RuneScape – Player Mounts

September 18, 2008 at 21:23 | Posted in RuneScape | Leave a comment
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Note on format: The speed of a mount is a percentage of standard run/walk speed. So a creature with a run speed of 200% can run twice as fast as unmounted players.

Player Mounts, Riding, call it what you will. The ability for players to sit on another creature and let it do all the work. This is a members-only skill.

Some creatures may fight for you. Many will fight back, or throw you off. But the more experience you get, the more likely you are to get a free ride (like pickpocketing). If a creature throws you off, it’s melee stats determine the amount of damage done. Getting thrown off will result in many creatures attacking you.

You get most of the experience from a successful mount. Afterwards, you get one experience point every x squares travelled. When fighting on a mount, experience is gained significantly faster than when simply riding, making it a viable training method. You also gain experience for other skill requirements: ⅕ of the required level when mounting. For example, a level 90 Summoning requirement would get you 18 Summoning experience.

You can also fall off some creatures while riding them if you’re not using proper equipment. Running (or galloping, or cantering, or whatever) makes it considerably more likely that you’ll fall off.

Agility, Strength and Summoning are closely tied in with this skill. They are required for the initial mounting. Mounting a creature also drains some of your run energy – about 5-10%. The Agility and Mounting levels are the ones which affect the chance of a successful mount. The required levels give you a 90% chance of success each, so both together give an 81% chance of success. (90% × 90% = 81%.) When you get 15% higher than the required level, you have a 100% chance of success.

Aggressive creatures are particularly difficult to mount – and may require a high Hunter level.

When wielding on a creature, it is always impossible to wield two handed melee weapons. When using the defensive attack style, your mount switches style too. Some creatures will help you fight. Damage done by mounts don’t give you experience.

When you’re fighting, having a mount gives you a significant defensive advantage – 50% of damage dealt is taken by your mount. Unfortunately, some creatures may throw you off and run away when they are attacked. Monsters are not aggressive to mounted players unless the monster is of a significantly higher level than the mounted player.

Your weight does not affect run speed.

A few creatures fly rather than run. These fly quickly at a low level and land when they reach their destination. With Fly mode on, the minimap covers an area 25-50% larger than usual.

To start the Mounting skill, you have to complete a quest involving camels. Yes, camels. You don’t need so much water if you’re riding a camel. This will get you up to level 3 Mounting and will unlock the skill for general use.

Unfortunately, it’s not until level 5 that you can actually mount anything. To increase your level beyond level 3 you can either hire a camel to take you through the desert, or go to training camps. These are much like Agility arenas; they will have horses you can ride around and gain experience for completing challenges, and a little bit extra for completing circuits of the track. As your level increases, you can do more challenges for greater experience. The highest level arena has a minimum level of 60, with the highest level challenge having a minimum level of 70. They also have different animals in different locations.

Items may give you a Mounting bonus – a bonus of b will:

  • Increase the distance you can travel on wild animals by b%.
  • Increase the chance of you mounting by b%.
  • Increase the speed of your mount by (b÷2)%.

Wild Animals

Wild animals have a wander radius – how far can they go before turning back? If you mount a wild animal and travel too far, it will throw you off. The higher your mounting level, the further outside the radius you can go – with the formula (200(c÷m)+4c)%, where c is your current level and m is the minimum level required for that beast. Many wild animals can be mounted, although they may seem to have a disproportionately high level required. They are very likely to throw you off.

Two extra things affect your chance of success when mounting: your weight, and the creature’s health. Both of these are inversely proportional to your chance of success.

Wolves are social killers. When you attack something on a wolf, all lesser wolves in the minimap area will come and help you. By “lesser wolves”, I mean any wolf ≤ the one you’re riding.

Level 9: Wild Ass (with 5 Summoning)

  • Walk speed: 115%
  • Run speed: 170%
  • Run time: 120%
  • Attack: none.
  • Wield: None.

Level 12: Wild Pony (with 7 Summoning)
A smaller, more tame creature, these are found all over Gielinor.

  • Walk speed: 110%
  • Run speed: 165%
  • Run time: 110%
  • Attack: none.
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 15: Wild Horse (with 10 Summoning and 5 Strength)
A dangerous, wild creature found all over Gielinor.

