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About Moonshadow

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    Skeleton Shield

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    Doing stuff :)

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  • Clan Details
    T.F.S / P.K.M.
  1. Long time no see; stop by an see us sometime. :)

  2. The top view is the 23.6" monitor. The bottom view is the 17" Well, I have a rather strange problem. I bought the 23.6" asus monitor a couple days ago, and I got everything working fine. I have it connected through VGA because my graphics card only has a DVI-I port, not a DVI-D (it's a pny geforce 8400gs plugs in through pci if that helps). I got everything hooked up, and got the colors looking right (Great color, really has much more vivid hues than the 17" HP monitor running next to it). All the colors are fine, and I pop on an episode of Leverage to watch on the brand new huge monitor. Everything looks amazing! The next day, I pop in a dvd (burn notice if it really matters). To my dismay, the people are all turning up blue, and none of the other colors are turning up right. Skin tones are blue, magentas and reds are coming up green, and it just looks aweful. I try restarting my computer, reloading the dvd, turning off the monitor, auto resetting it and pulling the vga cords out and putting them back in. I try everything suggested, but nothing works. Everyone is still blue. I try different DVD's and the same thing happens. Everyone is still blue. When I move the video over to the 17", all the colors come out fine. When I move them back to the 23.6", everything goes back all screwey. When I put the monitor halfway on one screen, halfway on the other, if more of the area is on the 17" and only a little is on the 23.6", everything is fine on both. When I move it over more towards the 23.6", everything reverts back to it's blue color, and even the stuff on the 17" goes blue.
  3. So, master smither, has a large group of manipulators manipulated ores and bars across the board? It's not just clay. Take a look at adamant bars/ores, coal, mithril ore (maybe bars), steel bars and more?
  4. I wonder if it would be possible to make a USB flash drive act as the dongle...
  5. Whenever I would die, I lost my tutorial island stuff. Because I didn't know how to get it back, I kept on making new accounts.
  6. I did it because I didn't understand my reasoning for having them unbalanced.
  7. I threw them in there thinking that maybe they could be released for f2p. But, that would be a suggestion for another time. Also, how could I change the wording to make it flow better and make it easier to read? Also, should I consider writing a quick summary of the quest plot? Changes: Increased prices of making armour. Perhaps I could hike more? 300k for a set seems sort of low for something that is in between rune and dragon. Sulphuric Acid is now known as spirit of vitrol (the name given to it by European alchemists) Fixed some wording issues at the end. You use spirit of vitrol on pyrite to yeild boron trioxide. Changed the combat experience rewards.
  8. Quest: The Black Knights Stronghold Requirements: Black Knight's Fortress, 40 quest points, 40 crafting, 50 defense, 50 mining, 50 strength & attack Reccomended: High combat (at least 75 would be good) Sir Amik Varse: After the failure to invent the invisibility potion, thanks to you, the leader of the black knights decided to try concocting another means of gaining advantage over the white knights. Our spies have seen him meeting with a chemist outside of Rimmington. We need you to sneak in on the meeting and figure out what the knights are planning. If you hurry, you can follow the progression from their outpost to the chemist. [You, the hero travel up towards the dark knights castle and sneak in as a guard. You find the envoy about to leave, and an elite few knights preparing for the operation. You hang around the periphery, listening in on the dialogue between guards, when one of them leaves to go into a room in the corner. You follow and meet up with him in the room.] Lone Black Knight: Hey, youre not suppose to be down here! [drawing his sword, he points it at you pinning you to the wall] I order you to tell me your reason for being here, are you a traitor, a spy? {You have three choices to choose from} You: No, I am afraid I have gotten lost, I am just the guard from the 3rd shift, I am an utmost loyal guard aspiring to one day be a prestigious knight for the glorious and powerful black knights! Him: The 3rd shift guards are suppose to be guarding the outside, only authorized personnel are allowed to be in here, you must be a spy, Prepare to die! [attacks] You: PLEASE DONT KILL ME! PLEEEAAAASEE! Him: Buahaha, you really are a fool, why would you put yourself in such a situation where you would be at the mercy of me, the great commander Nevsky, do you have any last words? You: How about a gesture [you bite your thumb] Nevsky: Pah, such insolence, you will pay for your insult! [attacks] I am not a spy, I am a fearsome and valiant warrior and paladin sent by the White Knights, prepare to die! [Attacks] [After you kill the knight, he drops a set of black armour. You pick up the set and go upstairs masquerading as him. The other knights inquire as to what took you so long, but say that that matter would be better discussed later. You and the other knights prepare to leave on the pilgrimage to the chemist. You get there, and break down the door, and find the chemist. He is quickly tied up and the leader of the black knights immediately starts interrogating him. {Dialogue may be added later, but I feel that Jagex could do a much better job with creating the dialogue} He says he knows about his recent studies about a new type of acid that has been