ships available for private charter around the world of RuneScape. To charter a ship, simply speak to Trader Stan or any one of his sailors.Trader Stan by one of his ships

 

Stan the man

The prices for chartering a ship are shown in the tables below.

If you are wearing the ring of Charos(a) when you book a charter, these prices will be halved.

Players who have completed the Cabin Fever quest are deemed to be experienced sailors. The price they pay to charter a ship will be less. (Wearing a ring of Charos(a) will further reduce this charge).

Note: Ports marked with * can only be accessed on completion of a particular quest. To sail from or to Port Phasmatys you need to have completed the Ghosts Ahoy! quest. For Port Tyras you need to have completed the Regicide quest. If you have not completed the required quest the destination will not be shown on the selection map.

Charter ships map

Chartering Ships - Base Prices
From / To Brimhaven Catherby Karamja Port Khazard Port Phasmatys * Port Sarim Port Tyras * Shipyard
Brimhaven N/A 480 480 400 2900 1600 3200 400
Catherby 480 N/A 480 1600 3500 1000 3200 1600
Karamja 200 480 N/A 400 1100 Other Ship 3200 200
Port Khazard 1600 1600 1600 N/A 4100 1280 3200 1600
Port Phasmatys * 2900 2500 1100 4100 N/A 1300 3200 5200
Port Sarim 1600 1000 Other Ship 1280 1300 N/A 3200 400
Port Tyras * 3200 3200 3200 3200 1300 3200 N/A 3200
Shipyard 400 1600 200 720 1100 400 3200 N/A

Players who have completed the Cabin Fever quest OR are wearing a ring of Charos(a) will be charged half the above prices. Players who have completed the Cabin Fever quest will also see a new destination on their map - Mos Le' Harmless.

You can sail for free between Port Phasmatys and Mos Le' Harmless, using Bill Teach's ship.

Chartering Ships - Experienced Sailors or Ring of Charos(a)
From / To Brimhaven Catherby Karamja Mos Le' Harmless * Port Khazard Port Phasmatys * Port Sarim Port Tyras * Shipyard
Brimhaven N/A 240 240 1950 200 1450 800 1600 200
Catherby 240 N/A 240 1750 800 1750 500 1600 800
Karamja 100 240 N/A 550 200 550 Other Ship 1600 100
Mos Le' Harmless * 1450 1250 2050 N/A 550 Other Ship 650 1600 550
Port Khazard 800 800 800 2050 N/A 2050 640 1600 800
Port Phasmatys * 1470 1250 550 Other Ship 2050 N/A 650 1600 2600
Port Sarim 800 500 Other Ship 650 640 650 N/A 1600 200
Port Tyras * 1600 1600 1600 1600 1600 1600 1600 N/A 1600
Shipyard 200 800 100 550 360 550 200 1600 N/A

Players who have completed BOTH the Cabin Fever quest AND are wearing a ring of Charos(a) will be charged the lowest rate of all. (This is half of the above rates, which works out to be a quarter of the base prices).

Chartering Ships - Experienced Sailors wearing a Ring of Charos(a)
From / To Brimhaven Catherby Karamja Mos Le' Harmless Port Khazard Port Phasmatys Port Sarim Port Tyras * Shipyard
Brimhaven N/A 120 120 975 100 725 400 800 100
Catherby 120 N/A 120 875 400 875 250 800 400
Karamja 50 120 N/A 275 100 270 Other Ship 800 50
Mos Le' Harmless 725 625 1025 N/A 275 Other Ship 325 800 275
Port Khazard 400 400 400 1025 N/A 1025 320 800 400
Port Phasmatys 735 625 275 Other Ship 1025 N/A 325 800 1300
Port Sarim 400 250 Other Ship 325 320 325 N/A 800 100
Port Tyras * 800 800 800 800 800 800 800 N/A 800
Shipyard 100 400 50 275 180 275 100 800 N/A

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Canoeing (members only)

Members can build canoes and sail them up and down the River Lum, which runs from the wilderness to Lumbridge.
You can make four different types of canoes based on your woodcutting level:

Canoes
Pic Lvl Canoe Name Distance
12 Log 1 station
27 Dugout 2 stations
42 Stable Dugout 3 stations
57 Waka 4 stations or Wilderness

Note: Only the Waka canoe can travel to the wilderness.

