This category has the following 3 subcategories, out of 3 total.
The following 12 pages are in this category, out of 12 total.
ABFI |
I cont.MNP |
QRT |
A star (or sun) is an energy-producing sphere of plasma and gas, which is held into shape by a large gravity field. A star's gravity field can also attract other objects to orbit the star, including planets, moons, and asteroids which can subsequently form a star system.
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Stars are formed when gas and dust are attracted together in large amounts, as the gravity of all the materials pulls them close enough to cause ignition of a self-sustaining nuclear reaction.
Starships can be protected from the intense radiation and energy from a star through the use of Metaphasic shields. (TNG episodes: "Suspicions", "Descent, Part II")
The synthetic compound known as Trilithium served as a nuclear reaction inhibitor allowing for the potential of such weapons to destroy a star. (TNG movie: Star Trek Generations)
The theorist known as Edvard Bela postulated that, what he termed as, Bela-Neutron devices were capable of absorbing certain elements from a star causing it to collapse due to the weight of gravity on it. (VOY novel: The Final Fury)
Certain races had developed the capacity to make use of the power generated by a star that was used as a form of energy production. One such way through this was accomplished was by the creation of a Dyson sphere. (TNG episode: "Relics")
The ancient Furies created a massive structure that encompassed their Delta Quadrant home star like a cage which contained numerous neutrino collectors that siphoned off the power which was directed in their attempts at creating an artificial wormhole. (VOY novel: The Final Fury)
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| This article is marked as lacking essential detail, and needs attention. Information regarding expansion requirements may be found on the article's talk page. Feel free to edit this page to assist with this expansion. |
| Multiverse • Universe • Galaxy | |
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| Galactic Regions: | Quadrant • Sector • Cluster • Nebula • Star system |
| System Bodies: | Star • Planet • Planetoid • Dwarf planet • Asteroid • Meteoroid • Comet |
Combat is an important part of playing the game. Combat is turn based.
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In order to initiate combat with a monster you must simply click on the monster's avatar on the screen.
In order to join a fight that has already been started, within 30 seconds of the beginning of combat you must click the sword icon appearing next to the monster's new avatar, and then click Join on the drop-down menu that appears. You can also shift+click the sword to join in one click.
In order to initiate a friendly fight with a player click their avatar, then on the drop-down menu select "Challenge". If the player accepts, it will initiate a challenge in which no experience is gained or lost, no honor gained or lost, and no items are gained or lost.
In order to join a friendly fight with other players, you must click the sword of which team you would like to join, and click Join on the drop-down menu.
In order to initiate an aggressive fight with another player of the opposite or neutral faction, you must click their avatar, then on the drop-down menu select "Attack". See pvp for a more detailed description.
See Joining a Fight: PvP (Friendly).
Turns are indicated by the turn indicator in the lower right hand corner of the screen. The selected player is given 30 seconds to complete their turn.
Characters and monsters spend Movement Points (MP) to move to an adjacent unoccupied(*), valid tile on the grid anytime during their turn. The starting amount of MP for all characters is 3, although this can be modified by equipment and effects. Different types of monsters have differing MP. Additionally, some spells and effects provide other ways to move or greater amounts of MP. At the end of a unit's turn, unless any effects stipulate otherwise, their MP is restored to its natural value (recovering spending) for use in the next turn (some spells and effects can decrease or increase this before the unit's next turn).
A tile is unoccupied if it does not contain another unit or object (Such as trees ans water). The tile may contain an effect (such as a trap, a glyph, a summon, or something similar). Most spells won't pass through an occupied tile, but some spells can (See Area of effect ). In certain circumstances, more than one unit may be on the same tile - this is usually the result of a unit being able to lift other units (e.g. Pandawa), but occasionally happens under other circumstances. A tile is invalid if it is not part of the set of tiles units are permitted to use during combat - units may not pass over such tiles, although whether effects may pass over them (that is, whether they block line-of-sight) depends on the kind of invalid tile.
