Clan CitadelsEdit This Entity
- 1.0 - Introduction
- 2.0 - Clan Citadel
- 3.0 - Welcome area
- 4.0 - Plots
- 5.0 - Storehouse
- 6.0 - Battlefield
- 7.0 - The keep
- 8.0 - Rewards
- 9.0 - Frequently Asked Questions
For several weeks, grassy boulders were found all over the world and appeared mysteriously. As speculated, these were pieces of floating castles and towns in the sky. They house the long-awaited Clan Citadels update, designed to give registered clans a place that they may own, maintain, customise, and meet. With stunning scenery and over 200 customizable options, create your own and design its features to your satisfaction.
To get started, you must first take a trip down to the Clan Camp, south of Falador, with 5 members of your clan present. Once you have arrived there, speak with Avalani who can be found in the western part of the Clan Camp next to the large turquoise portal. If you are a high ranked member in your clan, you will receive a Citadel portal scroll. With this scroll, you and your 4 other clan buddies will be able to create your own Clan Citadel, once you and Avalani have finished the ritual.
To finish the ritual, each of you must stand on the 5 Ritual stones on the floor. Once all 5 Ritual stones are occupied, right-click your scroll and choose 'Begin-ritual'. A short cut-scene will occur and then you and your clan mates will be teleported into your very own Clan Citadel.
As you are first welcomed to your clan's own citadel, you may notice a few things. Where the world map icon is next to the minimap, it has been replaced with a citadel interface button instead. This brings up an interface to view various features that let you manage your citadel, as well as a map of how it currently looks and buttons to teleport directly to different places there. You will also be transported to an entirely separate game world which will store your citadel, so clan members coming from different worlds to the citadel will end up in the same world for the citadel. Just past the portal, you will meet Avalani who can give you a handbook with information all about the citadel.
At first, your citadel will seem bland, with a simple keep, town square, battlemaster, and only one Woodcutting skill plot. In order to expand it, gain the ability to add more diverse features, and let it perform to its full potential, you must upgrade your citadel. This is done by choosing to upgrade it through the upgrades interface, gathering resources, and waiting until the next build tick to allow the jobs to be completed.
The cost of upgrading the entire citadel is not cheap and usually requires a very large bulk of resources. For smaller clans, it may take more than one build tick to be able to gain sufficient resources to complete the upgrade. There are 7 tiers available, with any citadel obviously starting at just 1. You will also notice something called 'Upkeep'. This is the cost in resources to maintain everything in the citadel, including itself and the features (e.g. skilling plots). Failing to get enough resources to pay for the upkeep will result in your citadel degrading, also known as dilapidation.
| Tier | Upkeep | Upgrade | Additional requirements | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Timber | Stone | Metal bars | Precious bars | Cloth | Rations | Timber | Stone | Metal bars | Precious bars | Cloth | Rations | |||||
| 1 | 1500 | - | ||||||||||||||
| 2 | 4000 | 12000 | - | |||||||||||||
| 3 | 3500 | 3000 | 17500 | 15000 | T2 Woodcutting plot | |||||||||||
| 4 | 2250 | 2000 | 2000 | 17500 | 15000 | 15000 | T2 Firemaking, Smithing, Mining plot | |||||||||
| 5 | 2500 | 2300 | 2200 | 1000 | 30000 | 27500 | 25000 | 12000 | ||||||||
| 6 | 3800 | 2300 | 2600 | 2100 | 3400 | 60000 | 35000 | 40000 | 30000 | 50000 | ||||||
| 7 | 5600 | 800 | 3200 | 4000 | 6000 | 6000 | 110000 | 16000 | 65000 | 80000 | 120000 | 120000 | ||||
The table above shows the number of resources needed to both maintain and upgrade your citadel to a higher tier.
Each Clan Citadel is personalised to fit the colours and emblem of the clan. The Clan Citadel's keep can offer a meeting point for clans, they have a senate, several meeting rooms (which can be set to either public or private), and even offer as a place of celebration by using the party room. The clan battlefield allows clans to host combat and many minigame scenarios. These combat and minigames can be opened to other clanmates and even to other clans. If you are not a member of a clan, you can still visist other clans citadels, although this can be restricted to certain areas.
