RuneScape is a browser-based Medieval European FantasyMMORPG by the UK-based developer Jagex Ltd that runs on a Freemium subscription model. The free version of the game is self-contained and can be played on its own, but subscribers gain access to separate Member servers with more content in exchange for a monthly fee. The game holds the official Guinness world record for largest free MMORPG.Gameplay primarily involves quests, combat (both Player Versus Player and Player Versus Environment), and Level Grinding, along with a variety of side activities like Capture the Flag. RuneScape is somewhat uncommon among MMORPGs in that its quests are more elaborate than your basic Twenty Bear AssesFetch Quests, instead focusing more on plot, puzzles, problem-solving, and Boss Battles. New content, usually (but not always) members-only, is released on a weekly basis.The game was originally released in January 2001 in what would now be considered a very primitive form. The full world was much smaller, containing only a few small cities. There were only six quests, one server, and two developers. It gradually expanded until 2004, when the whole game was overhauled completely: such large changes were made to the game engine, the graphics, the basic game mechanics, and the content that the developers saw fit to call it "RuneScape 2" and retire the previous game as "RuneScape Classic". The Classic version is still playable today, although access is restricted to subscribing members.It has a series of Expanded Universe novels: Betrayal at Falador (2008), Return to Canifis (2011) and Legacy of Blood (2012), all written by T.S. Church. There's also a Gaiden Game called "Armies of Gielinor", a multiplayer Turn Based Tactics game set during the God Wars, released through FunOrb.RuneScape's official site can be found at http://www.runescape.com/.
Adam Smith Hates Your Guts: Most endgame items are thousands of times more expensive than their lower-level counterparts. Rings are a good example: a +4 range bonus (usually out of 200 or so) will cost you around a million coins. And if you think that's tough, wait until you see the price tag on a spirit shield. On the other hand, the game has a real living, breathing, player-run, capitalist economy... so it's the community which isn't letting go of those rare items for a low price.
Adventurers Club: The Quest guilds: Champions Guild, Heroes Guild, and Legends Guild.
Aerith and Bob: Bob the Jagex Cat, Bob's evil twin also named Bob, and Bob of Bob's Fabulous Axes all share a game with people called Zemouregal, Azzanadra and Zaros, although weirder names like those tend to pop up more with non-humans. Player characters' names can also have this effect.
Alas, Poor Villain: At the end of "Song from the Depths", you find the Siren who's been causing the trouble...and she turns out to be trapped inside the belly of the Queen Black Dragon, subject to a powerful illusion that's making her believe she's back home on her island. When you break the illusion, she's horrified. She's killed shortly after, and the player character has a brief moment of mourning.
Alcohol Hic: Found in the dialogue of many an inebriated character.
All in a Row: There's an option to "Follow" another player. A group of players can follow each other in a chain, resulting in this.
All-Natural Gem Polish: Notably averted. You can find gems while mining, and if you do, they have to be cut with a chisel using the Crafting skill before they can be added to jewelry. Some gems can even be destroyed accidentally when you try to cut them.
All Swords Are the Same: In Classic, all melee weapons have the exact same fighting animation: you just bash your opponent with it and that's that. The modern game has a wider variety of stances for different types of weapon, but there are still a limited number of animations for slashing, stabbing, or bludgeoning — the stabbing animations for a bronze dagger are the same as the ones for a pair of gardening secateurs.
They're violent and warlike by nature, with thick, rocklike skin and low intelligence, and they're named after the first thing they try to eat (or, if they don't know what it's called, the sound it made), which leads to some unusual names like "My Arm".
Amnesia Loop: A major plot point in the "Rise of the Red Axe" quest series. At the end of "Forgettable Tale of a Drunken Dwarf"note The name of the quest is a Stealth Pun, the Player Character stumbles upon the secret base of the Red Axe and learns about their plan to create an army of Chaos Dwarves to invade Keldagrim. However, thanks to an ogre shaman working for the Red Axe, instead of making it back to Keldagrim to warn the Consortium, all your memory of the event is scrambled and you're left with an irresistible craving for beer and kebabs. After the resulting drinking party, the vital information has become slurred, drunken ramblings. In between quests, the same thing happens to Commander Veldaban, and the subsequent "Forgiveness of a Chaos Dwarf" quest revolves around re-discovering everything that was forgotten.
An Axe to Grind: In addition to regular battleaxes, hatchets and throwing axes, there's Dharok's Greataxe and Balmung.
Ancient Artifact: Recent quests have revealed that there are 12 Elder Artifacts, from which the gods draw their power and will be a major plot element of future quests. Each artifact is a source of power, and has a certain function. Unfortunately, they also have a downside to using them. The known artifacts are:
The Elder Sword: capable of opening portals at whim. Currently broken in Guthix's resting place.
The Staff: associated with the god Armadyl; Zamorak used it to kill Zaros and ascend to godhood, and now Sliske has used it to kill Guthix.
The Kiln: used to create the physical shell of the world. Since it utilizes the Tok Haar to achieve this, it can defend itself with ease.
The Stone of Jas: the source of all runes, Guthix used to seed the world with life. Using it if you are not a god makes the Dragonkin attack you, and they grow stronger the more you use it.
The Crown: this has been in the possession of Saradomin for as long as anyone remembers. It can locate all artifacts, but any gods can also locate the wearer.
The Horn: Guthix found it on Gielenor with the Staff and Stone, but not much else is known.
Anchors Away: The Barrelchest Anchor, which can be used as a weapon.
Poor Arrav; he was raised as a zombie by the very person he fought against. Said person also decided to keep him conscious, effectively forcing him to watch as his body fought his own people. the Void Pest in A Void Dance, and Akthanakos could be said to fit this role, since he was betrayed and turned into a guardian of his own imprisonment.
Pentyn in Enakhra's Temple has been trapped there for thousands of years in solitary isolation and was constantly tortured by Enakhra. To make it worse, he's been immortalized and can't move anything below the shoulder, meaning he can never leave the place.
Apmeken had her voice, sight, and hearing taken away, and she was forced to sit back and wait as her monkeys slowly died off and the people of the desert turned against one another and killed each other without her guidance.
The TzHaar, whose bodies are composed of rock and magma/lava, apparently remain fully self-aware as they harden into solid obsidian upon "death." Obsidian which is then broken up and made into TokKul, their currency. In The Elder Kiln, Ga'al-Xox is infused with the TokKul of a dead TzHaar champion, giving him all the memories of the dead champion. He reveals that turning into TokKul is crushing agony, unable to even think coherently through the pressure and the pain; Xox was nearly driven insane from being exposed to a few minutes of 'death'.
Skaldrun: his identity and all memory of who he was was destroyed to make him a human library. He was then made immortal and frozen in a block of ice for several hundred years, fully aware of his surroundings.
Mother Mallum's host, Lucy, in "Salt in the Wound". Stated to have been only a child when the slug queen possessed her and forced to spend decades in a semi-conscious, waking nightmare of an existence before finally being granted a proper death at the end of the quest.
And Your Reward Is Clothes: Reach level 99 in a skill? You get a cape. It has reasonable combat stats, yes, but still a fancy cape with a special emoticon. Finishing achievement diaries and quests, as well as many minigames/activities gets you pieces of clothing and armor. Much of it is unique or otherwise useful, but most of it is strictly cosmetic.
The best example is the Warriors' Guild, where you can have your suit of armor brought to life as part of a minigame. Animated suits of armor appear in other places, as well.
Animated floating axes inhabit part of the dungeon just south of Taverley. In addition, the old Druidic Ritual quest involved going to the Cauldron of Thunder therein, which was guarded by a pair of suits of armour which came to life and attacked the player when they tried to pass by.
Animated spades and pickaxes are also found in several dungeons. The pickaxes pack a surprising punch.
To avert Fetch Quest, quests will often provide some required items like spades or pickaxes or gems in the nearby vicinity, saving you the trouble of trekking away to find one yourself.
The Toolbelt provides you with pretty much every basic tool you'll need to do any skilling or quest task in the game, unless it is a very specific item needed for a quest. This saves players long treks or teleports back to the bank for a chisel. Even better, it holds everything without taking up an additional inventory space, which is a huge bonus in a game with only 28 spaces for non-equipment.
Quest items for newer quests have been made more clear with a small icon next to the name of the item. Prior to this point, it was hard to tell what was actually a quest item, especially once the quest was over.
Having trouble with the Sliding Puzzle in "Monkey Madness"? You can skip it by paying Glough a bribe.
Sometimes if a puzzle is annoying there's usually a way to just bludgeon your way through.
In player-owned ports, if you take too long locating the assassins in the Black Marketeer's random event, a hint arrow appears to point you in the right direction.
Anti-Grinding: To ensure that all clan members participate in the upkeep of the Clan Citadel there's a Cap; each individual player can only grind away at the resources until they hit the cap, after which it's impossible for them to continue.
The Balance Elemental, whom you must kill to access the Stone of Jas. Which turns out to be a biiiig mistake.
The Easter 2011 event gave The Queen Of Snow just a touch of this. After you help cut down an evil holly tree to obtain the Year, it quickly became apparent that what you've fetched for The Queen Of Sunshine wasn't real. Turns out Snowie, one of the most endearing holiday characters in the game, stole the real one because spring is so foreign to her that she literally can't see anything beautiful in it; despite knowing spring has to come to maintain order, she wanted winter to go on a little longer because she's perfectly in tune with it — but still felt mighty guilty about it.
The Mahjarrat may be this, particularly the Zarosian variety. They were stolen from their home dimension and enslaved by a Jackal god, then freed by the Empty Lord (Zaros). They're generally nice. Sliske still tries to turn you into a Barrows Brother, and kills one of your friends. The others seem to not mind if you kill him, but he is rather powerful, so they like having him as an ally.
"Some Like It Cold" reveals that the penguins in the Motherland are slaves and food to both the seals and polar bears, and the penguins on the iceberg were originally a group of penguins who just wanted to escape, even if Pescaling is now bent on taking over the world.
Anything That Moves: Ozan, who when quizzing Owen about his encounter with a supposed Icyene (essentially a gigantic, angelic human) asks "Was she hot?!". When told that not all Icyene are female, he replies "Well, was he hot?!"
There are many instances of it, including Class 0, Class 1 (sometime during the Fourth Age), and Class 2 (after the God Wars). Classes 3, 4 and 5 can be found in some of the realms, and X4 is subverted at the end of the Temple of Senntisten and Recipe for Disaster quests.
Meta example: ClusterFlutterer (the so-called "bot nuke" of October 2011) was responsible for the deletion and banning of almost 40% of the player base over the course of a single weekend.
Apocalyptic Log: You find one in the "Shades of Mort'ton" quest, where the writing gradually devolves into gibberish as the author slips into madness.
In 2009, all the cabbages came to life and started bouncing around.
On other occasions, April Fools' Day heralded the fake release of new dragon items, including 2005's Dragon Plate (a toy spinning plate which you could spin and play with) and 2008's Dragon Kite (a toy kite that you can fly)note The real anticipated items were the Dragon Platebody and the Dragon Kiteshield.
In 2010, they announced a RuneScape theme park.
For 2012, they proclaimed that "P-hats" would be dropped all around RuneScape for players to pick up for free. ("P-hat" traditionally refers to the ultra-rare party hats that are some of the most valuable items in the game.) True to their word, major cities were littered with Pea Hats: green peas that you can wear on your head.