To make a canoe chop down the "canoe tree" at any station. You can use any type of hatchet. Click to shape the canoe and choose your design. Once you have made your canoe you can decide which station you want to go to. There is no canoe tree in the wilderness. The wilderness is an ARRIVAL DESTINATION ONLY. You can travel between(from North to South):

  • Wilderness(level 35)
  • Edgeville
  • Barbarian Village
  • Champion's Guild
  • Lumbridge
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Jewellery (members only)

If you wish to activate the teleport function of a particular piece of jewellery while it is in your inventory, simply right click on it and select the rub option. This will bring up another interface allowing you to select a destination or remain where you are.

To activate the teleport function of an item of jewellery while you are wearing it, go to the equipment menu, right click on it and select the operate option. Again this will bring up an interface allowing you to select your destination.

Note: The ring of life does not have a user-activated teleport option.

Amulet of Glory
This amulet is crafted from the dragonstone gem, obtainable only from the crystal chest in Taverly. To open this chest, you will need the crystal key which is made by joining its' two halves. Both the 'loop' half and the 'teeth' half are rare drops from all monsters that also drop gems. You can rub it while in your inventory, or operate it while wearing it and choose your destination. It doesn't work past level 30 wilderness. After four teleports, you will have to recharge it at the Fountain of Heroes located in the basement of the Hero's guild. At level 47 Construction, Heroes can mount an uncharged amulet of glory in their quest hall for infinite teleports to the usual four destinations:

Amulet of Glory Teleports

Bracelet of Combat
Like the amulet of glory this bracelet is crafted from a dragonstone gem. You can rub it while in your inventory, or operate it while wearing it and choose your destination. It doesn't work past level 30 wilderness. After four teleports, you will have to recharge it at the totem pole in the entrance hall of the Legend's Guild. The four teleports are listed below.

Bracelet of Combat Teleports

Necklace of Skills
Like the amulet of glory this necklace is crafted from a dragonstone gem. You can rub it while in your inventory, or operate it while wearing it and choose your destination. It doesn't work past level 30 wilderness. After four teleports, you will have to recharge it at the totem pole in the entrance hall of the Legend's Guild. The four teleports are listed below.

Necklace of Skills Teleports

Games Necklace
An enchanted Sapphire Necklace (be careful, not an amulet) initially has 8 charges. Rubbing it or operating it will teleport you to eithe the Burthorpe Games room or the Barbarian Outpost, just outside the Barbarian Assault Minigame area. The necklace will not function past level 20 wilderness.

The Games room is close to the Burthorpe Slayer master, as well as the Rogues' Den and the Warrior's guild. It's also convenient to the Hero's guild if you are travelling there to recharge Amulets of Glory.

At the Barbarian Outpost you can visit the Barbarian agility arena or the Barbarian Assult Minigame area. It is also convenient for the Lighthouse to kill regular Dagganoths, for Baxtorian Falls and the Fire Giants there, or to get to the Gnome Stronghold via the agility shortcut.

Ring of dueling
This is made by enchanting an Emerald ring. When you rub it or operate it, you have a choice to teleport to either the Castle Wars area (west of Yanille and south of the Observatory), or to the Duel Arena east of Al Kharid. It has 8 teleport charges and does not work past level 20 wilderness.

Ring of Life
Made by enchanting a Diamond ring. Whenever your hit points fall to below 10% of your total, you will automatically be teleported to Lumbridge. The ring disintegrates after a single use. It doesn't work past level 30 wilderness or while duelling, and it does not have a user-activated teleport option. The Ring of life will *not* save you if your enemy can wipe out your last 10% of your HP at once.

