OSRS Fairy Ring Codes
Every OSRS fairy ring code: where it goes, what is near it and what it needs, the dial turns between codes, and the nearest ring to any place for your account.
Fairy ring access
Rings that need more:
Quests done
Quest progress and unlocks
A quest you have ticked as done counts as past every stage of it.
Achievement diaries
Items you carry and your house
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Nearest rings
Quickest first. Tiles are the tiles you walk from the ring, through doors, stairs, ladders and shortcuts.
| Ring | Tiles | Time | Needs |
|---|
Every fairy ring code
Every ring needs Fairytale II - Cure a Queen: Permission from the Fairy Godfather to use the fairy rings, Dramen staff, Lunar staff or Elite Lumbridge & Draynor Diary, and a members world. The Needs column is anything a ring asks for beyond that. Pick a code to see its dials.
64 codes and the hideout sequence.
| Code | Goes to | Needs |
|---|---|---|
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Mudskipper Point AsgarniaClose to Rimmington, Port Sarim, the Asgarnia Ice Dungeon and the mogres. | Nothing more | |
| South-east of Ardougne IslandsAn empty island. Clue scroll coordinate steps and a medium Ardougne Diary task bring you here, and it is the first of the four codes to the Fairy Queen's hideout, used in Fairytale II - Cure a Queen and after it. | Nothing more | |
| Auburn Valley VarlamoreOn the Vale Totems route, so you can bank and come straight back. | Children of the Sun; Travelled to Civitas illa Fortis | |
| Avium Savannah VarlamoreA hardwood tree patch stands by the ring. You can farm it once The Ribbiting Tale of a Lily Pad Labour Dispute is done. | Children of the Sun; Travelled to Civitas illa Fortis | |
| Cave south of Dorgesh-Kaan DungeonsCave bugs, cave slimes, cave crawlers and molanisks live in the cave, and the Dorgesh-Kaan Agility Course is close by. | Death to the Dorgeshuun | |
| Slayer cave south-east of Rellekka Fremennik ProvinceThe Fremennik Slayer Dungeon is here, and Rellekka lies to the west. | Nothing more | |
| Penguins near Miscellania IslandsPenguins, on an island no other route reaches. It is also the last of the four codes to the Fairy Queen's hideout, used in Fairytale II - Cure a Queen and after it. | Nothing more | |
| Necropolis Kharidian DesertSophanem and Menaphos lie north and the Necropolis east. | Entered the Necropolis | |
| Piscatoris Hunter area KandarinNear Kraken Cove, grey chinchompas, mining spots and the Piscatoris Fishing Colony. | Nothing more | |
| Hosidius Vinery Great KourendBeside the Hosidius Vinery and the Tithe Farm minigame. | Nothing more | |
| Feldip Hunter area Feldip HillsJungle Hunter area with chompy hunting grounds and a gnome glider. | Nothing more | |
| Lighthouse Fremennik ProvinceJossik keeps this lighthouse, with the Barbarian Outpost, Rellekka and dagannoths nearby. | Nothing more | |
| Haunted Woods east of Canifis MorytaniaWith the Ectophial this is a fast way onto the network, but aggressive vampyres and leeches surround the ring. There is a farming patch close by, and Port Phasmatys is to the east. | Nothing more | |
| Abyssal Area Other RealmsAbyssal leeches, guardians, walkers and demons live here, and it is another place to get essence pouches. | Nothing more | |
| McGrubor's Wood KandarinNear Seers' Village, the coal trucks, the Fishing Guild, the Ranging Guild and Hemenster. A medium Kandarin Diary task asks you to come here. | Nothing more | |
| On the river Salve, south-west of Mort Myre IslandsAn empty island with a 50 Agility shortcut into Mort Myre. The hard cryptic clue "BIP 7013" sends you here. | Nothing more | |
| Kharidian Desert near the Kalphite Hive Kharidian DesertNext to the Kalphite Lair, home of the kalphites and the Kalphite Queen, with the Shantay Pass close by. | Nothing more | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Ardougne Zoo - Unicorns KandarinUnicorns, in a corner of the zoo only this ring reaches. A medium Ardougne Diary task needs it. | Nothing more | |
| Isle of Souls IslandsNear the Crumbling Tower and the Isle of Souls Dungeon. | Nothing more | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Realm of the Fisher King Other Realms | Holy Grail: Far enough to use fairy ring BJR | |
| Near Zul-Andra IslandsLeaving the island by jumping needs 76 Agility. | Regicide | |
| Chompy Marsh, south of Castle Wars Feldip HillsBy the Smoke Devil Dungeon and the chompy bird hunting grounds, with a teak tree to the west and Castle Wars to the north. | Nothing more | |
| Enchanted Valley Other RealmsTree spirits live here. | Nothing more | |
| Mort Myre Swamp, south of Canifis MorytaniaThe swamp boat to the south-east heads for Barrows and Burgh de Rott. | Nothing more | |
| Zanaris Other RealmsZanaris itself, with Impetuous Impulses, Chaeldar and the Cosmic runic altar. | Nothing more | |
| TzHaar area DungeonsIn the TzHaar city, by the Fight Cave, the Fight Pit and TzHaar monsters. | Nothing more | |