  • Walk speed: 115%
  • Run speed: 190%
  • Run time: 125%
  • Attack: Trample (crush)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 18: Unicorn foal (with 14 Summoning and 7 Agility)
A dangerous, wild creature. These give a slight Magic bonus.

  • Walk speed: 135%
  • Run speed: Unavailable
  • Run time: N/A
  • Attack: Butt (Stab), weak
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 23: Wolf (with 18 Summoning and 8 Agility)
In the Stronghold of Security.

  • Walk speed: 110%
  • Run speed: 110%
  • Run time: 100%
  • Attack: Bite (stab)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 25: Unicorn (with 16 Summoning, 10 Agility and 10 Strength)
These give a slight Magic bonus.

  • Walk speed: 115%
  • Run speed: 205%
  • Run time: 110%
  • Attack: Butt (Stab), strong
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 27: Black Unicorn foal (with 20 Summoning, 11 Agility and 15 Strength)
A dangerous, wild creature. Cute, but evil. The stats are almost identical to a Unicorn foal, but these give more XP.

  • Walk speed: 135%
  • Run speed: Unavailable
  • Run time: N/A
  • Attack: Butt (Stab), a little bit weak
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 30: Stallion (with 30 Summoning, 22 Agility and 25 Strength)
An easily agitated creature. Extremely likely to throw you off.

  • Walk speed: Unavailable
  • Run speed: 220%
  • Run time: 140% – will throw you off after this.
  • Attack: None.
  • Wield: None.

Level 33: Black bear (with 27 Summoning, 17 Agility and 20 Strength)
Beware of the Bear.

  • Walk speed: 100%
  • Run speed: Unavailable
  • Run time: N/A
  • Attack: Bite (Stab), Pound (Crush)
  • Wield: All

Level 35: Grizzly bear (with 30 Summoning, 21 Agility, 27 Strength and 25 Hunter)
No human-like creature is aggressive to these.

  • Walk speed: 105%
  • Run speed: Unavailable
  • Run time: N/A
  • Attack: Bite (Stab), Pound (Crush)
  • Wield: All

Level 36: Yak (with 26 Summoning, 25 Agility and 32 Strength)
Yaks provide huge defence bonuses.

  • Walk speed: 105%
  • Run speed: Unavailable
  • Run time: N/A
  • Attack: None.
  • Wield: All

Level 39: Black Unicorn (with 28 Summoning, 26 Agility, 20 Strength and 25 Hunter)
Aggressive, hence the Hunter level. They have a slightly higher Magic bonus than normal Unicorns.

  • Walk speed: 135%
  • Run speed: 220%
  • Run time: 140%
  • Attack: Butt (stab)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 40: Desert Wolf (with 32 Summoning, 23 Agility, 18 Strength and 25 Hunter)
A wolf in the desert. They give a boost to Ancient Magicks spells.

  • Walk speed: 125%
  • Run speed: 190%
  • Run time: 20% (and I mean 20%)
  • Attack: Bite (stab)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 44: Terrorbird (with 33 Summoning, 28 Agility and 16 Strength)
Gnomes only need 16 Strength to mount Terrorbirds – the Agility and Summoning levels are not required.

  • Walk speed: 110%
  • Run speed: 150%
  • Run time: 115%
  • Attack: Maul (Stab)
  • Wield: None.

Level 47: Giant Lizard (with 42 Summoning, 36 Agility, 20 Strength, 39 Hunter and 28 Slayer)

  • Walk speed: 80%
  • Run speed: 200%
  • Run time: 100%
  • Attack: Unknown
  • Wield: One-handed ranged weapons, wands.

Level 50: Vulture (with 40 Summoning, 34 Agility and 25 Strength)

  • Walk speed: 100%
  • Fly speed: 150%
  • Fly time: 100%
  • Attack: Maul (Stab)
  • Wield: None.

Level 53: Ugthanki (with 46 Summoning, 29 Agility, 30 Strength and 39 Hunter)
A vicious camel. More adapted to the desert, the Ugthanki need even less water than camels to cross.

  • Walk speed: 100%
  • Run speed: Unavailable.
  • Run time: N/A
  • Attack: Trample (Crush)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 59: Catablepon (with 50 Summoning, 34 Agility, 32 Strength and 42 Hunter)
Can cast Weaken unlimited times without runes.