A higher tier citadel lets you construct more features, namely skilling plots, and provides you with more hotspots to build structures on. These hotspots can be 2x2 or 4x4, both of which can be used to build specific structures on.
| Tier | Skilling Plots | 2x2 hotspots | 4x4 hotspots |
|---|---|---|---|
| 1 and 2 | 2 | 2 | 2 |
| 3 and 4 | 4 | 4 | 2 |
| 5 and 6 | 8 | 6 | 4 |
| 7 | 12 | 8 | 5 |
The third tab of the citadel interface contains a list of decorations that you would like your citadel to possess. These range from wall designs, stone statues, plant life, fountains and many more to make it look like a place one would be proud to belong to. To choose which features you would like, navigate to the interface and choose the features you want from the displayed lists, then purchase it. These come with a cost and are split into three categories: basic (requires one type of material), medium (two), and grand (three). Obviously, the more expensive, the better the feature will look.
While exploring the citadel interface (opened by the button by your minimap while in the citadel), you may notice several different tabs at the top. The following sections will detail what each tab does and what its purpose is.
The second tab in the interface reveals all of your current buildings and features, along with their respective tiers. At first, you will start off with a citadel, storehouse, tree (shown as 'Woodcutter'), and battlefield, all of which will be at tier 1. Click on the building buttons to find out information about its upkeep costs, then use the buttons on the right to further check its upgrade cost, upkeep after downgrading, and other information. Clicking on the 'i' button will let you see its build priority (explained in section 2.3) and move the building elsewhere.
The third tab is all about the various customisations you can make. A map of your citadel is shown along with dots to represent the hotspots you can modify. Click on the dots and a menu will appear to the left showing the features or ornaments you can build on that hotspot. There are also little squares in the middle of the customisations interface that show the blankets you can currently modify. A tier 4 citadel is required to gain access to all of these blankets. For more information about what you can build here, see section 2.1.
Your clan members must work hard to hoard the necessary resources your citadel needs to thrive, but it is also your job to make sure those resources are well spent and watched over carefully. Upkeep and jobs (downgrades, upgrades, constructions) are things that you will need to manage to let your citadel function properly.
The main point of referral when dealing with resources is the resources tab of the citadel interface. From here, you can clearly see all the different kinds of resources and how much you have of each. As your citadel's tier increases, more of them will be available to you. You may notice that alongside them, they have coloured bars. Hover over them to see the total amount of that resource your clan has at the moment.
Click on the right-most button to switch to a different part of the interface, where all the current jobs that are in the process of being completed are shown. They are again listed in three different tabs: downgrades, builds, and upgrades. The downgrades and upgrades tabs obviously list which features are put for downgrading, which do not cost resources, and similarly upgrades which conversely do cost resources. If you find that you are fatally low on resources, you may wish to look at this list to check which jobs you would like to cancel.
Each week your Citadel will have a build tick. It will occur exactly a week after you first created your Clan citadel. If you can't access your Citadel due to members leaving your clan, a build tick will still take place.
Before a build tick will take place, everyone in the Citadel will get a 3 minute warning to pick up any dropped items. This is because everyone in the Citadel will be removed for the build tick to take place. Once the build tick is in motion you cannot enter your Citadel. The first job that takes place during the build tick is: Completes any downgrade jobs that were queued.The second job that takes place during the build tick is: Completes the upkeep payment for your Citadel in order of the build priority list.
The third job that takes place during the build tick is: If you managed to gather enough resourced to pay for your upkeep, all the upgrade jobs that were listed in the build priority list will be executed, this includes: payments for buildings, hotspots and blanket customisations. If you have any unspent resource's they may be spoiled and removed from your clans resource pool or they may be carried over from one week to the next. The amount varies on your storehouse.
The Clan citadel is set out in this way to provide the most comitted clans with the most prestigious Citadel's.If your build tick is at an inconvinient time you can move it back between 1 and 6 days. To move your buildtick back you must speak to the Quartermaster. If you do choose to move it back, It cost's one week of upkeep. Once you have pushed it back, you cannot use this feature again till a build tick has taken place.
All the buildings in your Clan citadel have an upkeep cost. Each time a build tick happens, payment is taken from the Citadel's resource pool. If you have the correct construction permissions, you can choose which buildings get paid first. If your Clans citadel's upkeep isn't paid you won't be able to build or customise features. It's very important that you pay your upkeep costs or else your buildings will first become dilapidated, and if that wasn't bad enough you will also lose a tier when the next build tick takes place. If your Citadel is currently in tier 1 and you can't keep up with the upkeep costs, your buildings won't get dilapidated, but they will incur arrears.
