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Unknown_Warrior

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Everything posted by Unknown_Warrior

  1. source? I don't have one from years ago, sorry.. but I do remember something like that. Maybe I really did misinterpret. Who knows.. This was from November 2007. JaGeX appointed a team (don't overexaggerate this; it was 5 people) to monitor GE prices to correct values. I recall, upon release, that the GE valued the Gnome Scarf at 150K, even though it was worth 690K on the player market at the time. This team fixed the prices that were out of whack with the people. Gnome scarf got fixed, as did the other prices that were incorrectly labeled. The team isn't present any more. At least, not as it was back then. Now, fixes to GE prices only occur when JaGeX radically change the workings of an item. Examples include 5kg granite shot up 40,000 (IIRC) % after the ability to cut them into smaller pieces was introduced. Or, more recently, the climbing boots update. ------------------------------------------------------- My guesses as to what causes the inflation: 5) Monster drops: was always present. 4) General store selling: ^ 3) Monetary rewards: task-update did far worse than climbing boots update as far as introducing money into the game. Also includes Varrock city Rogue. 2) High-level alchemy: The achilles' heal of RS' economy. 1) PvP drops: Just plain awful. For example: take killing someone in full Bandos in PvP. While the personal loss is huge (60M), economically nothing was lost, as Bandos in raw economical gold is worth nothing more than 400K (?); its High-level alchemy value. However, if the person killed drops an Ancient statuette, this actually brings 5M GP into the game. The problem is, is how to handle PvP. People like to bash on JaGeX for it, but so far I've found no suitable answer as to how keep PK'ing in the game and not causing economical disaster. I haven't seen anyone come up with a suitable alternative either. And we can all agree JaGeX at least tries: - Bounty Hunter: easily abused, allowed for RWT. - Special item drops: voided 75% of the minigames and bosses. Full infinity, DFH, Dragonfire shields, DBoots, Berserker rings, etc. meant that no one had to fall back on the original ways of obtaining these. DFH still hasn't recovered from it. - Statue drops: Unbelievable inflation. If you guys want to counter inflation; think of a way how to give PK'ers happy while not making another group extremely unhappy. I'd like to see you try and come up with an alternative. And lol @ people claiming GE causes inflation. Pick up an 'Economy for dummies' and look up inflation.
  2. Umm, okay. But I'm more interested in an answer to the questions I asked in the OP.
  3. Best way to get to 91 Herblore? Please, don't just link me to Grimy's sheets. I'm busy with college ATM and with 3 days of membership left, I'd rather not waste half of it writing perfect formulae with Excel (I tend to do that, otherwise): Current level: 88 (4,842,295 XP) Target level: 91 (5,902,831 XP) Needed XP: 1,117,783 XP Bank's herb tab: Usable GP: Without including found below: 10M --------------------------------------------- What data I'm looking for: - Which herbs I should sell - Which herbs I should turn into potions - Which I should buy afterwards and turn into potions Thanks in advance, Tip.it.
  4. 1. Yes, I think you can make roughly 70k xp/hr on common jadinko's. 2. Depends on area. 3. Yes. I should really finish that guide
  5. It's not surprising why Melee is superior in DPS than both Ranged/Magic. Jagex favours it, even if they claim they don't, they do it unknowingly anyway. Point in case: - Black mask: boosts Att/Str on tasks. It took them 3.5 years to release the Magic/Ranged equivalent. From far tougher enemies too, no less. - Piety: Boosts Att/Str/Def significantly. It took them 3 years to release the Magic/Ranged equivalent. Again, far tougher to get than Piety. - Ancient curses: The ultimate prayer... boosts Attack, Strength and Defence. - 2/3 Grandmaster quests rewarded players with equipment (or allowed access to) that runs off of Melee. - Dragon defender later this month. - Even though one faction in the GWD can only be ranged/maged, its ultimate drop: a sword. Also, out of the 14 items exclusive to the GWD, 10 of them are Melee based. - Dungeoneering came with 2 Ranged/Magic weapons... alongside 3 melee weapons. (Though I shouldn't really complain about DG, it gave a lot to magers. More than melee.) - Salve amulet Jagex really needs an introspected look into their melee-favouring habits.
  6. I don't like this idea as in: Every week a city will be swamped with demons causing complete carnage and killing people left and right. What I could see working is something like a City War D&D. Every 2 hours some place in RuneScape will be swamped by monsters, wherein you can join the fight by talking to an NPC in an instanced area. Possible faction vs. faction warring or you against the horde with rewards in the end? I could see it being possible very easily. Relekka being swarmed by Dagannoth, Burgh de Rott being swarmed by Vampyres, Varrock being swarmed by Undead, Tree gnome village by Khazard troops, Ardougne by Sea slug'd zombies, Piscatoris by Sea trolls... I like this idea, but implemented differently to cater more to RuneScape's style of play.
  7. That does sound a tad bit seed-intensive. I don't think a starting HH'er has Lergberry/Kalferberry bush seeds he can afford to toss around every odd 20 minutes. Personal data collected: 43 Common jadinko: 3 Herb seeds (1 Samaden, 1 Erzille, 1 Shengo) [1/15] 72 Draconic jadinko: 4 herb seeds (1 Argway, 1 Ugune, 1 Shengo, 1 Erzille) [1/18] XP rates (with full witchdoctor, scentless potion, zamorak favour, 80-82 hunter): Draconic only: 86.7k xp/hr [68.5k xp/hr without potion boosts] Draconic + common jadinko: 121k xp/hr [96k xp/hr without potion boosts] And people still claim butterflies are better? :shades: Oh yeah, I have to pot to do my own guide. Quick questions: Someone with high-level hunter please test Draconic jadinko's I'll move on to mono-common and mono-carrion if I find time.
  8. Yeah, regarding 'efficiency', I have time to worry about that in college and once I have a job. I genuinely find solo'ing fun, more fun than flipping cash to be efficient in a game I just play for fun. And I could buy both tenfold if I wanted to. But where's the fun in that? Thanks bladewing, I'll give it a try. How would I go about protecting myself when getting KQ, though?
  9. After testing the Zamorak spear and Saradomin sword, I realised I want them. But, being the masochistic bosswhore that I am, I want to solo the GWD bosses for them. Sadly, I'm also deadly afraid of death and the idea of not getting to my grave in time (or worse, having to loot it with the terrible new condensed table while there are monsters beating my skull into a new millenium). So I ask of you, Tip.it people, to recommend me a proper wellfare kit that maximises kills and minimises loss as death. For the record, I mentioned Ranged because it's my highest combat stat and not too terrible to solo said two bosses with. Also, my understanding of wellfare gear is losing anything up to around 1M. Thanks in advance.