  • Walk speed: 100%
  • Run speed: Unavailable.
  • Run time: N/A
  • Attack: Unknown.
  • Wield: All

Level 64: Sabre-toothed Kyatt (with 63 Hunter, 36 Strength, 38 Strength and 55 Summoning)

  • Walk speed: 140%
  • Rune speed: 160%
  • Run time: 175%
  • Attack: Bite (Stab), Pound (Crush), Slash
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 65: Jungle Wolf (with 57 Summoning, 40 Agility, 38 Strength and 50 Hunter)

  • Walk speed: 140%
  • Run speed: 215%
  • Run time: 145%
  • Attack: Bite (Stab)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 70: Crocodile (with 58 Summoning, 42 Agility, 30 Strength and 51 Hunter)
Few creatures are aggressive to Crocodiles.

  • Walk speed: 75%
  • Run speed: 100%
  • Run time: 120%
  • Attack: Bite (Stab)
  • Wield: None.

Level 74: Mountain Troll (with 47 Agility, 52 Strength)
A violent creature, most intelligent at low temperatures.

  • Walk speed: 110%
  • Run speed: Unavailable
  • Run time: N/A
  • Attack: Standard warhammer
  • Wield: None

Level 78: Big Wolf (with 57 Summoning, 52 Agility, 44 Strength and 58 Hunter)

  • Walk speed: 130%
  • Run speed: 200%
  • Run time: 150%
  • Attack: Bite (Stab)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 81: Cockroach Soldier (with 69 Summoning, 57 Agility, 48 Strength and 70 Hunter)

  • Walk speed: 100%
  • Run speed: N/A
  • Attack: Err… Whatever it is they attack with…
  • Wield: One-handed ranged weapons.

Level 85: Dire Wolf (with 78 Summoning, 66 Agility, 59 Strength and 79 Hunter)
Feared by many creatures, these give you an 8-level Summoning boost.

  • Walk speed: 170%
  • Run speed: 235%
  • Run time: 150%
  • Attack: Bite (Stab)
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 90: Green Dragon (with 90 Summoning, 82 Agility, 88 Strength and 90 Hunter)
Can be ridden all around the Wilderness level 30+.

  • Walk speed: 140%
  • Fly speed: 275%
  • Fly time: 200%
  • Attack: Bite (Stab), Trample (Crush), Block (Stab), Dragonfire (special attack, uses 60% of attack bar.)
  • Wield: None

Level 99: Blue Dragon (with 99 Summoning, 90 Agility, 94 Strength and 97 Hunter)
Can be ridden all around the Wilderness level 35+.

  • Walk speed: 145%
  • Fly speed: 285%
  • Fly time: 200%
  • Attack: Bite (Stab), Trample (Crush), Block (Stab), Dragonfire (special attack, uses 55% of attack bar.)
  • Wield: None

Summoning Familiars

Summoning familiars are a big part of this skill, and you can mount a large selection of them. Some will fight for you, but many will not be able to use their special attack. These will never throw you off.

You need the same Summoning level as Mounting to mount these. (e.g. for a familiar requiring at least level 25 Mounting you also need at least level 25 Summoning).

Level 5: Spirit Wolf

  • Walk speed: 110%
  • Run speed: 110%
  • Run time: 100%
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 37: Honey Badger

  • Walk speed: 100%
  • Run speed: 100%
  • Run time: 110%
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 40: Beaver

  • Walk speed: 120%
  • Run speed: 100%
  • Run time: 120%
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 60: Spirit Terrorbird
Gnomes only need level 52.

  • Walk speed: 105%
  • Run speed: 150%
  • Run time: 160%
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 66: Spirit Larupia

  • Walk speed: 120%
  • Run speed: 100%
  • Run time: 120%
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 66: Spirit Graahk

  • Walk speed: 115%
  • Run speed: 110%
  • Run time: 130%
  • Wield: None.

Level 78: War Tortoise

  • Walk speed: 135%
  • Run speed: 95%
  • Run time: 150%
  • Wield: Anything, including 2h melee weapons.

Level 83: Arctic Bear

  • Walk speed: 130%
  • Run speed: 200%
  • Run time: 85%
  • Wield: None.

Level 85: Obsidian Golem

  • Walk speed: 140%
  • Run speed: 130%
  • Run time: 150%
  • Wield: None.

