the dunes into a sea. The blazing sun watches tirelessly from the sky, slowly draining the life of all that walks beneath it. The vultures circle overhead, eating the corpses of those that the desert bested, and packs of starving wolves search endlessly for prey, their hunger never sated. Many have entered the desert, never to return.
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==History==
 
==History==
Kharidian Desert has the oldest known human civilization from the midpoint of '''[[Second Age]]''' or earlier, believed to be created as soon as humans arrived there. Known races inhabiting Kharidian Desert were humans and Mahjarrat, residing in [[Sophanem]], [[Ullek]] and [[Uzer]]. Known gods and other deities worshipped by humans in this region were Desert Phanteon, Saradomin and Armadyl. Much of the south-eastern area of modern Kharidian desert was wooded.
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The Kharidian Desert has the oldest known human civilization from the midpoint of the '''[[Second Age]]''' or earlier, believed to be created as soon as humans arrived there. Known races inhabiting Kharidian Desert were humans and Mahjarrat, residing in [[Sophanem]], [[Ullek]] and [[Uzer]]. Known gods and other deities worshipped by humans in this region were the Desert Pantheon, Saradomin and Armadyl. Much of the south-eastern area of modern Kharidian desert was wooded.
   
During the '''[[God Wars]]''', Kharidian Desert was a site for many important battles where many settlements, most notably [[Uzer]] and [[Ullek]], were destroyed by Zamorakian forces. Uzer managed to survive throughout most of the god wars, falling into hands of armadylians, saradominists and zamorakians, until finally an elder demon [[Thammaron]] managed to destroy the city (at that time held by saradominists) defended by golems. However, he was mortally wounded and died after making escape to his dimension. Soon Ullek fell to the hands of [[Balfrug Kreeyath]] who later became a bodyguard of [[K'ril Tsutsaroth]]. A few survivors managed to escape.
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During the '''[[God Wars]]''', the Kharidian Desert was the site for many important battles where many settlements, most notably [[Uzer]] and [[Ullek]], were destroyed by Zamorakian forces. Uzer managed to survive throughout most of the god wars, falling into hands of Armadylians, Saradominists and Zamorakians, until finally the elder demon [[Thammaron]] managed to destroy the city (at that time held by Saradominists), which defended by golems. However, he was mortally wounded and died after making his escape to his dimension. Soon Ullek fell to the hands of [[Balfrug Kreeyath]] who later became a bodyguard of [[K'ril Tsutsaroth]]. A few survivors managed to escape.
   
However, not all the settlements fell. Menaphos and Sophanem, much smaller today than they were, accepted the refugees from destroyed cities. Former inhabitants of Ullek, for an example, influenced the city greatly, making these twin cities to be some of the oldest surviving human settlements.
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However, not all the settlements fell. Menaphos and Sophanem, much smaller today than they were, accepted the refugees from destroyed cities. Former inhabitants of Ullek, for example, influenced the city greatly, making these twin cities to be some of the oldest surviving human settlements.
   
During the [[God Wars]], many of the worshippers of [[Zaros]] were forced to exile into Kharidian Desert from the northern regions to escape from saradominists and zamorakians. Even in Kharidian Desert, some of them were killed or imprisoned like [[Azzanadra]]. Remaining worshippers still reside in Bandit Camp.
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During the [[God Wars]], many of the worshippers of [[Zaros]] were forced to exile into the Kharidian Desert from the northern regions to escape from Saradominists and Zamorakians. Even in the Kharidian Desert, some of them were killed or imprisoned like [[Azzanadra]]. Remaining worshippers still reside in the Bandit Camp.
   
At the beginning of '''Fourth Age''', Kharidian desert was one of the few places where many humans lived on permanent settlements, although large part of Kharidian Desert were inhabited nomadic tribes, too. Menaphos and Sophanem continued to grow and many other settlements were created, most notably, [[Al Kharid]] near the end of the [[Fourth Age]] which managed to achieve political independence from the rest of the desert.
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At the beginning of the '''Fourth Age''', the Kharidian Desert was one of the few places where many humans lived on permanent settlements, although large parts of the Kharidian Desert were inhabited by nomadic tribes too. Menaphos and Sophanem continued to grow and many other settlements were created, most notably [[Al Kharid]] near the end of the [[Fourth Age]], which managed to achieve political independence from the rest of the desert.
   
'''[[Fifth Age]]''' brought a new race, [[Scabarites]], to influence who inhabited the tunnels beneath Ullek ruins. They eventually became a threat to [[Menaphos]]/[[Sophanem]].
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The '''[[Fifth Age]]''' brought a new race, [[Scabarites]], to influence those who inhabited the tunnels beneath Ullek ruins. They eventually became a threat to [[Menaphos]] and [[Sophanem]].
   