  10. Indeed, I don't think it's possible to do all 5 herb patches and 2 vine herb patches on one dose of Juju farming when everything survives. I used spellbook swap for trollheim and then I used Lunars to get me around (for easy Catherby). Even considering my mistake tele'ing, I couldn't cross the vine fast enough. To even consider getting all 7 herb patches in 5 minutes of dose, you'll need 96 magic, Ardougne diary elite, high speed connection. A little out of reach for most people. Still, it's great to use on all 5 herb patches. Thanks for all the kind words guys. Keep sending in that data.
  11. What I find ironic: ~ 10 September 2009 So they find it overpowered to release a Dragon crossbow, but they are a-okay with releasing a Dragon defender? Either Jagex is moronic enough to not know what impact it has, or they are (unknowingly) jaded towards melee (← my guess) or they simply don't know how their game works. I don't care whether or not damage soaking gets released, this will increase Melee's already high DPS even further while Rangers and Mages are basically left in the cold wondering when their stuff is coming.
  12. Sadly, if this equipment is anywhere near potent, PvP'ers will call foul and demand they'd be banned from PvP worlds or add FM to your combat. Still, a very interesting suggestion. But not the first to suggest it.
  13. Updated with potion data. If anyone is willing to volunteer, send me some data. By this I mean: - Which jadinko you hunted - Did you use boosts? (ie: Familiar, Oo'glog spa, bait, camouflage gear and/or scentless potion - How many you caught in a certain timeframe (eg: 26 common jadinko in 4 minutes 39) - How many seeds they dropped and which (eg: after catching 54 common jadinko I had 2 Erzille and 3 green blossom seeds) Your help will be greatly appreciated to help this guide become analytically correct.
  14. Bear with me, this is my first guide on Tip.it. Herblore Habitat I. Introduction II. Requirements and gear III. Getting started IV. Unlocking clothes - catching all jadinko's a. Starting out b. Simple jadinko's c. Juju-hunter potions d. Remaining jadinko's e. God jadinko's V. Potion rewards a. Obtaining herbs b. Scentless potions [lv. 59+ Herblore] c. Juju farming potion [lv. 64+ Herblore] d. Juju fishing potion [lv. 70+ Herblore and lv. 80+ fishing] e. Guthix's gift [lv. 75+ Herblore, lv. 80+ Farming] f. Zamorak's favour [lv. 75+ Herblore, lv. 80+ Farming] g. Saradomin's blessing [lv. 75+ Herblore, lv. 80+ Farming] h. Juju mining potion [lv. 74+ Herblore, lv. 80+ Farming] VI. Hunter training a. Preliminary b. Common jadinko's [lv. 70+] c. Carrion jadinko's [lv. 77+] d. Draconic jadinko's [lv. 80+] e. God jadinko's [lv. 81+] VII. Jadinko lair a. Intro b. Offering stone and favour points c. Curly roots firemaking [lv. 83+ woodcutting and lv. 83+ firemaking] d. Straight roots fletching [lv. 83+ woodcutting and lv. 83+ fletching] e. Mutated vines woodcutting [lv. 83+ woodcutting] f. Slaying mutated jadinko's [lv. 80+/86+/91+ slayer] VIII. Number crunching - efficiency a. Juju farming potion b. Scentless potion c. God potions IX. Tips & Hints a. Tracking routes b. Other X. Disclaimer XI. Thanks and improvement ------------------------------------------------------------------ I. Introduction Introduced on November 24th, 2010, Herblore Habitat is minigame centering on combining herblore, farming and hunter (and some construction) in order to catch 13 kinds of Jadinko's, velociraptor-like critters, for a crazy shaman, Papa Mambo, and his unstable fetish for his oversized plant. Rewarding people with new (untradeable) potions and new hunter creatures. Regardless of the disturbing mental images and Jurassic Park flashbacks, the minigame offers quite a nice number of rewards. However, I've noticed how people quickly scoff it off as either too difficult to manage or too inefficient. Neither of which are true. Due to the lack of guides, I've decided to post a guide to inform the masses and kindle some love for this otherwise quickly discarded minigame. II. Requirements and gear [hide]To make full use of this update, you'll need: 81+ Hunter (78+ with Hunter potion, ~73-74 if using Oo'glog spa) 54+ Herblore (53+ with Greenman's ale) 77+ Farming (73+ with Stranger plant familiar) 80+ Construction or access to someone that has 55+ Agility (50+ with Summer pie) Also heavily recommended: 71+ Summoning (for Arctic bear) Completion of Fairy Tale part I (for Magic secateurs) Karamja gloves 3 or higher Equipment: Witchdoctor mask: Reward from minigame. Provides area camouflage. Unlocked playing this, choose at will until it's unlocked. Witchdoctor robes: See Witchdoctor mask Witchdoctor legs: See Witchdoctor mask [FYI, the Agile legs serve as placeholder] Glory: easy teleportation out of the area Karamja gloves: Easy access to the area with its Shilo teleport Magic secateurs: Harvest crop increase Inventory: GP: 50K is easily enough. ~5 Banana tree seeds ~5 Orange tree seeds ~5 Apple tree seeds ~2 Familiar pouches (best Hunter aiding familiar you have) ~3 4-dose Hunter potions (only if 78<lvl<81) All the rest can be bought on the spot, obtained on the spot or is stored by your Tool leprechaun (who should, of course, hold all your farming needs).[/hide] III. Getting started [hide]Getting there: > = Witchdoctor mask: By far the best way to get Herblore Habitat. Of course, this is unavailable to those starting out as it is a reward from the minigame itself. Just putting it in as you'll only use this to get there once you have it. Karamja gloves 3/4: Offers a relatively fast way to get to the area without taking up precious inventory space nor costing a dime. Juju teleport spiritbag: It's good for one thing, it teleports you to the are directly. The downsides, though, are very much present. A) its cost (2K and higher), B) it's hard to find (one salesman in Taverley, Bettamax, and Papa Mambo himself) and C) it doesn't stack and eats up inventory space like mad. It's your choice whether you prefer the clean, cheap inventory-free benefits of the Karamja gloves over the instant teleport properties of the Juju spiritbag. What to do: The game works in a fashion like MasterMind. Your goal is to hunt new hunter creatures, Jadinko's. In order to make them appear, however, they need to be attracted to the area first. This is done by growing certain plants in the farming hotspot in the middle section of the area. Once every condition is met, the Jadinko will appear (either north or south area as a boxtrappable creature, or in the south area as a tracked creature). NOTE: Plants don't need to be fully grown to attract Jadinko's. However, if a plant gets diseased it'll be treated as if it weren't there. Cure it ASAP when you see Jadinko's disappearing or not being attracted to your traps. Papa Mambo sells Plant cures. If you manage to catch all 10 normal Jadinko's, you'll get a piece of Witchdoctor clothing and XP in either Herblore, Farming or Hunter (2x what you would get if you turned in the skill's strange rock). This can be done once a week, following the same clock as certain D&D's (ie: Circus and Penguin spies). NOTE: The chance of Witchdoctor robes and legs