recursal/Fanatic-Fandom huggingface dataset:
Aquanite/Strategies

Aquanites frequently hit in the 150-200s with their normal magic attack and are fairly accurate, even with large magic defences. If the player is using the Protect from Magic prayer, they use a special prayer-negating attack which can hit up to 500+. The special prayer-negating attack is used every 10th attack, beginning with the 9th attack, whether you are using prayer or not. Note, however, that prayer flashing almost completely prevents them from using the protection cancelling attack. The count starts over with every new aquanite so if you can kill them in just a few hits, you may never encounter the prayer-negating attack.  A healing familiar, food and prayer potions may be useful in case mistakes are made. A bunyip is recommended, as well as Swallow Whole scrolls, due to the large amount of food the monster frequently drops.

**Caution**: Aquanites' special attack deactivates a player's prayers. They only turn them off, however, instead of preventing the player from using them for a while. A player facing this special attack can therefore set Quick Prayers and click them again immediately, or by putting the Prayer Icon (the icon near the Map) in their attack bar. Aquanites' attacks can hit fairly hard and are relatively accurate, but with the use of a healing familiar or similar methods, players may fight for long periods of time. However, it is possible to use protection prayer, since your prayer is only be deactivated for a second, and so gear with high prayer bonus may also be worn. Keep in mind that protection/deflect prayers block only 50% of the damage you receive, so melee armours are not recommended for medium-levelled players who want to 'tank' Aquanites.

## Ranged

(The weakness of Aquanites is **arrows** so Ranged is recommended for medium-levelled players. It is not advised to use crossbows or thrown weapons unless they are level 70 or higher).

*Inventory (standard)*

* Best healer pouch
	+ Scrolls for the healer
* 2-5 Prayer potions
* 10-20 medium/high level food

## Melee

(Recommended for high-levelled players who want to *tank* Aquanites)

*Inventory (standard)*

* Bunyip pouch (and scrolls)
* 20 high levelled food
* Super (or greater) potion set
* 2+ Prayer potions

*Inventory (Prayer)*

* 10 Prayer potions
* 5 high levelled food (skip if using Soul Split)
Argonite arrowheads

Argonite arrowheads
 Smuggler price
 Weight | 0 kg

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File:Argonite arrowheads detail.png **Argonite arrowheads** are used in the Dungeoneering skill to create arrows. Argonite arrowheads can be smithed from an Argonite bar at level 60 Smithing, yielding 20 Argonite arrowheads and 64 Smithing experience. They can be attached to headless arrows, 15 at a time, to create Argonite arrows.

Making argonite arrowheads is more profitable in a dungeon than selling argonite bars to the Smuggler. Whereas a bar would sell for 1335 rusty coins, the 15 arrowheads made from the bar sell for 133 rusty coins each, so 1995 in total.
Armadyl mitre

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Armadyl mitre

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File:Armadyl mitre detail.png
File:Armadyl mitre chathead.png
An **Armadyl mitre** is part of the Vestment set and can be found by completing level 3 clue scrolls. To wear one the player needs at least level 40 Prayer, 40 Magic, and 40 Defence.
Aquatic fruit

Aquatic fruit
 Weight | 0 kg

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File:Aquatic fruit detail.png
The **aquatic fruit** is a type of Jadinko fruit that can be found in the Jadinko Lair, received through the offering stone or from Mutated jadinko drops. When eaten it restores 1500 life points and doubles the favour points received for fuelling fires for 1 minute.

The fruits have no effect outside of the lair. It cannot be banked. If a player attempts to do this they will receive the message: "A magical force prevents you from banking this item." They can be changed to Common fruits by speaking to Papa Mambo.

## Trivia

* Until 9 August 2011, leaving the lair transformed the fruit into a Common fruit.
Anleif

Anleif
 Race

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*This article is about the dwarven woman. For information on the girl during the Mountain Daughter quest, see Asleif. For the prince of Burthorpe, see Anlaf.*
File:Anleif chathead.png
**Anleif** is a dwarven woman that lives in Keldagrim, the capital of the Dwarven Realm. Anleif loves to gamble in the Rat Pits beneath the Laughing Miner pub. She is extremely ashamed of herself for doing it, so she pretends to be looking for her husband who she claims has gone missing near the area.
Apollo

Apollo
 Race
 Examine | To go where no monkey has gone before.

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**Apollo** was a monkey who was sent into space as part of Wizard Chambers experiments. The barrel in which he was contained exploded, causing him to fly off with the assistance of the rocket tied to his back. He died some time after reaching Tuska, as evidenced in the examine text for his helmet.

His helmet can be obtained by using the Creepy doll next to Wizard Chambers.

File:Apollo launch.gifApollo launches into space

## Trivia

* His name is a reference to the Apollo missions conducted by NASA, and his examine is a reference to *Star Trek*.
Arcane spirit shield

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For the Lucky version, see Lucky arcane spirit shield.

Arcane spirit shield

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File:Arcane spirit shield detail.png
The **Arcane spirit shield** is a magic shield. It requires 75 Defence and 75 Prayer to wield. It's made by attaching an arcane sigil to a blessed spirit shield. Creating the shield requires 90 Prayer and 85 Smithing and grants 1,800 Smithing experience. In addition, you must have completed Summer's End to make or wear the arcane spirit shield. Alternatively, Brother Bordiss will combine the two for players who do not have the requirements to do it themselves, for a cost of 1,500,000 coins.

