Guilds

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This article is about the institutions in RuneScape. For the RuneScape Wiki's guilds, see RuneScape:WikiGuild.

Guilds are special institutions often containing resources or stores selling armour or weapons which cannot be bought in any other store. Entry to the various different guilds requires a certain amount of quest points, a certain skill level, or completion of a specific quest. Note that guilds with a skill requirement may be accessed if the skill is temporarily boosted to meet the requirement. In some cases, if a guild does not exist, players will attempt to create their own, such as the Yanille Fletching Guild.

Free-to-play guilds

Listed below are the guilds which may be accessed in the free-to-play version of RuneScape.

Guild Name Requirements Location
Skills Items Quests
Champions' Guild None None

33 Quest points

South of Varrock
Cook's Guild 32

Chef's hat or
Cooking cape (No item is required if the player has finished all the easy, medium and hard Varrock Tasks)

None West of Varrock
Crafting Guild 40 Brown apron or
Crafting cape
None

North of Rimmington

Mining Guild 60 None None Dwarven Mines

Monastery

31 None None West of Edgeville
Runecrafting Guild 50 None Rune Mysteries First Floor on Wizard's Tower

Pay-to-play guilds

Listed below are the guilds which can only be accessed in the members' version of RuneScape.

Guild Name Requirements Location
Skills Items Quests
Heroes' Guild None None Heroes' Quest Southwest of Burthorpe
Legends' Guild None None Legends' Quest Northeast of Ardougne
Warriors' Guild and level
that add up to at least 130,
or 99, or 99
None None Burthorpe
Fishing Guild 68 None None North of Ardougne
Wizards' Guild 66 None None Yanille, near the bank.
Ranging Guild 40 None None Southwest of Seers' Village
Thieves' Guild 5 None Buyers and Cellars Lumbridge

Informal Guilds

While these guilds don't necessarily exist in the sense that they are "officially" a part of the game, there are some areas and locations that tend to have a large number of players training certain skills, due to the close proximity of banks, resources, and tools necessary to train in that skill.

These activities often happen on specific "worlds" or game servers in an attempt to concentrate activity of the players, which often also brings in secondary activities such as trading and suppliers for these training areas.

A Crafting Guild, Fishing Guild, and Cooking Guild all already exist.

Skill Location Primary world Notes/Description
Fletching Yanille Bank 132 Note: While occasionally this bank is populated, most fletchers and alchers have moved to the Grand Exchange.
Smithing Keldagrim Blast Furnace 58 Level 60 Smithing is required to freely use the blast furnace.
Runecrafting

Varrock west bank/Air altar

Castle Wars

16 Air running primarily takes place here. (A runecrafting guild already exists.)

Fishing

Shilo Village/Baxtorian Falls

Living Rock Caverns

Piscatoris Fishing Colony

22

84

-

Lots of fly fishing takes place here.

A lot of players catch Rocktail and Cavefish in the Living Rock Caverns.

The colony has a bank and cooking range in close distance and is the only place to catch Monkfish. (Swan Song is required to access Piscatoris Fishing Colony).

A Fishing Guild already exists.

Firemaking, Cooking Rogue's Den 77 Maze running, burning fires, cooking food.
Crafting Al Kharid 81 Makes things out of Cowhide and Dragonhide.
Agility Ape Atoll Agility Course, Gnome Stronghold agility course and Rogue's Den 46 Players can train Agility here to have fun and race other players, which often leads to quicker lap times.
Fishing and Cooking (free-to-play) Barbarian Village 30 Where you can get lots of free fish, cooked and raw, as well as it being one of the best places to train Fishing until about level 68.
Non-combat Magic (alchemy) Castle Wars viewing area, north of the lobby Any Castle Wars themed world, usually the most populated one

You will often see huge crowds on the wall of Castle Wars watching the battles as they alchemise.

Non-combat Magic (alchemy) Duel Arena Any Duel Arena themed world, usually the most populated one You will often see large groups on the northern wall of the duel arena watching the fights as they alchemise.
Construction

Alfred Stonemason's Construction Shop by the POH portal in Taverley (north of Taverley Bank)

22

Note that many other unofficial player made guilds can be found by searching the official RuneScape Forums.

Non-existent Guilds

  • Agility Guild. Some people consider Barbarian Agility Course to be the Agility Guild since it requires Bar Crawl, level 35 Agility and level 21 Constitution.
  • Dungeoneering Guild (However, since Dungeoneering can only be used in one place, Daemonheim , the encampment outside Daemonheim castle may be a Guild. This is supported by the fact that the Rewards Trader sells weapons/items only available from the Dungeoneering skill.)
  • Farming Guild
  • Firemaking Guild (However, after the release of The Firemaker's Curse, some people consider Char's training cave to be a guild.)
  • Fletching Guild (However, some people consider the bank in Yanille to be a "Fletching Guild", it is suggested also in an old poll [1])
  • Herblore Guild (However, some people consider Catherby to be a "Herblore guild", it is suggested also in an old poll [2])
  • Hunter Guild (often considered to be the Herblore Habitat)
  • Slayer Guild (However, some people consider the Slayer Tower and ancient caverns to be a "Slayer guild". It was also mentioned by Jagex that Kuradal's Dungeon was originally going to be a Slayer guild.)
  • Smithing Guild (often considered to be the Artisian workshop )
  • Summoning Guild
  • Woodcutting Guild (Often considered to be the Sawmill or Seers Village)

Trivia

  • Before the release of the Thieves' Guild on 28 April 2010 the Rogue's Den was assumed to be the Thieving guild by most players. The den involves Agility to just as great an extent as Thieving, however.


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