Characters and monsters spend Action Points (AP) to perform most other actions in battle. Actions differ in their AP cost - some melee weapons or spells take higher amounts of AP, costing up to 7 AP per use, while others are inexpensive. Units may spend as many AP as they have within a turn (although some spells can only be used once a turn, or once every few turns). Starting AP for all characters is 6, although this can be modified by equipment and effects (and characters at level 100 and above have 7 basic AP). Like with MP, AP is restored at the end of a turn unless certain effects aretaking place.
Each character is given about thirty (30) seconds to execute their movements; if they take longer than that, their movement points and action points are reset and player's turn is skipped, continuing on to the next player in the turn indicator.
Units start the battle with the amount of health (HP) that they had when the fight was initiated. (Although you can heal while waiting for the match to start by using items) This will typically be the maximum for prepared players, but sometimes teams begin easy battles specifically to allow an Eniripsa (or other healer) to heal them if they do not wish to buy HP-restoring foods or wait for natural healing to occur.
Units are removed from the battle if their HP is reduced to zero by any means. There are many ways to lose health in combat (although the most common is enemy attacks). The tile on which the defeated player stood is then considered open for other units to pass through. Apart from the Osamodas's Spiritual Leash ability, there is no way for them to return in the same battle once they are removed (they may leave the battle using the surrender flag, but if they do they will not have a share in the spoils of battle and will suffer the effects of a loss, even if the battle is later won by their group).
When a unit is removed from battle, most effects caused by its spells are removed. Its summons are also removed from battle (and their effects, summons, etc). Some effects are exempt from this removal.
A battle can end as a victory, a loss, or a surrender.
Battle is won when all enemies are removed from the field. In Player-versus-Monster, victors receive a certain amount of experience, kamas, and items, which will be divided among party members based upon their level and prospecting. The specific formulas for the various types of drops from combat are available on the individual pages linked above.
The basic amount of experience and drops are affected by successful challenges in the fight. Additionally, for most naturally occurring monsters, the amount of time between when they were spawned and when they were defeated provides a boost to drops and experience - for these monsters, a number of stars are visible in the mouseover box describing the level and contents of the monster group (ineligible monsters include most monsters created for events, groups pulled out of a Soul Stone in an Arena, and monsters that are not on the map such as NPCs or Kwakeres). These range from zero to five stars (which are shown in yellow) for most mobs, occasionally overflowing to red for mobs that have not been attacked for a long time (representing up to ten stars, the maximum).
Battle is lost when all allies have been removed from the field. Those who have lost will return to their last save point with 1HP, unless they are either playing on a Heroic Server , or are reduced to zero energy as a result of the loss (friendly challenges and defending a Perceptor do not reduce energy); in the first case, their character is effectively lost, in the second, they experience death.
If a battle is lost that is part of Player-versus-Monster but some monsters were defeated, losing characters may still receive a reduced amount of experience from the battle (but no items).
If you are in a hopeless battle and do not want to waste time, you can surrender by clicking the white flag underneath your character's icon. Surrendering has mostly the same effect as losing a battle, but has an impact on alignment honor gains.
Shooting Star is part of Distractions and Diversions, which was introduced during the 2 September 2008 gaming update. It is Pay-to-play only.
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Shooting Stars fall from the sky every two hours or so. They generally fall across all members worlds within fifteen minutes of each other. If players reach the core of the star within two hours, a Star sprite appears and gives rewards. To mine a Shooting Star you need to know what size it is. The required mining level is ten times that size. For example you need a mining level of 80 to mine a size 8 star.