## Passive Effect

Like the Elysian and Divine spirit shields, the Arcane spirit shield reduces all incoming damage by 30%, and 6% of the original damage dealt is drained from prayer points. For example, a hit of 2,000 would be reduced to 1,400 and 120 prayer points would be drained. This effect only works if the player has adequate prayer points; without any prayer points the effect does not work.

## Trivia

* On 1 February 2010, the spirit shields' appearances were changed to match their inventory pictures, which were updated on 11 January. The arcane spirit shield's colour was changed into golden yellow from a pale yellow-green. Previously, the arcane spirit shield and divine spirit shield were close to the same shade of green.
* On 15 March 2011, along with the Ring of Wealth update, the spirit shield sigils became a near 100% drop from the Corporeal Beast. This glitch was patched within an hour of release.
* As of 4 June 2013, the arcane spirit shield's appearance was bugged: When unsheathed, the shield's sigil changes to that of the elysian spirit shield. This has been fixed as of 7 January 2014.

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A Tail of Two Cats/Quick guide

## Walkthrough

	+ Icthlarin's Little Helper
		- Diamond in the Rough
			* Stolen Hearts
		- Gertrude's Cat
		- The Restless Ghost
 Items required | *Items from the tool belt are not listed unless they do not work or are not automatically added.** Cat, hellcat or kitten (advised to bring food for it)
* Catspeak amulet
* Five death runes
* Chocolate cake
* Bucket of milk
* Logs
* Four potato seeds
* Vial of water (as it will dry up in the desert, it is recommended to take this after you are finished with that part of the quest)
* Desert robe or other white-coloured robes

**Recommended:**
* Climbing boots
* An enchanted water tiara
* Varrock Teleport or a combat bracelet

### Starting the quest

* Talk to Unferth in his house, north of Burthorpe agility course, with the catspeak amulet equipped.

### Cathunt

* Speak to Hild in the building south-east of Unferth's house.
* Locate Bob the cat using the catspeak amulet and talk to him by doing the following:
	+ Right click on the 'Open' option on the amulet in your equipped items.
	+ Click on the whiskers until the arrow and the eyes glow white.
	+ Follow the arrow until you find Bob.

### Strong Lineage

* Talk to Gertrude in her house in Varrock.
* Speak to Reldo in the Varrock library.
	+ Use the 'Robert the Strong' chat option.
* Find and speak to Bob the cat again.

### Memories and Bob's List

* Go to Sophanem and speak to the Sphinx
* Return to Unferth's house in Burthorpe and do the following:
	+ Make the bed.
	+ Use the logs and tinderbox on fireplace.
	+ Use the chocolate cake and bucket of milk on the table.
	+ Cut Unferth's hair.
	+ Weed the patch and plant potato seeds in it and wait until they are grown. Your cat will notify you when they are done (The patch will take 25-35 minutes to grow).
* Talk to Unferth again once all the chores are done.

### "Sickness"

* Travel to Varrock and speak with the Apothecary.
* Wear the Doctors hat or Nurse hat and Desert robes and return to Unferth, then use the Vial of water on him.
* Locate Bob the cat again and talk to him.
* After the cutscene, talk to Unferth again.
* Quest complete!
Aquatic vine

Aquatic vine
 Weight | 0 kg

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A detailed picture of an aquatic vine.
**Aquatic vines** are involved in Herblore Habitat and are secondary ingredients used for making Juju fishing potions, in combination with a Clean shengo. They are obtained by trapping Aquatic jadinkos, which require red vine blossom, a kalferberry bush, apple tree and a Pond habitat. The flower blossom must be treated with a juju hunter potion.
Antique lamp

For other uses, see Antique lamp (disambiguation).

Antique lamp
 Release date
 Weight | 0 kg

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File:Antique lamp detail.png
**Antique lamps** (referred to as **Magic lamps** in tasks) are rewards from miniquests, quests and tasks. Like regular lamps, these lamps grant a player experience in a chosen skill, and the skill chosen must usually be over a certain level which is unboostable. The 500 experience lamp given from Myths of the White Lands does not require a level. All lamps except the one from Recipe for Disaster cannot be banked.

 File:Lamp interface.png

## Magic lamps

* Ardougne Tasks: 7 magic lamps giving 1,000, 7,500, 28,000, 50,000, 50,000, 50,000, and 50,000 experience.
* Daemonheim Tasks: 7 magic lamps giving 2,000, 8,000, 20,000, 50,000, 50,000, 50,000, and 60,000 experience.
* Desert Tasks: 7 magic lamps giving 2,000, 8,000, 20,000, 30,000, 30,000, 50,000, and 50,000 experience.
* Falador Tasks: 7 magic lamps giving 1,000, 5,000, 10,000, 30,000, 30,000, 50,000, and 50,000 experience.
* Fremennik Province Tasks: 8 magic lamps giving 5,000, 10,000, 15,000, 30,000, 30,000, 30,000, 30,000 and 40,000 experience.
* Karamja Tasks: 6 magic lamps giving 1,000, 5,000, 10,000, 30,000, 55,000, and 55,000 experience.
* Lumbridge and Draynor Tasks: 4 magic lamps giving 500, 1,000, 1,500 and 9,000 experience, and these lamps are for both members and free players.
* Morytania Tasks: 4 magic lamps giving 4,000, 10,000, 40,000, 50,000.
* Seers' Village Tasks: 8 magic lamps giving 1,000, 5,000, 10,000, 25,000, 30,000, 30,000, 30,000, and 30,000 experience.
* Tirannwn Tasks: 6 magic lamps giving 10,000, 30,000, 40,000, 40,000, 60,000, and 60,000 experience.
* Varrock Tasks: 7 magic lamps giving 1,000, 5,000, 10,000, 30,000, 40,000, 40,000, and 40,000 experience.