Arm Cannon: The Barrelchest Mk II is equipped with a literal cannon on its left arm.
Armor and Magic Don't Mix: Wearing armor imposes a damage penalty on spells, to the point where most offensive magics are nearly or completely useless if you're wearing full platemail. However the penalty only applies to Hit Point damage: other spells work fine, and prayers are completely unaffected.
None of the monsters can seem to figure out to just walk around the table from behind which the player is casting spells or shooting arrows at them. This was averted in later updates, as monsters from Dungeoneering will attempt to run or move around obstacles when they are attacked from a range. You can still pin an enemy into a corner with a little maneuvering, but at least the token effort is still there.
This is lampshaded in a rematch with the Tree Spirit, where the text before the fight mentions there are no mushrooms to hide behind.
Ash Face: During the Recipe For Disaster quest, a goblin cook accidentally blows up his own cauldron and gets this.
One quest lets you join the White Knights of Falador and be able to purchase their equipment. For the Master rank, you have to kill hundreds of black knights. And "Ritual of the Mahjarrat" lets you see Sir Tiffy in action, the old man is TOUGH.
The Void Knights have this system. The better a fighter you are, the higher your rank.
Ogres like this, the most powerful are the leaders.
Sometimes justified in clans or minigames when individuals are chosen to be generals or other leaders just because they are the strongest and/or most skilled at the game.
People who have never met him have his image transferred into their minds by those that have by, erm, magic and wizards.
Baba Yaga: She's a major character in several quests and runs a magic shop. She lives on Lunar Isle in her chicken-legged hut.
Badass Bookworm: Lexicus Runewright in Dungeoneering. He summons books that hit you with all kinds of attacks, and some that explode that do an almost guaranteed 500 damage (and in a game where 990 is the max hp you can have, this is a BIG problem).
Bad Boss: Kal'Ger the Warmonger, who opens every battle with a cutscene in which he kills one of the lower-level Kal'Gerion demons.
Bad Is Good and Good Is Bad: Subverted by Evil Dave, who tries to swap "bad" and "good" in his speeches, but ends up getting very confused.
Bad Powers, Good People: The Zarosian Mahjarrat, who, while not uniformly good, are generally on the player's side for right now. The Ancient magicks that Zarosians use are quite dark, including spells that freeze opponents solid, steal their health, and drain their prayer. The Zarosian prayers (called "curses") are much more offensive than the other prayer sets, and drain your opponent's strength to enhance your own.
Bad with the Bone: The Dorgeshuun goblins are pacifists, but when they have to fight, they use weapons made out of bone, including a bone club (which is just a large, heavy bone).
It is an adventure game with an inventory, after all. Also doubles as Hammerspace because you can hold large hammers, anchors, other weapons, and massive amounts of food and fish, all too huge to possibly keep within.
There's bags of holding for rune essence that you can place within the bag of holding, as well as a coal bag and gem bag available as Dungeoneering rewards.
The toolbelt enables you to store all kinds of tools without taking up inventory or bank space, while the money pouch keeps gold pieces safe even through death (though it becomes inaccessible in the Wilderness).
Dagannoth and Gelatinnoth Mothers. They change colors depending on the type of attack you need to use.
Tormented demons, which change their protection prayer based on what you're hitting them with.
Astea Frostweb and the Skeletal Trio, who change their protection prayers randomly.
Some bosses invert this—the player puts up prayers to block attacks, and the bosses change their attacks to hit around them.
Batman Gambit: The entire plot of "Hunt for Red Raktuber". Pescaling Pax anticipates your every move, and by the end of the quest, you're teleblocked and left for dead on a deserted island.
Bat out of Hell: After a graphical update, now standard Vampires, angry Juvinates and Vyrewatch look like were-bats, the Vyrewatch having wings on their back and the other two having no wings to speak of.
Because You Were Nice to Me: In the lore, this is why General Viggora defected from Zaros to Zamorak. After being recruited into Zaros' armies, all the other races mocked him and humans in general, no matter what they accomplished. Except for Zamorak, who at the time was another general. After he overbuilt his fortress until it sank into the swamp he built it on, he remembered Zamorak's silence while the others mocked him and joined him in his (successful) attempt at usurping Zaros.
Bedsheet Ghost: Invoked in "Ghosts Ahoy", where you try to disguise yourself as a ghost by cutting holes in a bedsheet.
Big Damn Heroes: Played straight when you are the hero (usually in quests), averted when a group of heroes try to save you from Lucien.
Big Creepy Crawlies: There are more than 10 different types of giant spiders, Kalrag from the Underground Pass is the biggest attackable one. The Stronghold of Safety is packed with Giant Roaches. Giant Ants and Giant Wasps can be found in the Jade Vine maze on Karamja. There are Cave Bugs and Cave Crawlers underground. The largest insects however, are the Kalphites, which are like beetle-scorpion hybrids.
Big "NO!": When the player is kidnapped to Evil Bob's island. "No... what? Nooooooooooooo!"
Latin appears to be the official language of Zaros. The book that teaches you the Ancient Curses is written in Latin, the Zaros area in the God Wars dungeon has Latin inscriptions, and several prominent Zarosian characters and items have Latin names:
Torva, Pernix, and Virtus armor are Latin for "fierce", "nimble", and "valor" respectively.
Nex, the Zaros boss, is Latin for "violent death".
Nex's generals Cruor, Fumus, Glacies, and Umbra are "blood", "smoke", "ice", and "shadow".
Daemonheim battle themes are also named Glacialis, Desolo, Adorno, Occulo, and Torqueo, translating to Glacial, Desolate, Adorned, Occult, and Twisted respectively.
The song called Norse Code includes a high flute. Its first series of notes is actually "RUNESCAPE" in Morse Code.
At the end of the Blood Runs Deep quest, you manage to trap the Dagganoth Mother inside of the cavern and protect Rellekka, at the cost of losing Prince Brand and Princess Astrid, who died fighting the Dagganoth Kings. It doesn't help that you married the one opposite to your gender only a few moments before.
At the end of Ritual of the Mahjarrat, Lucien is dead, the Staff of Armadyl has been broken and thus rendered unusable, and the Stone of Jas has been placed somewhere where it won't be abused again. Unfortunately, Jhallan was used for the Ritual, effectively killing him, Idria was murdered by the dragonkin, a friend changed into a Barrows Brother, and the Dragonkin have wrecked Edgeville and intend to do the same to the rest of the world.
Bladder of Steel: When the Fight Caves minigame was first released, there was no way to save your progress midway through the fight. The only way to beat TzTok-Jad and earn the fire cape was to buckle up and sit at your computer for over an hour fighting your way through all 60+ waves of enemies. This was later remedied, and you can now save your progress by logging out in between waves.
Blessed with Suck: Zanik. Chosen by the gods and raised from the dead to become a brainwashed slave-general of the war-god Bandos.
Blood Knight: Bandos is the "Big High War God" who teaches that fighting is the highest calling of all, and his followers are almost universally aggressive and love battle. He has specifically bred entire RACES for war.
Bond One-Liner: Mr. Mordaut and his cheese-related puns in the Gielinor Games, when you fail in the Cheese Roll.
Bonsai Forest: The soil quality in Gielinor clearly isn't the best out there. Some graphics updates made the trees more reasonably sized, but many are still pretty small. In some areas, like the swamps south of Lumbridge and in Morytania or otherwise the various high mountain ranges, this is actually justified, of course.
Booze-Based Buff: Drinking certain types of beers will alter your stats, usually giving you a boost in one area and weakening you in another. Ordinary beer, for example, increases your Strength (attack power), but decreases your Attack (accuracy).
Border Patrol: Try to enter a dark area without a light source and little bugs will swarm all over you, draining your health.
Some weapons gradually degrade until they break, and you can repair them back to 100% by paying a fee depending on how degraded they are. Barrows and Chaotic gear are good examples.
PVP weapons such as Vesta's Longsword and Statius's Warhammer have a set lifespan: after a certain amount of time in combat, they crumble to dust. The same goes for "corrupt Dragon" equipment; it offers the stats of members-only Dragon equipment to non-members, but crumbles to dust after a set amount of time.
Crystal equipment degrades in a fashion similar to Barrows and Chaotic, but as it degrades, it gradually decreases in power as well. When it's fully degraded, it reverts back to a crystal seed that can be shaped back into its more practical form for a fee.
The Hand Cannon has a rather annoying variant: it has a random chance of blowing up in your face, dealing you damage and destroying itself completely. Ouch.
In the Runescape 2011 Easter event, a squirrel named the 'Antipodean Squirrel', is angry about how the Easter event is Northern-Hemisphere-Centric, and about how it is Spring in the northern hemisphere and how it is autumn in the southern hemisphere and it's not fair to have no autumn event. One response is to tell him to stop breaking the fourth wall; he replies, 'Yeah, like you stay in character all the time!'
Another example occurs when talking to the bartender in the Blue Moon Inn in Varrock. He states that Runescape is a computer game, but your character thinks that he is crazy.
You break the fourth wall in a way talking to the priest in Lumbridge, when you say that you are not from this world.
Dragons have a deadly firebreathing attack that sticks to you like napalm, dealing lots of damage unless you have a special anti-dragon shield. Wyverns, close relatives of dragons, have a powerful ice breath attack that can freeze you for massive damage and requires an elemental shield to defend against.
"Dragon Breath" is a combat ability for the Magic skill, allowing you to spit out a cone of flame to damage enemies in front of you.
Bribing Your Way to Victory: Buying Spins on the Squeal of Fortune, which can give cash rewards, valuable items, or EXP lamps, giving you a leg up on other players whichever way.
Brick Joke: A pretty grim one. After Sigmund uses a Ring of Life (an item which teleports the wearer to a spawn point when they're low on health) to escape death numerous times, Zanik finally cuts his hand off during The Chosen Commander to prevent him from leaving and kills him. After the quest is finished, if you go back to Lumbridge and talk to the Duke, he'll mention Sigmund's severed hand having teleported into the courtyard.
Most of the voice-acted characters have some form or other of British accent, since Jagex is, after all, based in the U.K.
All imps speak in a thick Cockney Phonetic Accent, complete with rhyming slang like "dragon's belly" (for "smelly").
British English: The game being produced in Britain and owned by a British company many terms for things are the British terms and that can and does cause some confusion among American players unfamiliar with both the game and British terminology. Easy examples are a 'Spade' (commonly called a shovel in America) and Treasure Trail 'Biscuits' (what Americans would call cookies). An especially confusing example is in clue scrolls that tell you to search the first floor of a building. What Americans know as the first floor is called the ground floor in Britain, so American players didn't know that the clue was telling them to go upstairs. A stickied thread was made on the forum to clarify this.
The "Tower of Life" quest. The moral of the whole story is that meddling with creation is wrong, and life should be treated with respect. Your reward for completing the quest is access to a minigame where you can create new mutant life-forms, kill them, and harvest their organs.
Brown Note: The Stalkers' natural language. A quote from an unknown mage:
"It calls itself Plane-freezer Lakhrahnaz in our language. I regret asking it to say it in its own, for the combination of audible and inaudible sounds from its many lipless mouths caused me a pounding headache and blood to cascade from my nose, which Lakhrahnaz then froze."
Call On Me: The "Path of Glouphrie" quest ends with the Player Characterstuck in a Death Trap. As you start to collapse from the poison gas, you cry out mentally for help. Lo and behold, the telepathic gnome Hazelmere from earlier in the quest hears you and teleports in to rescue you just in time.