 
==Regions==
 
==Regions==
   
Kharidian desert is roughly separated into three regions - Northern, Middle and Southern part. [[River Elid]] also divides middle and southern regions into eastern and western parts.
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Kharidian desert is roughly separated into three regions - the Northern, Middle and Southern parts. The [[River Elid]] also divides the middle and southern regions into eastern and western parts.
   
 
===Northern Region===
 
===Northern Region===
 
[[File:Shanyt Pass.png|right|thumb|A player passing through Shantay Pass, thus leaving the northern region.]]
 
[[File:Shanyt Pass.png|right|thumb|A player passing through Shantay Pass, thus leaving the northern region.]]
 
[[File:Duel arena fight.PNG|right|frame|Players fighting in the famous Duel Arena of [[Al Kharid]].]]
 
[[File:Duel arena fight.PNG|right|frame|Players fighting in the famous Duel Arena of [[Al Kharid]].]]
Also called '''Al Kharid Desert'''. This place is the safest of the three and also open to non-members. It is politically independent from southern parts of the desert and the centre being [[Al-Kharid]]. Northernmost part of Al Kharid Desert has a mine with wide variety of rocks. It also has [[Duel Arena]], [[Mage Training Arena]] and ends with the [[Shantay Pass]] on the southern edge. The Northern Kharidian Desert is the coolest region (temperature-wise), hence it's inhabitants and tourists suffer no desert heat effect.
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Also called '''Al Kharid Desert'''. This place is the safest of the three and also the only part open to non-members. It is politically independent from the southern parts of the desert, with the centre being [[Al-Kharid]]. The northernmost part of Al Kharid Desert has a mine with a wide variety of rocks. It also has the [[Duel Arena]], [[Mage Training Arena]] and ends with the [[Shantay Pass]] on the southern edge. The Northern Kharidian Desert is the coolest region (temperature-wise), hence its inhabitants and tourists suffer no desert heat effect.
   
 
===Middle Region===
 
===Middle Region===
Shantay Pass divides the northern and middle region where players can buy supplies to venture further into desert. Prior to [[Update:Desert Treasure|April 2005 desert updates]], anything south to Shantay Pass was called '''Shantay Desert''' by many. Middle region of the desert is more dangerous than northern one due to many monsters who are aggressive to low-level players. However most notable danger in this region is desert heat effect which is absent only in a few settlements. Fortunately, Kharidian Cacti grow in this region which can be cut with a knife to refill waterskins. The middle part of this region of desert contains [[Kalphite Lair]], [[Desert Mining Camp]], [[Bedabin Camp]], ruins of [[Uzer]], a [[Uzer Hunter area|hunting area]] and on the southern border there lies [[Bandit Camp (Kharidian Desert)|Bandit camp]] and [[Pollnivneach]].
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Shantay Pass divides the northern and middle region where players can buy supplies to venture further into the desert. Prior to [[Update:Desert Treasure|April 2005 desert updates]], anything south of the Shantay Pass was called '''Shantay Desert''' by many. The middle region of the desert is more dangerous than the northern one due to many monsters who are aggressive to low-level players. However the most notable danger in this region is the desert heat effect which is absent only in a few settlements. Fortunately, Kharidian Cacti grow in this region, which can be cut with a knife to refill waterskins. The middle part of this region of desert contains the [[Kalphite Lair]], [[Desert Mining Camp]], [[Bedabin Camp]], ruins of [[Uzer]], a [[Uzer Hunter area|hunting area]], and on the southern border there lies the [[Bandit Camp (Kharidian Desert)|Bandit camp]] and [[Pollnivneach]].
   
