The Warriors' Guild is a guild for warriors located in west Burthorpe. To enter, warriors require either a combined Attack and Strength level of 130 or level 99 in either skill. This cannot be boosted. The minimum experience required to enter is 898,856 experience, enough experience to have both Attack and Strength at level 65.
Harrallak Menarous owns and operates the guild. The various members of the guild run activities, awarding points for participation. These points are used to gain temporary access to the combat room on the top floor, where cyclopes and cyclossi can be fought for defenders. The unofficial world for the Warriors' Guild is world 9.
The Warriors' Guild is located in Burthorpe and can be accessed in a number of ways:
- Burthorpe Lodestone, which will teleport players directly east of the guild.
- Combat Bracelet, which will teleport players to a location directly outside the guild.
- Games necklace, which will teleport players to Burthorpe Troll Invasion, just north of the guild.
- House teleport, if a player's house is in Taverley (Or if Quest "Love Story" is complete, players can use a chisel on a House Tablet and turn it into a Taverley Tab)
- Balloon transport system, which goes to Taverley (at least partial completion of the Enlightened Journey quest is required)
The ground floor contains:
- The animation room activity
- The dummy room activity
- The bank (with Jade)
- Lidio's food shop
- Lilly's potion shop
- Ajjat (Attack master)
The first floor contains:
- The catapult room activity
- The shot put room activity (with Sloane, the strength master)
- Jimmy's challenge (keg balance) activity
- The Anton's armoury
Kamfreena runs the cyclopes' room on the top floor, allowing warriors temporary access in exchange for points. The room contains several cyclopes and rarely a cyclossus which can be fought for their defender drops, starting with bronze and increasing in quality up to dragon. The rune and dragon defenders are required to harm the cyclossus. In order to receive the next defender, warriors must show their current defender to Kamfreena.
Attempting to use Ancient Curses anywhere within the guild will cause Harralak to intervene, stating that he frowns upon the use of curses. Only standard Prayers can be used. Similarly, the dwarf multicannon and its variants cannot be used.
Warriors can either use points from a single activity or from all five activities as payment. This requires 200 points from a single activity or 30 tokens from all activities. Each minute spent inside the room costs 10% of their chosen points (20 for single activity points and 3 for all activity points). Using all tokens confers some small benefits:
- Reduced token per minute cost
- Small damage bonus
- Some drops are noted
- Defenders have an increased chance to drop
- Cyclossi have an increased chance to spawn
Kamfreena will warn the warriors when they have run out of tokens. If they do not leave within a minute, she will teleport them out and chastise them for not leaving immediately.
Players can participate in a number of activities while inside the Warriors' Guild in order to collect points. All of these activities are somewhat combat oriented, so players should prepare themselves appropriately. Ancient curses can not be used inside the Warriors' Guild.
Tokens are unique to each activity, and the multi-token mode in the cyclops room drains tokens from every activity. It drains less total tokens than single-token mode, and comes with benefits relating to the player's drops. However, getting tokens in some activities is extremely slow and, for some players, may not be worth the time.
The animation room is located on the ground floor, west of the guild entrance. This room is one of the most commonly used rooms in the guild to gain tokens. Players will fight against an animated set of their own armour. To play this activity a player must bring a set of normal metal armour (bronze, iron, steel, black, mithril, adamant, or rune). This set should consist of a full helm, platebody, and platelegs, and must be the same type of metal. Weapons, shields, plateskirts, and special armour (such as trimmed or heraldic) cannot be used with the animation machines.
Players should bring armour and weapons that are appropriate for the level armour that they will be fighting. To begin the activity, players must use one piece of the armour they have brought on one of the animation machines. The armour set will come to life and start attacking the owner of the armour. If a player defeats the animated armour they will be rewarded with Warriors' Guild Tokens for defeating the armour. The higher the armour type a player fights, the more tokens they will receive.The max amount of tokens you can have in animation room is 65535. There will also be a decreased chance that a piece of the armour is destroyed in the fight. If a player logs out after defeating their armour set and does not pick up the armour it will automatically disappear. Note that if you kill your armour on the square in the middle of the animator, the armour will not show up. You must right-click the square to retrieve your armour.
Shanomi does not allow players to use anything other than ordinary plate armour on the animator as "bad things happen", and dragon armour is not allowed because it is too expensive.
- All of the armour sets are weak to crush attacks, though any melee weapon will suffice at higher levels.
- Turning Auto retaliate on can help. Some of the better armour may be high enough level that a player cannot just click on it to attack it (instead, right clicking is necessary). Auto retaliate ensures that players will fight back when the armour hits them.
- Consider switching run on when fighting the armour. When the armour's life points are reduced to near zero, the armour sometimes runs away. With run on, players can hunt the armour down quicker. It also helps to stun the armour if it attempts to retreat.
- Hiding behind the fence enclosing the animating machine can be used to safe spot the armour. If the armour retreats when its health is low, try to stun it, as this will buy you at least enough time to deal the killing blow.
