The Item Guide

What things do, what they cost, and who sells them

Everything here is read straight out of the game, so the numbers on this page are the numbers the game actually uses.

Food

Food is your health bar. Hitpoints come back at about one a minute, which is far too slow to matter, so how far out you can go is decided before you leave by what you packed. You cannot eat while something is attacking you — food is what you do between fights.

foodhealsbought from
sea turtle30
shark2890g from harry
chocolate cake2440g from caleb
swordfish23
delicious cake2025g from caleb
lobster2040g from harry
wild pie20
tuna18
monkey nuts17
pineapple ring15
meat pie1520g from caleb
big melon14
chili con carne13
sushi13
kebab11
jug of wine11
spinach roll10
bread roll9
banana8
mysterious stew7

Weapons and armour

There is no ladder here. The eight materials fall into three families that trade against each other, and no single material is best at everything — the hardest hitter, the toughest armour and the best tools are three different metals. Forge is the Forge room level you need to smith it.

Light

Hits hard, protects little. For finishing fights fast.

materialdmgarmourtoolsforge
bone51+5%1
iron145+20%5
rune3312+45%16

Heavy

Soaks damage, hits softly. For fights you expect to last.

materialdmgarmourtoolsforge
bronze47+12%1
steel1118+30%10
adamant1727+38%14

Keen

Balanced in a fight, and by far the best at gathering.

materialdmgarmourtoolsforge
phasmite1916+52%12
crimson2624+64%19

Amulets

Four, and you wear one at a time. They are ordinary items — you carry them, you can drop them, and you lose them on death like anything else.

amuletwhile wornprice
amulet of fortune+25% loot from kills900g
amulet of strength+10% damage dealt750g
amulet of warding-15% damage taken750g
amulet of the hunthides 2 marks of resolve1200g

Ore and bars

Ore is mined, smelted into bars, and bars become gear. Prices are what a shop pays before its own rate is applied.

orevalue
copper ore3g
iron ore8g
phasmite ore16g
adamant ore22g
gold ore25g
barvalue
bronze bar10g
iron bar25g
steel bar50g
phasmite bar75g
adamant bar95g
rune bar120g
crimson bar128g

Who buys what

Every shop only buys what it sells, and pays 60% of an item's value for it. The general store is the exception: it takes anything, but pays only 35%. That is the price of not walking across town.

Shops hold a limited number of each thing, and the dear items are often simply not in. Cheap staples — vials, seedlings, arrows — are always on the shelf. Something at a few hundred gold is there about half the time, and the jeweller's best pieces about one visit in five. The shelves refill every seven minutes or so, and anything you sell a shop goes straight back into its stock.

keepershopstock
arheingeneral storeknife 18g · tree sapling 5g · vial 3g · feather 2g · rope 12g · tinderbox 10g · bucket 6g · sleeping bag 35g · empty pot 5g
horvikweaponsmithbronze bar 14g · iron bar 32g · steel bar 60g · knife 20g
baraekarmourerbronze bar 14g · iron bar 32g · steel bar 60g · hide 8g · thick hide 22g
bettyarchery shopcheese 3g · bow shafts 40g · feather 2g · bow string 12g · logs 6g
lundailmagic shopair rune 4g · water rune 4g · earth rune 4g · fire rune 4g · mind rune 6g · chaos rune 18g · lime slices 30g · death rune 55g
calebbaker's stalldelicious cake 25g · chocolate cake 40g · meat pie 20g · potato 4g · cabbage 4g · onion 4g
harryfishmongersalmon 8g · cooked fish 14g · salmon 26g · lobster 40g · shark 90g · trap for a lobster 15g
doricmining suppliescopper ore 6g · iron ore 14g · phasmite ore 30g · adamant ore 42g · gold ore 48g
drezelapothecaryvial 3g · grimy guam leaf 12g · grimy marrentill 18g · grimy tarromin 26g · grimy harralander 34g · pestle and Mortar 20g
foritsjewelleramulet of fortune 900g · amulet of strength 750g · amulet of warding 750g · amulet of the hunt 1200g · gold ore 50g
prifddinasseed stalltree sapling 5g · potato 4g · cabbage 4g · onion 4g · seed dibber 12g · rake 12g

The farm

Plots mostly come up vegetables, but about one planting in six grows a herb instead — taller and paler in the soil, so you can tell from across the room. The apothecary pays properly for them; nobody else does.

Which herbs your soil can produce depends on your Kitchen. At level 1 only the two commonest will grow; a maxed Kitchen can turn up all seven, though the best is still roughly one planting in ninety.

herbvalueneeds kitchen
grimy guam181
grimy marrentill301
grimy tarromin522
grimy harralander784
grimy avantoe1156
grimy kwuarm1658
grimy dwarf weed24010

Slayer tasks

The Wise Old Man sends you after a particular creature. What he pays depends on how deep that creature lives — a task for something out past wilderness 40 is worth about two and a half times one for something near the ditch, and asks for fewer kills into the bargain.