Clan admins may choose to select certain buildings for downgrading. You can downgrade as many buildings as you like. There is no limit to how many tiers you wish to downgrade by either. If you do decide to downgrade, It doesn't cost anything and you also won't recieve any of the previous resources poured into said building.
If you're struggling to make the upkeep payments you can downgrade some buildings as it reduces the upkeep cost. If you downgrade the Citadel, all your buildings will be downgraded to that tier aswell. It's worth bearing in mind that you may lose access to some skill plots.
If your clan can't keep up with upkeep costs, some of the Citadels buildings will start to dilapidate. If that happens some features will be locked off. ( If your Citadel is currently in tier 1 and you can't keep up with the upkeep costs, your buildings won't get dilapidated, but they will incur arrears).
If your clan falls below the required amount of members for your current tier, your Citadel will go into a state of degradation. If that happens, all the buildings in your Citadel will become dilapidated. (If some of your buildings are already dilapidated this won't stack). If your clan is still short on members by the next build tick, everything in your Citadel other than your walls will degrade.
If the Citadel is in a state of dilapidation, the clan colours will be removed from the walls and all features in the Citadel's grounds will become dilapidated. The skill plots will still produce resources, but only at the level of the previous tier. The clan ring will not work even if one building is dilapidated.
You can access the build priority list from either the Quartermaster or from the gold arrow tab on the Citadel interface. From the build priority list you can access the pending downgrade, upkeep and upgrade jobs. You can even view the costs and percentage of costs which can be paid. The build priority list can also be used to choose the amount of tiers you want to downgrade by if you so wish. You can also view upgrade and upkeep jobs along with reording the priority list.
Just before the citadel walls is the welcome area, which contains both a noticeboard and a signpost showing relationships between your clan and other clans. The noticeboard is available for your clan members to view details about the clan itself, and also lists any upcoming events and their details. If you have sufficient permissions, you can right-click and edit the noticeboard to manage and change the settings of the events.
The signpost as stated earlier is simply an indication of relationships between other clans and yours. You can add the name of another clan to the list displayed there, and also set whether they are: a friend, ally, enemy, nemesis, or neutral. This is mainly just for show and interest for your members or guests to view.
Finally, there is a meeting tent identical to the one found at the Clan Camp which houses the Clan Citadel portal. It serves exactly the same purpose, letting trusted members of the clan set up either a public or private meeting.
One of the most important things your citadel requires in order to thrive is the various kinds of resources that you will need to gather. These resources are exclusive to your citadel, and can only be gathered by your clan members through areas established as skill plots. As the name suggests, these skill plots are an oppurtunity to help build your citadel as well as train your skills and get experience at the same time.
The Clan citadel's features require upkeep, which means a weekly cost in resources. This is anothe reason to use the Citadel's skill plots; to keep your citadel from degrading. No levels or items are required to use the plots, so don't worry if you have low skilling stats or are not wealthy enough to afford fancy equipment.
During the first week where your Clan citadel has only just been built, your only skilling plot will be the Woodcutting plot. As your citadel upgrades, you can unlock 6 more Skilling plots: Mining, Firemaking, Smithing, Crafting, Summoning, and Cooking plots.
Along with a Skill plot, you are given a Storehouse. The Storehouse, as you would expect, stores a limited amount of resources that you and other members of your clan have gathered to carry over to the next build tick.
To gain access to these new Skilling plots you must upgrade your Citadel which can only be upgraded at most 1 tier per week.
| Tier | Unlocked Skillplot | Clanmates |
|---|---|---|
| 1 | Woodcutting | 5 |
| 2 | Mining (stone) | 10 |
| 3 | Firemaking, Smithing, and Mining (metal ore) | 15 |
| 4 | Mining (precious ore) | 20 |
| 5 | Crafting and Summoning | 25 |
| 6 | Cooking | 35 |
| 7 | - | 50 |
Any surplus resources that are not used for upkeep, upgrades, or are not spent by the next build tick will be wasted and gotten rid of. To minimise this problem, the storehouse is used to store resources gathered by clan members in order to transfer as much of them to the next build tick. The higher the storehouse's tier, the higher the percentage of overflow resources that can be transferred. Note that this is limited by the resource cap which indicates how much can be carried over at most. For example, if the transfer percentage is 5% and the cap is 1000, then you need 20000 of one kind of resource to hit the 1000 maximum amount; any more will be wasted.
