The Warriors' Guild stands as a substantial edifice situated to the west of Burthorpe. Established under the guidance of Harrallak Menarous, this institution is open to individuals whose combined levels in Attack and Strength amount to a minimum of 130. Alternatively, those who have achieved level 99 in either of these skills are also granted entry. Notably, temporary skill boosts are not considered permissible for admission, as stipulated by Ghommal, the vigilant guard overseeing access.
Within the guild's confines, participants can engage in diverse minigames that revolve around the art of melee combat. Successful participation in these activities leads to the acquisition of warrior guild tokens, valuable assets that facilitate access to the guild's upper floor and basement. These areas serve as prime grounds for battling cyclopes, formidable opponents from whom players can earn defenders. It is noteworthy that individuals who don the Attack cape are exempt from token requirements when venturing into these sections.
Upon obtaining the rewards linked to the easier or moderate tiers of the combat achievements from Ghommal, a notable adjustment comes into effect. Specifically, the quantum of tokens earned within the guild undergoes augmentation. The augmentation is either doubled for the acquisition of easy-tier rewards or tripled for those in the medium-tier category.
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Accessing the Warriors' Guild is facilitated through a variety of convenient avenues:
1. Teleportation with Combat Bracelet or Strength Cape: One can achieve instantaneous transport to the Warriors' Guild by employing a Combat Bracelet or donning a Strength Cape, both of which offer direct teleportation.
2. Games Necklace to Burthorpe: Utilizing a Games Necklace allows individuals to promptly teleport to Burthorpe, after which they can proceed in a westerly direction to reach the guild's location.
3. Grouping Teleport to Burthorpe Games Room: Engaging a grouping teleport maneuver to the Burthorpe Games Room proves effective. From there, it's a matter of heading westward to access the Warriors' Guild.
4. House Teleport or Taverley Teleport Tablet: For those with a residence situated in Taverley, leveraging the House Teleport feature or a Taverley Teleport Tablet provides a swift means of reaching the area. Subsequently, a northward journey leads to the guild's precincts.
5. Balloon Transport System to Taverley: Individuals who have made partial progress in the Enlightened Journey quest can take advantage of the Balloon Transport System, directed toward Taverley. Upon disembarking, a northwest trajectory leads to the Warriors' Guild.
Incorporating any of these methods into one's travel plans ensures seamless access to the Warriors' Guild's facilities.
Situated on the ground floor in close proximity to the entrance hall, this chamber, meticulously crafted by Shanomi, stands as a noteworthy addition. Among the array of minigames available for accumulating warrior guild tokens, this particular room enjoys unparalleled popularity. Its allure stems from the fact that it demands only a modicum of attention and unfolds at a brisk pace when compared to other pursuits.
Embarking on this activity involves the initiation of a magical animator. To commence the process, players must possess a designated ensemble of metal armor—comprising a full helm, platelegs, and a platebody—within their inventory. Once this requisite is fulfilled, the armor pieces seamlessly spring to life, launching into an assault against the player. Upon subduing the animated armor, a yield of tokens is guaranteed, accompanied by the potential acquisition of the armor set used in its creation. The exact equipment rewarded hinges on the armor type harnessed.
It's worth noting that the animated armor exhibits an immunity to both poison and venom, further bolstering its resilience. Its inherent fortitude extends to formidable resistance against Ranged and Magic attacks. However, should the confrontation extend beyond five minutes without a resolution, the animated armor will dissipate. Similarly, if the player finds themselves defeated in this encounter, recourse is available. Equipment utilized in the undertaking can be reclaimed from Shanomi, ensuring a measure of recovery from such circumstances.