Cessation Of Existence: Runescape's actual afterlife is vague but existent, however this is implied to be the eventual fate of those whose souls are devoured by the Spirit Beast or Amascut, Goddess of Destruction. Fortunately, the former has been forced into the physical world where it can no longer do this. Unfortunately, the quest revolving around it had you planning to destroy it, as it had been feeding on the energy of the spirits of the deceased for years in order to build up enough power to claw its way into the physical world. That said, it wasn't a complete failure, because who knows how powerful it would have been if it had made its way over unhindered with all of the power it had consumed.
The clock in "One Piercing Note" becomes important at the end.
There's a particularly insane one in "Dragon Slayer" (released in 2001). Melzar the Mad's notes mention a dream he had about the "great Cabbage of Jas." This was, in fact, the very first hint at the game's Myth Arc, which paid off almost exactly ten years later in "Ritual of the Mahjarrat," and isn't done yet. The Oracle of Ice Mountain, released at the same time as the Quest, also mentions something about Jas and several other things that wouldn't really show up in the game for years to come.
Baron von Hattenkrapper, whom you first met as the seagull you fired out of a makeshift bellows in "Rocking Out", later becomes a significant character in the sequel, "A Clockwork Syringe", when he teams up with you to destroy the barrelchest army by air-dropping cannonballs on them.
Denath is first seen summoning Delrith along with a few other dark wizards in Demon Slayer. In Shadow Of The Storm, he's revealed to be Agrith-Naar, a demon roughly five times as powerful as Delrith was, easily 100 times more powerful when the player helped dismiss him back to his home dimension.
Chekhov's Skill: Usually enforced in quests where something in a former quest is something you will need to know how to do. Having the skill levels required before a quest is released may also count.
The Chosen One: Zanik, a cave goblin chosen by the gods for an unknown purpose. She was chosen to become the Avatar of Bandos; essentially, a slave-general with no free will.
Used to peaceful Saradominist priests and monks? Try visiting the God Wars Dungeon, where those priests are armed to the teeth.
The Temple Knights, who are Combat Pragmatist Knights with great magic knick-knacks, a huge information network and no qualms about doing whatever they think is necessary. Be glad they're on your side.
The Missionary from Player Owned Ports tries to invoke this image, but his personality and approach to gaining followers in the East ends up backfiring when Zamorakians exploit his bad first impression.
Clap Your Hands If You Believe: The Runecrafting altars (or at least the Astral one) were created by making dolmens out of Rune Essence, and then by using a lot of focus from a lot of people, convincing the stone that it was something that it was not.
Clothes Make the Superman: Aside from combat skill levels, the attack and defense bonuses given by weapons and armor are a major factor in how well a player fares in combat. Some complete sets of armor also give additional increases to attack or defense alongside the normal bonuses.
Cowardly Lion: Cyrisus, a fellow adventurer the player meets in Dream Mentor. He has maxed combat stats, despite being terribly afraid of fighting. He achieved his maxed stats by fighting nothing but 300 chickens a day for 30 years.
Cobweb Jungle: Enforced in the 2009 Halloween event. The rules of Halloween say that the Grim Reaper has to have cobwebs in his house, so it's the Player Character's job to negotiate with the Spider Queen (who lives in her own gigantic, over-the-top maze of cobwebs) to decorate Grim's mansion properly.
The Swamp Creature encountered during the Temple Trekking minigame is this. Poisoning one part effects all its limbs; however, you need to kill all 4 limbs and the head to continue.
Tolna is the quest boss of A Soul's Bane, who has 3 heads. Poisoning any of his heads poisons the rest; killing all 3 of them transforms him back to normal.
Har'Aken, the final boss of the Fight Kiln, is submerged in magma and must have its tentacles damaged until it raises its head, giving you an opportunity to strike it before submerging again.
Color-Coded Multiplayer: Seen in minigames like Trouble Brewing, Castle Wars, Soul Wars, and so on. Red team and blue team are the standard (to correspond with Zamorak and Saradomin), although the Great Orb Project uses yellow and green instead.
Colour-Coded for Your Convenience: Player-owned port crew members are color-coded based on their stats. Blue clothes mean high seafaring; green, high morale; red, high combat.
An ordinary jug of wine is worth a small handful of gold if you're lucky. A half-full jug of wine is worth many millions of gp. This is because the ability to drink half a jug of wine was removed and wine jugs are now gulped down in one sip, so half-full wine jugs are no longer obtainable. Those that remain have become valuable collector's items.
Partyhats are some of the most expensive items in the game. They're little crown-shaped hats made out of paper.
Easter Eggs and Pumpkins are worth millions, and are still edible.
Lava Flow Miner Dwarf: Logically, convection should make the air in this chamber hotter than an oven, and we'd all roast alive. But for some reason that doesn't happen!
Cool and Unusual Punishment: Traditional methods of torture aren't working on the zombie piratedecapitated head in "A Clockwork Syringe". It's time to bust out the dreaded Twiblik Night Special. After much ceremony, you open the box and reveal...wigs, make-up, and women's clothing. O...kay? After being mercilessly dressed up in wigs, eye shadow, and lipstick, the distressed zombie finally tells you the location of the villains' secret island hideout.
Cool Chair: Thrones in Construction, such as skeleton thrones and demonic thrones.
Corridor Cubbyhole Run: The Rogue's Den maze had a section like this. There's also one in the "Icthlarin's Little Helper" quest.
Corrupt Corporate Executive: Subverted in "King of the Dwarves". The Consortium is accused of caring more about profits than the lives of their employees after several miners die in a collapse while rescue workers are instructed to repair the equipment. But it turns out, as the frustrated Consortium members later explain to you, if the equipment hadn't been repaired swiftly, it would have caused repercussions in the entire city's power supply, leading to even greater casualties, and the Consortium was only trying to control the greater damages.
Crazy-Prepared: If you read the quest guide for "Love Story" and bring all of the required items needed to avoid banking in between parts, the Wise Old Man will note how it was rather convenient you had all the necessary items on you at hand the moment you two needed to create a device for that part of the quest.
Crippling Overspecialization: The obsidian armour unlocked after the Brink of Extinction quest. It has awesome stats, and reduces damage from creatures in the TzHaar area. But if you use it anywhere else, you take triple damage.
Critical Failure: There's usually some chance of horribly failing something; for example, you could formerly lose the head of your hatchet or pickaxe by apparently swinging it too hard ...and then losing the valuable head and having to buy it back from someonenote This was a random event that has now been removed. You can also have some pretty silly accidents in Daemonheim:
"You have a hilarious accident with the hammer and chisel, destroying the block in the process."
Lucien versus Hazelmere, Turael, Duradel, Mazchna, Ghommal, Sloane, Harrallak, and Cyrisus in "While Guthix Sleeps".
Properly trained and equipped players can slaughter anything in their path, which can be a little awkward when you accidentally click on a man and crush his torso in one blow in the middle of a city.
Some players leave very easy quests very late into their game career, ends up having battles like lvl34 Count Draynor vs Lvl128 N00b Destroyer.
The above becomes very noticable in the Dominion Tower, where you are given random selections of bosses to fight. If you're prepared to fight Nomad, but instead get the aformentioned Draynor, it's pretty obvious what the outcome will be...
Cutting the Knot: In "A Clockwork Syringe", you use all the stealth and cunning available to you to quietly sabotage the barrelchest factory by smashing equipment with a giant anchor.
Cutting Off the Branches: The "Temple of Ikov" quest has you choose whether to protect the Staff of Armadyl or steal it and give it to the bad guy. When the developers made the sequel quest, "While Guthix Sleeps", they realized the plot sort of hinged on the bad guy having the staff, so everyone who chose to protect it received a note from the guardians that it had been stolen by somebody else.
Dark Is Not Evil: Implied with the Black Knights (or, as they are formally known, the Kinshra), who have been known to perform nefarious deeds, but are also explained to be another political faction. Ditto with Red Wizards, who are claimed to be responsible of burning the First Wizard's Tower, even though other factions are just as much to blame.
Darker and Edgier: As time went on, quests and storylines started getting heavier, with characters Killed Off for Real and such. 'One Piercing Note', for example, is a murder mystery where you end up seeing corpses covered in blood, corpses heavily mutilated and maimed, you end up helplessly watching a woman die, and the whole thing perpetrated by an insane woman who would never have done it had she realised what she was doing.
Death Is a Slap on the Wrist: In the Pest Control Minigame, death merely results in the player respawning at the entry lander of the Minigame, restoring their Life Points, Adrenaline, and Prayer at the mere cost of a bit of running to get back where they were. Similar things will happen if you die in any other "Safe" minigame, in which you keep all items on death.
Ape Atoll, if you're a human. The monkeys are not friendly. If you stick to the tall grass, you can hide from their archers, but that won't save you from the poisonous snakes, spiders, and scorpions lurking in the weeds. You can create a talisman that will turn you into a monkey, but only if you travel through a lengthy, spiraling cave full of zombies, traps (also poisonous), and falling rocks. It's not a good vacation spot.
The abyssal plane, where everything is trying to kill you or impede you.
The Gorak's Plane, which is filled with many (of the same) powerful creatures who just want to kill you.
Also implied in the Mahjarrat's home plane, Freneskae.
Defictionalization: Some food items, such as "crunchies" and "battas," were sold as real food during Rune Fest, a fan event organized by Jagex.
Degraded Boss: TokTz-Ket-Dill has it's own eponymous quest; however, you fight a number of them throughout The Elder Kiln as well.
Dem Bones: There are plenty of animated skeletons in the game.
When you leap onto a stepping stone near Tears of Guthix: "You leap across with a mighty leap!"
Desperation Attack: Dharok the Wretched's armor set effect. Many a player has died with a sudden 700 damage to the face thanks to this.
The Dev Team Thinks of Everything: Aubury, the purveyor of the magic shop in Varrock, hands out freebies of the basic Wind and Mind Runes. The obvious scam is to take the freebies and sell them back to his shop, right?
The shopkeeper thanks you for returning the samples.
In "The Chosen Commander", Zanik and the Player Character punch out The avatar of Bandos, god of war, although it helps that you have to disrupt its link with Bandos to be able to actually kill it.
Especially appropriate in "Salt in the Wound", where the mind-controlling horror you defeat was directly inspired by the H. P. Lovecraft.
The Slug Queen is killed by an average (although exceptionally skilled) woman by cutting a huge statue and having it fall on said queen.
Disappeared Dad: Bolrie, Golrana's father, in The Prisoner of Glouphrie. He's been locked up in a cell in Arposandra for centuries.
Disconnected Side Area: The island off the coast of Catherby. It looks like it's so close to the coastline that you could easily just swim to it, or even wade through the water to it. To get there, you have to travel across some mountains and then through a long and difficult underground dungeon. You can get back to Catherby with a Grappling Hook Crossbow — but you can't get to the island from Catherby.
Discontinuity Nod: The Romeo & Juliet quest no longer exists, but you can still ask the Apothecary to make the potion used to put Juliet in a coma.
One Piercing Note. Anna had gone completely insane, believing herself to be guided by St. Elspeth. The first victim was someone else, mistaken for Anna due to having her face slashed off and being dressed in her robes. In the end, three innocent lives have been lost to her madness, and if you decide to spare her, she throws herself off the tower anyway, believing the Icyene are coming to take her to Saradomin, leaving behind an Abbey on the verge of collapsing.
