Guide · World
The Void quests and the Margin
Voidscape's own quest line, from A Rift in the Records to The Fourth Depth, and the Margin training area it unlocks.
The Void quests are Voidscape's own story, nineteen quests told through the Void Archivist. The line ends at The Fourth Depth, which opens the Margin: a quiet training area with high-level trees and rocks, and the Void Dragons.
Starting out
Talk to the Void Archivist in Lumbridge (127, 650). He only offers his quests once you have chosen your starter path. The line starts with A Rift in the Records, and every later quest needs the one before it.
The Last Toll also starts with the Archivist but is not part of the line. It needs 60 quest points, and finishing it ends the Void Dungeon toll for good (The Void Dungeon).
Each quest's page lists what it needs, and the Quest Helper tracks your steps and items as you go.
The order
- A Rift in the Records
- The Cold Flame
- Drawn to Armoured Prey
- Three Tongues of the Council
- The Web and the Knife
- Where the Sun Used to Rise
- The Hollow Isle
- Metal, Blood and Bone
- The Pilgrims' Gate
- One Who Fights Like a Person
- What the Null Remembers
- The Forged Entry
- Ink and Ash
- The Starved Toll
- The Road That Wasn't
- The Hollow March
- What the Keeper Carries
- The Second Hand
- The Fourth Depth
The unique story items you collect along the way are kept when you die and cannot be dropped. If one goes missing, talk to the Archivist and he returns it.
The Fourth Depth
The Fourth Depth follows The Second Hand. Its key steps check your real levels, not boosted ones:
- 45 Magic to read the hidden line on the seal;
- 50 Agility to cross the broken descent;
- 50 Crafting to bind Edrin's page.
To go down you must carry the
Null lens, the
Held ink and
Edrin's last page, unnoted. Finishing the quest gives you
Edrin's Bookmark, a pair of Void gauntlets and the
Bound Lamp, which grants 60,000 experience in one skill.
The gauntlets come in two versions. The trimmed pair,
Void gauntlets (trimmed), goes to players who gave the right answer in Three Tongues of the Council and never died in The Hollow March or in The Fourth Depth's descent. Everyone else gets the plain
Void gauntlets. Both protect you the same way.
The Margin
Finishing The Fourth Depth opens the Margin for good. It is outside the Wilderness, so other players cannot attack you there. Read the held page arch in the Void Enclave (107, 312) to go in; the arch inside the Margin takes you back.
Inside are a bank chest and an altar, yew and magic trees, mithril, adamantite, coal and runite rocks, a furnace, anvils and a cooking range, and the Void Dragons in the north chamber. Two Agility shortcuts cross the chapels: fallen shelves at 50 Agility, and a page gap at 70 Agility that you can fail and take damage. The Ledger of Deeds at the entrance describes the rooms.
Open
Edrin's Bookmark to go straight to the Margin from outside the Wilderness, when you are not fighting another player or in a duel. NPC combat alone does not block it, but active quest instances and other travel restrictions still apply. You can use it once every 5 minutes, and it is kept when you die.
Void Dragonfire and the gauntlets
The Margin's Void Dragons breathe void fire every few seconds of a fight, for 45 to 65 damage, whatever style you attack with. Only worn Void gauntlets protect you: they cut each breath to about a twentieth. Dragonfire shields and protection prayers do nothing against it. The gauntlets reduce the damage; they do not make you immune.
Both pairs give +2 Armour, cannot be traded and have no other effect.
Hunting Void Dragons
Void Dragons are level 235 and attack on sight. Only players who have finished The Fourth Depth can fight them.
- Every kill drops
Dragon Bones and a
Runite bar, on top of a roll on their table: see the Void Dragon drop table. - They also have their own chance to drop a
Void Key. - They are void monsters. The
Void Sceptre gives ×1.5 spell damage and accuracy against them instead of the usual ×1.2: see Void gear.