Metal | Combat Lvl | HP | Tokens | Tokens/HP | Recyclable | |
Bronze | 11 | 10 | 5 | 0.500 | 72.9% | |
Iron | 23 | 20 | 10 | 0.500 | 90% | |
Steel | 46 | 40 | 15 | 0.375 | 90% | |
Black | 69 | 60 | 20 | 0.333 | 100% | |
Mithril | 92 | 80 | 25 | 0.313 | 100% | |
Adamant | 113 | 99 | 30 | 0.303 | 100% | |
Rune | 138 | 120 | 40 | 0.333 | 100% |
Ajjat, the overseer of this engaging minigame, extends an invitation to participants within close proximity of the entrance hall. Situated adjacent to this entrance, the minigame beckons players to partake without imposing any specific equipment prerequisites. At its core, this amusement serves as a litmus test for players' reflexes, as they engage with an assortment of training dummies, each necessitating a distinct combat or attack style to be effectively struck.
Aspiring participants can glean guidance from a poster stationed outside the dummy room, a visual aid that delineates the requisite style for each dummy. When precision strikes are achieved, a twofold reward is conferred: an increment of 15 Attack experience and a gratuity of 2 warrior guild tokens.
The dynamic array of seven dummies encompasses the entirety of combat styles, enshrining all four approaches, in addition to the three diverse melee attack styles. Acquiring mastery over a comprehensive spectrum of combat and attack techniques proves advantageous. This diversity ensures readiness to confront the varied challenges posed by each dummy. For instance, a longsword, versatile in its application, can proficiently engage with six of the dummies. In the same vein, unarmed combat acquires utility as a method for dealing crushing damage to the seventh dummy.
In sum, the minigame curated by Ajjat not only serves as a platform for honing reflexes but also fosters a nuanced understanding of combat versatility, offering rewards that stand as a testament to one's prowess and adaptability.
Positioned on the first floor adjacent to the stairwell, the Catapult Chamber offers a distinct activity for participants. To initiate this endeavor, players can engage in a conversation with Gamfred, through which they acquire a two-handed defensive shield tailored for this particular minigame. This specialized shield can only be equipped within the confines of this activity. Equipped with the designated shield, players are tasked with intercepting projectiles launched from the catapult. This is achieved by selecting the appropriate defensive style from their inventory. Each successful interception begets a reward of 10 Defence experience and 1 token. The catapult's barrage occurs at intervals of 8 ticks (equivalent to 4.8 seconds). This yields an approximate total of 750 tokens and 7,500 Defence experience within the span of an hour.
Situated to the east of the catapult room, the Shot Put Arena awaits those with a minimum Strength level of 50, a prerequisite for passing through a robust Heavy door. To engage in this minigame, players must first grasp a shot put and subsequently choose from three distinct throwing styles. The distance to which a successful shot put is propelled influences the rewards bestowed, encompassing both Strength experience and warrior guild tokens. Occasional mishaps occur, wherein the player either fumbles the throw, causing the shot put to inflict damage to their toe, or inadvertently strikes the referee stationed outside the enclosure.
The trajectory of a shot put isn't solely contingent upon the chosen throwing style and the player's Strength level. A myriad of additional factors influences the distance achieved. Further elaboration can be found on the calculator page dedicated to this activity. For optimal token accrual, it's recommended to employ the 22lb shot put in conjunction with the 'Standing throw' style. By maintaining 100% run energy and replenishing expended energy between throws, players can maximize their efficiency.
Tucked away in a room neighboring the shot put arena, the final minigame involves a quirky endeavor known as Jimmy's Challenge. This whimsical task mandates that participants remove any headgear and ensure both hands remain unoccupied. The crux of this challenge involves hoisting barrels and meticulously balancing them atop their heads. This peculiar feat can be accomplished up to a stack of five barrels. As barrels rest atop the participant's head, they passively amass Strength experience and tokens, albeit at the expense of energy. Dropping the barrels entails potential self-inflicted damage, with the intensity escalating as the player's energy wanes. Exiting the room prompts the barrels to disperse from atop the player's head, drawing an end to this unconventional challenge.
At the pinnacle of the Warriors' Guild, on the second floor, lies a chamber that holds both intrigue and challenge. Within its confines dwell cyclopes of levels 56 and 76, formidable adversaries from which players can secure defenders reaching up to the illustrious rune tier. This room is vigilantly overseen by Kamfreena, who stands guard over this coveted domain. Those who have yet to claim their hard-earned tokens can do so under her watchful eye.