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Magic Carpets (members only)

Ali Morrisane has started a network of Magic Carpet travel routes through the desert. It's twice as fast as running and you can travel to a variety of locations within the Desert: Bedabin camp, ruins of Uzer, Pollnivneach, Nardah, Sophanem, and Menaphos. It's particularly useful if you are doing one of the Desert-related quests or simply want to get to a Desert city without having to endure the danger of dying of thirst and being attacked by wolves. Each trip is 200gp, 100gp after doing Rogue trader minigame, and further discounted if wearing the Ring of Charos(a). Certain routes will only be available after you've done related quests as shown on the map.

Click the thumbnail below to see
a map of the Magic Carpet Routes

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Carts (members only)

Dwarven Mine Carts
If you have started the Giant Dwarf quest, you will have access to the underground city of Keldagrim and can utilise their system of mining carts. For a fee of 100 or 150gp (discounted if wearing the Ring of Charos(a)), you can buy a ticket to travel to and from Keldagrim (the Dwarven City) and these locations:

  • Ice Mountain - Dwarven Mines
  • White Wolf Mountain - Dwarven Passage

Dorgesh-Kaan to Keldagrim Subway Train
Members who complete the Another Slice of H.A.M. quest get free rides on the subway between the underground cities of Keldagrim and Dorgesh-Kaan. The Keldagrim station entrance is east of the Blast Furnace, while the Dorgesh-Kaan station entrance is in the southwest corner of the city's middle level.

Jungle Cart
Vigroy has a cart in Shilo Village, and will cart you up to Brimhaven (by the dock) for a fee. The fee varies from 10 to 200 gp if you select "talk" and is based on how many coins you are carrying at the time. If you select "Pay fee" the fee will automatically be 200gp and is quicker than talking to the driver. Hajedy at the other end also has a cart and is willing to take you on a journey in the opposite direction with the same two fee options. Of course, you will need to have completed the Shilo Village quest to use this cart route.

Shilo Cart

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Fairy Rings

The Fairy Rings, accessed by starting the Fairy Tale pt. II Cure a Queen quest, provide an extensive network of travel. NOTE: you do NOT need to meet the quest herblore and farming requirements to get far enough in the quest to access the rings!

You must be wielding a Dramen (or Lunar) staff to use any fairy ring. All fairy rings outside of the Lost City of Zanaris will only take you back to Zanaris, where you can dial another destination. Using the Zanaris fairy ring brings up three dials (like a combination lock) which you can click to change to different letters. Each click turns the dial clockwise to the next letter (the letters are not in alphabetical order). When the combination is adjusted as desired, click the "Teleport to this location" words at the bottom.

Click here to view the
Fairy Ring network map page

The first list below shows the useful destinations by roughly dividing the RuneScape map into three sections: West, Central, and East. The West area includes the members-only areas west of Taverly, excluding Karamja. The Central area includes the F2P map area plus all of members-only Karamja. The East section is again members-only, covering Morytania and the Kharidian Desert. These rough divisions are intended to help players plan their travel. The locations are listed from north to south for each area.