 
===Southern Region===
 
===Southern Region===
The southern region is the '''Kharidian Desert''' proper. The transition between middle and southern region, especially eastern part is smooth. [[Pollnivneach]], [[Bandit Camp (Kharidian Desert)|Bandit camp]] and a mountain range approximately divide the middle and southern region in the east. In most of the southern region, players may notice slightly darker sand colour and especially the lack of Kharidian Cacti. This is where extra waterskins or especially [[Enchanted water tiara]] come in handy, when being away from settlements for extended periods of time. The monsters in southern part are also stronger than those found in middle part, for an example, [[River Elid]] is full of crocodiles. South-eastern areas near Ullek ruins and reed swamp are particularly dangerous places due to much larger crocodiles and [[scabarites]] residing there. The most important landmarks in southern part include [[Nardah]], twin cities [[Menaphos]] (currently inaccessible)/[[Sophanem]], several pyramids, mining quarry and ruins of [[Ullek]] underneath the swamp area.
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The southern region is the '''Kharidian Desert''' proper. The transition between the middle and southern regions, especially in the eastern part is smooth. [[Pollnivneach]], the [[Bandit Camp (Kharidian Desert)|Bandit camp]] and a mountain range approximately divide the middle and southern regions in the west. In most of the southern region, players may notice slightly darker sand colour and a lack of Kharidian Cacti. This is where extra waterskins or an [[Enchanted water tiara]] come in handy, especially when being away from settlements for extended periods of time. The monsters in the southern part are also stronger than those found in the middle part. For example, the [[River Elid]] is full of level 63 crocodiles. The south-eastern areas near the Ullek ruins and the reed swamp are particularly dangerous places due to the much larger crocodiles and [[scabarites]] residing there. The most important landmarks in the southern part include [[Nardah]], the twin cities of [[Menaphos]] (currently inaccessible) and[[Sophanem]], several pyramids, a mining quarry and the ruins of [[Ullek]] underneath the swamp area.
   
 
== Survival ==
 
== Survival ==
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=== Inventory: Water and Equipment ===
 
=== Inventory: Water and Equipment ===
   
[[Waterskin]]s can be refilled by three methods. Any water-filled vessel, such as a [[Bucket]] or [[Sink]], can be used to refill a [[Waterskin]]. Also, using a [[knife]], players can cut Kharidian Cacti to fill waterskins. Experienced players can cast the humidify spell completely refilling all Waterskins in the players' inventory. Cutting a cactus will not always give the player water, but if it does, the player will also receive 10 [[Woodcutting]] experience. Note that many parts of Kharidian Desert, especially in the southern part of the desert, don't have cacti to get water. You can also drink from other sources of water such as water in [[bowl]]s. Note that you cannot drink from water on the map but not labelled as a water source such as the [[River Elid]].
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[[Waterskin]]s can be refilled by three methods: using a [[waterskin]] on any water-filled item such as a [[bucket]], [[jug]] or [[bowl]] or any water source such as a [[sink]] or a [[fountain]]; with a [[knife]] in their inventory, players can cut healthy Kharidian Cacti to fill waterskins; or players with access to the [[Lunar spells|Lunar spellbook]] can cast the humidify spell, completely refilling all Waterskins in the players' inventory. Cutting a cactus will not always give the player water, but if it does the player will also receive 10 [[Woodcutting]] experience. Note that many parts of Kharidian Desert, especially the southern part of the desert, don't have cacti to get water. You can also drink from other sources of water such as water in [[bowl]]s. Note that you cannot drink from water on the map but not labelled as a water source such as the [[River Elid]].
   
 
The [[Enchanted water tiara]] is a quest reward from [[Dealing with Scabaras]] which can be used in place of waterskins.
 
The [[Enchanted water tiara]] is a quest reward from [[Dealing with Scabaras]] which can be used in place of waterskins.
   
Wearing [[desert clothing]], available from [[Shantay]] at [[Shantay Pass]], will cause the player to drink less frequently. Without desert clothing, a player needs water about every 90 seconds. With a full set of clothes, a player needs water about every 120 seconds. The [[Desert outfit]] and [[Menaphite robes]] also provide protection like desert clothing. No other clothes protect against desert heat, despite rumours and opinions that [[Slave robes]] or the [[Robe of elidinis]] do so.
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Wearing [[desert clothing]], available from [[Shantay]] at the [[Shantay Pass]], will cause the player to drink less frequently. Without desert clothing, a player needs water about every 90 seconds. With a full set of clothes, a player needs water about every 120 seconds. The [[Desert outfit]] and [[Menaphite robes]] also provide protection like desert clothing. No other clothes protect against desert heat, despite rumours and opinions that [[Slave robes]] or the [[Robe of elidinis]] do so.
   