In the seconds before it lands, the star casts a shadow which players can examine to read: The shadow of a shooting star. There is also a sound while the shadow is visible and when the star lands. If the shooting star lands on top of the player, you will walk out of the star, then begin mining.
| Name: | Location | Fastest way to get there | World Map location | In-game view |
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| Crafting Guild mining site | Inside the Crafting Guild by the gold rocks. (Brown apron and 40 Crafting required to enter) |
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Click for in-game view. |
| Falador east bank/Mining Guild | East of Falador's eastern bank and the Mining Guild. |
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Click for in-game view. |
| Rimmington mining site | In the centre of the big mine north of Rimmington. |
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Click for in-game view. |
| Falador mining site | In the mine north of the dark wizard tower, west from Falador. |
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Click for in-game view. |
| Name: | Location | Fastest way to get there | World Map location | In-game view |
|---|---|---|---|---|
| Karamja north-western mining site (Horseshoe mine) | North west of Brimhaven, near the northern gold mines north of the summoning obelisk. Often called the "Horseshoe mine" by shooting star hunters, due to its' shape |
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Click for in-game view. |
| Brimhaven mining site | At the gold rocks south of the entrance to Brimhaven Dungeon. |
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Click for in-game view. |
| South Crandor mining site | The south-western mining area on Crandor. |
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Click for in-game view. |
| Karamja mining site (Nature mine) | In the mine west of the Nature altar. Near the direct centre of the Karamja landmass. Often called 'Nats' or 'Nature mine' by shooting star hunters. |
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Click for in-game view. |
| Shilo Village mining site | Next to the gem rocks in Shilo Village north-west corner. | |
Click for in-game view. |
| Name: | Location | Fastest way to get there | World Map location | In-game view |
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| Keldagrim entrance mining site (Keldagrim mine) | In the mine located south of cave entrance to Keldagrim. Often called Keldagrim mine, due its location near Keldagrim. |
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Click for in-game view. |
| Jatizso mine(outside above the mine proper) | To the right of the mine's entrance on north-west Jatizso. Go through west gate to reach. |
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Click for in-game view. |
| Lunar Isle mine | Aboveground at the ladder to the Rune essence mines on Lunar Isle. Watch out for the aggressive suqah, which can deal heavy damage. |
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Click for in-game view. |
| Managing Miscellania mining site | A few squares south of coal mine on Miscellania. |
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Click for in-game view. |
| Central Fremennik Isles mining site (Neitiznot Runite Mine) | From Neitiznot, go across the first bridge to where the Ice troll runts are and it will still be green grass not white snow, then as far east as possible. Take some food against the aggressive trolls. |
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Click for in-game view. |
| Rellekka mining site | The mining site in the fenced off area inside the town of Rellekka. |
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Click for in-game view. |
| Name: | Location | Fastest way to get there | World Map location | In-game view |
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| Legends' Guild mining site (Ardougne eastern mine) | At the mine south-west of the Legends' Guild. |
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Click for in-game view. |
| South-east Ardougne mining site (Monastery mine) | At the iron rocks north of the monastery, south of East Ardougne. |
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Click for in-game view. |
| Coal Trucks | In the middle of the coal rocks that supply the Coal trucks. Crossing the balance log requires 20 agility. |
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Click for in-game view. |
| Yanille Bank (Magic Guild) | In Yanille, between bank and Magic Guild. |
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Click for in-game view. |
| The mining spot north-east of Yanille, south-west of Port Khazard. |
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Click for in-game view. |
| Name: | Location | Fastest way to get there | World Map location | In-game view |