Fairy Ring Travel By Map Region
WEST MAP
Code Clicks Destination Nearby Features
AKQ 023 Woodlands Hunting area Hunting area southeast, Falconry training ground to east, Piscatoris fishing colony to north
AJS 031 Penguin Island (level 2 Penguins) Nothing accessible
CIP 200 Miscellania (requires Fremennik Trials quest) Miscellania Castle, Etceteria (bank) to east, sail to Rellekka (southeast)
DKS 121 Keldagrim Entrance (on top of the cliff above the entrance) Keldagrim (Dwarven Kingdom), underground entry to Troll Stronghold, Snow hunting area to north
AJR 032 Slayer Cave (outside and slightly west of it) Fremennik Province (Rellekka) to west
CJR 232 Sinclair Mansion (west-northwest of it, near log crossing) Seers' Village to south
DJR 132 Sinclair Mansion (northwest of it, near CJR spot) Seers' Village to south
ALS 011 McGrubor's Wood Seers' Village to east, Coal Trucks to west, Ranging Guild to south
BLR 312 Legends Guild Gate (outside and east of it) East Ardougne to southwest, also mining site
BIS 301 Unicorn Pen Ardougne Zoo (inside the cage) Level 15 Unicorns; cannot access city
DJP 130 Necromancer (outside house) Ardougne to north, Khazard to southwest
CIQ 203 South of Tree Gnome Maze Yanille to south and east
CLS 211 Hazelmere and Jungle Spiders Yanille to west
BKP 320 Chompy Frog Pond West Castle Wars to north, Jiggig to east
AKS 021 Chompy Area Southeast (near Tomato respawn) Gnome Glider to west, Chompy quest start to east, Jungle hunting area to south
CENTRE MAP
Code Clicks Destination Nearby Features
ALR 012 Abyss area (unconnected to Runecrafting Abyss, but may require Mage of Zamorak mini quest) Contains Abyssal leeches, guardians, walkers *AND* Abyssal demons; nothing else accessible
DKR 122 Edgeville Canoe Station Edgeville to west across river, canoe station to north, Varrock to east
AJQ 033 South Slayer Dungeon (requires Death to the Dorgeshuun quest and warns of needed for light source) Dorgesh-Kaan goblin city, Agility course, shortcut to Kalphite Lair, Lumbridge Caves
--- --- Zanaris (Lost city) Hub location, all other rings go here to enter combo. Cosmic altar, marketplace, Evil Chicken's Lair (requires Amik Varze part of Recipe for Disaster, exit ladder to Lumbridge Swamp
DIR 102 Gorak Lair (from Fairy Tale quest) Level 145 Goraks - be prepared for immediate combat!
BKQ 323 Enchanted Valley Level 15 Stag; cute rabbits and waterfall; nothing else accessible (do not chop trees; Tree spirits will attack)
CKP 220 Starflower Plane (from Fairy Tale quest) Collect unlimited Starflowers for Magic Essence potion; nothing else accessible
DIS 101 Wizard Tower (outside) Draynor Village to northwest
AIQ 003 Mudskipper Point (Mogre area) Rimmington to north, Port Sarim to northeast
BJR 332 Grail Castle (Grail dimension; requires starting Holy Grail quest) Brimhaven to south via exit; gold mine near exit
BLP 310 TzHaar (south of furnace) Karamja volcano is above, Brimhaven above and to west
DKP 120 Karamja southern continent, Karambwan fishing area Shaikahan, shipyard/charter ship and glider to southeast, log bridge to south-southwest leading to Nature altar, Tai Bwo Wannai and Shilo Villages
CKR 222 Cairn Isle (east of isle, west of Shilo Village) Tai Bwo Wannai Village, Shilo Village, Nature altar, karambwanji lake, Lady of the Waves ship to Port Khazard or Port Sarim, Karamja hunting area
EAST MAP
Code Clicks Destination Nearby Features
DLS 111 Canifis Pub Myreque secret passage (go through two caves to main passage; requires In Search of the Myreque quest) Canifis, Barrows, Slayer Mansion, Swamp hunting area
CKS 221 Canifis mushroom patch (west of town) Canifis, Slayer Mansion, Mort Myre Swamp, Salve temple
BKR 322 Mort Myre Swamp Nature Spirit grotto, Haunted Mine, and Mort'ton to south
BIQ 303 Kharidian Desert (Level 58 Ugthankis) Kalphite Lair, Shantay Pass, Bedabin Camp
DLQ 113 Kharidian Desert (Desert Lizards) Pollnivneach to southwest, Uzer to northeast, Nardah to south, Desert hunting area north

There is one peculiar fairy ring not shown in the above table. It seems to be usable only as a one-way trip to Zanaris, because no combination to it has been discovered yet. (It's possible that the combination consists of a series of teleports, like the path to the Fairy Queen.) This fairy ring is located south of the Port Phasmatys farming allotment, in the Haunted Woods. Walk south from the water pump into the woods, then turn south east to find it.