 
=== Monsters ===
 
=== Monsters ===
   
Although the desert houses many beasts, there are three common creatures that can be found in great numbers and that players should be prepared for. [[Desert Wolf|Desert Wolves]], though only level 27, can be dangerous to lower-lever players. [[Ugthanki]], level 42 desert camels, are aggressive and potentially dangerous, especially if the player is only wearing robes. In addition, along the [[River Elid]] the player can encounter level 63 [[Crocodile]]s which will attack the player if he/she strays too close to the river. There are also [[Desert Strykewyrm]]s, but as they attack the player only if they have been assigned as a slayer task (requires 77 slayer) and only if they are provoked, they are not a danger for the inexperienced.
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Although the desert houses many beasts, there are three common creatures that can be found in great numbers and that players should be prepared for. [[Desert Wolf|Desert Wolves]], though only level 27, can be dangerous to lower-lever players. [[Ugthanki]], level 42 desert camels, are aggressive and potentially dangerous, especially if the player is only wearing robes. In addition, along the [[River Elid]] the player can encounter level 63 [[Crocodile]]s which will attack the player if they stray too close to the river. There are also [[Desert Strykewyrm]]s, but as they attack the player only if they have been assigned as a slayer task (requires 77 slayer) and only if they are provoked, they are not a danger for the inexperienced.
   
 
== Cities ==
 
== Cities ==
 
There are four major cities in the desert. The player does not need to drink water in most cities.
 
There are four major cities in the desert. The player does not need to drink water in most cities.
   
* '''[[Al Kharid]]''': Al Kharid is the only non-member city in the Kharidian Desert, and is located at its northern edge. Several quests can be started here including [[The Feud]], [[Prince Ali Rescue]] and [[Shadow of the Storm]]. In Al Kharid there is a bank, a crafting shop, a tannery, a furnace, a platelegs shop, a plateskirt shop, a scimitar shop, some stalls and a palace. Other notable features are the [[Al Kharid Mine]] north of the city and the [[Duel Arena]] to the north east. If the player wants to enter from [[Lumbridge]], he/she will have to pay a toll of 10 coins, though the player can pass for free after the completion of the [[Prince Ali Rescue]] quest.
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* '''[[Al Kharid]]''': Al Kharid is the only non-member city in the Kharidian Desert, and is located at its northern edge. Several quests can be started here including [[The Feud]], [[Prince Ali Rescue]] and [[Shadow of the Storm]]. In Al Kharid there is a bank, crafting shop, tannery, furnace, platelegs shop, plateskirt shop, scimitar shop, some stalls and a palace. Other notable features are the [[Al Kharid Mine]] north of the city and the [[Duel Arena]] to the north east. If the player wants to enter from [[Lumbridge]], they will have to pay a toll of 10 coins, though the player can pass for free after the completion of the [[Prince Ali Rescue]] quest.
 
*'''[[Menaphos]]''' and '''[[Sophanem]]''': Players are granted entrance to Sophanem if they have started the [[Itchlarin's Little Helper]] quest. However, Menaphos is currently inaccessible. Upon completion of the [[Contact!]] quest, a bank and several other features become available for use in Sophanem.
 
*'''[[Menaphos]]''' and '''[[Sophanem]]''': Players are granted entrance to Sophanem if they have started the [[Itchlarin's Little Helper]] quest. However, Menaphos is currently inaccessible. Upon completion of the [[Contact!]] quest, a bank and several other features become available for use in Sophanem.
   
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* '''[[Nardah]]''': The city of Nardah is located in the south-eastern-most area of the desert. It is located near the [[Agility Pyramid]]. The player may buy a [[waterskin]] (full) from Ali for 1,000 [[coins]]. The reason of the high price is because the city is under a curse, featured in [[Spirits of Elid]] quest, which has dried up the fountain. The city also has a Choc-Ice stand, where the player can buy [[choc-ice]] for 30 coins each.
 
* '''[[Nardah]]''': The city of Nardah is located in the south-eastern-most area of the desert. It is located near the [[Agility Pyramid]]. The player may buy a [[waterskin]] (full) from Ali for 1,000 [[coins]]. The reason of the high price is because the city is under a curse, featured in [[Spirits of Elid]] quest, which has dried up the fountain. The city also has a Choc-Ice stand, where the player can buy [[choc-ice]] for 30 coins each.
* '''[[Pollnivneach]]''': Pollnivneach is a desert city located on the banks of the River Elid. A substantial amount of the quest [[The Feud]] takes place here. The city is divided, essentially, between the bandits and the Menaphites. The player can purchase water here from the shop. There is a well, a kebab shop where the player may buy [[super kebab]]s and [[Red hot sauce]], and a tavern, where drinks can be bought, and a camel merchant. The player can fill waterskins from the well by filling a [[bucket]] and transferring the water.
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* '''[[Pollnivneach]]''': Pollnivneach is a desert city located on the banks of the River Elid. A substantial amount of the quest [[The Feud]] takes place here. The city is divided between the Bandits and the Menaphites. The player can purchase water here from the shop. There is a well, a kebab shop where the player may buy [[super kebab]]s and [[Red hot sauce]], a tavern, where drinks can be bought, and a camel merchant. The player can fill waterskins from the well by filling a [[bucket]] and transferring the water.
   