| Yu'biusk Other RealmsYou visit it in the Hopespear's Will miniquest. | Land of the Goblins: Far enough to use fairy ring BLQ | |
| Legends' Guild KandarinAt the Legends' Guild, with mining spots and magic and maple trees to the north, Witchaven to the south and East Ardougne to the west. | Nothing more | |
| South of Mount Quidamortem Kebos LowlandsA rowboat goes to The Stranglewood, and the Mountain Guide takes you quickly up to the Chambers of Xeric. | Nothing more | |
| Miscellania IslandsOn Miscellania, the kingdom of Managing Miscellania, with Etceteria to the east. A medium Fremennik Diary task needs it. | The Fremennik Trials | |
| North-west of Yanille KandarinBetween Yanille to the south-east and Castle Wars to the west, with Tree Gnome Village north and Gu'Tanoth south. | Nothing more | |
| South of Mount Karuulm Kebos LowlandsAt the foot of Mount Karuulm, on its south side, with the Farming Guild to the south-west. A medium Kourend & Kebos Diary task needs it. | Visited Great Kourend | |
| Arceuus Library Great KourendJust north of the Arceuus Library, in Arceuus. | Visited Great Kourend | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| The Great Conch Islands | Visited The Great Conch | |
| Sinclair Mansion (east) KandarinThe Sinclair Mansion is to the east and Seers' Village to the south. | Nothing more | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Cosmic entity's plane Other RealmsYou visit it during Fairytale II - Cure a Queen. | Nothing more | |
| Aldarin VarlamoreHome of the Mastering Mixology minigame. | Children of the Sun; Travelled to Civitas illa Fortis | |
| South of Tai Bwo Wannai Village KaramjaGraahks roam here, close to Shilo Village, Tai Bwo Wannai Village and the Nature Altar. | Nothing more | |
| Canifis MorytaniaBy the Morytania Slayer Tower, with Canifis to the east, Paterdomus to the west and the Mort Myre swamp to the south. | Nothing more | |
| Draynor island IslandsThe answer to the hard coordinate clue "01 degrees 30 minutes north, 20 degrees 01 minutes east". | Nothing more | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Ape Atoll IslandsYou arrive on the Ape Atoll Agility Course. To leave it for the city without taking damage you need 48 Agility and a ninja or Kruk monkey greegree; no other greegree works. Without a greegree the rope swing always fails, dropping you back at the start of the course and hurting you. With a greegree but under 48 Agility you cannot get out into the city. | Monkey Madness I | |
| Yanille Chain IslandsHazelmere's house is on this island. | Nothing more | |
| Abyssal Nexus Other RealmsWhere you fight the Abyssal Sire. | Nothing more | |
| Player-owned house superior garden Your house | A fairy ring in your own superior garden | |
| Gorak's Plane Other RealmsGoraks live here; the God Wars Dungeon is the only other place with them. | Nothing more | |
| Wizards' Tower MisthalinBy the Wizards' Tower and its rune essence mine. A medium Lumbridge & Draynor Diary task needs it. | Nothing more | |
| Tower of Life KandarinThe Ardougne Monastery, where the Ardougne cloak's unlimited teleport lands, is to the west. East Ardougne and a spirit tree are north-west, and Port Khazard is south. | Nothing more | |
| Goes nowhereOnly as the third code of the Fairy Queen's hideout sequence. The ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Chasm of Fire Great KourendAt the Chasm of Fire, in the north-west corner of Shayzien. | Visited Great Kourend | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Gnome glider KaramjaKarambwan fishing spots are here. | Nothing more | |
| Goes nowhereThe ring says “Wow, fairy magic sure is useful, I hardly moved at all!” | — | |
| Edgeville MisthalinThe Grand Exchange is to the east, Edgeville's bank to the west and the Wilderness to the north. | Nothing more | |
| Polar Hunter area Fremennik ProvinceNear the Keldagrim entrance, the Brine Rat Cavern and rock crabs, with Rellekka to the west. | Nothing more | |
| Grimstone IslandsNear the Grimstone Dungeon, which opens once you have been to Grimstone. | 87 Sailing; Reached Grimstone | |
| North of Nardah Kharidian DesertDesert lizards and jackals, with Nardah to the south. | Nothing more | |
| Poison Waste south of Isafdar IslandsBroken Handz's telescope here lets you watch other players fight Zulrah, and badgers you cannot attack wander the island. It is the second of the four codes to the Fairy Queen's hideout, used in Fairytale II - Cure a Queen and after it. | Nothing more | |
| Myreque hideout under The Hollows DungeonsCracks in the walls lead into the main tunnel, which runs under the Canifis pub, the Hair of the Dog. | In Search of the Myreque | |
| Fairy Queen's hideout Other RealmsDial these four codes in order to reach the Fairy Queen's hideout, during Fairytale II - Cure a Queen and after it. | Nothing more |
Travel log and favourites
The game keeps a travel log of the rings you have been to, and you can mark up to 10 codes as favourites. Mark a ring with “Been here” or “Favourite” above to keep your own copy.