Level 89: Talon Beast

  • Walk speed: 100%
  • Run speed: 100%
  • Run time: 110%
  • Wield: One-handed ranged weapons, wands.

Level 93: Unicorn Stallion

  • Walk speed: 110%
  • Run speed: 200%
  • Run time: 165%
  • Wield: All.

Player-owned animals

You can buy you’re own horse/donkey/camel/etc. Ride it anywhere, tether it to a post, and you have a new way to travel – or fight. These will rarely throw you off. They can get diseased or poisoned. Some can also carry extra items for you (weight given includes your weight, format Walk (Run)).

If you leave one untethered for too long, it might wander a little way from where you left it, making it harder to find when you come back. However, there are stables in major cities where you can put your animal for safekeeping, for a small-ish fee. (Training camps will do it for much less.) You can’t ride your animals into popular cities. In other places, you may find the occasional post, which you can tether your animal to if you have a rope. Unlike stables, posts do not feed animals, so animals may die.

McGrubor’s Wood is completely fenced off and full of plants. You can leave your animals there for safekeeping, but you can only bring creatures there using fairy rings.

Level 60: Donkey (150k)

  • Walk speed: 110%
  • Run speed: 130%
  • Run time: 150%
  • Inventory: 400 (100)Kg; 8 extra slots
  • Attack: None.
  • Wield: None.

Level 60: Camel (150k)
The only creature that can be taken across the desert, camels allow you to use less water. Camels require less food than other creatures.

  • Walk speed: 105%
  • Run speed: Unavailable.
  • Run time: N/A
  • Inventory: 560 (140)Kg; 16 extra slots
  • Attack: None.
  • Wield: None.

Level 70: Horse (190k)

  • Walk speed: 115%
  • Run speed: 170%
  • Run time: 130%
  • Inventory: 620 (155)Kg; 12 extra slots
  • Attack: None.
  • Wield: Halberd, lance, one-handed ranged weapons, wands.

Level 79: Racehorse (230k)
These can be raced at the horse racing minigame.

  • Walk speed: 125%
  • Run speed: 230%
  • Run time: 200%
  • Inventory: 440 (110)Kg; 4 extra slots
  • Attack: None.
  • Wield: All.

Level 88: Warhorse (285k)
These are particularly good at the jousting minigame. They need slightly more food than other creatures. They never run away.

  • Walk speed: 115%
  • Run speed: 175%
  • Run time: 150%
  • Inventory: 840 (210)Kg; 20 extra slots
  • Attack: Trample (Crush)
  • Wield: Halberd, lance, ranged weapons, magic weapons.

Level 99: Gryphon

(also spelled “griffin”)

Skill mastery should entail great rewards. This is it.

With the body of a lion and the head and wings of an eagle, this is a very powerful creature. They are loyal, but trust does not come freely.

So how do you befriend this elusive creature? You can’t. There is only one man who can do that for you; he lives on a fairly small island in level 72 Wilderness, only accessible with fairy rings. There he has befriended many of the gryphons in Gielinor, and they have learnt much from each other. It will take a lot to earn his trust. You will need to prove you are worthy.

Approximate quest requirements

  • 99 Summoning
  • 99 Mounting
  • 86 Agility
  • 72 Hunter
  • 64 Thieving
  • Ability to survive for extended periods of time in high-level Wilderness
  • At least 500,000 coins

Once completed, you will be given a baby gryphon to nurture and care for.  You will raise it as your pet, and when fully grown you will be able to mount it. It will follow you everywhere outside cities. There may be times when you do not want it following you, or it cannot follow you. In these cases, it will go adventuring by itself, ready to come back in seconds the moment you call it. It will feed itself in that time, and may bring back treasures with a total market value of up to and including 5,000 coins each time they are away. Nothing they bring back – apart from coins themselves – can have a value of less than 100 coins. This is calculated as the number of minutes it’s been away multiplied by a random number between 0.5 and 15. There is a 20% chance that they will not bring anything back.

Stats

  • Walk speed: 200%
  • Fly speed: 250%
  • Fly time: 200%
  • Inventory: 1400 (350)Kg; 28 Extra Slots
  • Attack: Maul (Stab), Slash, Lunge (Stab), Special:Ferocity (Powerful attack dealing damage up to 2.5x normal. Drains 70% of special attack bar.)
  • Wield: None.