 
Other locations include:
 
Other locations include:
   
*'''[[Bedabin Camp]]:''' Located south-west of Shantay Pass, the Bebabin Camp is used in Quests such as [[Tourist Trap]].
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*'''[[Bedabin Camp]]:''' Located south-west of the Shantay Pass, the Bebabin Camp is used in Quests such as [[Tourist Trap]].
   
 
*'''[[Bandit camp (Kharidian Desert)|Bandit Camp]]:''' Used mainly in the [[Desert Treasure]] Quest.
 
*'''[[Bandit camp (Kharidian Desert)|Bandit Camp]]:''' Used mainly in the [[Desert Treasure]] Quest.
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* Bedabin Camp
 
* Bedabin Camp
   
The normal cost of such travel is roughly 200 coins. However, doing the [[Rogue Trader]] Minigame or wearing the [[Ring of Charos (a)|activated Ring of Charos]] will decrease the price to 100 coins, and wielding both lowers it to 75 coins.
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The normal cost of such travel is roughly 200 coins. However, doing the [[Rogue Trader]] Minigame or wearing the [[Ring of Charos (a)|activated Ring of Charos]] will decrease the price to 100 coins, and combining them both lowers it to 75 coins.
   
 
There are also several [[Fairy ring]]s located in the desert.
 
There are also several [[Fairy ring]]s located in the desert.
   
In order to enter the desert from the [[Shantay Pass]], the player must buy a "Shantay Pass" from the [[Shantay]], which costs 5 coins. Instead of buying a shantay pass, players can get into the desert via Shantay Pass by Bribing one of the guards. This method costs 100 coins and is not recommended. Wearing [[armour]] of any kind, due to its metallic nature, is not advisable, as the player will get hot quickly and will soon use up your supply of water.
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In order to enter the desert from the [[Shantay Pass]], the player must buy a "Shantay Pass" from [[Shantay]], which costs 5 coins. Instead of buying a Shantay pass, players can get into the desert via the Shantay Pass by bribing one of the guards. This method costs 100 coins and is not recommended. Wearing [[armour]] of any kind is not advisable, due its metallic nature, as the player will overheat faster and thus use up their supply of water quicker.
   
 
== Extra Features ==
 
== Extra Features ==
   
 
[[File:Runescape monsters kalphitequeen-1stform-updated.gif|right|thumb|117px|The Kalphite Queen]]
 
[[File:Runescape monsters kalphitequeen-1stform-updated.gif|right|thumb|117px|The Kalphite Queen]]
'''[[Kalphite Queen]]:''' The [[Kalphite lair]] is located west of the Shantay Pass, surrounded by bones. A rope is required to enter the Kalphitian tunnels and another to enter the Queen's chamber. Also, on the first level of the dungeon, there is a tunnel leading to the Dorgesh-Kaan south dungeon.
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'''[[Kalphite Queen]]:''' The [[Kalphite lair]] is located west of the Shantay Pass, surrounded by bones. A rope is required to enter the Kalphite tunnels and another to enter the Queen's chamber. Also, on the first level of the dungeon, there is a tunnel leading to the Dorgesh-Kaan south dungeon.
   
 
'''Azzanadra's Pyramid:''' The final Pyramid from the [[Desert Treasure]] Quest, this labyrinth is where the player can switch between the normal [[spellbook]] and the [[Ancient Magicks]] spellbook.
 
'''Azzanadra's Pyramid:''' The final Pyramid from the [[Desert Treasure]] Quest, this labyrinth is where the player can switch between the normal [[spellbook]] and the [[Ancient Magicks]] spellbook.
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'''[[Desert Lizards]]:''' These Slayer monsters are located north of Pollnivneach. They require level 22 Slayer and an [[Ice cooler]] to kill .
 
'''[[Desert Lizards]]:''' These Slayer monsters are located north of Pollnivneach. They require level 22 Slayer and an [[Ice cooler]] to kill .
  +
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'''[[Goat]]s:''' These level 23 monsters, and the level 33 billy goats that are found with them, are the only source of the [[desert goat horn]]s used to make combat potions. They are found near [[Pollnivneach]], [[Nardah]], the Kalphite lair and the [[Shantay Pass]]
   
 
'''[[Mines]]''':
 
'''[[Mines]]''':
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== Similarities to the Sahara ==
 