As well as this, having it at a higher tier also increases the resource cap for all resources, allowing every clan member to be able to gather more resources in a given week. Depending on how much members are willing to contribute, having a higher storehouse can be extremely useful or unnecessary.
This can not be upgraded at the same time as the battlefield. The storehouse is not actually a physical feature of the citadel, so you cannot find it around the citadel.
| Storehouse tier | Percentage | Cap per resource |
|---|---|---|
| 1 | 5% | 1000 |
| 2 | 10% | 1200 |
| 3 | 15% | 1400 |
| 4 | 20% | 1700 |
| 5 | 25% | 2000 |
| 6 | 30% | 2350 |
| 7 | 50% | 2700 |
| Tier | Upkeep | Upgrade | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Timber | Stone | Metal bars | Precious bars | Cloth | Rations | Timber | Stone | Metal bars | Precious bars | Cloth | Rations | |||
| 1 | 100 | |||||||||||||
| 2 | 160 | 70 | 1000 | 400 | ||||||||||
| 3 | 200 | 100 | 35 | 1600 | 800 | 300 | ||||||||
| 4 | 200 | 150 | 50 | 50 | 2000 | 1500 | 500 | 500 | ||||||
| 5 | 200 | 150 | 60 | 70 | 200 | 2500 | 2000 | 750 | 900 | 2500 | ||||
| 6 | 150 | 190 | 90 | 100 | 300 | 300 | 2500 | 2800 | 1400 | 1500 | 4500 | 4500 | ||
| 7 | 130 | 260 | 130 | 160 | 700 | 700 | 2500 | 5000 | 2500 | 3000 | 14000 | 14000 | ||
The table above shows the number of resources needed to both maintain and upgrade your storehouse to a higher tier.
In order to access your clan's Battlefield, you first must speak to the Battlemaster, who is located to the far west in the citadel. Once spoken to, you will be offered three options: edit battlefield, initiate battle, enter battlefield.
- Edit battlefield - edit and customise a battlefield, and load and save edited battlefields
- Initiate battle - set the rules of the battle if your rank is high enough and start one for anyone to join
- Enter battlefield - if any battles are taking place, you will be able to join it. Otherwise, you will need to wait for someone to create a battle
This can not be upgraded at the same time as the storehouse
| Tier | Upkeep | Upgrade | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Timber | Stone | Metal bars | Precious bars | Cloth | Rations | Timber | Stone | Metal bars | Precious bars | Cloth | Rations | |||
| 1 | 100 | |||||||||||||
| 2 | 70 | 130 | 400 | 800 | ||||||||||
| 3 | 70 | 100 | 150 | 600 | 800 | 1200 | ||||||||
| 4 | 75 | 100 | 130 | 200 | 750 | 1000 | 1300 | 2000 | ||||||
| 5 | 75 | 110 | 110 | 150 | 300 | 900 | 1500 | 1500 | 1800 | 3600 | ||||
| 6 | 100 | 125 | 125 | 200 | 300 | 450 | 1500 | 1900 | 1900 | 3000 | 4500 | 7000 | ||
| 7 | 100 | 100 | 100 | 200 | 400 | 1200 | 2000 | 2000 | 2000 | 4000 | 8000 | 24000 | ||
The table above shows the number of resources needed to both maintain and upgrade your battlefield to a higher tier.
Before a battle begins, the initiator of the battle will set the rules, scenario, and the condition that must be met for the battle to end. You will be sent to the battlefield, with the battle officially starting once the scenario countdown timer fully counts down. Points will then be rewarded to each team by working towards the scenario, with the battle ending when the finishing conditions are met.