## Antique lamps

* Myths of the White Lands: A 500 experience lamp is awarded from Explorer Jack as a quest reward.
* Fairy Tale II - Cure a Queen awards one antique lamp granting 2500 experience.

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Antique lamp (Misthalin Training Centre of Excellence)

Antique lamp
 Weight | 0 kg

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Two **antique lamps** are rewarded for completing the training at the Misthalin Training Centre of Excellence. They grant 500 experience to a skill of choice. Accounts of players over the age of 13 can choose to skip the training, in which case these lamps are received when opening the reward chest inside the Stronghold of Player Safety.

## Trivia

* These lamps could originally be banked, but in an unknown update this was made impossible. When they were bankable, both lamps would not stack.
Arrows (class 1)

Arrows (class 1)
 Weight | 0 kg

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**Arrows (class 1)** are the lowest class arrows in the Stealing Creation minigame. Arrows (class 1) are used as ammunition for Sacred Clay bows and are made in groups of 15 from Sacred clay (class 1). Arrows (class 1) do not have any level requirement to use or make. As with all items made in the Stealing Creation minigame, they can not be taken out of the minigame.

Like all other Stealing Creation equipment, this item can be traded freely between players who are on the same team during the minigame.

## Trivia

* At one point, all classes of Stealing Creation arrows were able to be ordered from the Grand Exchange, however the offers were never completed as these items were impossible to obtain outside of Stealing Creation.
Armadyl plateskirt

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*This article is about the treasure trail item. For the God Wars item, see Armadyl chainskirt.*

Armadyl plateskirt

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File:Armadyl plateskirt detail.png
The **Armadyl plateskirt** is a decorated rune plateskirt that is affiliated with the god Armadyl. Sharing the same stats as the rune plateskirt, the Armadyl plateskirt also looks visually similar. Its appearance differs in that the skirt features an ornamental white trim around the symbol of Armadyl. The plateskirt requires 50 defence to wear and **cannot** be made using the smithing skill. Players can obtain an Armadyl plateskirt as a reward from completing a level 4 Treasure Trail.

This plateskirt is a constituent of the Armadyl armour set which consists of the following items: Armadyl full helm, Armadyl platebody, Armadyl platelegs or Armadyl plateskirt and Armadyl kiteshield—all of which are decorative versions of their respective rune armour counterparts. Players wielding any piece featured in this set of armour will cause followers of Armadyl to become unaggressive upon entering the God Wars Dungeon.

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Armadylean record keeper

Armadylean record keeper
 Removal date
 Examine | He knows the score.

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File:Armadylean record keeper chathead.png
The **Armadylean record keeper** is a man who has devoted his time to assisting Armadyl with the war between Armadyl and Bandos by managing player votes for various purposes.

Players can choose to vote for buffs for their faction, which will change each week with the winning vote being implemented. Players may also choose to help him with issues such as recruitment priorities for bonus experience, in a similar fashion to The Duke's Dilemma from the Battle of Lumbridge.

He says he was once a member of the Guardians of Armadyl, though it didn't work out in the long term, and decided to try finding his purpose by joining the Armadylean warriors seen in Wilderness Warbands, but felt they were just a bandit group hiding behind a name. Now, he serves Armadyl directly, and is at his happiest at this current time.

## Dialogue

**The record keeper speaks**

noicon
Antidote+ mix

Antidote+ mix

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File:Antidote+ mix detail.pngAn **Antidote+ mix** is a Barbarian potion that cures poison status and gives poison immunity for 9 minutes, as well as healing 600 life points per dose. It is made by using Caviar on a Antipoison+ (2). It requires a Herblore level of 74 to make and gives 52 experience. This mix can only be created after completing the Herblore part of Barbarian training with Otto Godblessed. If the player drinks all doses or empties the potion, it will become a regular empty vial.
Armadyl hilt shard

Armadyl hilt shard

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File:Item shard detail.png
**Armadyl hilt shards** are item shards received from Kree'arra when an Armadyl hilt is dropped while CoinShare is active. 120 shards are divided up equally among the players who killed the monster and sent directly to their bank. The shards can then be sold on the Grand Exchange or to other players, and 120 of them can be combined into an Armadyl hilt.

## Profitability

The profit for combining 120 shards and selling the item in the Grand Exchange is as follows:
Argonite longsword

This weapon has an off-hand variant.

Argonite longsword
 Smuggler price
 Weight | 2.7 kg

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The **Argonite longsword** is a tier 7 weapon from Daemonheim used in the Dungeoneering skill. It requires level 60 Attack to wield. It can be obtained by using 2 Argonite bars with a Smithing level of 64, (giving 132 Smithing experience) as a drop from Forgotten warriors who wear them, as a drop from Blink or the table at the start of a dungeon floor (requiring someone who has an attack level between 80-89).
Apple pie

Apple pie

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File:Apple pie detail.png
File:Half an apple pie detail.png
**Apple pie** is a food item that a player can make at level 30 Cooking. To cook an apple pie, one must have a cooking apple (obtainable from several locations), some pastry dough (mix pot of flour and jug of water and select "Pastry dough"), a pie dish, and access to a range. If successfully cooked, an apple pie provides 130 Cooking experience.