The Tzhaar series ending starts off bittersweet, but turns into a downer if you take the time to do some talking afterwords. After finally finding the cause of why the Tzhaar are being born as the weaker, simple minded Ga'al and putting a stop to Tokhaar-hok's plans, you're forced to say goodbye to your friend Ga'al-Xox, as he can no longer live with the pain of knowing how it feels to be trapped in tokkul. You get to watch a surprisingly poignant cutscene, followed by a ceremony celebrating your triumph over the Tokhaar, and then the quest ends, and you're left to believe that you've saved the Tzhaar. However, if you take the time to go back to Tokhaar-hok, he'll begin to tell you his side of the story, and it isn't a pleasant one. The Tzhaar gradually lose the memories of their past with each generation, and, seeing this, Tokhaar-hok went out of his way to try to draw their attention to this problem, and possibly get them to return to the sacred lava as they were destined to in order to save them. Unfortunately, a certain adventurer came along and choose to aid the stubborn Tzhaar instead, foiling his plans. Tokhaar-hok flat out tells you that the Tzhaar are now destined for extinction, and that unless they willingly choose to be absorbed into the sacred lava, there isn't much of anything anyone can do about it.
Dragged Off to Hell: An alternate home teleport animation available in Solomon's General Store has a fiery pit open beneath the player so that hands can grab them by the ankles and drag them down.
The Dragon: The leader of the Kal'Gerion demons, Kal'Ger the Warmonger, is this to the Mahjarrat Bilrach.
Dragon Hoard: Many dragon lairs are littered with piles of gold.
Driven to Suicide: In one possible ending for the One Piercing Note quest, Anna throws herself off of the abbey's clock tower to her death. That is, if she isn't kicked off by the player first.
Dual Wielding: Most one-handed weapons have offhand equivalents that allow two weapons to be wielded at once. Doing so allows the player to attack with both weapons for increased damage, even mixing and matching combat styles (e.g. dual-wielding a sword and a crossbow), and enables special dual-wield abilities like Havoc and Frenzy.
Dude, Where's My Respect??: Averted and played straight at different points. Average citizens never say thanks for averting the latest doom on the land, though. This was the Wise Old Man's motivation to ransack the Draynor Bank of its money, snatch up a Blue Partyhat, and attempt an assault on the Wizard's tower.
Dummied Out: When the ability to poison weapons was removed from the game, poisoned weapons automatically had their poison removed, and weapon poison was turned into a new drinkable potion that applies poison to your attacks for a limited time. However, the old items weren't removed entirely—for some time after the update, poisoned arrows could still be received as drops from certain enemies, and baby trolls named after poisoned items retained the (p) tag at the end of their names.
Dungeon Bypass: The Tarn's Lair dungeon is a convoluted maze filled with traps and aggressive zombies. If you solve the maze and fight your way to the end, you can challenge Tarn for XP and a power-up to your Salve Amulet to make it more effective against the undead. Defeating Tarn allows you to fight his pet Terror Dogs in the final chamber. Of course, you'd have to go through the whole maze again to get there, so, as a convenience to Terror Dog slayers, Jagex released the Slayer Ring, which can teleport you back to the final chamber. However, an unintended consequence of this teleport was that it worked even for players who had never completed the maze in the first place, thus allowing savvy players to simply buy or make a Slayer Ring and waltz straight into the boss chamber, bypassing the entire dungeon.
Dying Curse: Zaros, in the events described in the Ghostly Robes miniquest.
Runescape has its share of elementals. They're most prominently featured in the "Elemental Workshop" quest, which features air, earth, water, and fire elementals. The "Desert Treasure" quest also features Elemental Embodiments of Blood, Shadow, Ice, and Smoke.
Eldritch Abomination: Many. The Chaos Elemental is a textbook example. Other good examples are the monsters from Dream Mentor, the Muspah (which are myths made real), the Spirit/Corporeal Beast, and the Stalkers (one of them fires an eyeball twice the size of you at your party as an attack).
Daemonheim, an immense, random dungeon complex that came into existence out of nowhere, is filled with horrific extradimensional monsters (see Eldritch Abomination), and has a 'taint' within that could irreparably damage the world should it escape.
The Abyssal plane, where everything seems to have eyes or tentacles, or both.
The Runespan, a maze of floating islands filled with nodes and creatures of elemental energy.
Elemental Embodiment: There are plenty of elemetals in Runescape: the regular fire/water/air/earth found in the Elemental Workshop, ice elemetals found in Daemonheim and Chaos Elemental, a high-level boss in the Wilderness. The strongest elemental is however Balance Elemental, a quest boss fought during While Guthix Sleeps.
Epic Fail: General Viggora wanted to prove to the world that humans could achieve greatness. So he built a massive fortress. That only caused the other races to nickname it "Viggora's Folly", so he kept adding on to it. Eventually, it sank into the swamp he built it on, which convinced him that the nickname was, in fact, accurate.
Verac's flail is a powerful weapon used by one of the Barrows Brothers. It has an effect when the armour is worn with it that allows it to occasionally ignore enemy defences.
The Ivandis flail is basically an Ivandis rod with a silver sickle attached with a chain. It is completely impractical and unwieldy, but until you get blisterwood weapons, it's the only thing that can hurt Vyrewatch and Vyrelords.
One of the signature heroes, The Raptor, wields a massive, heavy, spiked flail.
The Temple Trekking/Burgh de Rott Ramble minigame involves protecting refugees on their journey from Burgh de Rott north to the safety of the temple at Paterdomus and escorting mercenary adventurers on the opposite route to battle evil. Should be noted as being different than other escort missions, as your companions can level up, some of them could probably do the trek themselves with sufficient leveling.
"It's like... all the time we were adventuring together, it was all about you, you know? You were the hero, and I was the sidekick. I kept getting into trouble and you kept rescuing me. Even at the end, when we defeated Bandos, I got knocked out and you finished it alone. And in a way, I kind of resent that. I wish I'd done it myself. I don't want my whole life to be like that. I want to prove to myself that I can be an adventurer in my own right, be a hero, not just someone's sidekick, not even yours."
If you hold you mouse cursor over the achievements at the end of a Dungeoneering run, a small tooltip pops up, telling you what you need to do in order to get that achievement. The tooltip for "Most Deaths" reads, "Exactly what it says on the tin."
One quest's MacGuffin is the "Idol of Many Heads". Examining the idol gives this text: "An idol. It has many heads."
A lot of examine texts end up as this.
Exact Words: In "Thok Your Block Off", Thok decides to spare "Boney Face" and mentions he'd kill him if he saw him again. Unfortunately for Boney, that included going into a dead-end room and coming out again to see him walking about.
Extreme Omnivore: Trolls, who are usually even named after the first thing they tried to eat (or the sound that thing makes, in case they don't know what it is). Can be amusing as 'My Arm' to as foreboding as 'Cliff'.
The Extremist Was Right: During the TzHaar quest series, you find out that the reason the Ga'al are being born instead of proper TzHaar is because the TokHaar have cut off the flow of sacred lava to the city, thus dooming the TzHaar to extinction. What a bunch of jerks, right? Well, it turns out this would have happened anyway. When TzHaar are born, they don't inherit all of their memories, as you discover during the quest. What the TokHaar did was speed up the process of extinction in the TzHaar, thus spurring them to take action. The TokHaar also wanted their former bretheren to return to the Elder Kiln as TokHaar.
Fake Difficulty: Mourning's End Part II is considered one of the hardest quests, involving a huge Light and Mirrors Puzzle and multiple floors, and it's full of hard-hitting monsters. But even with all of this, someone at Jagex apparently thought that it still wasn't enough and decided to throw in an agility obstacle that is entirely based on luck with a high failure rate. Every time it's failed, the player falls down to the lower level and takes even more damage.
Falling in Love Montage: "Love Story" has one between Zenevivia and the Wise Old Man. Then they proceed to invade the Wizard's Tower and fail.
Fantasy Pantheon: Saradomin, Guthix, and Zamorak are the main gods. Armadyl, Bandos, and Zaros are more obscure. There's also the Menaphite pantheon of desert gods, the elves' crystal nature god Seren, and the monkeys of Ape Atoll worship a monkey god named Marimbo. As a joke, there's also a God of Cabbage named Brassica Prime.
Summer and her family, who were busy having their souls devoured by the Spirit Beast up until the point the player killed it.
Arrav, who is now Zemouregal's undead slave and who has almost no control over himself, forced to slaughter the people he once protected. Eventually does get some peace, but his wounds are too severe and when he has no more magic to sustain him, he dies.
Becoming a Barrows Brother is also rather unpleasant, the originals becoming deathly ill, then dying, then having their spirits wrenched from wherever they were to fight again for their new master. Now you just get hit with an incorporeal maroon skull and die in horrible agony.
Feathered Fiend: The Evil Chicken. There's also a giant Roc that attacks you in the "My Arm's Big Adventure" quest.
Feather Fingers: Notably averted with the penguins. Ping and Pong are looking for musical instruments, but since they have no fingers, they can't play most instruments—you have to find them bongos and cowbells.
Exaggerated in One Small Favour, in which you are asked something of the typical fetch quest, to get logs from a forester... who then asks you to get his axe sharpened at an axe store, and the owner asks you to ask a favor from a witch, who in turn asks something else of you, and so on. The quest ends up having you traverse almost the entire continent that the game takes place on.
Lampshaded in Rune Mechanics, where the characters make disdainful remarks about fetch quests.
Fishing Minigame: In addition to fishing as a skill, there's also the Fish Flingers minigame, where you use trial and error to determine the correct hook, bait, and weight to catch different types of fish.
Freemium: Many skills, quests, and runes are only available to those who pay; actually, "many" would be the understatement of the year. The free part of the game is probably less than 5% of the total game, and free players have severely limited options when it comes to training and bank space, and they get an update once in a blue moon. On the upside, Jagex is a lot better than most games. There's still a fair bit to do in the free game, and they've started doing a lot more free content than they used to. They also advertise free-to-play content as an entire free game, with the pay-to-play content as a super expansion pack.
Frictionless Ice: "Myths of the White Lands" uses it for puzzles. It's also a stage hazard when fighting the Dungeoneering boss Plane-Freezer Lakhrahnaz and as a random room puzzle on Frozen floors.
Friendly War: The king and queen of the neigboring island nations of Miscellania and Etceteria amuse themselves by constantly declaring war on each other. It's also a case of Belligerent Sexual Tension: they eventually get married in "Blood Runs Deep".
The Humans Against Monsters association. (Their logo is a ham.)
The Livid Vine, or "Lokar's Infernal Vine of Incredible Death"
Ladies Of Lumbridge
New Order Occult Bookists
Game-Breaking Bug: Quite a few, although they're generally fixed within a day at most, and intentionally exploiting a bug usually earns you a permanent ban:
One infamous bug allowed some players to kill other players outside of normal PvP zones. This led to the Falador Massacre, wherein hundreds of players were killed; many of them lost millions of coins' worth of items.
When the Hand Cannon was first introduced, it was possible for multiple people to attack the same person in one-on-one PvP areas, resulting in instant death for that player.
An update to the game engine made it possible to attack monsters without being attacked back, allowing lots of players to solo the Corporeal Beast (strongest monster in the game, had never been killed by a single person before up to that point) and other normally Nintendo Hard boss monsters.
An update to the Dungeoneering skill briefly caused runecrafting to give 1,000 times as much experience as intended.