are both 50% and DO NOT TAKE INTO ACCOUNT what pieces you already have. It's entirely possible to get the same piece two weeks in a row or more. On top of that, there are also 3 god Jadinko's; Saradomin, Zamorak and Guthix. What differentiates them from the normal 10 is that their requirements are different for every person AND they change every week. If you manage to catch 'em all though is a very unique Witchdoctor mask. An extremely useful item. That means that per week you can get two (out of three) pieces of clothing. Namely the Witchdoctor mask (which solely relies on whether or not you caught all 3 god jadinko's) and either the Witchdoctor robes or legs (which can be obtained by catching at least one of every 10 normal jadinko's (ie. not the unique god ones) once per week). Any additional pieces of clothing can be thereafter sold to Papa Mambo for a modest 5,000 gold. It would be in your best interest to attend on all tutorials the area has to offer. On top of that, you'll need at least about 20-25 empty spaces in your bank. What to buy: Trade with Papa Mambo and buy the following: - Noose wand - 4/5 Marasamaw plants (these are the local Box traps) - ~10 Green blossom seeds - ~10 Red blossom seeds - ~10 Blue blossom seeds Now you're ready to begin![/hide] IV. Unlocking clothes - catching all jadinko's [hide]A Starting out Each Jadinko can have up to 5 requirements. These being: - Flower: Grown from either 3 blossom seeds. - Juju hunter potion: Sprayed on your flower. - Bush: Grown from 2 unique bush seeds obtained by hunting Jadinko's; Lergberry and Kalferberry - Fruit tree: either Banana, Apple or Orange - Habitat: Made with the construction skill. You'll need level 80 to make them all, or you can use Req Assist to do it. If you have neither, don't bother as this minigame will get insanely costly very fast (Papa Mambo asks for a lot of cash to make them). The ten normal Jadinko's are: So, off to get the Witchdoctor robes/legs! b. Simple jadinko's First of, as soon as you grow a flower, any flower, common Jadinko's will start appearing in the northern area. For this step, though, I'd recommend planting a red one. Box-trap (I'll be treating Marasamaw traps as this from now on) common Jadinko's until you have at least one of each of these: Erzille herb seed Kalferberry bush seed Lergberry bush seed Getting more won't harm. As a matter of fact, you should continue catching common Jadinko's until you have about 150 caught. All the seeds will be useful for later. Plant the Erzille in the vine herb patch. Secondly, build an Abandoned house habitat. You should unlock Shadow jadinko's. Track a single one in the southern area. Finally, build a Boneyard habitat. You should unlock Diseased jadinko's. Track about 10-15 in order to get their Corrupt vines. These are very important to have. Tally: Common, Shadow, Diseased [3/10] c. Juju hunter potions Whilst Erzille is growing, remove the red flower and Banana tree. Plant the above. The next step is to build a Thermal vent habitat. You should unlock Igneous jadinko's (if not already seen in tutorial). Box-trap some in the southern section. After that, build a Pond habitat. You should unlock Amphibious jadinko's in the northern section. They will appear alongside the common Jadinko's. Keep boxing until you catch one. Now we wait until the Erzille is fully grown. Once you have your herb harvest, go to Papa Mambo to buy Juju vials of water. Put Erzille in them and add Corrupt vines (from catching Diseased jadinko's before) to make as Juju hunter potions as you can. Store them in your Tool Leprechaun. Tally: Common, Shadow, Diseased, Igneous, Amphibious [5/10] c. Remaining jadinko's First of, you have ten minutes of time after you sprinkle your Red flower with Juju hunter potion. Now, make a Standing stones habitat, then sprinkle your Red flower with the potion. Camouflaged jadinko's are unlocked to the southern area for tracking. Catch one. Next, change the habitat to Dark pit. Draconic jadinko's unlock the the northern area. Box-trap one. If all's going well, the 10 minute clock should still be running. Uproot your Lergberry bush and plant a Kalferberry one. Change the habitat to Pond. Aquatic jadinko's unlock in the southern area. Boxtrap one. Tally: Common, Shadow, Diseased, Igneous, Amphibious, Camouflaged, Draconic, Aquatic [8/10] Uproot/Pick your red flower patch and grow some Green flowers. Change the habitat to Boneyard. Carrion jadinko's unlock in the southern area, boxtrap one. Next, sprinkle some Juju hunter potion on your Green flower and change the habitat to Tall Grass. The final jadinko, Cannibal, should be unlocked. Boxtrap some in the southern area. Items spent (ideally) 2 Red flower seeds 1 Blue flower seed 1 Green flower seed 1 Lergberry bush seed 1 Kalferberry bush seed 1 Apple tree seed 1 Orange tree seed 1 Banana tree seed 1 Erzille herb seed 2 Juju hunter potion doses Now go to Papa Mambo to unlock a piece of clothing and some experience. The clothes can be stored in your POH's Armour case (Costume room) if you got the full set. e. God jadinko's God jadinko's are far more annoying to unlock, as they're entirely player dependant AND change every week. But still entirely doable with simple trial and error. They can be found on the eastern island as boxtrappable jadinko's, accessed by going up an overpassing vine from the southern area (requires 55 agility). This place also has a vine herb patch. Note that that the tree requirement for each jadinko is the same (but still changes weekly). For this step, I'd recommend you have: ~2 of each flower seed ~3 of both bush seeds ~1 of each fruit tree seeds 2 3-dose Juju hunter potions Next, uproot all your patches bar the herb one. Grow a flower, sprinkle some Juju hunter potion on it and then move to the Habitat patch and build all possible habitats. You're looking for the message: NOTE: In order for the message to appear you need to have used Juju hunter potion on your flower, otherwise the requirement message will never show up (even if you have the right bush/tree or habitat). If you ever encounter this, note down what combo of flower+habitat you used and for which jadinko. Do this for all 3 possible flowers. Next, plant your fruit trees in a pot and wait for them to grow into Saplings. Now repeat what you wrote down. Follow following steps dependant on whether you got the message of 2 requirements or 3 requirements. Once you've caught one of each, Papa Mambo will congratulate you. Go pick up your awesome mask, get some XP. You'll also unlock 10-15% more experience doing activities within the area for the next half hour. The mask can be stored in your POH's Armour case (Costume room) if you got the full set. [/hide] V. Potion rewards [hide]a. Obtaining herbs Quite possibly the hardest part of getting the new potions is getting the herbs themselves. This is not very surprising seeing the seeds are only obtainable by hunting some of the jadinko's and are untradeable. On top of that, they can only be obtained as seeds, so must be farmed to obtain. They also need special vials (Juju vials) sold by Papa Mambo and, if that's not at all, normal herb patches won't work for