== Similarities to the Sahara ==
The Kharidian Desert shows great similarity to the Sahara Desert. Like the Sahara it has a long river, the Elid (which is similar to the Nile, Elid is also Nile spelled backwards with a ''D ''instead of an ''N ''at the end of the word). Gods in the region are very similar to the gods found in Egypt - the Jackal-headed god is virtually identical in purpose and form to his Egyptian counterpart. Even the famous Nile crocodiles have been imported as the Crocodiles found near the Elid.
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The Kharidian Desert shows great similarity to the Sahara Desert. Like the Sahara it has a long river, the Elid (which is similar to the Nile; Elid is also Nile spelled backwards with a ''D ''instead of an ''N ''at the end of the word). Gods in the region are very similar to the gods found in Egypt - the Jackal-headed god is virtually identical in purpose and form to his Egyptian counterpart, Anubis. Even the famous Nile crocodiles have been imported as the Crocodiles found near the Elid.
   
 
The major features of the region, the Pyramids are similar, so is the idea of robbing the Pyramids - long a problem for the Egyptian Pharaohs.[[nl:Kharidian Desert]]
 
The major features of the region, the Pyramids are similar, so is the idea of robbing the Pyramids - long a problem for the Egyptian Pharaohs.[[nl:Kharidian Desert]]

Revision as of 11:47, 24 April 2010

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File:Des.png

The blank dry desert.

The Kharidian Desert is an expansive region located south of the nations of Misthalin and Morytania. The desert becomes a dangerous region south of the Shantay Pass, requiring a player to drink from Waterskins or other sources of water to avoid dehydration. Failing to drink will cause the player to receive Life points loss.

Introduction

The Kharidian Desert is a vast land found south of the wooded kingdom of Misthalin and Morytania. The desert is the home to some of the oldest civilizations in Gielinor, ranging from the Menaphites that built the cities of Ullek and Uzer to the bandits that are all that remain of the followers of Zaros. As a result, it is amongst the most history-rich and treasure-filled areas in the world. It is this that has attracted so many archaeologists and explorers to the area, but not without consequence.

The most modern settlement in the desert is Al Kharid, having been built in around 1950 in the Fourth age by settlers crossing the River Lum in Misthalin.

Most of the peoples of the desert are worshippers of Tumeken and the Desert Pantheon, although in recent times the population has started to abandon the old Gods and begin worshipping other entities. This is demonstrated in the greedy, mercantile spirit of Pollnivneach and the destruction of the statue of Elidinis in Nardah. The plagues in Menaphos have been blamed on this, as well as incorrect burial practices.

The Kharidian Desert is largely open land, seemingly untouched since the God Wars. Here the scorching desert winds blast the sand, turning the dunes into a sea. The blazing sun watches tirelessly from the sky, slowly draining the life of all that walks beneath it. The vultures circle overhead, eating the corpses of those that the desert bested, and packs of starving wolves search endlessly for prey, their hunger never sated. Many have entered the desert, never to return.

Indeed, the Kharidian Desert has earned its reputation as dangerous, merciless, and unyielding. Yet even here civilization has emerged, and great rewards await those with the courage and ability to travel into its wastes!

History

The Kharidian Desert has the oldest known human civilization from the midpoint of the Second Age or earlier, believed to be created as soon as humans arrived there. Known races inhabiting Kharidian Desert were humans and Mahjarrat, residing in Sophanem, Ullek and Uzer. Known gods and other deities worshipped by humans in this region were the Desert Pantheon, Saradomin and Armadyl. Much of the south-eastern area of modern Kharidian desert was wooded.

During the God Wars, the Kharidian Desert was the site for many important battles where many settlements, most notably Uzer and Ullek, were destroyed by Zamorakian forces. Uzer managed to survive throughout most of the god wars, falling into hands of Armadylians, Saradominists and Zamorakians, until finally the elder demon Thammaron managed to destroy the city (at that time held by Saradominists), which defended by golems. However, he was mortally wounded and died after making his escape to his dimension. Soon Ullek fell to the hands of Balfrug Kreeyath who later became a bodyguard of K'ril Tsutsaroth. A few survivors managed to escape.

However, not all the settlements fell. Menaphos and Sophanem, much smaller today than they were, accepted the refugees from destroyed cities. Former inhabitants of Ullek, for example, influenced the city greatly, making these twin cities to be some of the oldest surviving human settlements.

During the God Wars, many of the worshippers of Zaros were forced to exile into the Kharidian Desert from the northern regions to escape from Saradominists and Zamorakians. Even in the Kharidian Desert, some of them were killed or imprisoned like Azzanadra. Remaining worshippers still reside in the Bandit Camp.