Game Over Man: During the Halloween season, Death will make personal appearances to collect your soul whenever you die.
Gemstone Assault: Crossbow bolts can be tipped with gems and then enchanted for varying special effects.
Gender Bender: The Makeover Mage magically changes his/her gender every minute or so. He/she will offer the same service to you for free. This gets lampshaded if you made the change between finishing "Throne of Miscellania" and starting "Royal Trouble."
Genie in a Bottle: A random event. Seen also as a villain in the "Spirits of the Elid" quest.
During the quest Carnillean Rising, you tie up a teenage girl so an NPC can "rescue" her as part of his "quest." If you attempt to use a feather or abyssal whip on her while tied up, you get the message "Runescape isn't that sort of fantasy game."
Get Back Here Boss: The giant mole. Fortunately, it has been altered to still target you after it burrows. This still doesn't make it simple to find, though.
Get On The Boat: Want to visit Daemonheim? Take a boat from Al-Kharid or Taverley. Want to visit Karamja, the Void Knight Outpost, or Entrana? Take a boat from Port Sarim. (And to actually participate in the Void Knight activity you have to get on another boat.) Want to visit Braindeath Island, Dragontooth Island, or Mos Le'Harmless? Take a boat from Port Phasmatys. And so on.
Giant Space Flea from Nowhere: Some of the boss fights are rather unexpected. For example, at the end of the "My Arm's Big Adventure" quest (where you have to teach agriculture to a troll), you're attacked out of nowhere by a giant roc who randomly happens to be nearby.
Golem: Clay golems, rock golems and golems made of rune essence called 'rune guardians' exist, but the knowledge to make clay and rock golems has been lost, while Rune Guardians are lerned to make again during the quest Rune Mechanics. There are also obsidian golem familiars and multiple types of golemsthat can be hired as crewmembers in Player-Owned Ports.
Gold Makes Everything Shiny: Gilded armor is rune armor, but golden. You can also upgrade your dwarven multicannon to a golden version, which is functionally identical, but is definitely shinier.
Gravity Is a Harsh Mistress: In one possible ending to the One Piercing Note quest, Anna jumps off of the abbey's clock tower, believing that she has been redeemed and can fly with the Icyene. Unsurprisingly, she dies.
Green-Eyed Monster: The Do No Evil boss Ayuni is a literal example. What this implies of Amascut is unclear.
Grim Up North: "The North" is referenced in several quests. Not to mention the Wilderness, formerly the most dangerous area in the game, and still pretty frightening. In the days when Runescape was entirely free, the instructions to reach the Wilderness were simply "go north".
The Guards Must Be Crazy: This is acknowledged during a cut-scene in the "Garden of Tranquillity" Quest, where a "veteran" guard explains to a new recruit that the life expectancy for a Falador guard is about 30 seconds. Right on cue, a high-levelled "player" comes and slaughters both of them.
Guns Akimbo: Achieved by dual-wielding two crossbows. Wielding ranged weapons in both hands enables the "Unload" ability, which can deal massive damage against an unwary opponent.
Guns in Church: Averted with Entrana, where weapons and armour are banned. Played straight everywhere else.
Though the details are unclear, Safalaan Hallow is the son of Queen Efaritay.
Hammerspace: In addition to the typical Bag of Holding mechanics, lots of Emote Animations involve pulling things out of Hammerspace. Many of the skillcape emotes are guilty of this; for example, the fletching emote has you pull a log, a knife, and a bowstring out of nowhere. The fishing emote produces not only a harpoon, but a small dock and a pond as well. And so on.
Hand Cannon: Available as a weapon after "Forgiveness of a Chaos Dwarf".
The God Wars dungeon and combatants inside seem to be perfectly fine after being frozen for thousands of years. Averted, however, with the Ancient Magicks freeze-you-in-an-ice-cube ice spells, which are some of the deadliest combat spells in the game.
There's a handicap called Randomly Freeze in the Dominion Tower. All it does is stops you from moving and stops you from attacking until you click on a target or you retaliate.
"Crafting Calamity" — Killed yourself with a chisel.
"Spontaneous Combustion" — Burnt yourself to death (due to a screwup with a firemaking door).
"Fishing Folly" — Died in a hilarious fishing accident. "You have a hilarious fishing accident that you would have told your grandchildren some day, had it not killed you."
Healing Shiv: When you use elemental spells against elemental wizards at south of Falador with their respective elements.
Healing Spring: The Oo'Glog spa pools can cure disease and poison and restore you to full health.
Heel Realization: After the events of The Chosen Commander, Juna ended her friendship with Zanik because of religious reasons; Zanik defied her species' god. Juna was utterly devoted to her own god, Guthix, and considered this to be the correct way to behave. After the events of The World Wakes, Juna was reminded that this kind of blind devotion was one of the things Guthix went to great lengths to stop. She now hopes to see Zanik again, and that she can be forgiven for the way she treated her.
Several quests, such as Dream Mentor, have the Player Character team up with other NPC adventurers. After you part ways, they go off on their own adventures.
The six characters the player encounters in Player Owned Ports, who each have their own adventures, with varying degrees of heroism, in the East. They eventually start working with each other, culminating in taking down a Seasinger named Quin. Meanwhile, the Player Character stays behind to manage the Port and their travels, playing the Big Good.
High-Class Glass: A TzHaar playing the role of a rich guy in a theatrical production wears a monocle for his costume.
Hints Are For Losers: In Dungeoneering, you can enable Guide Mode, which highlights the rooms you need to go through to reach the end. It gives you a large XP penalty.
Hive Queen: Oodles of them. You've got the Kalphite Queen, Penance Queen, Pest Queen, Jadinko Queen, Mother Mallum, and the most powerful of them all, the almighty Queen Black Dragon. They're all huge disgusting bug things, too, with the exception of the QBD, who is of course a dragon and the Jadinko Queen, who's actually a fairly attractive, graceful lizard person; she's the only one who's an ally, fittingly enough.
Hoist by His Own Petard: Both the Stone of Jas and Staff of Armadyl eventually come round to bite Lucien in the ass.
Holiday Mode: Special events happen every Halloween, Christmas, and Easter and all give out appropriately-themed costumes, emotes, and items.
Homing Boulders: Quite frequently, in fact. Happens to most projectiles (including some literal boulders), apart from some special types. As for non-exceptions, they will hit you, even if you teleport away.
One of the Nomad's attacks hits your maximum life points minus one, so you must be at full HP (or higher) to survive.
The Warped Gulega does it slightly differently, hitting your current life points minus one.
Hufflepuff House: Armadyl. While stated to have been a powerful god, very little is known about him or his exploits. The most his following amounts to are some bird people in a dungeon and a group of people guarding his Staff, which isn't even his staff; it's a weapon made by the Elder Gods. In The World Wakes, a quest all about gods and their followers, Armadyl's influence amounts to Kree'Arra briefly distracting you near the beginning.
Hulkspeak: Goblins, trolls, ogres, Glod from "Grim Tales", etc.
In "A Clockwork Syringe", firing yourself out of the cannon directly is too dangerous, so you weld a chain to the cannonball, attach a barrel to it, and ride in that instead!
"Between a Rock" involves a dwarf firing you out of a cannon.
Humanoid Abomination: The Mahjarrat, which look like skeletons in robes but are actually immensely powerful creatures from other dimensions. This is an indication that they need to perform The Ritual again, as directly afterward they are much more fleshed out.
And as of "Ritual of the Mahjarrat," Lucien. With the same artifact that skewered Zaros, on top of that.
Improbable Power Discrepancy: Apparently, giant ants are much more dangerous than barbarians wielding large axes, and blood-drained human prisoners are stronger than healthy human citizens.
Incredibly Lame Pun: This game has so many puns that it's often ridiculed. The Crawling Hand, for example:
I need to make some furniture, could you lend me a HAND?
Haha. Very funny.
Indy Ploy: Invoked to fight the mind-reading Vyrewatch. Because they can predict your next move by reading your mind, the solution to defeat them is to have no idea what your next move is going to be.
Infinity+1 Sword: Chaotic weapons are a very straight example. More powerful than their Infinity–1 Sword equivalents in every area, but they can only be obtained by paying 200k dungeoneering tokens. That'll require dozens of hours of training, and once you obtain them, you'll need to spend wads of cash to repair them when they degrade after ten hours in combat.
The abyssal whip was once considered the best all-purpose weapon in the game. With the introduction of Dungeoneering, chaotic weapons have higher stats in every area, but require a whopping 200k dungeoneering tokens (equivalent to about two million dungeoneering xp, or just over level 80) to obtain and have to be recharged with gold every few hours. The abyssal whip is tradable at a relatively affordable price and can be equipped as soon as you have the required level to wield it.
The Crystal Bow, to the Zaryte Bow. The stronger model has slightly better stats, but it's many times more expensive and, where the Crystal Bow can be freely purchased after completion of a mid-level quest, the Zaryte Bow has a market price of tens of millions of coins and can only be obtained as a drop from one of the toughest boss monsters in the game.
Instant Gravestone: Instant Gravestones (usually) protect your items when you die. Bigger and fancier ones can be purchased which hold your items for longer.
Interface Spoiler: Akrisae's Barrows Set is easily viewable on the Grand Exchange while searching for Barrows Armour, despite it not making too much sense for those who haven't done "Ritual of the Mahjarrat".
Many players' interpretation of their character's relationship with Zanik. The fact that her house has a double bed only adds to this. As does the player turning into a goblin during Land of the Goblins... Even Zanik ponders What Could Have Been in one of her letters to the player.
Zanik: And I'd be lying if I said I didn't feel something for you. Back when we were about to face Bandos, when we were standing by the portal about to go through, a part of me really wanted to grab you and kiss you. But I thought that was crazy, I'd just had an evil god inside my head and I thought I was going to die and I wasn't thinking straight and so in the end I didn't do anything. But now it seems maybe you wanted me to, and now I have to tell you I can't, and I'm sorry, and I have to try to explain.
Also, Dororan and Gudrun from Gunnar's Ground.
One way to interpret Bob and Neite, since Bob used to be human... although it's an unusual case, as Neite was once a human as well.
The marriage of the King Black Dragon and the Kalphite Queen, to coincide with the real marriage of Prince William and Kate Middleton. This later turned out to be a marketing ploy by Diango.
Involuntary Charity Donation: This is the plot of the "Let Them Eat Pie" quest. The peasants of the town are starving while the disgustingly fat rich glutton lives in luxury, so the Player Character poisons him with a disgusting pie made of rotten meat, steals from him while he's puking his guts out, and thus the citizens get their food.
It Makes Sense in Context: One quest involves working with a gnome to commit terrorism for a group of secret government conspirators, which is done by infecting the people and livestock of an entire city with a virus by shooting dye-soaked toads at a farmer's flock of sheep. The plague is a hoax.
It May Help You on Your Quest: In the Christmas 2010 event, where Santa Cl—er, Thorvar Crittersmash—sent players into a Daemonheim dungeon he'd failed, giving them a bucket and telling them they'd know when to use it. After the third puzzle, that bucket became very useful because it was needed to catch the heim crab that stole Santa's hat.
As of this writing, the only ones other than Guthix that don't seem to have any skeletons in the closet are Armadyl and Zaros (not counting the minor deities). And we don't know much about either of them...
Zaros chose to align himself with races such as vampyres, demons, and Mahjarrat. One of the ghosts that he cursed upon his defeat lampshaded that this was a bad idea.