**Half an apple pie** is the result of eating one half of an Apple pie. It can sometimes be found inside barrels. Eating half an apple pie heals 300 life points.

The best place to cook an apple pie for non-members is the Cooks' Guild because of its close proximity to all the items required, including grain, a mill to make flour, a bowl or jug for water, a pie dish respawn and cooking apple respawn.

Apple pies can be bought from the Legends' Guild first floor for 140 coins or obtained from Treasure Hunter[source needed].

 Range Only?
 Instructions
1. Use **Pastry dough** > **Pie dish** (becomes a **Pie shell**)
2. Use **Cooking apple** > **Pie shell** (becomes **Uncooked apple pie**)
3. Cook on a **range** (Use **Uncooked apple pie** > **Range**). Will either become an **apple pie** (edible), or **burnt pie** (non-edible; can be emptied to reuse pie dish).

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## Dropping monsters

### Half an apple pie

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Anti-dragon shield (mounted)

This article is about an anti-dragon shield when mounted in a player owned house. For the equippable shield, see Anti-dragon shield.

Anti-dragon shield
 Materials
 Examine text | This shield protected a hero from the flames of the dragon Elvarg.

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A **mounted anti-dragon shield** can be built in the guild trophy hotspot of the Quest Hall in a player-owned house. Players must have completed the Dragon Slayer quest to build it.

The mounted shield has no function and is only used for decoration, and to indicate that the player has completed Dragon Slayer. Most players choose not to build this item in their house, since building a mounted amulet of glory offers free teleports, and the mounted shield does nothing. When the mounted shield is destroyed, the shield is returned.

## Trivia

* This display used to show the Anti-Dragon Shield from before the graphical update until it was changed to the new model on the 7th of September 2015.
Armadylean shaman

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The **Armadylean shaman** is a follower of Armadyl encountered during Wilderness Warbands. They primarily attack their targets with magic, using the spell Fire Surge and various abilities. They wield staves but their standard attacks are as fast as they would be with a wand. In addition, they frequently use potent threshold abilities such as Asphyxiate and Wild Magic, and even ultimates such as Omnipower. For this reason they are considered among the deadliest of the monsters at the Armadyl camp, behind only their leader, the Armadylean archon.
Apmeken (monster)

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**Apmeken** is the manifestation of the god, Apmeken. She is fought during Icthlarin's Little Helper, should you pick up the ape-headed Canopic jar. She attacks with both melee and magic, so it is advised to use melee equipment with protect from magic. Doing that should make this fight fairly easy, especially for higher levels.
Armadyl vestment set

File:Armadyl vestments equipped.png
The **Armadyl vestment set** is a group of members-only equipment aligned to the god Armadyl. This set can only be obtained as a Treasure Trail reward.

## Requirements

Level 60 Prayer, 40 Magic and 40 Defence are required to wear and wield the entire set. However, each type of equipment has its own requirements:

* Crozier: 60 Prayer
* Mitre: 40 Prayer, 40 Magic and 40 Defence
* Cloak: 40 Prayer and 40 Defence
* Stole: 60 Prayer
* Robe top: 40 Prayer and 40 Defence
* Robe legs: 40 Prayer and 40 Defence
Apprentice (Sorceress's Garden)

Apprentice
 Race

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File:Apprentice (Sorceress's Garden) chathead.png
The **apprentice** of the Sorceress can be found sweeping at the house north-east of the Shantay Pass, and will tell people how to get into the Sorceress's Garden. She 'practises' her teleporting skills by teleporting players to the Sorceress's Garden. Players can't be teleported with a follower (a familiar or pet).

Her examine text is a line from Goethe's poem "The Sorcerer's Apprentice", the basis for the Sorcerer's Apprentice sequence in *Fantasia*.

After Swept Away, players can talk to her to upgrade their broomstick, which can then be used to teleport to the Sorceress's Garden. (Players need to complete Stolen hearts and Diamond in the Rough, and speak to Osman first.)

The Apprentice can be mistaken for the Sorceress herself, who resides on the upper floor of the house. If a player go upstairs and talks to the sorceress she will become upset at the player and teleport them outside her home unless they select "I'm just passing by".

When a player first speaks to her and chooses the option about Wind blast and Water blast, she will say that the Sorceress's last apprentice was turned into little spider, prior to the fact there are level 1 spiders outside.
Armadyl chaps

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Armadyl chaps

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File:Armadyl chaps detail.png
The **Armadyl chaps** is part of the Dyed silver d'hide blessed set and worn in the legs slot, and was introduced with Treasure Trail Update on 4 August 2010. The player needs at least 60 Defence to wear blessed dragonhide armour. It has the same stats as a black dragonhide chaps. To obtain one the player can either complete a Level 4 Treasure trail or trade with another player. This item **cannot** be made using the Crafting skill.

This item counts as Armadyl armour in the God Wars Dungeon, protecting you from followers of Armadyl.
Archleather boots

Archleather boots
 Smuggler price
 Weight | 4 kg

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File:Archleather boots detail.png
**Archleather boots** are an tier 4 item released with the Dungeoneering update. They require 30 Ranged and 30 Defence to wield. They can be crafted at level 33 Crafting with 1 archaemastyx hide and a needle, giving 40.3 experience.
Armadyl crossbow

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This weapon has an off-hand variant: Off-hand Armadyl crossbow.

Armadyl crossbow

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File:Armadyl crossbow detail.png
The **Armadyl crossbow** is a one-handed crossbow that requires 75 Ranged to wield. It was released with the God Wars Dungeon update in 2012, alongside other items such as the amulets of Saradomin. It is dropped by Commander Zilyana and her minions.