Favourites
Rings you have been to
Rings still to visit
Quickest ways to a fairy ring
Teleports that land near a ring, shortest walk first for your account. Tiles are walked from where you land, or from the last stop of a route that takes a glider, a minecart or a portal, by the same walk as the nearest rings.
| Teleport | Ring | Tiles | Directions |
|---|---|---|---|
| Teleport to House (superior garden) | At home | Building a fairy ring in your superior garden takes 85 Construction. | |
| Quest point cape | — | Walk a few steps east from the Legends' Guild gates. | |
| Slayer ring (Fremennik Slayer Dungeon) | — | The ring is just west of where you enter the dungeon. | |
| Slayer ring (eternal) (Fremennik Slayer Dungeon) | — | The ring is just west of where you enter the dungeon. | |
| Achievement diary cape (Le-sabrè) | — | Head west to the ring, which has a mushroom patch beside it. | |
| Salve Graveyard Teleport | — | Head north-east to the ring, which has a mushroom patch beside it. | |
| Arceuus Library Teleport | — | Head north. Trossa stands guard at the ring. | |
| Necklace of passage (Wizards' Tower) | — | Go round to the back of the Wizards' Tower, on its south side. | |
| Battlefront Teleport | — | Head west to the foot of Mount Karuulm, where the ring is. | |
| Royal seed pod then Captain Errdo's glider to Lemantolly Undri | — | Climb the ladder with its top-floor option, ask Captain Errdo to fly you to his last destination, Lemantolly Undri, then run south-east to the ring. The glider needs One Small Favour completed. | |
| Ring of wealth (Miscellania) | — | Head north-west to the ring, between the coal rocks and the castle. | |
| Minigame Teleport (Guardians of the Rift) then the portal out of the Rift | — | Take the portal out of the Rift into the Wizards' Tower basement, climb the north ladder, leave the tower and walk south to the ring. | |
| Ardougne cloak 1 | — | Go east past the Tower of Life to the ring. | |
| Basic quetzal whistle | — | Fly by quetzal to Auburnvale, then cross the bridge to the south. Needs Twilight's Promise completed. | |
| Enhanced quetzal whistle | — | Fly by quetzal to Auburnvale, then cross the bridge to the south. Needs Twilight's Promise completed. | |
| Perfected quetzal whistle | — | Fly by quetzal to Auburnvale, then cross the bridge to the south. Needs Twilight's Promise completed. | |
| Kharyrll Teleport | — | Head west to the ring, which has a mushroom patch beside it. | |
| Watchtower Teleport (Yanille) | — | Leave Yanille by the west gate and walk north to the ring. | |
| Teleport to House (Yanille) | — | Leave Yanille by the west gate and walk north to the ring. | |
| Amulet of the Eye then the portal out of the Rift | — | Take the portal out of the Rift into the Wizards' Tower basement, climb the north ladder, leave the tower and walk south to the ring. | |
| Rada's blessing 1 (Kourend Woodland) then the minecart to Arceuus | — | Run north-east to the minecart station, ride to Arceuus and walk north to the ring. | |
| Ring of wealth (Grand Exchange) | — | With 21 Agility, take the shortcut north-west of the Grand Exchange and head south. Without it, leave the Grand Exchange to the south-west, keep to the wall, then go through a fence on its north side. | |
| Varrock Teleport (Grand Exchange) | — | With 21 Agility, take the shortcut north-west of the Grand Exchange and head south. Without it, leave the Grand Exchange to the south-west, keep to the wall, then go through a fence on its north side. | |
| Amulet of glory (Edgeville) | — | Cross the bridge over the river to the east and walk south to the ring. | |
| Ectophial | — | Leave the Ectofuntus to the south-west, go out through the Port Phasmatys gates, then walk straight west to the ring. | |
| Skull sceptre (Barbarian Village) | — | Cross the bridge over the river to the east and walk north to the ring. | |
| Skills necklace (Farming Guild) | — | Leave the Farming Guild and walk north-east to the foot of Mount Karuulm. With a fairy ring or a spirit tree & fairy ring at home, the guild's northern spirit tree is quicker. | |
| Farming cape | — | Leave the Farming Guild and walk north-east to the foot of Mount Karuulm. With a fairy ring or a spirit tree & fairy ring at home, the guild's northern spirit tree is quicker. |
Distances are the walk itself. Each ring is measured along the shortest path a player can take on foot, round walls, rivers and cliffs, through doors, stairs and ladders, and over the agility shortcuts your account can use, exactly as the teleport calculator measures it. Codes, places and requirements checked against the OSRS Wiki on 7 November 2026; walking paths use the map of the Shortest Path plugin for RuneLite.
