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Wilderness Warbands
Guide Links
Introduction Warband Mechanics and Locations Wand of Treachery Rewards Supply Calculator Credits ![]() This minigame has been rated as High Risk. See the minigames page for a definition of high and low risk. This minigame takes place in the wilderness so all items carried will be lost on death unless the protect item prayer/curse is used.
IntroductionWilderness Warbands is a high risk but high reward daily distraction and diversion which involves looting supplies from camps belonging to various religious factions within the wilderness. These supplies can be handed over to Quercus for generous experience in mining, construction, herblore, smithing and farming or exchanged for coins. In addition to this it is possible to gain summoning and prayer experience from the beam in the middle of the camp and slayer experience from helping to kill the faction leader. Warbands appear simultaneously across all worlds, every seven hours in one of three locations: south of the dark warrior's fortress, east of the red dragon isle and east of lava maze. The location of the warband will appear as a global message in the chat box, however Quercus will also inform players of its location. Return to TopWarband Mechanics and LocationsTo participate in Warbands, players need to find out when and where the next warband will be taking place. This can be done by talking to Quercus who can be found sat on the wilderness wall, just by the shortcut between Edgeville and the Grand Exchange. Quercus will tell players roughly how many hours or minutes it is until the next warband and will also tell players the location of an active warband, should they have missed the global announcement. ![]() As previously mentioned, warbands will appear once every seven hours across all worlds at once. Their location is random across all worlds so while it may be at the Dark Warrior's Fortress in one world, it may be at the Red Dragon Isle in another. The three locations the warbands can spawn in are located below. Note: Players have 20 minutes to initially interact with a warband before it moves on, doing so will extend the warband's duration by 10 minutes.
Upon arrival at the warband there will be a beam of energy in the middle which players can "interrupt" for a maximum of 21,000 prayer experience, furthermore summoning rival followers after interrupting the beam grants players up to 21,000 summoning experience. Should a player venture too close to the beam it will break and they will be attacked by the religious fanatics. In order to begin looting from the tents, all fanatics must be killed including the camp leader who is level 140 and grants a small amount of slayer experience to players who helped kill them.
There are five skill tents at a warband, however only three are active at any one time meaning there will be two skills players cannot loot items for. Players can loot a maximum of 25 supplies per warband from a maximum of three warbands per day, however each warband only holds 1000 supplies so it is a first come, first serve basis. The supplies themselves are dropped upon death so killing other players is the only source of them after all 1000 have been looted from the camp. Supplies are also dropped if players log out, meaning that hopping to a safer world to flee the warband is not an option.
Return to TopWand of Treachery![]() Lucky players (or unlucky, depending on how prepared you are) may find themselves looting the wand of treachery while they are looting a tent. If the wand is found an announcement will be made to all players at the warband, the player will glow for 20 seconds and their prayer will be drained to zero making them a sitting duck for player killers. For this reason it is a good idea to bring at least one dose of prayer potion to the warband so that the protect item prayer can be used to keep the wand. As with supplies, players cannot teleport from the Wilderness with the wand in their inventory.
A maximum of one wand can be looted per warband, however this does not mean that every warband will yield a wand. Should the player with the wand fail to escape or protect the wand then the wand will appear on the ground for the player who dealt the most damage. No announcements will be made to inform players if the wand changes ownership. Return to TopRewardsThe main reward from warbands is the generous amount of experience players get from handing over supplies to Quercus, however it is a good idea to keep an eye out for the wand of treachery.
Return to TopSupply CalculatorThe amount of experience gained from each supply is calculated as follows: (((Skill x Skill) - (2 x Skill) + 100)/2). Use the calculator below to determine how much experience or coins you will get from handing over your supplies.
Return to TopCreditsOriginal Guide by: BloodAngel Special thanks to: Howlin1, PolarBearBlue Thanks to: Blind Auror, Bluud, Dragonkng198 Last updated by: BloodAngel Last updated on: 29-Jun-2013
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