| Battlefield Rules | |
|---|---|
| Rule | Description |
| Battlefield layout | Select which layout you want to use out of 4 saved battlefields (A, B, C, or D) |
| Combat style | Select either single or multi-combat |
| Enable PVP | Select if the battle is in a PVP area |
| Reward for killing players | Select the points awarded for killing a neutral player or player on the opposing team |
| Team vs team | Select to have no teams, make team choice optional, or force players to choose a team |
| Battle ends when team scores... | Select the number of points a team must reach to end the battle |
| Battle ends when player scores... | Select the number of points a player must reach to end the battle |
| Battle ends after... | Select how the battle is finished |
| When time is up, winner is... | Select how the game chooses a winner when the time limit is up |
| Forbid melee | No Melee skills can be used |
| Forbid ranging | No Ranged can be used |
| Allow magic spells | Select if the battle is restricted to the standard spell book or only binding spells |
| Forbid summoning | No Summoning familiars can be used |
| Forbid food | No food may be used |
| Forbid drinks | No drinks may be used |
| Forbid prayer | Prayer can not be used |
| Players with flags or balls may be tackled... | Select if players can tackle others |
| Lighting | Select if the battle is during the day or night |
The Battlefield can be edited by speaking with the Battlemaster, permitting that the clan owner allows you to. When editing, it is possible to add new features, delete existing features, and edit features. Elements are added by clicking on them in the menu on the left side of the interface, and then clicking on a square on the grid. For some elements, it is possible to add multiple elements by moving the cursor along the grid. The editing interface can be exited temporarily by clicking on the X in the top right corner, and then resumed by clicking on the "Editor" button in the top left corner. Different layouts can be saved and then loaded again for future use. Up to 200 elements can be added to the Battlefield, with slight customisations to all of them.
Different customisations can be applied to the various Battlefield elements. In the tables below, "Yes" means that the option is available, while "No" means that the option is not available.
| Architecture | |||||
|---|---|---|---|---|---|
| Element | Description | Settings | |||
| Blocks | Can be short or tall
Ranged attacks do not work on tall blocks Can be dragged to any size when editing |
None | |||
| Climbing frame | Can be climbed from either: north, west, east, south, or all directions | Agility requirement - none, level 5, 10, 15, 20... to 100 | |||
| Climbing block | Can be climbed from either: north, west, east, south, or all directions
Ranged attacks will not work through the blocks |
Agility requirement - none, level 5, 10, 15, 20... to 100 | |||
| Portals | Can be coloured as neutral, red or blue
Red/blue team players respawn at red/blue portals; neutral players spawn at neutral Multiple portals may be added, though only one will be activated for players to use |
None | |||
| Doors | Can choose from short or tall, blue or red
Players can not entered through the opposite teams doors Ranged attacks do not work through tall doors |
None | |||
| Barriers | Can be short or tall, neutral, red or blue
Players on the same team as the barrier can destroy it instantly Ranged attacks do not work through tall barriers |
Destroy - A key, Strength, Thieving, Mining, or Woodcutting
Resilience to damage - very low, low, medium, high, very high, or elite Respawn - never, immediate, 15/30/45 seconds, 1/1.5/2/5 minutes, next goal, red goal, or blue goal |
|||
| Toys | |||||||
|---|---|---|---|---|---|---|---|
| Name | Description | Settings | |||||
| Item spawn | Pick up items used on the Battlefield here
Keys/hatchets/pickaxes are for destroying barriers |
Item - Key, Healing potion, Clan hatchet, or Clan pickaxe
Respawn - never, immediate, 15/30/45 seconds, 1/1.5/2/5 minutes, next goal, red goal, or blue goal |
|||||
| Ball spawn | Ball can be picked up here and passed to a member of your team
Opposing team can steal the ball by tackling Player's Agility level factors into the success rate |
Interact - kicked, carried, or both
When carried - move as normal, cannot run, or cannot move Can use Agility obstacles - yes or no |
|||||
| Flag spawn | Flag spawns here and can be coloured neutral, red or blue
Opposing team can steal the flag by tackling Player's Agility level factors into the success rate |
When carried - move as normal, cannot run, or cannot move Can use Agility obstacles - yes or no |
|||||
| Targets | |||||
|---|---|---|---|---|---|
| Element | Description | Settings | |||
| Tag marker | Players will be rewarded when tagging this | Reward - nothing, a key, or 1 to 15 points
Vanish - never, or after 1 to 100 uses |
|||
| Goal | Can be coloured neutral, red or blue
Used to award points when using the ball and the flags |
Reward - nothing, a key, or 1 to 15 points | |||