found, and that he needs a large quantity of this acid. The chemist says that he has only been able to synthesize small quantities of weak spirit of vitrol, and that it was too unstable to transport properly. The chemist inquires as to why the leader needs the acid. The leader says that he is not privy to that information and demands the chemist comes with him. The knights grab him and chain him up, and they prepare to leave on the journey. In a cutscene, it is night, and the knights are sitting around the campfire. You and one of the knights are guarding the chemist in his tent. The chemist pleads with the knight to let him go. He offers a small fortune just for his release. He, being the cruel knight he is, jokingly lets him off the chains. When he sits up, the knight attempts to slice him from nape to navel. You get up and parry the blow with your sword. Glaring violently at the knight, you bring up your elbow and smite him on the side of his helm, leaving him to fall into the dusty soil; knocked unconscious. You take the chemist, cut the cloth in the back of the tent, and sneak out, running towards Falador. At the castle the next morn, the leader of the white knights praises you on your rescue of the chemist, and the success of the operation. You report to him that the leader of the black knights has a larger plan, not limited to just the chemist. The chemist was only a small part in his plan. The leader of the white knights tells him that his spies have also heard word from townsfolk that Hans Copper, a famous craftsman, one of the senior members of the potters division in the crafting guild, has just been reported missing. There were some sightings of three men in very dark robes arriving into town three days prior to the abduction. The men have not been seen since Coppers capture. The leader of the knights tells you that you must sneak into the dark knights compound and find out what is going on. He warns you that the black knights are very suspicious of any new guards, and that you cannot get in that way. He tells you that you must use a tunnel that they had unearthed recently, leading into the bottom of the black knights compound. He gives you scroll to memorize that will temporarily improve your hearing by sevenfold. You take the tunnel, and you end up in the basement of the compound. You sneak around, and through a series of doors later, you end up outside the servants quarters. You take some clothes from the servants quarters and disguise yourself as a servant. You can now walk around the compound in the open without being attacked and thrown out. You sneak into an abandoned closet and find a crawlspace that was once used by the maintenance people to inspect the pilings that held up the compound. The crawlspace leads you right up next to the conference room. You can hear a slight murmur issuing from a crack in the masonry. You use the scroll and listen in to the conversation. You hear of their plan to create a new type of near-indestructible armour out of ceramic. You hear Hans talk about how it would be possible to create a stronger and lighter armour than the current armour used by either knights, allowing for more flexibility and maneuverability while providing even more protection than current armours. You hear how they figured out that they will use the chemists notes on how to create the right concoction to create the armour. Once that is done, their magicians will figure out how to create the final product to create the armour out of. Hans, will then offer his expertise on how to create armour out of the ceramic. You hear about this and leave, returning to report on what you have found. The chemist says that it is already too late to get his notes back, but what they can do is use his equipment that he had hidden to create the concoction. All he needs is some pyrite to create the spirit of vitrol out of. He has the rest of the materials, and he remembers the process. He tells you that he found some of the material near the dwarven mines, and that the dwarves may know of this material. You travel down to the dwarves and ask about this pyrite. The dwarf gives you a strange look and says that they have not even heard of this. You tell the dwarf about the fact that the chemist found some of it. Once you mention the chemists name, he starts bursting out laughing. He rolls around on the ground in a fit of hysteria, until finally he regains control over himself. He tells you that the chemist was looking around for some ore, and he was exploring with the tunnel diggers, and they stumbled upon what they had a name for in their own language, roughly translated to English meant, fools delight. It looked almost exactly like gold, but upon closer inspection, was obviously not. He jumped up and down, dancing around like a fool and took off a chunk of the material and shouting about his miraculous discovery. The dwarf says that plenty more of this material was available in the tunnel, and was actually a nuisance to the other tunnelers. He says you could take as much as you want. You go into the tunnel and mine some of the pyrite and go back to the white knights castle. Once you arrive, he takes the pyrite and says he will be done, and be able to synthesize some of the chemical in just a short while. The leader of the white knights walks up to you and says that they have located two people that may be able to help with the armour project. One person is Thurgo, and the other is the master craftsman from the crafting guild. You bring both of them to the castle and they discuss on how to make the armour. The craftsman comes up with an idea on how to make a mould and fire the armour once it is made. He has some kilns in the guild that would work perfectly for such a purpose. Thurgo wonders why he is here, because this is not really his specialty. He