Joke Item: Several, especially the holiday items. Ironically, some of these are now the most valuable items in the game.
Kangaroo Court: Botany Bay, where alleged botters are tried. The verdict is always guilty, and other players vote on the sentence of the botter.
Karma Meter: At least two quests let you choose which god to side with. Subverted in that whatever you choose has no real impact outside of those quests.
Kid Hero: Dionysius/Wise Old Man started adventuring at the age of 15, and Philipe Carnillean becomes one after Carnillean Rising.
Killed Off for Real: Duradel, Turael, Cyrisus, Sloane, Ghommal and Hazelmere during While Guthix Sleeps, Sigmund in The Chosen Commander, and Prince Brand and Princess Astrid in the Blood Runs Deep. In the Ritual of the Mahjarrat, Idria, Akrisae, Jhallan and Lucien and in The World Wakes, Orlando Smith, Cres and Guthix.
You fight Evil Trees by lighting fires underneath them to burn them down.
King Arthur: Camelot is located just east of Seers' Village. King Arthur, Merlin, and the Knights of the Round Table can all be found there. Morgan le Faye lives in a tower to the south. A couple quests revolve around these guys, often referencing the Arthurian Legend.
Leaked Experience: Taken to extremes in the Soul Wars minigame before it was updated. It allowed players to earn bonus experience in the slayer skill without doing any of the fighting in the game itself, up to the maximum level the skill allowed if one worked at it enough. This led to players who, with no combat experience whatsoever, are masters of a skill involving killing everything that moves.
Level Grinding: The game is full of ways to do it, and it's the only way to really reach the higher levels. It's generally referred to as "training" by RuneScape players.
Life Drain: Several, including onyx-tipped bolts, Soul Split, the Guthan's armor set, the Vampyrism aura and scrimshaw, the Balanced Strike ability, and others.
Light and Mirrors Puzzle: One of the hardest quests has quite a sadistic version of this: COLOURED lights and mirrors, which is much worse than it sounds, all the while being attacked by shadow monsters. The sequel features one as well, though in a much smaller area and without monsters attacking you.
Light Is Not Good: Zilyana, though being a creature of the God of Order Saradomin, orders Kree'arra to kill the player during The World Wakes, and is the most determined of the god-followers to kill Guthix. To top it all off, during the quest she reveals that she was manipulating her supposed ally Kree'arra, openly mocking his desire for Armadyl to return.
Loophole Abuse: Entrana forbids bringing weapons and armor, but never anything about bringing the materials to the island to make them right there (handy if you're doing Lost City). Subverted in that if you're in possession of any such gear long enough, a monk will come to knock you out and send you back to Port Sarim.
Lord British Postulate: Before the release of the Ivandis Flail, Vyrewatch couldn't be killed. This didn't stop players from trying, and succeeding.
Lost Forever: Holiday item rewards, but every holiday event gives you the emote rewards from previous events. Holiday items that can be traded such as the party hats are worth millions of coins as a result.
Stomp. Every time he gets down by a 1/3 of his health, the ceiling caves in, causing rocks to fall, as well as small lodestones that have to be used on larger ones to stop Stomp from healing that 1/3 of health you just took off. The problem? The rocks are impassible and can block off the large or small lodestones. This was eventually changed so that the rocks can be cleared out of the way.
Dungeoneering has a puzzle where you have to sneak past a purple orb in a sort of turn-based puzzle, but your character can randomly 'stumble' which gives the purple orb a free move on you, making it nearly impossible to complete if this happens more than once.
In "Mourning's End Part 2", you have to cross a set of wall hand-holds with a ridiculously low success chance and a long run back when you fail. And you have to do this TWICE!
Invoked in "Salt in the Wound". When a mind-controlled villager asks you to identify yourself in order to gain entry to Mother Mallum's lair, one of the options in the Dialogue Tree is "I AM YOUR FATHER!" (If you select it, she'll look at you funny and tell you to go away.)
Bob the Cat tries it out if you speak with him while you have a cat with you. He and your cat will quote the Star Wars scene, with Bob as Vader and your cat as Luke. It's just a joke, of course.
Lucky Rabbit's Foot: A strung rabbit foot (worn as a necklace) is an item that gives players a better chance of getting a bird's nest when cutting trees or ivy; it also grants a better chance of getting long and curved bones in combat.
Players who slay enough chompy birds with a special luring technique will be rewarded with fancy hats.
The Slayer skill is based around this. Slayer masters assign you to kill a certain number of a specific enemy type, gaining experience after each qualifying kill, and once you're done you'll have to get another assignment to keep training. Your reward for this is the ability to kill even more monsters.
Maximum HP Reduction: Some creatures could transmit "disease", which randomly decreases stats including constitution, which affects maximum life points. Barrelchest Mk II, a pirate zombie robot (It Makes Sense in Context) directly drains constitution as part of its special attack. Instead of eating various food, this kind of damage could only be restored quickly with much more expensive super restore potions.
Mike Nelson, Destroyer of Worlds: Many of the gods tend to be this. Saradomin and Tuska destroyed Guthix's homeworld, and the God wars of Runescape would have destroyed it without Guthix's intervention.
Minecart Madness: At least one quest involves navigating a maze of minecart turnoffs.
Min-Maxing: Fairly common; characters who take this to its logical conclusion are known as "pures".
Frequently, PvP-ers will level Attack and Strength disproportionately while leaving Defence ridiculously low or untouched, turning their character into a Glass Cannon who can down more balanced characters of the same combat level. The introduction of Hit Points bonuses for all armour in 2012 made this strategy significantly riskier, since it simultaneously increased the penalties associated with this tactic (low-level armour now puts you at a much greater risk of being One-Hit KO'd by other players) and reduced the corresponding advantages (other players with increased HP are harder to take down quickly, and players with shields now have access to abilities that can block your attacks).
Skill pures also exist, whereby characters do not level combat skills at all while working one or more non-combat skills up to level 99. This can be a detriment, however, as many lucrative skilling areas are guarded by aggressive NPCs who can and will prey on low-levelled players who lack the sense to flee.
Missing Secret: Acts as a form of Gameplay and Story Segregation in that many more cities and civilizations exist in the background than have actually been coded into the game. As a result, an absurd number of major cities and entire nations (most prominently Prifddidas, Menaphos, and Arposandra) are in isolation, be it mythic or overtly enforced by snooty border guards who will tell you that the place is "closed to outsiders". If an update eventually rolls around that lets you in (as with Keldagrim or Meiyerditch), this becomes an example of Broken Bridge: you'll still have to do a quest to get in and the people inside will be fearful or distrustful of outsiders. And the city will still be full of places you can't access.
Mithril: Downplayed. Mithril is stronger than steel, but still a rather low-level armour, at only 20 Defense to wear. In accordance with tradition, though, it weighs less than other metals.
Wizard Ellaron in Rune Mysteries and Rune Memories. His aim is to bring about the destruction of the Wizard's Tower for the alleged betrayal of his order most of a century earlier. In the meantime, he has lived and studied among his avowed enemies for decades while manipulatinghis former apprentice, Ariane, into becoming a conduit for the magical energies that would complete the conflagration.
Money Sink: The entire Construction and Summoning skills. Long overdue because of the billions high alchemy was bringing into the game.
Money Spider: Lots of enemies. Not really killed for gold, since nothing really drops a lot of gold. Rather, they are killed for items to be sold.
Nature Spirit: One is found in God Wars Dungeon and the second is found in Mort Myre.
Never Trust A Twitter: Every week Jagex releases a hint to the next update on Twitter. More often than not these hints provide no clues to the update whatsoever and make no sense until AFTER the update is released. The worst offender is the hint "Ruby Dragon" and the update was a thieving guild quest. There was no way the players were supposed to guess that based on the hint.
Nice Hat: The party hats. Their rare status makes them Serious Business. The rarer ones are worth literally billions of coins, in a game where earning a million an hour is very fast.
The barkeeper in the Blue Moon Inn in Varrock is aware that RuneScape is only a computer game and says as much if the player asks him for advice.
In the 2011 Easter Event, the player explicitly tells a squirrel to stop breaking the fourth wall.
No Hero Discount: Played straight most of the time. Occasionally averted when a quest reward gives you a discount—for example, after proving your merit as a sailor and defeating some pirates in Cabin Fever, you can charter ships at half price.
Marion the bartender said that she lost her skill in archery after an incident involving a Chinchompa named Fluffy and a butter churn. Also, there are these weird sea slugs called sluglings that you pick up to make rum. When asking Captain Braindeath why they call them sluglings, he responds that they call them sluglings because of "a long, complicated story involving three dead seagulls and a busted pipe". Why you even need slugs of any kind to make rum in the first place is a question better left unanswered.
The various misfortunes that befall the Varrock Museum's expedition barge.
No Pronunciation Guide: Until the 21st of February, when they actually added a Pronunciation Guide. The fact that they bothered to make it in the first place should give you an idea of how many instances of this trope exist in the game, such as the "Mahjarrat"note MAH-jer-att race, or the city of "Ardougne"note arr-DOYN.
Nothing Is the Same Anymore: After "The World Wakes" the Edicts of Guthix are broken and the gods can freely interfere on Gielinor. The player is a Guardian of Guthix with the power to defy the gods. And the world advances from Year 169 of the 5th Age into Year 1 of the 6th Age.
Nothing Is Scarier: The Wilderness. Particularly the deeper areas where there's hardly anything, save for a few NPCs, and you could be attacked by a powerful player-killer any moment. The ambiance does not make anything better...
When the game wants to mark an object as important, a blinking yellow arrow will often appear above it. This is used to mark posts in the Brimhaven Agility Arena, to mark destinations in the tutorials, and so on.
The pinball random event has glowing rings appear around the post you're supposed to tag.
The restrictions on where you can place a cannon. This is lampshaded in a Postbag from the Hedge by Nulodion, claiming that he just felt as if he wasn't permitted to set up a cannon in dangerous areas.
"You can't light a fire here."
The Flash Powder Factory was patched to give a 50% reduction in points whenever you leave with more than 2 minutes left on the timer, to promote players to play through entire matches. Previously, players would leave the game early to get around Diminishing Returns for Balance by starting a new round.
The Dominion Sword can only be wielded two-handed, despite obviously being only a longsword, in order to fit in with the other two-handed magic and ranged dominion weapons.
Off Screen Afterlife: There is at least one, if not many, but every ghost or otherwise dead character you encounter hasn't crossed over yet, and those who have come Back from the Dead (such as Zanik and, well, you) have no memory of it. The Spirit Plane that you summon summoning beasts from appears to just be a plane full of ghostlike critters rather than an afterlife for dead critters. Zanik herself describes the time period when she's dead as... nothing. The moments before she was revived were the moments just before her death.
Done pretty nastily in the Dungeoneering dungeon. There are dinosaurs that you can kill for leather to make armour, and although it can be done through combat, it kind of destroys most of the hides you could have gotten. However, you can design a Hunter trap designed to get a lot more hides by invoking this trope when the dinosaur goes for the bait.
Stomp. The entire boss fight is an attempt to destroy the portal that Stomp's head is sticking through. When this is achieved (after enduring a mountain of Fake Difficulty), the portal acts like a guillotine, separating Stomp's head from his body in a bloody, gruesome mess.
Oh Crap: Many moments. Sometimes by NPCs during quests and the like (Garden of Tranquility's guard scene), and often by players (usually when finding a new room in Dungeoneering).