| Powerup (stats) | Boosts a specified stat by an amount when a player steps on it | Affected stat - Attack, Strength, Constitution, Prayer, Magic, Ranged, Summoning, or Agility
Effect - reset, lower or boost by up to 10, increase by 10% of level, decrease by 10%/25%/50%/75%, or set to 0 Respawn - never, immediate, 15/30/45 seconds, 1/1.5/2/5 minutes, next goal, red goal, or blue goal |
|||
| Powerup (other) | Boosts or decreases a player's status by an amount when a player steps on it | Affected status - life points, run energy, or special attack
Amount - set to 100%, 75%, 50%, 25%, or 0% Respawn - never, immediate, 15/30/45 seconds, 1/1.5/2/5 minutes, next goal, red goal, or blue goal |
|||
| Hazards | ||
|---|---|---|
| Element | Description | Settings |
| Spikes | Can be visible or invisible. Inflicts damage when stepped on
Can be dragged to any size when editing battlefield |
Damage - 5 to 1000 damage, 5% to 100% (instant death) of health |
| Conveyor | Forces a player or ball to move towards the direction that the Conveyor faces
Can face north, south, east and west Can be dragged to any size when editing battlefield |
None |
| Water | Cannot be reached by players and monsters
Can be dragged to any size when editing battlefield |
None |
| Ice | Makes a player slide in the direction they are facing, and will only stop when they hit an obstacle or plain land
Monsters and balls and not affected by this Can be dragged to any size when editing battlefield |
None |
| Sticky tile | Prevents players from running from a stand still or walk
Does not affect those who are already running when they reach the tile Can be dragged to any size when editing battlefield |
None |
| Monsters | ||||
|---|---|---|---|---|
| Element | Description | Settings | ||
| Warrior | Can be neutral, red or blue aligned
Red/blue warriors/rangers/mages will attack the opposing team; neutral ones will attack anyone Have around 300 life points |
Combat level - 30, 60, 90, 120, or 150
Reward - Nothing, a key, or 1 to 15 points Respawn - never, immediate, 15/30/45 seconds, 1/1.5/2/5 minutes, next goal, red goal, or blue goal |
||
| Mage | ||||
| Ranger | ||||
The keep is a place in the citadel where the clan can have social gatherings and hold events. It is very much like a town hall, with a very large and impressive central building. As your citadel's tier rises, so do the number of different features that you can have within the keep. At citadel tier 1, your keep starts off with only a senate, a room with rows of seats and a podium in the centre. Despite looking like it has two storeys, at this stage it actually only has one, the ground floor to hold only the senate.
At citadel tier 2 and higher tiers, your keep will gain stairs leading to meeting rooms on the first floor. These are used to hold meetings with other clan members around the citadel, and can be made either public or private, which will require an invitation from the creator of the meeting. This feature is good for anything that requires real-time discussion regarding anything you would like to talk about. There will also be more stairs leading to the roof, which has nothing on it.
At tier 3, the keep will gain a party room on the first floor which contains a lever for releasing balloons and a dance floor. Unfortunately, drop parties like ones hosted in Falador's party room are not available here; the lever is used to drop balloons only.
Although none of the resources can be taken out of the citadel, making contributing to the resource pool unprofitable in any way, doing this enough will reward you with an Uncharged ring. You must have gathered enough resources before a message box will tell you that you have done enough to earn a ring. To claim it, speak to the Quartermaster who is inside the citadel keep.
When charged, it gives +50% bonus experience in certain skilling tasks in the outside world. At first, your ring will be uncharged, and will need to be charged before the bonus experience it provides can be used. To do this, go to a skill plot of your choice, right-click the ring, and select 'Charge'. The higher your plot's tier and level in the skill of the plot, the more bonus experience it provides. Depending on the skill plot you went to, the ring will then provide bonus experience in that skill. Charging the ring at a Woodcutting skill plot, for example, turns it into a Woodcutting ring.
The bonus experience for the ring can only be claimed once per build tick, or once per week at most. If you decide to move the tick, you must wait till the next one before you can charge the ring again for more experience.
| Plot tier | Bonus experience per level | |
|---|---|---|
| Woodcutting | Mining | |
| 1 | ~192 | ~185 |
| 2 | ~206 | ~196 |
| 3 | Untested | |
| 4 | Untested | |
| 5 | Untested | |
| 6 | Untested | |
| 7 | Untested | |
A: No, tools for gathering resources are not needed. You can still gather them as though you have the tools with you.
A: Apart from base experience for casting Magic spells, you receive no experience for causing damage.
A: No, you must first choose to build one then wait until the next build tick before it is built.