A few possible combinations and destinations take you to isolated or island locations with no monsters, nothing to do and nowhere else to go. Most unused combinations (not included in any of the tables) bring you back to Zanaris, within a few steps of the fairy ring.

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Other methods

There are other little ways of sneaking around and taking short cuts, listed and described below.

The Jail teleport
You can essentially teleport from the Shantay Pass to Port Sarim. Talk to Shantay and tell him you are an outlaw and 'Prepare to Die!' He will put you in the jail next to him and ask you to pay 5 gp to leave. Keep on refusing and you will be taken to the 'high security' prison at Port Sarim. There you can simply "pick" the lock (thieving not required), walk out and go your merry way. This method works on f2p as well as p2p.

Magic Guild portals
On the second floor of the Mage's guild in Yanille there are three portals that will teleport you to different wizard-related locations.

  • The east portal teleports you to the Wizards' Tower south of Draynor Village.
  • The south portal teleports you to the Dark Wizards' Tower just north of the Crafting guild.
  • The west portal teleports you to Thormac the Sorceror's house just southwest of the Seers' Village and Catherby.

Dark Wizard teleport
This is a free teleport from the Dark Wizards' Tower (west of Falador, north of Makeover Mage and Crafting Guild) to Lumbridge Swamp. Go to the top floor of the Dark Wizards' Tower and talk to Zandar Horfyre. He tries to get you to leave. If you refuse, he teleports you to Lumbridge Swamp, very close to the Lost City entrance shed (west of the swamp mine, north of water rune altar).

The Abyss
The Abyss is located in another plane and only accessible to members through the Zamorakian Mage northeast of Edgeville. For detailed information, see our map and commentary about it. Once inside, you can choose which rift to exit through to end up at any of the Runecrafting altars. Read our Runecrafting guide on the advantages and disadvantages of this mode of transport.

Ardougne-Wilderness teleport
In the west of the main city of Ardougne, behind the castle of King Lathas and in front of the large walls of West Ardougne there is a small hut with a lever. Pulling this lever will teleport you to another hut in level 54 wilderness. You will need a knife or a weapon to escape from the hut in the wilderness. This is widely used by members going PKing in the wilderness. You can also pull the opposite lever in the wilderness to teleport to this hut in Ardougne. Neither lever will work if the Tele Block spell is still in effect on you.

Mort Myre Swamp
Once you have completed the In Search of the Myreque quest, you will be able to use the following two methods to travel through the Mort Myre Swamp more quickly. You can go down the trap door behind the Canifis Inn into the Myreque Dungeon, search the wall, and take the other exit into 'the Hollows' in Mort Myre Swamp. Proceed south from here and over the bridge until you find a boat which you can ride to arrive in Mort'ton. You can get a ride back if you pay Cyreg Paddlehorn 10gp.

Dying
When you die in RuneScape, you end up in Lumbridge Castle and only keep your three most valuable items (if you are carrying stackable items such as coins, runes or arrows, you will only keep the three most valuable; if you have nothing but 100K gp, you would keep 3 gp.) If you were 'skulled' then you keep no items. You keep an extra item in both cases if you were using the 'Protect Item' prayer. Once you have completed the members-only Recruitment Drive quest, you can end up in Falador when you die instead. You can change your spawn point between Lumbridge and Falador by talking to Sir Tiffy Cashein in Falador Park. On completion of the King's Ransom quest, you can speak to Merlin to change your spawn point to Camelot. You will also have need to completed the Knight Waves Training Ground after the quest to use this spawn point.

Wilderness Teleport Portals
In the Wilderness there are six portals that will randomly teleport you to one of the other portals located in the Wilderness. To activate a portal touch one of the four pillars.
NOTE:The portals will teleport everyone in the area so this may not work as an escape from a PKer. Also you may get teleported deeper into the Wilderness.

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