Older Is Better: Equipment originating from the Barrows brothers or the Third Age is usually much better than any of the armor made during the Fifth Age.
One-Handed Zweihänder: A mid-level slayer master Vannaka wields both a steel two-handed sword and Dragon square shield at the same time although not even players with maxed Strength can wield two-handed swords with a shield.
One Steve Limit: Parodied in some cases (an entire town where everyone is named Ali the Barman, Ali the Snakecharmer, etc.) and simply averted in others. Played straight with players' screennames.
Only Smart People May Pass: Has an entire quest dedicated to this trope, including a chemistry puzzle loaded with chemistry-related in-jokes like nitrous oxide (NO) and dihydrogen monoxide (water).
Our Goblins Are Different: The ordinary surface goblins have green skin. Their intelligence is as high as most humans', but the way they're raised, they usually never reach their full potential. There are also cave goblins which have pale green skin and large eyes and are far more intelligent than their surface-dwelling bretheren.
"Skeleton Mages" are an attackable monster in a few places. There's also Iban, who was resurrected by a witch and has a phylactery in the form of a doll whose parts you have to gather and assemble in order to defeat him.
Subverted with the Mahjarrat, who are powerful mages with skeletal faces and a penchant for necromancy... but are actually just a separate species whose default form happens to look like a human skeleton.
Percent Damage Attack: Enchanted ruby bolts have a chance to take away 20% of target's health (with a few exceptions) at the cost of decimating player's health.
Phantasy Spelling: Vampires and vampyres both exist, but the two are fairly different. To be more specific, vampires are feral were-bats, while vampyres are more civilized, taking on a more human appearance the stronger they get. But that wouldn't stop either of them from chowing down on your neck, given the chance. An update changed standard vampires to also being spelled vampyre however, for unknown reasons.
The Mahjarrat, especially Lucien after he acquired two artefacts of the gods, both with immense power.
The Mahjarrat who invented Dungeoneering wants to bring Zamorak back into the physical world.
The Player Character briefly becomes this after touching the Stone of Jas and being infused with a FRACTION of it's power.
Pimped Out Cape: Skillcapes, with their ornate trimmings and over-the-top shoulderpads.
Piñata Enemy: The Living Rock Patriarch, which gives 30% more experience than a normal enemy and drops a number of noted items such as Diamonds, Rune Ore, Blood and Mud Runes as a 100% drop, totaling little over 200k for one kill, though it takes a couple hours to respawn per world and is surrounded by other aggressive monsters inside a single combat area.
Pirate: Loads of them, including a quest series based on them.
Plotline Death: Quest NPCs seem to suffer from these. Others, including players, will be perfectly fine, except during the quests which need you to die.
Plot Tailored to the Party: In the final scene of "Salt in the Wound", you need Ezekial's explosives expertise to break through damaged walls, Kennith's persuasive abilities to manipulate a mind-controlled villager, and Eva's strength and combat skill to hold off the guards and deal the finishing blow.
Poor Communication Kills: Part of how the old wizard's tower was destroyed. The Green wizard stole the Red apprentice's idea, and the Red wizard told his apprentice to keep quiet about it as punishment for helping a non-Red. The idea resulted in the need for a second plane to use, so the Red wizard bargained with a demon for use of the abyss. When all 8 wizards started the ritual, the Blue apprentice saw the demon's hand in the spell, causing the truth to come out. The Blue wizard refused to participate in a spell involving Red magic, and walked off in the middle of the ritual at a crucial moment, causing a massive explosion, the only survivors of which were the Blue and Red apprentices.
Port Town: Several of them: Phasmatys, Port Sarim, Rellekka, etc.
Portal Cut: This is the fate of one of the boss creatures in Dungeoneering. The boss, simply called Stomp, is a large worm-like creature coming through a portal that calls down rocks during the fight. After the portal gets weakened several times, at the end of the fight the portal snaps shut, resulting in a surprisingly graphic death — the wall where the portal was gets rather bloodstained, and the monster essentially thrashes itself to death.
Powerful Pick: Played with; while pickaxes are wieldable, they are much less effective than weapons made of the same grade of metal (or even a couple of levels below them). However, they're not worthless in combat, as they are still stronger than some weapons made of lesser metals. Some bosses even have armor that has to be broken with the pickaxe before you can damage them with normal weapons (although you can still hack away at them with your pickaxe if you wish).
Power Trio: Saradomin, god of order (superego), Zamorak, god of chaos (id), and Guthix, god of balance (ego).
Punny Name: A Running Gag with the White Knights. They all have names like Sir Amik Varze (ceramic vase), Sir Tiffy Cashien (certification), Sir Tendeth (certain death; guess what happens to him), Sir Vyvin (surviving), Sir Prysin (surprising), the list goes on and on. Apparently, it even extends to family members—Sir Tiffy Cashien's adopted daughter is named Eva (evocation). The only White Knights without a pun in their name are Sir Owen and Squire/Sir Theodore.
Purely Aesthetic Gender: Except during the Recruitment Drive quest, where the player must be female in order to beat one of the challenges, as you must fight a character that no man can defeat. Males who have to pay for the switch get their money back and a free "makeover" voucher to make themselves male again.
Puzzle Boss: The Gluttonous Behemoth, which will rapidly heal itself by feeding on a nearby carcass if its HP drops to half. Put a player or a fire between the Behemoth and its food source.
Quicksand Sucks: Subverted in the "Diamond in the Rough" quest when you and Ozan find what appears to be quicksand. Ozan explains the correct way to escape from quicksand... only to find it isn't really quicksand when neither he nor you can move.
The Quisling: Gadderanks, a human who collects blood tithes for the vampires.
Rage Against the Heavens: The cave goblins' questline runs on this trope. Justified somewhat in that the cave goblins' former god falls somewhere between Blood Knight and God of Evil, although all of the other gods take a PR drubbing as well.
Subverted. A red herring is crucial to solving a puzzle in the Fremenik Trials quest. Then again, it also turns out to be a regular herring covered in some kind of dye. Zig-Zagging Trope?
The diary found during the Rune Memories quest is written in a way to deceive players into thinking that Kelevan the Red Wizard Apprentice sabotaged the original transportation ritual to destroy the Old Wizards' Tower. However, it is actually the diary of Ellaron, detailing his plans to destroy the current tower.
Remember the New Guy: The "Signature Heroes" are this to any player who was around before they were introduced. It becomes particularly grating when they treat the player character as if they're new to the whole "adventuring" thing despite the player character often having been around before the signature heroes even existed.
Repetitive Name: One of the vampyre names you can choose for yourself in "Branches of Darkmeyer" is Von van Von.
Reset Button: Unless you want the entire world to be rebuilt from scratch, do not break the Edicts of Guthix. The World Wakes revolves mostly around the followers of other Gods working together to remove this Reset Button by killing Guthix. They succeed.
Room Full of Crazy: A progressive example in Melzar's Maze, which has a number of cabinets that can be opened and searched. The first ones contain books, stacks of paper, and other mundane objects. As you progress, you start to uncover complete human skeletons, followed by stacks of loose bones, each one carefully labeled with a number. The last two merely contains piles of dead rats. Notes found in nearby bookshelves indicate Melzar was attempting to raise his countrymen from the dead, but was having trouble getting beyond ghosts and animated skeletons. The final record says he's selected two to try growing flesh on... one room before you encounter a pair of zombies.
Ruins for Ruins' Sake: Zigzagged with Daemonheim. Many areas of it seem to have been designed to be lived in, such as barrack-like bedrooms, libraries, and dinner halls; the small fish ponds, lodestones, golem statues, and other puzzles in some rooms designed as a security system to keep the digger's enemies out.
There are several references to the short lifespan of guards.
Cabbages. They have almighty power and are key points in a number of plotlines. They were also part of a few April Fool's Day updates, notably one where they all became quite lively and you met the God of Cabbages, Brassica Prime.
It's been quite well established that penguins are evil communist masterminds.
Heim Crabs are also developers' favorite target for running gags.
Anything about skeletons and their eating habits examine texts.
Horses being mythological creatures in the world of Runescape.
Your character really doesn't like the navigator of the Lady Zay.
Pirate Pete has a tendency to give concussions to those who travel with him. Flanderized during A Clockwork Syringe.
Rustproof Blood: Present in some dungeons. Justified in the player owned house dungeon, where it's just red dye.
In In Search of the Myreque, you're introduced to several of the resistance group against Morytania's vampires, and all of them are given backstories and motivations for joining the resistance. And then two of them are killed when the villain of the quest shows up.
In Quiet Before the Swarm, you get introduced to eight of the Void Knights and a few other people at their outpost. You talk to all of them and learn some things about them. Six of them die shortly afterwards.
Sacrificial Lion: In While Guthix Sleeps, NPCs that the player has probably spent a lot of time with during previous quests, slayer tasks, and so forth are killed by the Big Bad to let the player know just how serious this situation is.
Sadistic Choice: Choosing between saving Korasi and saving Jessika in The Void Stares Back.
Sand Worm: Strykewyrms, particularly the desert strykewyrm.
Sapient House: The Dominion Tower was once a young boy whose mind was sealed into the tower to escape his dying body.
Scaled Up: The Completionist cape emote briefly allows the player character to transform into a giant black dragon. (The trimmed version of the cape transforms you into a golden dragon instead.)
Scenery Gorn: After a certain quest, Edgeville gets utterly trashed by a savage attack by The Dragonkin. It's functionally identical to before, but there are enormous scorch marks and lots of eternal (but non-spreading or damaging) fire everywhere.
In "Let Them Eat Pie", you feed someone a rancid pie, then listen from downstairs. You hear him begin to be violently sick, then the game tells you the sound effects only get worse, and asks if you're sure you want to hear the rest. The sound effects really do only get worse.
Arkisae's sacrifice in Ritual of the Mahjarrat is unnecessary to say the least, given how the player can respawn as fate decrees that they will not die unless Death says so.
Separated by a Common Language: Being developed in Britain and using British terms for items can and does confuse American players unfamiliar with the game and British terminlogy in general. Adding to some confusion, some "American" (or, rather, more easily recognizable internationally) symbols and terms are used, such as the American dollar sign symbol for banks on the minimap.
Recipe for Disaster, which at the time of its release was the game's longest and most difficult quest, is the sequel to Cook's Assistant, a tutorial quest.
Demon Slayer and its sequel Shadow of the Storm. From an early-game freeplay quest where your biggest Fetch Quest is 25 bones and your biggest fear of dying is accidentally aggroing a level 9 mage, to a long, desert-based quest with several puzzles and a level 100 boss capable of using protection prayers.
Infamously in the Plague quest line, it goes from two easy (if rather long) quests to the Underground Pass, which is a very, very long trek through a monster-infested cave. Some people still consider Underground Pass to be one of the hardest quests in the game, and the quests afterwards (Regicide, Roving Elves, and the infamous Mourning's Ends) just get harder.
The original achievement cape was the ordinary blue cape, which, in RuneScape Classic, was only available through the shop in the Champions' Guild, which required 33 quest points to enter. That was before capes could be dyed any color, so wearing a blue cape was proof that you'd done (at the time) almost all of the quests in the game.
Of course, eventually the Legends' Guild was added to the game, and with it came the new, even more prestigious Cape of Legends, which could prove that you'd gained over 100 quest points to access the Legends' Guild.
Then we got Skillcapes (requiring level 99 in one skill) and the Quest cape (all quests complete).