The Armadyl crossbow used to be equally strong as Karil's crossbow, but on 26 May 2015 it was buffed to level 75, matching other weapons from the Dungeon. An off-hand counterpart was also added to the game.

When received with CoinShare active, the Armadyl crossbow will be dropped as 120 Armadyl crossbow shards split evenly among the players and sent directly to their banks. 120 shards can be combined to create this item.

## Trivia

* Before the update on 26 May 2015, the Armadyl crossbow had a requirement of 70 Ranged.
* The Armadyl crossbow is the only crossbow in the game that has a Prayer bonus.

 File:Armadylc'bowconcept.jpg
Apple sapling

Apple sapling
 Weight | 0.9 kg

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An **Apple sapling** is an apple seedling that has sprouted and is ready to be planted in a Fruit tree patch.

Players must be at least level 27 in Farming to plant an apple sapling. Like other saplings, players may use temporary skill boosts to raise Farming to that level, but may not be assisted.

Planting the sapling in a fruit tree patch will result in the chance of growing an Apple tree in it, if it does not die from Disease (Farming). A farmer will make sure an apple sapling grows into an Apple tree for a payment of 9 raw sweetcorn.
Argonite gauntlets

Argonite gauntlets
 Smuggler price
 Weight | 0.4 kg

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File:Argonite gauntlets detail.png
The **argonite gauntlets** (Tier 7) are an item, worn in the hand slot, that can only be obtained and used while Dungeoneering. They require level 60 Defence to wear. They may be picked up from the table at the beginning of a dungeon, obtained as a monster drop, or produced using the Smithing skill.

They can be produced by using 1 argonite bar with a hammer on an anvil, requiring level 61 Smithing and granting 64.5 Smithing experience.
Armadyl hilt

Armadyl hilt

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File:Armadyl hilt detail.png
The **Armadyl hilt** is a rare drop from Kree'arra, in the God Wars Dungeon. Its design resembles a bird or winged being. When attached to a completed Godsword blade, which can be created by combining the three Godsword shards, it creates the Armadyl godsword.

When received with CoinShare active, the Armadyl hilt will be dropped as 120 Armadyl hilt shards split evenly among the players and sent directly to their banks. 120 shards can be combined to create this item.

File:Judgment.gifA player performing the Armadyl Godsword's special attack, "The Judgment".
Armadyl godsword equipped.pngA player wielding a Godsword donning the Armadyl hilt

## Trivia

* Prior to the Evolution of Combat, the Armadyl hilt was the most expensive hilt due to the godsword's special attack being popular in player killing activities. Currently, the Saradomin hilt is the most expensive due to the healing effect.

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Argonite knife

This weapon has an off-hand variant.

Argonite knife
 Smuggler price
 Weight | 0 kg

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File:Off-hand argonite knife detail.png
The **argonite knife** is a mainhand Ranged item found in Daemonheim. It can be wielded with 60 Ranged. It can be smithed using 1 Argonite bar at 68 Smithing, giving 65.5 experience. It can be obtained as a random drop from Icy Bones.
Archery shops

**Archery shops** are a type of store found in *RuneScape*. The stores are represented by a  icon. Archery shops sell items related to the Ranged skill. There are several Ranged-related stores located throughout Gielinor.

## Locations

* Lletya Archery Shop in Lletya, which is owned by Dalldav
* Void Knight Archery Store in the Void Knights' Outpost, which is owned by Squire
* Brian's Archery Supplies in Rimmington, which is owned by Brian
* Lowe's Archery Emporium in Varrock, which is owned by Lowe
* Hickton's Archery Emporium in Catherby, which is owned by Hickton
* Dargaud's Bows and Arrows in the Ranging Guild, which is owned by Dargaud
* Aaron's Archery Appendages in the Ranging Guild, which is owned by Aaron
* Hura's Crossbow Shop in the Dwarven Mine, which is owned by Hura
* Keldagrim Crossbow Shop in Keldagrim, which is owned by Hirko
* White Wolf Mountain Crossbow Shop under White Wolf Mountain, which is owned by Holoy
Anna Jones

Anna Jones
 Race

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File:Anna Jones chathead.png
**Lousiana 'Anna' Jones** is a former archaeologist who worked for the Varrock Museum. She plays a minor role in the What Lies Below quest, and she will give any player a bronze pickaxe to enter the Tunnel of Chaos. She can be found east-northeast of Varrock. After What Lies Below, when the player fails to catch Surok Magis while he enters the Tunnel of Chaos, Anna will tell the player that they deserve it as they agitated Surok, and that if they don't pay her, she'll lodge a formal complaint to the government of Varrock.

Anna was former archaeologist working for the Varrock museum, until she decided to work for Surok Magis by assisting him to excavate the Tunnel of Chaos.

## Trivia

* When spoken to, she'll reveal her full name to be Louisiana Jones, which what she is known as in the Varrock Census. Like Asgarnia Smith and Orlando Smith, her name is a reference to the name Indiana Jones, the famous movie archaeologist/explorer/action hero. This is reinforced by the fact that both "Indiana" and "Louisiana" are states in the US, and both end in "Ana" (Anna).
* If you ask about the statue behind her, and say "Yay Zamorak" she gets mad at you and you say that you have lost your anorak. This may be a reference to South Park.
* If you have started the quest, Desert Treasure, there will be a third option stating, "I bet Zaros could take him," when you talk to her about the statue behind her. When using this option she would get mad at you, say that you underestimate Saradomin's power, and say that she doesn't have time to set your mind on the correct path.
* She has a gravestone in the New Varrock graveyard which reads "Louisiana Jones, a.k.a. Anna Jones. Avoiding traps in tombs is harder if you are a zombie."
Antifire flask

This article is about the 6-dose flask. For the vial version, see Antifire potion.