At the beginning of the Fourth Age, the Kharidian Desert was one of the few places where many humans lived on permanent settlements, although large parts of the Kharidian Desert were inhabited by nomadic tribes too. Menaphos and Sophanem continued to grow and many other settlements were created, most notably Al Kharid near the end of the Fourth Age, which managed to achieve political independence from the rest of the desert.

The Fifth Age brought a new race, Scabarites, to influence those who inhabited the tunnels beneath Ullek ruins. They eventually became a threat to Menaphos and Sophanem.

Regions

Kharidian desert is roughly separated into three regions - the Northern, Middle and Southern parts. The River Elid also divides the middle and southern regions into eastern and western parts.

Northern Region

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A player passing through Shantay Pass, thus leaving the northern region.

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Players fighting in the famous Duel Arena of Al Kharid.

Also called Al Kharid Desert. This place is the safest of the three and also the only part open to non-members. It is politically independent from the southern parts of the desert, with the centre being Al-Kharid. The northernmost part of Al Kharid Desert has a mine with a wide variety of rocks. It also has the Duel Arena, Mage Training Arena and ends with the Shantay Pass on the southern edge. The Northern Kharidian Desert is the coolest region (temperature-wise), hence its inhabitants and tourists suffer no desert heat effect.

Middle Region

Shantay Pass divides the northern and middle region where players can buy supplies to venture further into the desert. Prior to April 2005 desert updates, anything south of the Shantay Pass was called Shantay Desert by many. The middle region of the desert is more dangerous than the northern one due to many monsters who are aggressive to low-level players. However the most notable danger in this region is the desert heat effect which is absent only in a few settlements. Fortunately, Kharidian Cacti grow in this region, which can be cut with a knife to refill waterskins. The middle part of this region of desert contains the Kalphite Lair, Desert Mining Camp, Bedabin Camp, ruins of Uzer, a hunting area, and on the southern border there lies the Bandit camp and Pollnivneach.

Southern Region

The southern region is the Kharidian Desert proper. The transition between the middle and southern regions, especially in the eastern part is smooth. Pollnivneach, the Bandit camp and a mountain range approximately divide the middle and southern regions in the west. In most of the southern region, players may notice slightly darker sand colour and a lack of Kharidian Cacti. This is where extra waterskins or an Enchanted water tiara come in handy, especially when being away from settlements for extended periods of time. The monsters in the southern part are also stronger than those found in the middle part. For example, the River Elid is full of level 63 crocodiles. The south-eastern areas near the Ullek ruins and the reed swamp are particularly dangerous places due to the much larger crocodiles and scabarites residing there. The most important landmarks in the southern part include Nardah, the twin cities of Menaphos (currently inaccessible) andSophanem, several pyramids, a mining quarry and the ruins of Ullek underneath the swamp area.

Survival

Inventory: Water and Equipment

Waterskins can be refilled by three methods: using a waterskin on any water-filled item such as a bucket, jug or bowl or any water source such as a sink or a fountain; with a knife in their inventory, players can cut healthy Kharidian Cacti to fill waterskins; or players with access to the Lunar spellbook can cast the humidify spell, completely refilling all Waterskins in the players' inventory. Cutting a cactus will not always give the player water, but if it does the player will also receive 10 Woodcutting experience. Note that many parts of Kharidian Desert, especially the southern part of the desert, don't have cacti to get water. You can also drink from other sources of water such as water in bowls. Note that you cannot drink from water on the map but not labelled as a water source such as the River Elid.

The Enchanted water tiara is a quest reward from Dealing with Scabaras which can be used in place of waterskins.

Wearing desert clothing, available from Shantay at the Shantay Pass, will cause the player to drink less frequently. Without desert clothing, a player needs water about every 90 seconds. With a full set of clothes, a player needs water about every 120 seconds. The Desert outfit and Menaphite robes also provide protection like desert clothing. No other clothes protect against desert heat, despite rumours and opinions that Slave robes or the Robe of elidinis do so.

Monsters

Although the desert houses many beasts, there are three common creatures that can be found in great numbers and that players should be prepared for. Desert Wolves, though only level 27, can be dangerous to lower-lever players. Ugthanki, level 42 desert camels, are aggressive and potentially dangerous, especially if the player is only wearing robes. In addition, along the River Elid the player can encounter level 63 Crocodiles which will attack the player if they stray too close to the river. There are also Desert Strykewyrms, but as they attack the player only if they have been assigned as a slayer task (requires 77 slayer) and only if they are provoked, they are not a danger for the inexperienced.

Cities

There are four major cities in the desert. The player does not need to drink water in most cities.