them! There are two areas where they can be planted, one is in the middle section along with all the other patches whilst the other is found on an eastern island accessed by crossing an overpassing vine found on the coastside of the southern section (requiring 55 agility). Because they are untradeable, they can't be noted by the Tool leprechaun. They can, however, be easily banked by using the Bank deposit box on the southermost point of the area. The herbs in question are: - Erzille [58 Farming] → Juju hunter potion [54 Herblore] - Argway [71 Farming] → Scentless potion [59 Herblore] - Ugune [74 Farming] → Juju farming potion [64 Herblore] - Shengo [76 Farming] → Juju fishing potion [70 Herblore], Juju woodcutting potion [71 Herblore] - Samaden [80 Farming] → Juju mining potion [74 Herblore], Saradomin's blessing, Guthix's gift, Zamorak's favour [75 Herblore] The effects of these potions: - Juju hunter potion: Attract special jadinko's to the area for 10 minutes per dose(see section IV for more details). - Scentless potion: All traps laid will be smoked. Lasts for 5 minutes per dose. - Juju farming potion: 1/3 chance to get double herb per 'picking' when harvesting herbs for 5 minutes per dose. - Juju fishing potion: 1/3 chance to catch a Baron shark instead of a normal Shark when shark fishing for 5 minutes per dose. - Juju woodcutting potion: 1/10 chance to encounter a spirit that banks your logs and continues to do so for 30 seconds and gives a small chance for higher level logs. 5 minutes per dose. - Juju cooking potion: Ingredient for Juju gumbo - Juju mining potion: 1/10 chance to encounter a spirit that banks your ores and continues to do so for 30 seconds and gives a small chance for higher level ores. 5 minutes per dose. - Saradomin's blessing: 10% more farming experience for 5 minutes per dose within the HH area. - Guthix's gift: 10% more herblore experience for 5 minutes per dose within the HH area. - Zamorak's favour: 10% more hunting experience for 5 minutes per dose within the HH area. ^ Baron shark: Fish that heals 200 LP then 10 LP in doses (as with EE) up until it's healed a total of 300 LP ^ Juju gumbo: Stew that heals 220 LP then 10 LP in doses (as with EE) up until it's healed a total of 320 LP The jadinko's dropping the herb seeds are: - Common jadinko (all seeds) - Shadow jadinko (all seeds) - Carrion (herb seeds only) - Diseased jadinko (all seeds) - Camouflaged jadinko (all seeds) - Draconic jadinko (herb seeds only) - God jadinko (all seeds) ^ 'all seeds' denotes all seeds used within the area, ie: 3 blossom seeds, 2 bush seeds, 3 fruit tree seeds, 5 herb seeds Considering Common, Carrion and Draconic are the most likely jadinko to be caught in bulk, I calculated the drop percentage for each herb seed drop: - Erzille: Common - 1.87% | Carrion - 0% | Draconic - 0.59% - Argway: Common - 0.94% | Carrion - 0% | Draconic - 0.99% - Ugune: Common - 1.18% | Carrion - 0% | Draconic - 1.38% - Shengo: Common - 1.30% | Carrion - 0% | Draconic - 0.99% - Samaden: Common - 1.30% | Carrion - 0% | Draconic - 1.58% ^ 'Accurate as of 23 September 2011, based on a sizepool of 3313 common, 0 carrion and 507 draconic jadinko's. Consult this spreadsheet for more up to date info. Luckily for you, the 4 methods of training Hunter in section VI. all involve jadinko's who either include or only drop herb seeds. Give it a peek if you're interested. Because of their special method of obtaining, the seeds are to be treated with care. Supercompost are a given. However, the local zombie farmer on the western patch can be paid crops to look after your herbs (only those in his area, the island's herb patch is entirely your responsibility). What he asks for each patch of herbs is: - Erzille: 3x green flowers - Ugune: 3x blue flowers - Argway: 4x red flowers - Shengo: 5x lergberries - Samaden: 5x kalferberries Whilst this may seen cumbersome, it's in your best interest to pay the farmer. 3x flowers can be grown in 15-30 minutes (make sure to use supercompost, flowers have a very high death rate otherwise) whilst 4 berries can be harvested per bush and they also regrow, as with normal bushes. On top of all, these are all stackable. It may in fact be easier to obtain the payment crops than the respective herb seeds. If you're aiming for a specific potion, and the jadinko you're hunting allows it, plant its herb's payments whilst hunting for seeds. Juju farming potions (see V.c) are also very useful for harvesting both patches. The local Tool leprechaun can also store 30 of each of these potions aside from the Juju fishing, Juju woodcutting, Juju mining and Juju cooking potions. I will not cover Juju cooking and Juju woodcutting any further in this guide as they can be deemed largely worthless ( Juju gumbo is basically an inferior Saradomin brew while woodcutting potion can be done easier with a Pack Yak). TIP: tl;dr: To maximise your crops: use supercompost on both patches, plant your herbs. Pay the zombie farmer on the west patch. Tie your Amulet of Nature to the island's herb patch. After both patches are grown, drink one sip of Juju farming potion and equip your Magic secateur and harvest them. You can easily get over 20 herbs total from both patches this way. b. Scentless potion [lv. 59+ Herblore] Effect: All traps will be instantly smoked. Lasts for 5 minutes per dose. Ingredients: Herb: Argway Secondary: Shadow vine [shadow jadinko] Farming set-up: Vine flower: Red Vine bush: Of choice Fruit tree: Of choice Habitat: Abandoned house The second best potion found within Herblore Habitat (best being Juju farming). These potions will treat your traps as scented for the next 5 minutes. Tracking the Shadow Jadinko allows you to grow a bush for other potions, while the red flowers can periodically be harvested to pay for the Argway payment. Secondaries per hour: ~60-80 shadow vines/hour c. Juju farming potion [lv. 64+ Herblore] Effect: 1/3 chance to get double herb per 'picking' when harvesting herbs for 5 minutes per dose. Ingredients: Herb: Ugune Secondary: Marble vine [igneous jadinko] Farming set-up: Vine flower: Blue Vine bush: Lergberry Fruit tree: Orange Habitat: Thermal vent Quite possibly the best new potion to be found. It increases your herb harvest by an average of 33%, I don't think more words need to be spoken. Igneous jadinko can be found on the southern area if all its four conditions are met. Sadly doesn't allow the growing of payment crops when hunting. TIP: When about to harvest Ugune for the first time, pick a single herb then back down. Make a Juju farming potion, drink a sip and harvest the rest of both your patches for 33% more Ugune! Secondaries per hour: ~150-170 marble vines/hour d. Juju fishing potion [lv. 70+ Herblore and lv. 80+ fishing] Effect: 1/3 chance to catch a Baron shark instead of a normal Shark when shark fishing for 5 minutes per dose. Ingredients: Herb: Shengo Secondary: Aquatic vine [Aquatic jadinko] Farming set-up: Vine flower: Red + Juju hunter potion Vine bush: Kalferberry bush Fruit tree: Apple Habitat: Pond Baron sharks, the second best one-click healing item in the game (the best being Juju gumbo). They immediately heal 200 LP, and then 10 LP over time ten times until a total of 300. Due to this nature, their use is limited to creatures who deal a good number of damage, but not immediately. Like Tormented demons or Mithril dragons. On more serious bosses, the immediate healing offered by Rocktails might be preferred. The best way to spend your Shengo, though it isn't saying much. Baron shark is a nice niche though, and can be fished in plenty with high enough fishing and the potions inherent 5 minute timer per dose. Though given the annoying jadinko for it secondary, I personally wouldn't bother too much with these guys unless you're an avid, and semi-durable, boss slayer. You'll find either EE or Rocktails to suffice in most scenario's. Secondaries per hour: ~150-170 Aquatic vines/hour e. Guthix's gift [lv. 75+ Herblore, lv. 80+ Farming] Effect: 10% more herblore experience for 5 minutes per dose within the HH area. Ingredients: Herb: Samaden Secondary: Guthix vine[Guthix jadinko] Farming set-up: Vine flower: ? Vine bush: ? Fruit tree: ? Habitat: ? 