Antifire flask

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File:Antifire flask detail.png
An **Antifire flask** is a potion flask originally containing six doses of Antifire potion. It is created by using antifire potion on a potion flask.

Drinking a dose will temporarily protect you partially drunk from dragonfire for 6 minutes (36 minutes for per 6-dose flask). It will **not fully** protect you from dragonfire, so wearing an anti-dragon shield, dragonfire shield or even using the Protect from Magic/Deflect Magic is advisable.

The flask is made by blowing robust glass, requiring 89 Crafting and giving 100 experience. Red sandstone can be mined at Oo'glog and smelted using the Robust glass machine also located at Oo'glog.

To decant the potion into the flask, one must have at least 6 doses of antifire potion in their inventory, as well as one or more potion flasks. Using the flask on the potion will open a menu to decant them. The optimal inventory setup for decanting potions is 17 4-dose potions and 11 flasks.

Only the original, six-dose potion is tradeable. Once the potion has been partially drunk used, no more doses can be added to it. After all six doses have been consumed, the flask will shatter and disappear.

If the full, 6-dosed version of this potion is consumed, each dose would cost about 1,898.5, which amounts to 18,985 per hour.
Armadyl stole

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Armadyl stole

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The **Armadyl stole** is a reward from the Elite level 4 clue scrolls. It provides the same statistics as all other god stoles. It requires level 60 prayer to wear.

Interestingly, the Armadyl stole is regarded as jewellery. Some clue scrolls ask to equip no jewellery, and cannot be completed with the Armadyl stole equipped.

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Arctic pyre logs

Arctic pyre logs

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File:Arctic pyre logs detail.png
**Arctic pyre logs** may be used during the Shades of Mort'ton minigame, the Legacy of Seergaze quest or the Columbarium to cremate the remains of Loar, Phrin and Riyl shades, and vyre corpses. They require level 47 Firemaking to light and grant 158 Firemaking experience when used to cremate a shade.

## Preparation

To make Arctic Pine Pyre Logs, players must first obtain some sacred olive oil. Sacred oil may be made during the Shades of Mort'ton minigame or the Shades of Mort'ton quest. To create the oil, players need to purchase normal olive oil from Razmire Keelgan's store in Mort'ton and then help to restore the temple that lies to the north of the town. Once the temple is rebuilt, players may light the altar in the centre of the temple and use their olive oil on the fire. This converts the ordinary olive oil into sacred oil.

Once the sacred oil has been obtained players will need to use three doses of it upon some Arctic pine logs. These logs will then become Arctic Pine Pyre Logs.

## Use

Once a player has obtained the Arctic Pine Pyre Logs they may use them, along with a set of shade remains (Loar, Phrin or Riyl), upon one of the numerous funeral pyres located to the south-west of Mort'ton's centre. If the player has a tinderbox in their inventory they may then light the pyre and, by doing so, release the spirit of the shade.
The player will see an animation of the shade's spirit floating up, away from the pyre, and then either a key or a stack of coins will appear on the pedestal nearby. The type and level of the key is dependant on which shade remains the player has burnt, with higher level shades leaving higher level keys.

After the Legacy of Seergaze quest, these may also be used to cremate Vyre corpses in the Columbarium under Paterdomus temple.
Argonite boots

Argonite boots
 Smuggler price
 Weight | 1.3 kg

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File:Argonite boots detail.png
**Argonite boots** are an item released with the Dungeoneering update. They can be made at level 61 Smithing with one Argonite bar, giving 64.5 experience. They require level 60 Defence to wear.

## Trivia

* The examine text is a reference to the hit pop song *These Boots Are Made for Walkin'* by Nancy Sinatra.

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Annakarl

File:Demonic ruins view.png
**Annakarl** was one of Zaros' fortresses that was located in what is now the Wilderness. It was captured by the early Third Age and destroyed somewhere between the year 3100 and 4000 during the Third Age by followers of Zamorak and Saradomin. The Demonic Ruins in level 47 wilderness are all that remains of Annakarl today, and you can teleport there with the Annakarl Teleport spell.

Annakarl can be seen in its prime during a cutscene in the Ritual of the Mahjarrat Quest. During the God Wars it was under the control of Saradomin, but came under attack from Zamorakians as shown in the same cutscene.

God Wars.pngAnnakarl being attacked during the God Wars.Annakarl.pngA view of the front of Annakarl.Annakarl map.pngA map of Annakarl during the God Wars.Destroyed Annakarl map.pngA map of the modern day Demonic ruins.
## Trivia

* The Demonic Ruins in the Wilderness differ in size when compared to the building shown in the Ritual of the Mahjarrat cutscene. This may be due to parts of the building being destroyed and rebuilt due to heavy damage during the wars, or it may simply be a mistake by Jagex.

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Arrows (class 4)

Arrows (class 4)
 Weight | 0 kg

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**Arrows (class 4)** are the second highest class arrows in the Stealing Creation minigame. Arrows (class 4) are used as ammunition for Sacred Clay bows and can be made by a player with 60 Fletching in groups of 15 from Sacred Clay (class 4). As with all items made in Stealing Creation, they can not be taken out of the minigame. In order to use Arrows (class 4), you need 60 range. Arrows (class 4) are the second best arrows to use in Stealing Creation. Like all other Stealing Creation equipment, this item can be traded freely between players who are on the same team during the minigame.