However, gaining access to this realm demands a certain stipulation: players must bear a minimum of 100 warrior guild tokens. Upon entry, a toll of ten tokens is exacted, followed by an additional ten tokens deducted for every passing minute spent within. It's imperative to note that if a player's token count depletes, they are granted a brief respite of one minute before being abruptly transported outside the room.
Notably, those who don the mantle of the level 99 Attack cape are exempt from token requirements, allowing them to freely traverse the chamber.
The pursuit of defenders follows a methodical sequence. Commencing without any defender in possession, players can solely procure the bronze defender as a drop. Progression along this path necessitates adherence to a precise protocol: upon acquiring a defender, players must exit the chamber and re-enter to effectively unlock the possibility of obtaining the subsequent defender. Each defender is obtainable with a drop chance of 1 in 50. A crucial detail to underscore is that combat against the cyclopes mandates a melee approach.
The defenders attainable on this uppermost floor are arranged in the following sequential order:
# | Defender | |
1 | Bronze defender | |
2 | Iron defender | |
3 | Steel defender | |
4 | Black defender | |
5 | Mithril defender | |
6 | Adamant defender | |
7 | Rune defender |
After triumphantly attaining the coveted rune defender, a new horizon of challenge opens up for the intrepid player. This unfolds within the basement of the Warriors' Guild, where level 106 cyclopes roam with an air of formidable prowess. This exclusive domain presents a rare opportunity, as these cyclopes harbor a 1 in 100 chance of relinquishing the ultimate prize: the dragon defender, an upgrade held in the highest esteem.
Located just west of the guild's entrance, the portal to this basement enclave beckons. Here, players will find Lorelai, a vigilant guardian presiding over the realm where the level 106 cyclopes dwell. Her guardianship extends not only to the cyclopes but also to the rewards in store. Unclaimed tokens, a testament to one's dedication, can be duly redeemed under her watchful gaze.
Interestingly, the rune defender's dominion wanes upon achieving the fabled upgrade. Once the player has displayed their rune defender to Lorelai or stepped into the cyclops chamber for the first time, the requirement for its possession is waived.
Mirroring the regimen observed on the top floor, the basement operation adheres to the same protocol. Tokens remain an essential commodity for admittance, necessitating their presence for all but those adorned in the esteemed Attack cape. This ritual persists, with tokens being expended by participants who do not benefit from the cape's exemption.
Within the Warriors' Guild, a collection of indispensable shops stands ready to facilitate your endeavors in the minigames and encounters with Cyclopes.
Found along the southern wall of the first floor, Anton operates the esteemed Warrior Guild Armoury. Anton serves as both a buyer and seller, engaging in transactions involving a wide array of weaponry frequently dropped by Cyclopes. It's noteworthy, however, that certain items like black knives and non-tradeable defenders are exceptions to this exchange.
It's important to mention that Anton's trade rates mirror the valuations provided by the High Level Alchemy spell. This renders employing High Level Alchemy on items tradable at Anton's shop primarily beneficial for garnering magic experience.
Positioned in the northwest corner of the ground floor, Lidio presides over the Warrior Guild Food Shop. This establishment specializes in provisioning medium-level sustenance. Lidio's selection encompasses cooked trout, bass, plain pizza, potatoes with cheese, and hearty stew.
Adjacent to Lidio's domain, you'll find Lilly's Warrior Guild Potion Shop. Within this alcove, Lilly extends an assortment of 3-dose strength, attack, and defence potions to aid your preparation for the challenges ahead.
Jade, stationed in the southwest corner of the ground floor, assumes the role of a banker within the guild. Offering a gateway to your bank account, Jade's presence ensures full access to your financial resources.
These diverse shops collectively contribute to the infrastructure of the Warriors' Guild, providing resources and provisions essential for those engaging in the minigames or confronting the tenacious Cyclopes dwelling within its walls.