10% extra Herblore experience for making Juju potions. Doesn't work on normal potions, though. Guthix jadinko's combination must be discovered by yourself (for tips on how to do this, check section IV.e). Secondaries per hour: ~140 Guthix vines/hour f. Zamorak's favour [lv. 75+ Herblore, lv. 80+ Farming] Effect: 10% more hunting experience for 5 minutes per dose within the HH area. Ingredients: Herb: Samaden Secondary: Zamorak vine[Zamorak jadinko] Farming set-up: Vine flower: ? Vine bush: ? Fruit tree: ? Habitat: ? Probably the best way to spend your Samaden. Herblore Habitat's inherent high offers for hunter experience are further boosted 10%. Just like Guthix jadinko, figuring the farming set-up is up to you. Secondaries per hour: ~140 Zamorak vines/hour g. Saradomin's blessing [lv. 75+ Herblore, lv. 80+ Farming] Effect: 10% more farming experience for 5 minutes per dose within the HH area. Ingredients: Herb: Samaden Secondary: Saradomin vine[saradomin jadinko] Farming set-up: Vine flower: ? Vine bush: ? Fruit tree: ? Habitat: ? A potion of limited use, as it's both limited to the area and only lasts 5 minutes per dose. Could be quite useful if you plant high level crops like Shengo/Samaden, Kalferberry and Papaya/Palm trees. There are better ways to spend your Samaden, though. Secondaries per hour: ~140 Saradomin vines/hour h. Juju mining potion [lv. 74+ Herblore, lv. 80+ Farming] Effect: 10% chance to find a mining spirit (whilst mining), who will deposit every ore you get for the next 30 seconds. 5 minutes per dose. Ingredients: Herb: Samaden Secondary: Draconic vine[Draconic jadinko] Farming set-up: Vine flower: Red + Juju hunter potion Vine bush: Lergberry Fruit tree: Of choice Habitat: Dark pit Not something most people will be aiming for, but a nice by-product of catching Draconic jadinko's, who drop all the ingredients. Is quite useful in the LRC, but has limited use elsewhere. Ideally used on slightly lower leveled ore. Secondaries per hour: ~190 Draconic vines/hour[/hide] VI. Hunter training [hide]a. Preliminary There are some things that you should use at all possible times when Hunting jadinko's for XP: 1) Camouflage These are the Witchdoctor clothes. The entirety of section IV exists to show you how to obtain these. 2) Hunting familiar Optimally, you're looking at Arctic bear familiars for this (71 Summoning; +7 Hunter). Others include Spirit Graahk, Kyatt and Larupia (57 Summoning; +5 Hunter) and the Wolpertinger (92 Summoning; +5 Hunter). 3) Potions 3 can be very useful here: - Hunter potion: If you're 78<x<81 Hunter - Zamorak's favour: 10% XP increase within the area for Hunter - Scentless potion [not when tracking]: Auto-smokes your traps All of these should be used at all times. The XP rates in the following sections assume all of the above are used (along with 5 traps). Remember, to last one hour, you'll need 4 3-dose Scentless and Zamorak's favour potions. b. Common jadinko's [lv. 70+] This is where we all start, and it's not bad XP either. Common jadinko's have a very easy requirement: have a flower planted. As such, as long as you have a flower, you can catch these things. Experience: ~81K xp/hour (210 catches/hour) c. Carrion jadinko's [lv. 77+] a) Mono-carrion method Quite decent, but not as good as the one to come. Experience: ~83K xp/hour (150 catches/hour) b) Igneous-Carrion method (alex_lee81 method) Extremely costly. Jadinko's will stick around for 20 more minutes after having their requirements removed unless being overwritten by another jadinko, and that's what this strategy is based upon. First, you make the requirements for an Igneous jadinko (Blue vine blossm, Lergberry bush, Orange tree and Thermal vent habitat), then you break down the flowers, bush and habitat to make room for Carrion jadinko's (Green vine blossom, Kalferberry bush and Boneyard habitat). This'll allow Igneous and Carrion jadinko to cohabit the southern section for 20 minutes. After that you redo the process. While expensive on your bush seeds stock, this is one of the best hunter experience known in game until 95 Hunter, and this can be done from level 80 Hunter onward (based on 5 trap setting). You will likely even reobtain any spent bush seed in the process. Experience: ~152K xp/hour (Carrion: 230 catches/hour, Igneous: 50 catches/hour) Draconic jadinko's [lv. 80+] a) Mono-draconic method I got severly less XP than I anticipated, probably because I was too low Hunter. Besides, this method is inferior (and more costly) than the following method. Experience: ~86K xp/hour (150 catches/hour) a) Draconic-common method Considered the best or second best (depending on who you ask) hunter XP in the later levels. Next to, or slightly better than, hunting Black Warlocks barehanded. Experience: ~-150-280K xp/hour recorded (Common: 50-91 catches/hour, Draconic: 227-482 catches/hour) God jadinko's [lv. 81+] Possibly better at later levels, I don't know. Experience: ~91K xp/hour (140 catches/hour)[/hide] VII. Jadinko lair [hide]a. Intro Added 12th of July, 2011; the underground Jadinko lair is the nearly perfect complement to Herblore Habitat. Offering new ways to train Firemaking, fletching and woodcutting whilst adding 3 new Slayer monsters, a number of unique items and, perhaps most importantly for this guide, new ways to obtain seeds. Jadinko lair has two access points. One is the mandatory entrance you must take if you wish to enter the area the first time in the north, guided by Dotmatrix and his guide. The other can only be unlocked from within Jadinko lair itself by chopping the large root west of the Jadinko queen (requiring lv. 40 woodcutting), permanently opening up an access point from within the compounds of Herblore Habitat itself, just west of the Bank deposit box. b. Offering stone and favour points If you're looking for new ways to get seeds (fast), the offering stone and favour points is the first thing you must learn. On the topright of your screen you will see a counter displaying your favour points. Doing activities within the jadinko lair will increase this counter, different for each activity: +2 per curly root burned in a firepit (see VII.c) +2 