Not enough? How about the Dungeoneering Master Cape, for level 120? (Dungeoneering is the only skill that maxes out at level 120 rather than 99. There is still a cape for Level 99 Dungeoneering.)
Next up we have the Max cape, for all skills at level 99.
But wait, there's more! The Completionist cape can be obtained after maxing out every skill, completing every quest, completing every miniquest, and completing every task.
Thought we were done? Nope! If you want a trimmed Completionist cape, you also need to do all of this. For perspective, the Castle Wars requirement alone takes nearly two thousand hours to achieve. Minimum.
Mahjarrats can change their forms to whatever they want, which ends badly for Jhallan in The Tale of the Muspah — he has a nightmare while he hibernates and transforms into a Muspah, a mythical beast in Mahjarrat culture, which takes most of his strength.
Various quests require the Player Character to turn into a goblin, a monkey, etc.
Player: Boric, tell Doric why you sleep with a teddy.
Boric: What? How do you know about that?
Player: Elementary! You see, I noticed on your fingers not just the dirt that comes from working as a smith but also the fibres that could have only come from a teddy bear. The fact that they are visible means you must regularly sleep with it - and grip it quite tightly at that.
Shrug of God: Jagex deliberately left Zaros' alignment ambiguous for years.
Significant Anagram: Wahisietel is a mahjarrat who hasn't been seen in decades and is believed to be in hiding. Ali the Wise is a mysterious man who seems to be an expert on mahjarrat and is very interested in their goings-on. Jagex deliberately drew attention to this parallel by using the name as a word-scramble puzzle in a Chaos Elemental letter—some people solved it and got Ali the Wise, others solved it and got Wahisietel, and the fandom said, "Hey, wait a minute..."
In the Blood Pact quest, you have to do all the fighting because she says she's injured. She was lying to see how well you did.
In Carnillean Rising, she takes it a bit further by arranging for a powerful Wolf Matriarch to attack during the otherwise fake quest you've prepared for young Philipe. He does manage to kill it with your help, but he's still a teenage spoiled brat facing down a magically empowered Mama Wolf several times the size of the player character.
Musician: "Did you know music has curative properties? Music stimulates the healing humours in your body, so they say."
Player: "Who says that, then?"
Musician: "I was told by a traveling medical practitioner, selling oil extracted from snakes. It's a commonly known fact, so he said."
Soap Opera Rapid Aging Syndrome: Kennith grows from about 10 to 21 or so in the 2 years between "Kennith's Concerns" and "Salt in the Wound", even though the in-game time hasn't changed. You can question Kennith about it, with the Hand Wave that "People grow up, right?"
Some Dexterity Required: In the early days of RuneScape, things including but not limited to mining, smithing, and woodcutting required much more clicking than they do nowadays.
Sound of No Damage: If your enemy is hitting zeroes on you, there's a sound effect of stuff scraping off your armor (if you are wearing armor, that is).
Space Compression: Cities, towns and other settlements take almost as much space as forests, even though largest cities have the size of a medium-sized village. It takes only less than half an hour for a player to walk from one end of the mainland to another. Yet the manual, NPC stories and historic tales might leave the impression of large cities and vast lands. Very notable example is Burgh De Rott. Vampyres think that town is deserted, but it's less than 100 meters from the capital of Morytania where town should clearly be seen, especially for the fact that flying vyrewatch approaches very close to the settlement.
Space Filling Path: The Ourania Runecrafting Altar, the Ape Atoll tunnels, a road in Morytania, among others.
Spikes of Doom: Present in some of the locations like agility courses. They won't kill you instantly though.
Spiteful A.I.: The Chaos Dwarf Battlefield is a prime example. Attacking any chaos dwarf causes all of them to become aggressive towards you, ignoring the Black Guard that are attacking them—getting shot at by 5-6 chaos dwarf hand cannoneers at once can kill you pretty quickly, unless you have the Protect from Missiles prayer/Deflect Missiles curse on, in which case, they'll walk all the way across the battlefield to start bashing you with their hand cannon instead of firing at the Black Guard. This can be abused to lure them to the back of the battlefield, where Black Guard berserkers will make quick work of them, and they do go back to their normal routine of engaging the Black Guard after some time has passed, though.
Stalked by the Bell: In the Fight Pits, if players take too long to kill one another, volcanic creatures will show up to join the fight.
Zamorak is a successful version of this to Zaros. Lucien doesn't fare too well.
Branches of Darkmeyer reveals that Vanescula Drakan serves as one to her brother Lord Drakan. She even kills her other brother Ranis during the quest.
Stat Grinding: You do not actually level up your character; your combat level is calculated based upon a series of formulae that only use certain skills deemed combat skills. You don't get all of them increased at once, you instead have to level them up individually. The way you do so is to practice your skill so that you gain experience for them. Non-combat skills are leveled up the same way.
Subverted Rhyme Every Occasion: Bard Roberts' "The Great Brain Robbery" shanty ends with the lines "Mi-Gor tried to stop your heart's pace / Your foe's arm part anchor, part mace / Struck without delay / But him ye did slay / made him look a total...[beat]...moron."
Defied by most player killers, who generally only wield ranged weaponry*
typically chaos dwarf hand cannons or royal crossbows
, with a few mages*
wielding polypore staves
mixed in. Melee "pkers" are virtually unheard-of.
Talk Like a Pirate: While some pirates mock players who speak in this manner, there are still a few who use this trope. There's even a book, in game, on pirate speak, explaining some of the terms.
Take That: Some Jagex mods have shown that they don't like the recent turn towards microtransactions. Mod Ash had made a character say that she is "not some stupid goblin giving rewards for free", and when a player asks Mod Stu about finding a certain mysterious NPC:
Player: Do the special conditions involve Solomon's General Store?
Citizens of Pollnivneach can be easily knocked out with blackjacks. Bizarrely, attempting to knock someone out with your bare fist gives the same message as trying to use any weapon besides a blackjack: "You need to find a different weapon. You want to knock him out, not kill him." Apparently, bare fists are deadlier than wooden clubs.
This is what happens to your character when you are transported or wish to go to places like Braindeath Island or "The Pit". Unfortunately, your character's Genre Blindness prevents them from catching on to the distraction tricks.
Temporal Paradox: Lampshaded in the Evil Dave part of "Recipe for Disaster", when you try to explain to Dave why you need to save him (he's in a time bubble).
Teleport Cloak: Several capes have teleports, notably the Ardougne cloak.
Teleport Interdiction: There are all sorts of ways to block teleportation. The most obvious one is the "Teleblock" spell, which, when cast on another player, temporarily prevents them from teleporting. There's also some areas, notably the Wilderness, where teleportation is either limited or completely disabled.
This Trope is [BLEEP]: Though changes of late have made this more of a Scunthorpe Problem, since definite "cuss words" are permitted more often, but certain others are not. (Example: "Phone") Of course, this may have been resolved, also.
Time Travel: Courtesy of the Meeting History quest, notably with the player character introducing the concept of Herblore to the Humans in the 1st Age!. note in past B, Sara grew unhealthy due to coughing due to an life illness, by learning what she took in the current past, the character went back a few years to Past A; when Sarah was a Baby, by mixing the medicine and telling her father the recipe, she would be healthy in the new future, and her father; Rodger would remain sane from not hearing her constant cries, he will tell then you the story of the first humans arriving to Runescape, amongst other things you have influenced within the Past...
Timey Wimey Ball: The World Wakes opens a gigantic can of worms as all of the involved, "previous" quests are not requirements to it. Also, all of those quests, and The World Wakes itself, are now considered part of Runescape's past. What this means is, all future content will assume the events of those quests have already happened, even for players who haven't completed them.
Underground Pass has a rather sadistic version of this, where you have to guess which panels are safe for you to walk on, and which aren't. You take 150 damage for each wrong guess, and the path is different for each person. And you have to pass through at least once or twice more before unlocking the shortcut. Hope you remember the correct path.
Dream Mentor has a similar version, except that you don't take damage when you fail.
Dungeoneering has a similar puzzle where you have to guess the correct path through 3 rows of spikes, which deal 100-200 damage every time you hit them. Hope you weren't planning on using that food later...
Unstable Equilibrium: In the Agility Arena, one trap shoots poisoned darts at you that reduce your Agility skill. If you get hit by them, you're probably gonna keep getting hit.
Up to Eleven: According to Grim, when he harvested Zabeth Corvid, the musician was so drunk that he actually stumbled a few seconds into the future. Grim even calls it the "after-afterlife".
Urban Segregation: Varrock, Ardougne and Keldagrim. To some extent, Darkmeyer and Meiyerditch.
Useless Accessory: Among the myriad of armor and weapons, several pieces of equipment offer no stat bonuses whatsoever, such as the Brass Necklace and Cyclopean Helmet, relegated to only serving cosmetic purposes.
Vulnerable Civilians: Depending on how powerful your character is, it can be easier to kill civilians than talking to them, since you have to right-click to talk to them, but the default left-click option is to attack.
Grandmaster-level quests in general, but special mention goes to "While Guthix Sleeps", "Ritual of the Majarrat", and "The World Wakes".
The World Wakes has some wham that's hard to top. Guthix is dead. The gods are coming back. Sliske may be ascending as Zamorak once did. And the only thing standing between the world and the next god wars is the player, who has been granted the ability to resist the power of gods in Guthix's dying moments.
Some Master-level quests get this as well, particularly "The Temple at Senntisten" with the return of Zaros.
What the Hell, Hero?: The player calls out Xenia after the quest 'The Blood Pact' when it's revealed that Xenia was faking being injured and used the rescue mission to test the player, putting Ilona's life at stake in the process. The player is not amused.
Ents (before they were discontinued), evil trees, undead trees, tree spirits in the Enchanted Valley, and the Jade Vine if left too long untrimmed. Ironically, the latter were almost driven to extinction because of the amount of slayer experience they give upon death.
The Weird Old Man—you know, the one who's fascinated by the kalphites—once told me that 'All you need is love'. Well, I tried that for a week and let me tell you what happened: I got 173 complaints from postal customers, a few bodily dysfunctions that I didn't know I was capable of, and irate letters from my mum, asking why I've not been visiting her. So, what have I learned? Never listen to weird old men in the desert, especially if they are beetle fans — PP
Most of the Tasks have punny names. For example, a mining task is named "Take Your Pick". Another task requires killing a zombie in a sewer; its name is "Draaaaaiiiiiins..." And so on. Doubles as Reference Overdosed.
Take a look at the Siege of Falador. Basically caused because the White Knights drove out their rivals, the Kinshra (who were at that time important cofounders of Falador), thus splintering Falador and ticking the hell off the Black Knights. Why would they do this? Because the king was sick, thus giving the opportunity. But you ask any Saradominist, they'll tell you the Kinshra just 'relocated' and then attacked a year later, 'completely unprovoked'.
The forces of Saradomin and Zamorak actually put aside their eternal rivalry for a concerted campaign to wipe all memory of Zaros off of the face of Gielinor, and the few who were allowed to remember spread propaganda that Zaros and his followers were the height of all evil. Contrary to this, the loyalist Zarosians that the player meets in-game are generally decent and honourable, particularly Azzanadra and Wahisietel.
Your Costume Needs Work: Your character will try and tell two children, Amelia and Rory, that you are the hero in the Myreque quests. Rory insists that if that was the case, you would be taller, stronger, and wear a bow tie. Telling him that you would never wear such a thing convinces him that you are definitely not the hero.