- A ring of recoil does work in this room.
The dummy room is located on the ground floor, west of the guild entrance. There are no requirements for this activity. This room will test players' abilities in attack styles with various dummies. To defeat these dummies players must choose the correct attack method to destroy them. Players may look at the poster in the dummy room for more information on what styles to use for each dummy. Each dummy correctly hit will award a player 15 Attack experience and 5 tokens.
There are eight dummy types in the dummy room, covering all three melee attack styles, (slash, crush, and stab). As a result, choosing the right weapons for this activity is important. Players will need at least three weapons to be able to hit every dummy. The attack bonuses for the weapon do not help in this activity so a player will be just as effective with a bronze longsword as they will with a Drygore longsword. If a player does not have the ideal weaponry for this game, they can visit Anton on the first floor of the guild. The activity is rather slow and gives a little under 3000 tokens an hour.
Tips for the dummy room
- If a player wants to be able to hit all targets they will require three different types of weapons as no weapon exists in game to cover all styles and attack types. A player should have a crush, stab, and slash weapon when playing the minigame.
- There are a total of five stab dummies, two slash dummies, and one crush dummy. The slash dummies are located in the northeast corner, the crush dummy is in the southeast, and the rest of the dummies are stab, as shown on the figure to the right.
- The single stab dummy located between the crush dummy and the slash dummies has a copy located at the other side of the room. They will always appear at the same time but the one between the other stab dummies seems to disappear one game tick after the eastern, so it is advised to go for this dummy if both are approximately at the same distance from the player to lower the chance of the dummy disappearing before arriving there..
- Since the level of your weapon is irrelevant (a bronze weapon works as good as a drygore weapon), it is recommended to bring a bronze pickaxe, bronze dagger and a bronze hatchet, all of which can be obtained for free in Lumbridge or easily purchased in the nearby shops in Burthorpe and Taverley. This will enable you to hit all of the dummies.
- Only main hand weapons can be used to hit the dummies, not off-hand.
- The dummies switch extremely fast and a player may find it too difficult to switch weapons. It is advantageous to assign the weapons to the action bar, so swapping can be done with a single press of a button.
- Your bare fists do count as a crush weapon, but due to the speed of the dummies switching, it is a better idea to simply bring a crush weapon.
- Always have run turned on in this game. Weight reducing equipment is not required as the distance between the dummies is small.
- Switching weapons, then clicking to move to the dummy is usually too slow. Move to the dummy, and use the action bar to swap weapons at the same time so that as soon as you arrive, you'll attack the dummy.
- Halberds do not give their extra range when hitting dummies.
- Each dummy always pops up in the same place, so it isn't necessary to look closely at them. Just look at where they are.
- Weapon cosmetic override may interfere with determining attack style for the dummies. Thus, one might want to turn off all melee weapon overrides while doing this activity.
Catapult roomThe catapult room is located on the first floor, west of the Armoury. There are no requirements for this activity. To begin this activity a player must speak with Gamfred, the dwarf outside of the room, to obtain a two-handed defensive shield. This shield can only be equipped while standing inside the Catapult room. Once a player has equipped the shield, they must pay careful attention to the ammunition that is being shot at them so they can select the appropriate defence style. When you see a spiky ball, use stab defence; an anvil, blunt defence; a spinning blade, slash defence; and finally a magic missile, magic defence. Each successful defence will award a player 10 Defence experience and 4 tokens. Each missed defence will inflict up to 40 damage. Although this game is arguably the easiest at which to be successful, its token pay-off is relatively slow, at around 50 tokens per minute if no mistakes are made since the catapult shoots a tiny bit faster than every five seconds. It could also be difficult for players dealing with considerable lag.
Tips for catapult room
- It is recommended that players rotate the angle of the camera so that the catapult appears to be in the top-right/top-left corner of their screen so they can see what type of ammo is about to hit them more easily. Viewing the catapult from the east makes it possible to see what ammo is loaded into the catapult giving more time to choose the right defence style.
- The defence styles are kept after defending after an attack. For example, if you click stab defence, you would continue using it no matter how many projectiles have hit you.
Shot put room
The shot put room is located on the first floor, in the north-east corner of the guild. There are no requirements for this activity. To begin players must pick up a shot and select one of the three throwing styles. To pick up a Shot you must have your glove slot, main hand slot, and off-hand slot free. If a player fails, they will drop the ball on their toe, causing 10 damage in the process. Players may also occasionally throw the shot at the Ref, causing him to shout "Oi! (player's name), don't throw the ball outside the range!". To decrease the chance of failure, players can use a pestle and mortar with ashes to get ground ashes. They may then click on the ash to dust their hands. In a hidden update at an unknown time there was a delay factor put in place, it was to prevent players from speed clicking through the mini game; after a player throws a shot they must wait a second before picking up another. In the case that they attempt to quickly grab another shot the ref will say a variety of phrases ranging from, "Pace yourself" or "Sorry, I'm not ready yet" or "Just a moment, I dropped my hanky". If the player succeeds at a throw, they will gain Strength experience at a rate of 1 XP per yard thrown and tokens.
