The Camelot training room, also known as the "Knight Waves Training Grounds", is a miniquest located on the top floor of Camelot castle. Players must have completed the King's Ransom quest to enter. A squire standing outside the door of the training room will explain how the training grounds work.
Players must successfully defeat the eight Knights of the Round Table. Players are allowed to use any style of combat, however Summoning and Prayer are not allowed. In addition, all of the Knights are immune to Stun and Bind abilities. As well as doing damage, each knight drains certain combat stats (Attack, Defence, Strength, Magic and Ranged) by 5 upon hitting the player. Each knight is harder than the preceding one and will hit more accurately, thereby draining combat stats faster.
The Camelot training room is a safe area, so players will not lose items when they die, except the food and potions they have already used.
Players will retain their life points and stats if they exit the miniquest with lowered stats. For example, if the player starts with 780 life points and leaves with 130 life points, they'd be left with 130 life points when they go outside. It is therefore recommended that when battles turn sour, players should allow themselves to be killed, as opposed to leaving via the exit. If players leave or die, they will have to start all over again.
The Knight WavesEdit
|1||Sir Bedivere||114||Strength, Magic, Ranged|
|3||Sir Tristram||114||Strength, Magic, Ranged|
|4||Sir Palomedes||120||Attack, Magic, Ranged|
|5||Sir Lucan||120||Defence, Ranged, Magic|
|6||Sir Gawain||120||Attack, Magic, Ranged|
|8||Sir Lancelot||120||Defence, Strength, Magic, Ranged|
With the arrival of the Evolution of Combat, this miniquest is a lot easier. It is confirmed that an Attack and Strength level of 70 alongside 70 Defence is sufficient for those planning on using melee (although it is highly recommended to bring potions to restore stats).
Players who choose to melee the knights should wear their best armour for maximum protection, with Barrows equipment being preferable for its high defence and life point bonuses. Guthan's armour set is a very effective choice, as its ability to heal the player's life points throughout the fight can significantly increase their chances of being victorious. Depending on the player's armour of choice, it may be wise to wear the highest level magic-based boots, gloves and hood available to them, as the life point bonus will likely be negligible and the combat triangle means they will be better protected against melee attacks. A melee-based body and legs are still recommended, however, as their magic counterparts will reduce the effectiveness of the wearer's melee attacks.
If a bandos godsword is accessible (either bought or borrowed), it can finish a fight much faster than a whip. With 80 in all melee stats, it's capable of dealing high hits on a consistent basis, and its passive effect aides in easing the waves.
A second, perhaps more efficient, approach to completing the miniquest is through the use of magic. In general, levels of 70+ for Magic, Defence and Constitution are recommended, although the endeavour is still possible for those with lower levels. Those wishing to mage the knights should wear the highest level robes they can, using a wand alongside a shield to make full use of the Rejuvenate ability. Although the shield reduces the effectiveness of magic attacks, its usefulness more than makes up for it; the need for food is dramatically reduced, if not completely removed. Super restore potions are still required, however, to recover the stats lost by the knights' attacks. Players who do not wish to use a shield may also use a polypore staff, as its unique spell polypore strike will easily defeat the melee-based knights. It's important to note that level 75 Magic is required to wield the staff; 80 to use its spell. Bringing several sharks is recommended, as food will be necessary without the use of Rejuvenate. With 80+ in all combat stats, and full ganodermic armour with an amulet of fury or glory, and a polypore staff, those with reasonable skill with abilities can do the entire thing without use of any food.
For players planning to fight the knights head-on, it is strongly recommended that they bring a good number of restore potions, as the knights drain stats very quickly.There are two safespots in this room: they are in between the two dummies on the wall near the door. To trap the knight, line him up so he is next to the space in between the dummies near the door, then run to the other side of the dummy so he slides into the pocket seen in the picture. While you cannot attack through the dummies, it may still be useful to regain health or let them die from poison.
Note: If the player is about to die and wishes to leave, clicking on the door is not a good idea. If the player dies as he or she is exiting, it is treated as a normal death and he or she will lose their items. It is better to die within the training grounds, so the player will respawn with full life points and stats.
For those who do not utilise Rejuvenate, food is essential. Because the knights drain combat stats with their hits, players using melee should bring at least:
It is a good idea to bring several super defence potions as the knights only drain stats when they hit, so higher defence means needing less super restores.
- As many monkfish or better food as you can fit in your inventory. Sharks or tuna potatoes would be better, though richer players may consider using rocktails because they restore more life points and are able to boost a player's life points higher than their regular maximum.
- Saradomin brews, although expensive, are also an option. Note that it is highly recommended to bring more restore potions (or super restores) if you use this option.
Note: Several rings of recoil will assist in killing the knights, although the defence bonuses of the imbued rings from Mobilising Armies or the critical bonuses from the Fremennik rings may overshadow the extra damage.
This miniquest can be done only once. Players cannot reenter the training room if they've already completed the challenge.
- 20,000 Attack experience
- 20,000 Strength experience
- 20,000 Defence experience
- 20,000 Constitution experience
- 20,000 Ranged experience
- 20,000 Magic experience
- Four new prayers: Chivalry (level 60), Piety (level 70), Rigour (level 70) and Augury (level 70)
- The ability to change one's spawn point to Camelot, as an alternative to Falador, Lumbridge and Soul Wars. Players can access this feature by choosing Camelot from the drop-down menu that appears when you choose which items to keep.
- If you die in the training room, the death music that plays when you die will play twice.
- Sir Gawain wields a halberd, but if players take cover behind the dummies, he isn't able to attack them, even though all halberds have a two-square reach.
- Sir Lancelot wields a sword that resembles the old version of silverlight. He also attacks at around the speed of a dagger or scimitar, which is slightly faster than the other knights (who attack at the speed of a longsword).
- If you talk to Merlin straight after he sets your respawn point to Camelot, "Nothing interesting happens" appears in the chat box. The same thing is achieved when talking to Arianwyn straight after completing Regicide, as well as when trying to talk to Barnabus Hurma after completing Zogre Flesh Eaters.
- The Camelot training room is required to be completed for Nomad's Requiem. This is because you need to unlock Piety, which has the use in Nomad's Requiem of preventing damage and stat drain from the haze.
- Every knight attacks with a slash sound, even Sir Pelleas who wields a warhammer, and Sir Kay who wields a mace. It is unknown whether this is intentional.