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| Al Kharid bank | Directly outside the doors to Al Kharid bank. |
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Click for in-game view. |
| Al Kharid mining site (Scorpions mine) | In the mine north of Al Kharid and west of the Duel Arena. Often called 'Scorpion mine' by shooting star hunters. | |
Click for in-game view. | |
| Duel Arena bank chest | At the Duel Arena west of the hospital area and south of the entrance to the Mage Training Arena. | |
Click for in-game view. | |
| Uzer mining site (Desert clay mine) | At the clay mine north of Uzer. Directly north of the Desert hunting area. |
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Click for in-game view. |
| Nardah mining site (Desert gold mine) (Vulture mine) | At the mine just west of the place on the world map labelled "Vultures". | |
Click for in-game view. | |
| Nardah bank | Just south-east of the bank in Nardah. |
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Click for in-game view. |
| Western desert mining site (Granite and sandstone quarry) | In the centre of the Granite and sandstone quarry |
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Click for in-game view. |
| Name: | Location | Fastest way to get there | World Map location | In-game view |
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| South-east Varrock mining site | South of the mine south-east of Varrock, outside the fence. Often called 'South east Varrock mine' by shooting star hunters. | |
Click for in-game view. | |
| Lumbridge Swamp training mining site | In Lumbridge swamp, just north of the eastern mining area. | |
Click for in-game view. | |
| South-west Varrock mining site (Champion's guild mine) | Southern end of the mine south-west side of Varrock, west of the Champion's Guild. | |
Click for in-game view. | |
| Varrock east bank (Rune shop) | South-east of Varrock's eastern bank, between the bank and Aubury's Rune Shop. Often called 'Rune shop' by Star hunters. | |
Click for in-game view. |
| Nearby Bank/Mine | Location | Fastest way to get there | World Map location | In-game view |
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| Burgh de Rott Bank | About 10 squares north-east of the bank. |
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Click for in-game view. |
| Canifis Bank | Right next to Canifis bank. North-west side of the bank. |
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Click for in-game view. |
| Mos Le'Harmless bank | North-east of the Mos Le'Harmless docks docks. | |
Click for in-game view. |
| Name: | Location | Fastest way to get there | World Map location | In-game view |
|---|---|---|---|---|
| Gnome Stronghold Bank | In the Gnome Stronghold, near the stairs to the bank in the middle of the stronghold. South-west of the Spirit tree. | |
Click for in-game view. | |
| Lletya bank | Inside the city of Lletya, a bit south of the entrance. | |
Click for in-game view. | |
| Piscatoris mining site | A few squares south of the mining site just south of Piscatoris Fishing Colony. |
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Click for in-game view. |
| Name | Location | Fastest way to get there | World Map location | In-game view |
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| Bandit camp mining site (Hobgoblin mine) | Level 33 wilderness in the Hobgoblin mine. North of Dark Warriors' Fortress and Bandit camp. | |
Click for in-game view. | |
| Mage Arena bank | Level 56 wilderness, north of the Mage arena entrance | |
Click for in-game view. | |
| Pirates' Hideout mining site | Level 53 wilderness, south of the Pirates mine, west of the Mage arena. | |
Click for in-game view. | |
| North Edgeville mining site (Steel Mine)(Zamorak mage) (Abyss mine) | Level 7 wild, north of the Zamorak wizard that teleports one to the abyss. | |
Click for in-game view. | |
| Lava Maze runite mining site (Wilderness rune mine) | Approximately level 47 wilderness, at the rune rocks north-east of the caged Greater demons, north-west of the Lava Maze. |
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Click for in-game view. |
| Southern wilderness mining site | Level 10 wild, north-west of Edgeville | |
Click for in-game view. | |
| Wilderness Volcano bank | At the Wilderness Volcano by the banker, a few steps north. | |
Click for in-game view. |
The following table lists the star sizes, with the Mining level required to mine it. The Mining experience is gained per stardust.
The number of stardusts per star size is indicated in the table below. The time it takes to lower a star size depends upon the number of miners mining it and their respective mining levels; the more miners, the faster the star gets to the star sprite level. For the same number of miners, a higher star size level goes down to the next level faster than a lower star size level because there are fewer stardusts at higher star size levels than at lower star size levels.