## Trivia

* At one point, all classes of Stealing Creation arrows were able to be ordered from the Grand Exchange, however the offers were never completed as these items were impossible to obtain outside of Stealing Creation.
Arzinian Being of Bordanzan

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File:Arzinian being of bordanzan chathead.png
File:Arzinian Avatar of Magic chathead.png
The **Arzinian Being of Bordanzan**, is a demonic creature from Bordanzan that players encounter during Between A Rock..., in which they fight one of its avatars. After the quest the Arzinian Avatar of Magic can be fought in the Dominion Tower.

If fought with 5 or less gold ore in your inventory, it will be level 56 and possess the ability to infinitely regenerate. If fought with at least 6 ore, it will be level 53, and if fought with 15 or more, it will be level 50. The avatar is immune to poison, so weapon poison is unnecessary.

The Arzinian Avatar of Magic is fight-able as a class E boss monster in the Dominion Tower minigame if the player has completed Between a Rock.... It will be level 56 and only in its magic form when fought in the tower.

The Arzinian Avatar will choose the combat style the player is weakest against (calculated from whatever your combat level is based on) e.g. if the player uses melee the avatar will use magic. However this is simply overcome by using the appropriate Protection Prayer or by using the armour best suited to the avatar's attacks.
His name also changes along with his combat style.

 File:Arzinian avatar circle.png
* Arzinian Avatar of Magic: The avatar wields a wand and attacks with Fire Strike. It is weak to arrows in this form.
* Arzinian Avatar of Ranging: The avatar wields a spiky bow. It is weak to stab attacks in this form.
* Arzinian Avatar of Strength (Melee): The avatar's arms take on a claw-like appearance, and a large spike appears on its shoulder. It is weak to water spells in this form.

## Gallery

Arzinian Avatar (level 80).pngThe Arzinian Avatar with less than 6 ores mined.Arzinian Avatar (level 76).pngThe Arzinian Avatar with between 6 and 14 ores mined.Arzinian Avatar (level 72).pngThe Arzinian Avatar with 15 or more ores mined. This version also appears in the Dominion Tower.
## Trivia

* Messages that you receive on-screen while mining gold ore in the mine suggest that the Avatar is enraged by you trying to take the gold from its lair, or that this is simply a front and it knows very well that gold is its weakness.
* According to the librarian of Keldagrim, avatars such as this are the physical manifestations of demons that otherwise cannot be seen or fought by mortals. According to him, defeating the physical form banishes the demon to their place of origin, where it will be too weak to manifest again for thousands of years.
* The above may be a reference to Rock Wraiths who are either protectors of ore deposits, wayward golems or constructs that have lost there original purpose and seek another (like the Golem in the desert) or violent monsters that attack anything that approaches them. This seems to be a popular staple in dwarven lore in multiple fantasy/medieval games.

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Archer (Conquest)

Template:Infobox Conquest
**Archers** are the primary ranged units in Conquest and can be a nightmare even for very experienced opponents if deployed properly. They have the longest range in the game, which makes them impossible to reach after a shot without the use of Charge (apart from scouts and halberdiers), and so can they be put to both an offensive or defensive use quite well. They are, however, weak in close combat, and have few life points, as well as the shortest movement range of any unit. These are best deployed with the Vigilance command, which even now can fool many experienced players. Charge works quite well with them too, as well as Battle Cry. Using them to pick off quickly approaching enemy scouts is a must, but while doing so one must try not to fall into a trap - something very easy to do. Archers however are mostly a beginner unit, and are extremely rarely used by skilled players due to being the worst or tied for the worst in all stats but range.

A good trick to do with these is to take out an enemy archer by moving yours so that there are nine spaces between them. The opponent, relying in the archer's range, foolishly moves his/her archer forward three spaces, but then realises that he can't reach your archer. One of the following will then happen:

* The opponent will use up a command, like chastise (great opportunity to advance, especially champions), or Vigilance.

*or*

* The opponent will lose an archer.

Either way, something has impeded the opponent's team, giving you a small lift. Players must be wary of the fact that this is quite easy to learn not to fall for after several failures.
Araxxi's fang

Araxxi's fang
 Weight | 3 kg

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File:Araxxi's fang detail.png
**Araxxi's fang** is an araxyte part, dropped by Araxxi after fighting Araxxor. It can be fused with a spider leg to make the noxious scythe if the player has 90 Crafting.

Players who fought Araxxor in its melee form will have an increased chance of receiving the fang from Araxxi over the web and eye pieces. If a player finds one, a world server-wide announcement will occur. The fang is worth **Lua error: .**.
Armadyl armour set (lg)

This article is about the platelegs version. For the plateskirt version, see Armadyl armour set (sk).

Armadyl armour set (lg)
 Weight | 2.2 kg

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File:Armadyl armour set (lg) detail.png
An **Armadyl armour set (lg)** is a set of Rune god armour made by exchanging all the components of a set of Armadyl rune armour with a Grand Exchange clerk. The set is purely to save space and for use in trading. It is made with, and can be exchanged for, an Armadyl full helm, an Armadyl platebody, Armadyl platelegs and an Armadyl kiteshield. When wearing any piece of the armour, Armadyl followers will not be aggressive towards the player in the God Wars Dungeon. The items included, like all Treasure Trails god armour, **cannot** be received as a drop or made with the Smithing skill.