The Gryphon has a combat level of about 140. This is combined with the player’s levels. They are also semi-immune to Magic: curses, snares and the like have a 70% chance of failing on the Gryphon (although they will still affect you). They also give a bonus to your Magic (both attack and defence).Gryphons can survive for up to a week without food. Any raw meat will feed them well, but you can get special meat from the man in the quest to temporarily increase your Gryphon’s power significantly.

Gryphons can also return you to their homeland in level 72 wilderness. Given how long the journey is, you will need to feed them meat imbued with the power of Air. To do this, simply use three air runes with some meat. This can be done at any magic level, and rewards you with a few Magic experience points. Once per hour, they can also take you to Eagle’s Peak if you use the air runes with the old man’s special meat.They do not need stables. In fact, stables won’t take them in.

If your Gryphon dies, you cannot simply go and get a new one. You have to do tasks for the man you met in the main quest to build up your trust again. You can then pay him 100,000 coins to get a new baby gryphon.

Items

Some items can be equipped on player-owned animals. You can also wear some items when mounting other creatures.

Level 30: Riding Gloves
Wear them for a Mounting bonus +3. Can be crafted with 8 Crafting.

Level 30: Riding Boots
Wear them for a Mounting bonus +9. Can be crafted with 15 Crafting.

Level 56: Riding Jacket
Wear for a Mounting bonus +20

Level 60: Leather Saddle
Use with your player-owned animals to get a Mounting bonus +34. You’re 50% less likely to get thrown off with this. Can be crafted out of leather with 35 Crafting.

Level 62: Iron Horseshoe
At level 19 Smithing, you can smith iron horseshoes. One bar of iron creates two horseshoes. Take four horseshoes, 24 nails, 600gp and your player-owned animal to a training area to get them affixed to your beast. After 200,000 squares of travel, the horseshoes wear out. They give you a +5 Mounting bonus and prevent your creature getting diseased. (Diseases in Mounting are like diseases in Farming, not player diseases.) They increase the speed of your mount by 2%.

Level 65: Reins
These are crafted in two parts. Two pieces of soft leather come together with a needle, two doses of thread and a knife to create unfinished reins. Then a steel bar is smithed into a bit at level 32 Smithing. Use one with the other to produce Reins. Use the reins with your player-owned animal to give that animal a +38 Mounting bonus.

Level 67: Steel Horseshoe
As with iron horseshoe, except they last for 500,000 squares, give you a +8 Mounting bonus and increase the speed of your mount by 3%.

Level 67: Stirrup
Crafted in a similar way to Reins, use these with your animals to get a +22 Mounting bonus. If the animal also has reins and a saddle, there is a 0% chance of being thrown off.

Level 68: Steel Riding Helmet
Wear for a Mounting bonus +36 and a defence bonus +25. Can be smithed at level 35 Smithing.

Level 75: Hard Saddle
Like a saddle, but with a Mounting bonus +55 and an 80% lower chance of getting thrown off. Cannot be crafted.

Level 75: Black Riding Helmet
Wear for a Mounting bonus +50 and a defence bonus +30.

Armour

Armour can protect your horse from damage. Racehorses cannot wear armour, and only warhorses can wear black armour.

Level 79: Steel Champron
At level 37 Smithing you can make a steel champron for your horse with 2 steel bars.

Level 79: Steel Criniere
Can be smithed at level 43 Smithing with 4 steel bars.

Level 84: Steel Flanchard
Made at level 47 Smithing with 6 steel bars.

Level 84: Steel Peytral
Made at level 47 Smithing with 6 steel bars.

Level 88: Steel Croupiere
Made at level 52 Smithing with 10 steel bars.

Level 90: Black Champron

Level 90: Black Criniere

Level 95: Black Flanchard

Level 95: Black Peytral

Level 99: Black Croupiere

Construction

Some things can be constructed… read on to find out what.

Level 70: Stable (with 60 Construction)
If you build this, player-owned animals will come here when left untethered, rather than run away completely. Animals don’t need food when they’re in a stable.

Level 83: Large Stable (with 72 Construction)
As with a stable, but this also allows you to own two animals.

FEEDBACK WANTED! I’ve been trying to give each animal a unique feature (e.g. on camels you need less water), but I’m out of ideas at the moment. Any help is much appreciated.

Posted here on the Official Forum. Update: It’s been moved to here.

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