How to use a fairy ring
Fairy rings are a members' network of 54 rings across Gielinor and the other realms. Stand in any ring, set the three dials to a code and you arrive at the ring that code names. Each dial has four letters, so there are 64 codes, and 55 of them work: one for each ring and DIQ, which takes you to the ring in your own house. The dials turn either way, so no letter is more than two turns from another.
To use the network you need Fairytale I - Growing Pains completed and Fairytale II - Cure a Queen started far enough that the Fairy Godfather gives you permission. You do not have to finish Fairytale II. You must wield a dramen staff or a lunar staff, unless you have completed the elite Lumbridge & Draynor Diary, after which no staff is needed. A lunar staff needs 65 Magic and 40 Defence to wield. Without either the ring tells you “The fairy rings only work for those who wield fairy magic.” Some rings also need a quest or a visit first; the table lists them, and the achievement diaries calculator lists every task the elite Lumbridge & Draynor Diary asks for.
A code that has no ring, or names the ring you are standing in, leaves you where you are with “Wow, fairy magic sure is useful, I hardly moved at all!” The right-click options on a ring are Zanaris, Configure, Last-destination and Favourites. Favourites lists up to 10 codes and appears once you have marked one.
To compare a fairy ring with every other way to a place, spirit trees, teleport spells and jewellery included, use the teleport calculator. Its fairy ring rows are the ones this page ranks, so tick only “Fairy ring” there and the two lists match.
Zanaris
BKS is the ring in Zanaris, the fairies' city. Zanaris also has two small rings that each go to one place only. They are its exits, and they need no code and no Fairytale II. If you trap yourself somewhere only the rings reach, the ring there still takes you to Zanaris with no dramen or lunar staff, and from Zanaris you can go on to the Lumbridge Swamp.
| Ring in Zanaris | Takes you to | Coordinates | Way back |
|---|---|---|---|
| Near the Chicken Shrine | The shed in Lumbridge Swamp | 3201, 3169 | Both ways |
| In the marketplace | Al Kharid, behind the bank | 3260, 3171 | One way only |
The Fairy Queen's hideout
Dial these four codes in order to reach the Fairy Queen's hideout, during Fairytale II - Cure a Queen and after it. The codes are AIR, DLR, DJQ and AJS, dialled one after another. DJQ on its own goes nowhere.
A fairy ring in your house
A fairy ring in your superior garden lets you dial out from home, and DIQ brings you back to it from any other ring. The garden needs 65 Construction, and the ring 85 Construction (a boost works, but not the crystal saw) and a fairy enchantment, which you can only use once Fairytale II is completed. The spirit tree & fairy ring takes 95 Construction and 83 Farming and gives you both in one space, though it has no Favourites option. DIQ only works if your house has a ring.
Closest banks, altars and leprechauns
The rings with the shortest walk to each of these, for the account and settings above. The walk is the one the nearest rings use, so a ring you cannot use yet, or a shortcut you lack, changes the answer.
- A bank: Shown once the walking map loads. With a spirit tree and a fairy ring both in your house, the Farming Guild is a quicker way to a bank. You need 85 Construction, 85 Farming and a spirit tree planted in the guild.
- A Prayer altar: Shown once the walking map loads. If your garden has a fairy ring, DIQ takes you home to your own chapel or pool. AJP, open after Children of the Sun, leads to the altar in Outer Fortis. With 50 Agility, the shortcut by BIP leads to the Nature Grotto, whose altar raises your Prayer to 2 points above your level.
- A sand pit: Shown once the walking map loads.
- A tool leprechaun: Shown once the walking map loads.
Deadman Mode and Hardcore Worlds
In Deadman Mode a fairy ring is a teleport like any other. A skulled player waits through the 7 second teleport timer, and an unskulled player can only go if no player or monster has attacked them in the last 7 seconds. The trinket of fairies, a Deadman Mode item, opens any ring you could use from wherever you are, up to level 30 Wilderness. Hardcore Worlds are members' worlds, and the rings work there as they do in the main game.
Update history
Every change to this calculator
- Calculator added