per mutated vine cut that surrounds the jadinko queen (see VII.e) +3 per Mutated jadinko baby slain (see VII.f) +7 per Mutated jadinko guard slain (see VII.f) +10 per Mutated jadinko male slain (see VII.f) Once you have accumulated 2000 favour points, no more favour will be gain and you will asked to see the offering stone. The offering stone will grant you a number of items of your choosing. Either you take a Random mix (offering random fruits and seeds), Fruit mix (gives random fruits usable only within the area) or Seeds and teleport bags (which give exactly what it says on the tin). While you can use the offering stone before you have 2000 favour points, it might just be easier to continue until this value is maxed. For Herblore Habitat, the final option sounds most appealing, as you will get seeds from the area plus a random number of spiritbags (which should be immediately sold or dropped if you already made their use pointless with a Witchdoctor mask). What seeds you get, though, is entirely dependant on whatever is moving in the Herblore Habitat area. You recall the list showing what kind of seeds you could get by hunting some jadinko's? Well, the kind of seeds you get here are the same as the seeds you can get from the huntable jadinko's upstairs. For example: If I have a flower planted I will attract Common jadinko's, so that means I can get any kind of seed from the offering stone (3 kind of blossom seeds, 3 kind of fruit tree seeds, 5 kind of herb seeds and 2 kind of bush seeds) and a random number of spiritbags. Should I have attracted Igneous jadinko's and paid Papa Mambo a Striped vine to ward off Common jadinko's (and so the only huntable jadinko in HH are the Igneous) then the seeds I will get from the offering stone will be exclusively bush seeds (lergberry and kalferberry) and some spiritbags. If, however, I have nothing attracted in the HH area (ie: nothing has been planted) I will only get blossom seeds. Wait, you might ask, does that mean it's possible to exclusively get herb seeds? Yes. Yes it is. By attracting either Carrion or Draconic jadinko's while warding off Common jadinko's you will get exclusively herb seeds from the offering stone along with some spiritbags. How do we ward off again? By catching (tracking) Camouflaged jadinko's: For each catch you get a Striped vine. A striped vine can be used to ward off (right click Papa Mambo) any roaming jadinko for 15 minutes per vine traded. Since you obviously need no more than 15 minutes to use the offering stone (totally independant from how you got your favour points), you only need one vine per trip to the offering stone. Regardless, stocking up on striped vines is always a good idea to save time the next time your favour points are maxed out. After that, you need to attract a herb-only jadinko. Ideal is the Carrion jadinko, since you don't need to waste a dose of Juju hunter potion to get it to appear (which the draconic does require): Once you have warded off Common jadinko's (with the striped vine) and attracted Carrion (or Draconic) jadinko's to the area, go down into the jadinko lair and claim your seeds. The distribution, percentagewise, is: Average points spent per item: 45.20 Erzille: 27.68% Argway: 18.08% Ugune: 15.82% Shengo: 14.12% Samaden: 11.30% Juju spiritbag: 12.99% ^ 'Accurate as of 23 September 2011, based on a sizepool of 8000 favour points and 177 items obtained. Consult this spreadsheet for more up to date info. So, now we know that turning in favour points give a large amount of seeds, but how fast are these favour points gotten? That is what the next chapters are for! c. Curly roots firemaking [lv. 83+ woodcutting and lv. 83+ firemaking] One of the first things you'll notice within the lair, apart from the greyish monsters (we'll get to those later) are the hanging vines. One of them is the curly vine. Woodcutting these requires 83 woodcutting. There's something slightly different to them than other trees in RuneScape, though. First, they periodically straighten up to form straight vines, or they'll retract or shun you off when you've cut too many of them in too short a time. You also need to cut them twice to get roots (their equivalent of logs). Fortunately, when you DO cut them the second time, you get no less than 4 curly roots. So you only need to fully cut 7 curly vines to completely fill your inventory. After you've filled your inventory, you need to head to a nearby firepit to light them. You can either go to an empty pit to light them (requiring a tinderbox/dwarven army axe), giving 3 favour points, or burn them an already lit fire pit, giving you 2 favour points and (requiring no tinderbox). What seperates firepits from other firesources is that they don't automatically burn out after a set amount of time like normal logs do. Each curly vine you burn in the firepit adds 30 seconds to the time it stays lit and adding 2 favour points per vine. Seeing you can Burn-X the vines, this is without a doubt the least click-intensive way to train firemaking, and it's even quite fast! You can use Lumberjack clothing to increase the woodcutting XP, you can also use the Ring of fire and Flaming gloves to increase your Firemaking XP. Using the inferno adze can incinerate any of the 4 roots you'd get for the full firemaking XP at the same 1/3 chance as the outside of RS, but this will not grant favour points as burning them on the firepit would. The Barbarian horn does NOT work. Sacred clay hatchet does. Woodcutting the vines give 80.2 xp x 2. Burning them gives 378.7 xp and 2 favour points each. Experience: 24.7k-27.3k woodcutting xp and 233k-258k firemaking xp per hour (without any bonuses) Favour points: 1232-1362 per hour d. Straight roots fletching [lv. 83+ woodcutting and lv. 83+ fletching] There are two kind of hanging vines in Jadinko lair; the curly vine is one (which we discussed in point VII.c) and the straight vine is the other: They're much like curly roots in that they either periodically curl up to form curly roots or retract and shun you when you cut too many too quickly. They'll also give 4 roots when you cut them the second time, in this case - straight roots. Otherwise, they're totally different. Straight roots can't be burned up, and after you have them you need to use them on an existing fire in a firepit to make hardened straight wood, then use a knife on them to make 5 sagaie shafts per root. Combining this sagaie shaft with mutated vines (obtained from cutting mutated vines or slaying mutated jadinko's, see VII.e and f) will make sagaies, a stackable type of chuckable spear. The fletching part itself (adding the vines to the shafts) is rather fast experience, but you waste quite a lot of time hardening and cutting the roots. Fletching gives you 40 xp per shaft. Woodcutting is the same as with curly roots, at 80.2 xp per vine x 2. Lumberjack and sacred clay hatchet both increase this XP. Since no xp is obtained actually cutting the hardened root, sacred clay fletching knives will not do anything. Since the straight roots can't actually be burned up, the incineratory effect of the adze will also not work. Experience: 16.5k-18.2k woodcutting xp and 82k-91k