| Star size | Mining level | XP/stardust | XP/stardust with Sacred clay pickaxe | Number of stardust/star size | Total XP per size | Cumulative XP |
|---|---|---|---|---|---|---|
| 9 | 90 | 210 | 420 | 15 | 3150 | 80710 |
| 8 | 80 | 145 | 290 | 25 | 3625 | 77560 |
| 7 | 70 | 114 | 228 | 40 | 4560 | 73935 |
| 6 | 60 | 71 | 142 | 80 | 5680 | 69375 |
| 5 | 50 | 47 | 94 | 175 | 8225 | 63695 |
| 4 | 40 | 32 | 64 | 250 | 8000 | 55470 |
| 3 | 30 | 29 | 58 | 430 | 12470 | 47470 |
| 2 | 20 | 25 | 50 | 700 | 17500 | 35000 |
| 1 | 10 | 14 | 28 | 1250 | 17500 | 17500 |
In the Observatory professor's house is a noticeboard which lists the last five stars to be discovered on that world, how long ago they were, and who discovered them.
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Balthazar Beauregard's Big Top Bonanza • Evil Tree • Penguin Hide and Seek • Phoenix Lair • Shooting Star • Court Cases |
A star was an enormous sphere of immensely hot hydrogen and helium that underwent nuclear fusion to produce heat and light (in essence, it was a giant ball of plasma). Systems of planets would usually form around stars when the gas and dust around them became stable enough. Stars could come in all sorts of sizes, colors, and temperatures. Most planets were seen orbiting medium mass orange-yellow stars, often called suns.
It was estimated that there were four hundred billion stars in the galaxy. There were 7.1 billion habitable stars in the known galaxy, which made up about 3.2 billion habitable star systems. This means that many systems contained two or more stars.[1] Red dwarfs accounted for approximately 70 percent of the galaxy's stars.[2]
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There are seven types of main sequence stars in the galaxy:[1]
With O stars being the biggest in the sequence, the size decreased gradually to the smallest M stars.
In addition to the main sequence stars, 10 percent of all stars in the galaxy were non-main sequence, of which five hundred million were habitable.
The non-main sequence stars include:[1]
Pre-main sequence (smaller than M stars):
Post main-sequence (bigger than O stars):
Compact stars:
The OBAFGKM sequence is the same classification system used for identifying stars from Earth.
A Monster Card's Level is a rough indication a card's power ranking, represented by a number of stars in the top-right. The term Level is sometimes informally called Stars, and even appears in some card errors. The highest Level a monster can have is 12, and the minimum is one. A Monster Card cannot be treated as Level 0, even with an effect, the minimum will always be Level 1.
Monster cards from Level 1 to Level 4 may be Normal Summoned from the Hand with no cost or restriction (unless the card itself has a restriction against it in its effects). Level 4 monsters are the strongest monsters that may be summoned from the hand in this way, and are thus the most commonly used monsters. Levels 5 and 6 monsters are stronger but either require a Tribute to be Normal Summoned or have a Special Summoning condition, and Level 7 and higher monsters require two Tributes to be Normal Summoned, assuming they may be Normal Summoned at all. Level 9 and higher monsters are relatively rare, and usually are stored in the Extra Deck rather than the Main Deck, though there are noteworthy exceptions.
A common rule is that level 3 and lower monsters generally have 1700 and under ATK, level 4 monsters have 1900 and under attack, level 5 and 6 monsters have 2500 and under attack and finally, level 7 and higher monsters have 3000 and under attack. Usually monsters who break this rule have penalties or special conditions, although this trend is broken by a few cards.
Due to the higher requirements involved in summoning them, higher-level monsters are typically not as numerous as lower-Level monsters in a player's Deck, assuming the Deck is properly balanced.
Example:
![]() A Level 1 monster. |
![]() A Level 2 monster. |
![]() A Level 3 monster. |
![]() A Level 4 monster. |
![]() A Level 5 monster. |
![]() A Level 6 monster. |
![]() A Level 7 monster. |
![]() A Level 8 monster. |
![]() A Level 9 monster. |
![]() A Level 10 monster. |
![]() A Level 11 monster. |
![]() A Level 12 monster. |
There are also monsters with Negative Levels.
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