250 soulsfrom your inventory, every teleport
1 per hourof play, shared by every teleport
12 secondsstanding still before you go
Wilderness 20the deepest you can teleport from
The rules
These apply to every teleport: the spells, the amulet of glory and the ring of dueling.
- Stand still for the countdown, about 12 seconds. Moving, eating, drinking, attacking or being hit cancels it.
- Runes or a charge and the 250 souls are only taken when you land. A cancelled teleport costs nothing.
- One per hour of play, shared by every kind of teleport. Only time logged in counts, and dying resets it.
- You can't start one until 10 seconds after your last combat.
- Not above level 20 Wilderness, and not from the King Black Dragon's lair or the Mage Arena.
- The souls come from your inventory, not safe storage. Souls you carry are destroyed if you die, so carry just the 250.
Amulet of glory and ring of dueling
Both follow the same rules as the spells, and use one charge instead of runes. Rub them from your inventory.
Amulet of glory
Takes you to
Edgeville, Karamja, Draynor Village or Al Kharid.
Making one
- A strung dragonstone amulet (Crafting 80). Dragonstones come from rare monster drops.
- Enchant Lvl-5 (Magic 68) turns it into a glory with 4 charges.
- It can't be recharged. When it's empty, enchant a new one.
Ring of dueling
Takes you to
Just outside the Duel Arena gate, north of Al Kharid.
Making one
- An emerald ring (Crafting 27).
- Enchant Lvl-2 (Magic 27) turns it into a ring with 8 charges.
- It crumbles after its last charge.
Boats and trips
These aren't teleports: no countdown, no souls unless listed, and they don't use your hourly teleport.
| Where | How | Cost |
Karamja | The sailors in Port Sarim; the customs officer on Karamja brings you back | 1,000 coins there, 30 coins back |
Entrana | The monks in Port Sarim | Free. No weapons or armour, worn or carried |
Elvarg's lair, Crandor | Father Urhney, Lumbridge Swamp | 5,000 Player's Souls (see Monsters & Bosses) |
The Wilderness levers don't help: the Ardougne lever is in the locked part of the map, and the one in the Deserted Keep won't take you out. Places that need a key, a quest or a skill level are listed in The Map.