fletching xp per hour (without any bonuses) Favour points: 0 per hour e. Mutated vines woodcutting [lv. 83+ woodcutting] Surrounding the jadinko queen are several vines, called healthy vines and mutated vines. The queen only appreciates if you cut off the mutated vines, and that's what you should do. Do note, though, that healthy vines periodically turn into mutated vines, and vice versa. If you cut a healthy vine, the queen will do a small-damaging attack to you and remove a single favour point, so this isn't an AFK kind of training (you will be interrupted any time the queen attacks you, so it's impossible to continuously cut a healthy vine)! Cutting the mutated vine gives you a, well, mutated vine (stackable) each successful woodcut along with 140 woodcutting xp and 2 favour points. Cutting a healthy vine gives no experience, damages you a little (under 20 LP) and removes 1 favour point. As before, Lumberjack and sacred clay hatchet work. Since you don't burn anything, the incineratory effect of the inferno adze will not work. Experience: 57.4k-63.5k woodcutting xp per hour (without any bonuses) Favour points: 724-800 per hour f. Slaying mutated jadinko's [lv. 80+/86+/91+ slayer] Slaying. Yay. Within the compounds of jadinko lair you will see 3 sublairs, far west we have the mutated jadinko babies, in the middle we have the mutated jadinko guards and far east we have the mutated jadinko males. Requiring 80, 86 and 91 slayer and giving 3, 7 and 10 favour points per kill, respectively. They attack with both magic and melee and are weak to ranged (with Sagaies and Bolas being extra effective) and slash. Any of these 3 can be killed for a Mutated jadinko task, assigned by Sumona, Duradel/Lapalok and Kuradal. They drop mutated vines (can be used for Sagaies and Bola's) and Excrescence (can be used to make Bola's) 100% and several other drops (including local fruit and noted herbs). Guards and males also drop a Whip vine, which makes an abyssal whip more powerful, with the male obviously having a higher droprate for it than the guards. Kills: ~? per hour (babies) / ~180 per hour (guards) / ~110 per hour (males) Favour points: ? / ~1260 per hour / ~ 1100 per hour [/hide] VIII. Number crunching - efficiency [hide]a. Juju farming potion [hide] http://www.youtube.com/watch?v=1JWB8v8FBF4 [/hide] The above video showing a Farming trip done with a single Juju farming potion. There are two Google Docs documents I made to support this: There are two tables you need to look at: Seeds owned - GP/hour equivalent Seeds hunted - GP/hour equivalent Seeds owned means you already owned the necessary seeds beforehand whereas seeds hunted assumes you still need to go hunt for them. If your moneymaking method exceeds the value in this table, it's inefficient to bother with the potion. If the table's value outdoes your conventional money-making tactic, it's in your best interest to farm this when possible. Of course, farming can't be expressed in GP/hour as you can't actually farm an hour on end. However, if you were capable of doing so - that's what the table translated into. Say you can make 2M gold per hour and the table reads 2.5M gold per hour for herb X, then you should do farm runs every 1.5 hour as the money made in that 5 minutes exceeds your own method of moneymaking. Paradoxically, this sheet assumes you use a Juju farming pot when harvesting Ugune for Juju farming potions. However, only your first ever Ugune should be harvest normally, all the following should be harvested under the effect of a Juju farming potion (see section V.c) so the differences should be minute. Variable tab: The variable tab is tab where all crucial data is input. This is the difference between the normal and personal version. Breaking it down: Patches used: this is the standard number of patches you use. 5 is the default. Average herb/patch: Default is 6.8 Vines/hour: These are the marble vines per hour you will be getting. 150 is the default. Time/trip: How long your farming trips take in seconds on average. Default is 300 (5 minutes). ONLY start counting time when you're about to pick your first harvest, so if you start at Trollheim, don't take into account the time getting there. Method/hour: The general farming guide will show all possible ways to get ugune, based on date found in the guide. The personal guide will only show whatever method's best depending on what data you input in the Variable tab. If you don't use a certain method (eg: chopping mutated vines), leave it blank or type a 0. The Variable tab is the only tab editable in the Personalised spreadsheet and assumes the default in the standard (locked) spreadsheet. b. Scentless potion One hour of hunting: 70 Shadow vines Argway seeds obtained from Shadow jadinko's: 0.57 Aditional hunting needed: 355 normal jadinko; 7.16 Argway seeds (time: 1 hour 21 minutes 44 seconds) 70 Shadow vines = 1050 minutes of Hunter = 17.5 hours a) 18.5 hrs = 17.5 hrs * {Juju enhanced} [a: Seeds were already owned] b) 19.9 hrs = 17.5 hrs * {Juju enhanced} [b: Seeds need to be obtained] Conclusion: Juju hunter potion is only efficient when it provides >5.7% improvement rate over normal hunting if you already owned the Argway seeds or it's only efficient when you get a >13.7% improvement when you did not own the seeds beforehand. c. God potions One hour of hunting: 100 God vines Samaden seeds obtained from God jadinko's: 0.41 Aditional hunting needed: 861 normal jadinko; 10.6 Samaden seeds (time: 3 hours 18 minutes 33 seconds) 100 God vines = 1500 minutes of skilling = 25 hours a) 26 < 25*1.1 [a: Seeds were already owned] b) 29.3 > 25*1.1 [b: Seeds need to be obtained] Conclusion: It's currently efficient to make these potions if the seeds were already owned, but inefficient if not.[/hide] IX. Tips & Hints [hide]a. Tracking routes There are four tracking routes in the southern area, knowing them (and what plants to inspect) will speed up tracking a lot faster: b. Other 1) Don't throw away unused Pungent vines! Don't know what to do with those unused Pungent vines? Simple, throw them in a compost heap. They can be turned into Supercompost and are stackable to boot, making them the cheapest and most inventory-friedly. 