So the task you are given is worth reading before you accept it.

Fish

Caught at fishing spots, cooked on a range or a fire. Raw fish is worth little; cooking it is most of the value. The fishmonger buys any of it.

fishvalue
golden fish50
sea turtle45
shark35
swordfish22
lobster18
salmon14
tuna14
cooked fish8
trout6
salmon3
minnow2

Bones and hides

What is left after a fight. Bones build your Shrine; hides are the armourer's trade. Neither is worth much on its own, but they arrive constantly and the rooms want them by the dozen.

bonesvalue
dragon bones90
baby dragon bones40
scrappy shield30
bulky bones15
ogre bones9
wolf bones4
bonemeal3
bones pile2
hidesvalue
dragon hide60
troll hide20
thick hide12
ectoplasm12
hide5

Gems

Uncut gems come out of the deeper rocks. Cut, they are the densest gold in the game for the space they take — a diamond is worth more than six lobsters and weighs the same as a pebble. The jeweller pays properly.

gemsvalue
diamond280
ruby190
emerald130
cut gem120
uncut diamond120
sapphire95
uncut ruby80
uncut emerald55
uncut gem50
uncut sapphire40

Potions

Brewed from herbs at a cauldron. Attack, strength and defence potions buff a fight; the super versions do it harder. A prayer potion restores most of your points, which matters more than it sounds when Protect Item is the only thing between you and a bad walk home.

potionvalue
super strength potion38
super defense potion38
super attack potion34
prayer potion28
super heal potion26
relaxation potion20
energy potion16
anti poison potion16
strength potion14
defense potion14
attack potion10

Runes and logs

Runes are spent casting; your Rune Altar makes each cast take fewer. Logs are cut from trees and feed almost every room in your dungeon.

runevalue
death rune15
chaos rune8
lime slices6
mind rune3
air rune2
water rune2
earth rune2
fire rune2
logsvalue
magic logs25
willow logs10
oak logs5
logs2

Rare drops

A boss occasionally drops something from a small table of oddities. They do nothing at all — no stats, no effect. They are worth carrying because they are rare and because somebody will want one.

itemvalueshare of table
party hat050%
santa hat015%
boxing gloves015%
halloween mask015%
clue scroll05%

Odds and ends

Buckets, jugs, pots, tools and oddments. Most of it is picked up in passing and none of it is worth much, but a few are quietly load-bearing — the knife cuts cobwebs, the tinderbox and axe do what you would expect, and vials are what potions are brewed into.

The general store buys all of it, at its usual poor rate. That is what the general store is for.

itemvalue
pestle and Mortar8
rope7
tinderbox6
ball of wool6
watering can6
shears6
kitty5
ingredient mix for a chlli con carne with a little too much paprika and cumin5
chisel5
seed dibber5
rake5
spade5
pot of flour4
chef hat4
needle4
ball of thread4
feather4
bucket of milk3
insect repelent3
trap for a lobster3
genie lamp that has already been used3
jug of water2
how to brew beer guide2
box of fish food2
potato contaminated with ebola2
easter basket2
potato2
onion2
egg2
pie dish2
bucket1
empty pot1
empty jug1
vial1
wine labels1
spilled flour1
cabbage1
bowl1

Everything else

Monster drops, crafting parts and a few curiosities. Fangs, silk and eyes of newt come off the things that carry them; bow strings and shafts are what a bow is made from; the rest turns up as you go.

itemvalue
fish pie30
grimy guam leaf18
black knight's super special black long sword16
warlock's staff14
bow shafts12
pirate hook10
raw lobster10
prop sword9
vial of poison8
fang7
silk6
watering can (full)6
crude ogre club6
ore scrap5
eye of newt5
bow string4
tree sapling3
bucket of water2
cheese2
vial of water1
tail from a rat1
broken arrow1
Specialty clockworker0
sleeping bag0

A few things worth knowing

A knife cuts the cobwebs sealing doorways out in the wilderness. They grow back after three minutes, so a shelter you opened on the way out may be shut again on the way back.

A loot note is sealed. Your storage chest will hold one but cannot open it — only the banker, deep in the wilderness, will break the seal.

Your Rune Altar discounts every spell's rune cost by 5% a level, to a maximum of half. It never makes a cast free — a spell always costs at least one of each rune.

Seedlings go in the farm plots in your dungeon. They cost a flat price no matter how many you buy, because they are a running supply rather than a one-off.