suggests that they should work on improving the armour, not to match it. That way, the black and white knights would be on even terms. He suggests that imbuing the armour with runite flecks may increase the armours effectiveness. A huge debate rises between the craftsman and Thurgo, with the craftsman arguing that the tempertures to fire the ceramic would not be enough to bind it with the runite. Upon the discussion, they realize that the runite would melt, but it would not bond correctly with the ceramic armour. The chemist interrupts and says that a catalyst would be needed to have the runite and ceramic materials to bond correctly, and he knows of such a catalyst that would work perfectly, but it is dangerous to get to. Above the Al Kharid pit mines, there is a shaft that leads down deep under the desert to a mining shaft originally constructed by the tribes that roamed the desert. There were vicious scorpions guarding the mine, and a large menacing foe that would devour any adventurer attempting to mine the catalyst. You laugh off scorpions, and say that you could take any of them. The chemist cautions you, but you head off. In the mine, you find traces of the catalyst, but you cant quite get to the motherload, because you find the boss of which the chemist was talking about; the Shemezu.] Shemezu specs: Description: A large man like creature with falcon like wings. Holding a great golden spear, he can give strong thrusts with the spear as a normal attack, or a elaborate whirl of the spear and crashing it into the ground to let rocks fall and do ranged damage. Level: 153 Hitpoints: 285 Drops 100% Wine of Elid, Charred remains Gold: 58-675 Weapons: Mithril warhammer, adamant longsword, rune scimitar, steel battleaxe, rune mace, Hautliclaire* Armour: Rune platebody, adamant kiteshield, rune kiteshield, iron platebody, steel plateskirt Runes/Arrows: chaos(8-12), Death (2-4), Nature, (4-8), mithril (12-20) Misc: uncut gems, diamond ring, battlestaff of fire, battlestaff or air, battlestaff of earth, battlestaff of water, eye of newt (noted, 6-12) *Hautliclaire is a long and slightly curved sword (not enough to be scimitar-like) that has that has the following offensive stats: Stab: 58 Slash: 60 Crush: -4 Magic: 0 Ranged: 0 Prayer: +2 Strength: 58 Aggressive is a lunge(stab), accurate is a slash, defensive is a slash, controlled is a stab. It is as fast as a scimitar. [Once you defeat the beast, you mine some of the pyrite and notice that there are some other nice ores around in the place; a couple of coal and iron rocks with two adamants and one mithril rock. You return to the white knights castle with the catylist and bring it to the chemist. You bring the ceramic material, and 12 lump of runite shavings (go to any forge and there will be a machine that will shave any bar into 1 lump of shavings) to the crafting guild. You go with the craftsman there, and the two wedge the shavings into the clay and make a shavings/clay mixture. The two of you press the clay/shavings mixture into the moulds he made and fire them in the kiln. You come out with armour that you need 50 defense to wear. The armour all together is a little bit stronger than runite, a few kilos under mithril armour. It has a weaker defense to crush than runite, but a much stronger protection against ranged attacks. Around 319 against ranged. During the firing process, the armour turns is a light grayish blue, that has a polish and shine akin to metal. You don the armour, and several of the other white knights do, and you meet the charging black knights outside Falador. You slay a ton of the black knights and eventually meet up with a the leader of the black knights. He is level 112 and is quite tough to kill. Once you kill him, in a cutscene, you remove his helm and you and the leader of the white knights look at his face. You realize that he is not the leader, but one of his trusted generals. The two of you look up at the retreating knights and see a tall man donned in fancy dark armour, guilded with inlays of silver and gold with a sword with an ivory hilt. He stares at you and quickly speeds up and him and some of the remaining knights run up towards their stronghold in defeat.] Congratulations you have completed the quest, you receive: 4 quest points The ability to create and craft the new ceramic armour The admission to the al kharid underground mine The admission to the fools gold tunnel The ability to weild Hautliclaire 15,000 experience in attack, strength and defense, 8,500 in mining, 7,500 in crafting. 5k gold To create all the armour, you need the respective smithing levels for the rune counterparts, and a crafting level of 80 to make all the armours. A dwarven assistant will be at the crafting guild from now on to assist you if you do not have the levels required to make the armour. He will charge money for all the pieces: 55k for the helm 90k for the platebody 80k for the legs/skirt 75k for the shield To obtain the clay, you need to do the following: Get spirit of vitrol from the chemist (You can either buy from him, or give him pyrite plus 25 gold per pyrite to obtain spirit of vitrol) Use the spirit of vitrol on Borax (Mined in the same area as the catalyst) to yeild Boron Trioxide. Smelt Boron Trioxide together with an equal amount of coal to obtain Boron Carbide. Then, you mix runite shavings with the boron carbide, press them into the armour moulds, 5k per mould. Things I am unsure on/leave to jagex, experience/speed of boron trioxide mining, exp from smelting the boron trioxide with coal, experience for filling the moulds + firing, anything not specified. Feel free to comment on this I should add or change. I would love it if you could give me some exp figures as well. QFC on RSOF: 80-81-296-58902724
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