2) Make good use of your 30 minutes of enchanced XP! After talking to Papa Mambo after you've caught all 3 God jadinko that week. If you have full Witchdoctor and the god potions, your increase in experience will be a whopping 15.5%. Use this for Herblore or Hunting jadinko. Do note that all potions must be made while within the area. 3) Shattered heart! No less than 6 pair of strange rocks can be obtained within the area of Herblore Habitat and the Jadinko lair. Hunting can be obtained by hunting (trapping or tracking) any jadinko in the HH area. Farming can be obtained by picking herbs in either two herb patches, picking flowers, checking health of your bush or tree or planting any of the seeds. Herblore can be found whilst cleaning herbs or making potions. Woodcutting can be found by cutting the trees in the HH area, or cutting either Mutated vines, Curly vines or straight vines in the Jadinko lair. Firemaking can be gotten by burning curly roots on a firepit in the lair. Finally, Fletching can be found whilst making Sagaies or Bola's. 4) The omnipresence of Juju hunter potion The Juju hunter potion will work for 5 minutes. That we know. But did you know if you remove your flower and plant another, it will still be counted as Juju hunter affected if you did it within those 5 minutes? Very helpful if you're on the lookout for God jadinko's. 5) Help from the outside! Did you know most abilities that help outside the area help inside it, too? These include: Familiars: Giant ent and Wolpertinger will increase your berry yield from your bush. Scrolls: Both Scroll of life and Scroll of cleansing will do their intended effect for any of the special herbs and seeds. Clothing: Lumberjack and Flame gloves and Ring of fire increase your XP in the Jadinko lair Sacred clay hatchet: Works on anything woodcuttable (that is: Trees in HH, Mutated vines, curly roots and straught roots in the lair) What doesn't work: Sacred clay fletching knife: Cutting hardened straight roots into shafts doesn't yield XP. Barbarian horn: Doesn't double your FM xp from burning curly roots Graahk,Larupia or Kyatt hunter gear: The only camouflage that works within Herblore Habitat is the Witchdoctor clothing obtained from it. 6) Fruit tree patch While the fruit tree patch is intended to be used to plant apple, banana or orange fruit trees, nothing stops you from planting higher-leveled fruit trees in it. The payment is the same as you would pay outside the area, handled by the zombie farmer. Even better, the bonus experience from both Saradomin's blessing and bonus experience for catching all 3 god jadinko's will also work for these higher-leveled trees! 7) Bonus XP Weekends The Bonus XP Weekend and the high experience per hour in these areas is already a blessing, but did you know that XP increasing potions stack with the BXPW mulitiplier? Also, while the total experience per hour for Firemaking (cutting and burning curly roots) and fletching (cutting straight roots, hardening them, cutting them and finally making the sagaies) isn't the best, if you prepare these things beforehand, ie. banking the curly roots and making the sagaie shafts before the weekend and doing the actual XP offering stuff during, you're looking at the MOST experience per hour ratings for both these skills, which will then be multiplied by your multiplier counter! 8) Waste less time running! From Auror: A trick on how to get twice as fast to your traps after using the hunt juju pot on the red flower: Usually people run back, DON'T DO IT Right before your character does the animation where it pours hunt juju potion on the red flower, teleport with your witchdoctor mask. While the pot pouring animation, the teleport roots surrounds you, then after the pot puring animation, you should be standing at the Witchdoctor teleport Spot. Then simply run to your plants. The time taken here is half of the running method, so it's up to you if you want to have +6 seconds more time to skill effeciently after each dose of hunt juju potion.[/hide] X. Disclaimer [hide] All of the XP/hr rates were achieved by me at lvl 80 Hunter at the recorded spots over a 10 minute timespan and then multiplied by 6. All of the data and calculations were retrieved experience. If you feel a chance or calculation is off, run a few tests yourself and PM/post me all the results to improve the guide. The jadinko lair curly roots and straight roots were done by timing the filling and doing an entire inventory 5 times, dividing it by 5 and then relating that to an hour's worth, then taking that value and mulitplying it by 0.95 and 1.05 to calculate the min and max, respectively. The jadinko lair mutated vines was done by doing a run of 10 minutes, then multiplying that data by 6 and calculating the min and max by multiplying this value by 0.95 and 1.05, respectively[/hide] XI. Thanks and improvement Special thanks to: alex_lee81: For showing me the Carrion-igneous combo Grimy Bunyip: Aiding me whilst making the Google docs-sheet. Auror: For the tip Iiccee: For pointing out several things; including that you need a Juju hunter affected potion to see the requirement message for god jadinko's Several people: for pointing out that only Pungent vines can be used for compost Data contributors: [hide] alex_lee81 Alistair Evaluate Quyneax bedman [/hide] If you feel like contributing, send me the following data whenever you're hunting a jadinko: 1) Which jadinko('s) 2) {#caught}/{certain time} eg: (214/hour) 3) Herb seeds obtained: all of them ------------------------------------------------------------------ Thanks for reading!
  15. I'm an avid dragon equipment collector, as such I often deal with large level bosses that deal huge amounts of damage. MFW - Dragon defender - Damage soaking for hits over 200 - Hitsplat update
  16. All 3 god Jadinko's (I hit a seed 1/8 catches). Next up would be Draconic I guess, but I'm not sure if they're any better than common Jadinko's. So far I get about 1 every 15 catches.
  17. So basically Divine and Elysian, but in a different package? TBH, we need more across the board updates so everything gets affected. Defence working damage absorbing is long overdue. It's a great Attack counter, but can't do [cabbage] to Strength (Melee, Range or otherwise). If done properly, it'll also immediately do away with pures. Which is a pretty messed up concept in itself. There's something wrong with a game when "mains" are not viable in PvP and we have to resort to different, specialised accounts.
  18. I completed Seer's elite in a similar matter. A) Use 3 spices, you're statistically more likely to get a +4 from 3 spices than from 2 (and using 2-dose stews will lose more spices in the long run too, which we wish to avoid at all costs). Don't forget to bring Greenman's ale or Super restores to nullify potential negative boosts on your Herblore. Either wait 1 minute between drinking or immediately log out after getting a +4, as logging out resets the level reset counter (ie: the counter that gets your stats back to their base by upping/lowering them by 1 every minute). B) Use an adult cat ideally. It has a 75% catch rate. If it grows to overgrown, take it to the Rat Pits in Port Sarim to upgrade it to a Wily cat, which has an even better catchrate. If all you have is a kitten... prepare for copious amounts of rage as it'll almost never catch anything. That, or wait out its growing time whilst you do other activities.
  19. After experimenting between full Verac's, full Armadyl and full Void, I've personally witnessed no increase or decrease in my usage of food. So I'm going to trust the 100% accuracy rumour for this. That being said, approximately how long does it take to get a a void deflector? And is it any fun to get? What would be recommended to get it?
  20. Alright, to turn this into an undead horse. What would be a good mono-range gear set-up? Assuming I do not have a void deflector. Nor Chaotic crossbow. Nor rigour.
  21. Damn elusive hat! In all seriousness, I will use a familiar again after this. That is, if college ever wants to give me some free time again.
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