## Trivia

* This armour is identical to the Saradomin armour set in all aspects, apart from the trim being a silver-grey shade, Armadyl's symbol on the platebody and two additional wing-shaped accoutrements on the top of the kiteshield. This is both a reference to Armadyl's relationship with Aviansie, as well as his beliefs being similar to those of Saradomin.
Armadylean caravan

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**Armadylean caravans** are units for Armadyl which collect divine energy in sites around Asgarnia and Misthalin during the world event The Bird and the Beast. At the sites, the caravans use Divination to siphon energy wisps, creatures created from the Anima Mundi that were created as a result of Guthix's death. The divine energy is used to power the weapon, the Divine Focus, found atop Armadyl's Tower, with which Armadyl plans to use to kill Bandos.

A pair of caravans will travel from their spawn site to a destination site, stopping twice along the way. At each stop, the diviners will try to locate divine energy stating "Seeking divine energy!" several times. After their unsuccessful attempt, the convoy will move on. Upon reaching their destination, the diviners will successfully find the divine energy and will start harvesting. A progress bar keeps track of the capacity of the respective caravans.

Once the caravans are full, the convoy despawns and returns to the base tower. However, if the caravan is attacked and killed before completely harvesting the energy, the caravan retreats to the base towers with whatever they have harvested thus far. Players may obtain sacred metal fragments as well as weapon override components, regardless of whether the caravan is successful in the harvesting or is killed in the process. Enemy caravans are not attackable during their journey to the destination site. The caravans only become attackable when they are stationary: when they are at the intermediate sites, and finally at their destination site. The caravans can only be attacked after the bodyguards have been killed.

After the Escalation vote during phase 4 of the event, Armadylean players had opted for a bigger caravan. Thus, one of the caravans was exchanged for an upgraded version with 40% extra capacity. This upgraded caravan is visible to players as the caravan with additional divine energy "jars" onboard. The standard Armadylean caravan has four divine energy jars, while the upgraded one seems to have at least seven.

## Trivia

* Armadylean convoys spawn in an umbrella or mushroom formation before beginning their journey. A single Armadylean bodyguard leads the formation as the mushroom's "stem", with the two caravans and more bodyguards directly behind it as the gills. The remaining bodyguards and the two Armadylean diviners stand behind the caravans, forming the "cap" of the mushroom.
* Initially, whenever an Armadylean convoy was on the move, a random caravan would be selected to lead the way. After phase 4 of the World Event, the upgraded caravan will always lead the convoy.
Arrows (class 2)

Arrows (class 2)
 Weight | 0 kg

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**Arrows (class 2)** are the second lowest class arrows in the Stealing Creation minigame. Arrows (class 2) are used as ammunition for Sacred Clay bows and can be made by a player with 20 Fletching in groups of 15 from Sacred Clay (class 2). As with all items made in Stealing Creation, they can not be taken out of the minigame.

Like all other Stealing Creation equipment, this item can be traded freely between players who are on the same team during the minigame.

## Trivia

* At one point, all classes of Stealing Creation arrows were able to be ordered from the Grand Exchange, however the offers were never completed as these items were impossible to obtain outside of Stealing Creation.
Argonite rock

Argonite rock
 Level
 Experience
 Ore
 Location

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An **argonite rock** is a rock that can be mined in Daemonheim as part of the Dungeoneering skill. Mining an argonite rock requires level 60 Mining and gives 100.5 experience per ore mined. A rock will always contain 5 ores, however the player can crush up to 4 out of 5 of these ores whilst extracting them from the rock. This means that each rock can give between 1-5 argonite ores before it is depleted and no further ore can be mined from it. With a gatherer ring, it is possible to mine up to 10 ores.

The player is given a message when they have successfully mined an ore or if they have crushed it, however, these messages can be removed by the game filter. Unlike mining rocks outside Daemonheim these rocks **do not** respawn. A Complexity level of 3 or higher is required to find this rock whilst Dungeoneering.

## Trivia

* Kratonium rocks and argonite rocks are the only Dungeoneering mining rocks in which the ore is visually arranged as veins. All other rocks contain ore in nugget or crystal form of some sort embedded on their outer surfaces.
Archer helm

This article is about the item called Archer helm. For other Fremennik helmets, see Fremennik helmets.
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Archer helm

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File:Archer helm detail.png
File:Archer helm chathead.png
File:Archer helm (e) chathead.png
**Archer helms** can be bought from the Rellekka Helmet shop for 78,000 coins after completing the Fremennik Trials quest. To wear the helm, 45 Defence and completion of the Fremennik Trials are required.

With the second Summoning update, a player with level 35 Summoning can have Pikkupstix in Taverley enchant the helm; at which point it becomes an **archer helm (e)** and can hold up to 70 scrolls. When charged, it takes on a lighter colour and becomes an **archer helm (charged)**.

## Dropping monsters

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Antipoison elixir

For other elixirs, see Elixir.

Antipoison elixir
 Weight | 0.5 kg

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The **Antipoison elixir** is dropped by hellhounds during the Vengeance! saga. Drinking it will remove the effect of poison for two minutes. Eventually, its effect will wear off and you will once again become poisoned. It does not leave behind an empty vial when consumed, but previously, if emptied it does. After an update, attempting to empty it only causes the message "Nothing interesting happens."

It does not provide immunity against poison. If you are poisoned by a Dungeon spider while it is in effect, the poison would be refreshed.