The number of tokens players will receive does not appear to have a set pattern, and is based on the distance and the impact. The stance used does not appear to affect the number of tokens, but the Spin and throw method generally achieves the most distance.
Using the 22lb shot, the results possible are:
Distance from player "...a sickening thud" "...with a thump" "...drops to the floor" "...gently, perfectly thrown" 1 square 1 3 4 7 2 squares 3 6 9 15 3 squares 4 9 13 22 4 squares 6 12 18 30 5 squares 7 15 22 37 6 squares 9 18 27 45 7 squares 10 21 31 52 8 squares 12 24 36 60 9 squares 13 27 40 67 10 squares 15 30 44 75 11 squares 16 33 49 82 12 squares 18 36 53 90 13 squares 19 39 58 97
Prior to 25 April 2011 this event would use a portion of the players energy. This was changed during an update and now no energy is used.
Jimmy's challenge (keg balance)
Jimmy's Challenge is located on the first floor, south of the Shot Put room. There are no requirements for this activity. To begin players must click on a keg in the room. They will need to balance the keg on their head, and then attempt to balance more kegs on top of this one, up to a maximum of five. To balance kegs players must have their head and hands free, meaning that no head, main hand, off-hand or hands slot items can be equipped. If a player does get 5 on their head, Jimmy will say, "Wow! That'sh bery impr....imp...impresh..... good _________! Equalsh my record!". If a player loses balance, the kegs will cause a small amount of damage to the player, the amount depending on their current life points. The only safe way to get rid of the kegs is to walk out of the room. Players receive more tokens the more barrels are being balanced and the longer they are balanced. Players can also tag the coloured furniture in the order displayed at the top of the screen for a slight Strength XP reward.
The odds of successfully balancing all 5 barrels is controlled by the player's run energy level. Players can drink energy potions while they have kegs balanced on their head, and should do so to keep their energy level as close to 100% as possible. Players with an energy level between 90% and 100% have a low probability of dropping barrels and a high probability of being able to balance an additional barrel successfully. Using the Oo'glog salt water pool for 100% energy is highly recommended, as being at 100% run energy the entire time can yield over a hundred tokens per game. You can use the explorer ring to raise your run energy when needed. If those options are unavailable, open an interface (Equipment interface, Price Checker, etc.) to raise your run energy or talk to Jimmy. It should be noted that the time in the interface does not add to your score. One may also rest to recover run energy between keg rounds.
Tips for the keg balance room
- If you have any white tree fruit left over from the Garden of Tranquility quest, this is a great place to use it.
- If you have the surefooted aura or the greater variant, it will help immensely, as it ensures your run energy is always 100% during the activity.
The Warriors' Guild has many shops to aid players in playing the various activities within the guild or fighting Cyclopes.
Located on the south wall of the first floor, Anton buys and sells most weapons dropped by Cyclopes. Anton does not buy or sell black knives, which are a very common drop of Cyclopes, or defenders, which are not tradeable. Anton offers the same price as High Level Alchemy yields.
Lidio is located in the north-west corner of the ground floor and sells medium-level foods. Specifically, Lidio sells cooked trout (68 coins), bass (270 coins), plain pizza (200 coins), potato with cheese (350 coins), and stew (100 coins). After the September 2009 shop update, the food vendor in the Warriors' Guild no longer has infinite stock. Thrifty players may want to keep some weapons from slaying cyclopes and sell them to Anton, then buy food.
- When Jagex released the Warriors' Guild, they were unable to put the guild in due to crowds of people standing where it should be. They moved the guild further east than what was displayed in the original map so players were not crushed or stuck inside parts of the guild. Once everyone had moved, they placed the guild where it was originally supposed to be located.
- In the room with the Cyclopes, on the map is a picture of an eye. Inside the floor pattern is a single stake on fire. This is a reference to the Greek epic poem "The Odyssey", in which Odysseus blinds the cyclops Polyphemus by thrusting a hot stake into his eye.
- There was a visual glitch that caused projectiles from the catapult room to appear coming up through the floor in the north-west corner of the cyclops room. This has been recently patched.
- When tokens from items were changed to the current system, the number of tokens a player had in their bank would be applied to all of the activities. 1000 old tokens would give 1000 tokens in each activity.
- The name of the dwarf behind that catapult in the Catapult room is Nigall as shown in Postbag from the Hedge 16.
- The shield from the catapult activity is almost identical to the shield some suqahs are holding on Lunar Isle. Only the bottom of the shield is different.
- The bank in the Warriors' Guild used to be the only bank in RuneScape that players could go behind the counter. This was changed with the Evolution of Combat update.