  • Al Kharid: Al Kharid is the only non-member city in the Kharidian Desert, and is located at its northern edge. Several quests can be started here including The Feud, Prince Ali Rescue and Shadow of the Storm. In Al Kharid there is a bank, crafting shop, tannery, furnace, platelegs shop, plateskirt shop, scimitar shop, some stalls and a palace. Other notable features are the Al Kharid Mine north of the city and the Duel Arena to the north east. If the player wants to enter from Lumbridge, they will have to pay a toll of 10 coins, though the player can pass for free after the completion of the Prince Ali Rescue quest.
  • Menaphos and Sophanem: Players are granted entrance to Sophanem if they have started the Itchlarin's Little Helper quest. However, Menaphos is currently inaccessible. Upon completion of the Contact! quest, a bank and several other features become available for use in Sophanem.
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The remains of Ullek, the Kharidian Desert's former capital.

  • Nardah: The city of Nardah is located in the south-eastern-most area of the desert. It is located near the Agility Pyramid. The player may buy a waterskin (full) from Ali for 1,000 coins. The reason of the high price is because the city is under a curse, featured in Spirits of Elid quest, which has dried up the fountain. The city also has a Choc-Ice stand, where the player can buy choc-ice for 30 coins each.
  • Pollnivneach: Pollnivneach is a desert city located on the banks of the River Elid. A substantial amount of the quest The Feud takes place here. The city is divided between the Bandits and the Menaphites. The player can purchase water here from the shop. There is a well, a kebab shop where the player may buy super kebabs and Red hot sauce, a tavern, where drinks can be bought, and a camel merchant. The player can fill waterskins from the well by filling a bucket and transferring the water.

Other locations include:

Transportation

The main form of transportation in the desert is by Magic carpet. They can take the player to a variety of places in the desert, such as:


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This map shows where magic carpets can go. A blue line indicates a route.

  • Shantay Pass
  • Northern Pollnivneach
  • Southern Pollnivneach
  • Nardah
  • Menaphos and Sophanem
  • Bedabin Camp

The normal cost of such travel is roughly 200 coins. However, doing the Rogue Trader Minigame or wearing the activated Ring of Charos will decrease the price to 100 coins, and combining them both lowers it to 75 coins.

There are also several Fairy rings located in the desert.

In order to enter the desert from the Shantay Pass, the player must buy a "Shantay Pass" from Shantay, which costs 5 coins. Instead of buying a Shantay pass, players can get into the desert via the Shantay Pass by bribing one of the guards. This method costs 100 coins and is not recommended. Wearing armour of any kind is not advisable, due its metallic nature, as the player will overheat faster and thus use up their supply of water quicker.

Extra Features

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The Kalphite Queen

Kalphite Queen: The Kalphite lair is located west of the Shantay Pass, surrounded by bones. A rope is required to enter the Kalphite tunnels and another to enter the Queen's chamber. Also, on the first level of the dungeon, there is a tunnel leading to the Dorgesh-Kaan south dungeon.

Azzanadra's Pyramid: The final Pyramid from the Desert Treasure Quest, this labyrinth is where the player can switch between the normal spellbook and the Ancient Magicks spellbook.

Agility Pyramid: Located just north of Nardah, this Pyramid is one of the more popular methods of training Agility. Players must negotiate each level of the Pyramid to reach the summit, where they can retrieve a golden pyramid exchangeable for 1,000 coins.

Pyramid Plunder: Located in Sophanem, this Thieving minigame allows the player to advance based on your Thieving level.

Dust Devils: Dust Devils are level 93 Slayer monsters. They require 65 Slayer and a Facemask to kill. They are located down a well east of the Bandit camp.

Desert Lizards: These Slayer monsters are located north of Pollnivneach. They require level 22 Slayer and an Ice cooler to kill .

Goats: These level 23 monsters, and the level 33 billy goats that are found with them, are the only source of the desert goat horns used to make combat potions. They are found near Pollnivneach, Nardah, the Kalphite lair and the Shantay Pass

Mines:

Similarities to the Sahara

The Kharidian Desert shows great similarity to the Sahara Desert. Like the Sahara it has a long river, the Elid (which is similar to the Nile; Elid is also Nile spelled backwards with a D instead of an N at the end of the word). Gods in the region are very similar to the gods found in Egypt - the Jackal-headed god is virtually identical in purpose and form to his Egyptian counterpart, Anubis. Even the famous Nile crocodiles have been imported as the Crocodiles found near the Elid.

The major features of the region, the Pyramids are similar, so is the idea of robbing the Pyramids - long a problem for the Egyptian Pharaohs.