Everything posted by desipardesi
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New fastest route from 21-99 mage (now under 4 hours)
more detail (step by step instructions) for those who did not understand the first post: assuming money is not an issue here. 1) Buy some nats at whatever price you are willing to pay for it. Normally 300 gp ea. 2) Take all your nats and go to the alchemy room in the mage training area. 3) Shout out: "selling nats for 10gp ea "(or 15gp ea or 20 gp ea). Obviously you will have more takers at a lower price. 4) When you get coins in multiples of 100, deposit them at the designated area at the north end of the room. 5) Watch the xp roll in. For every gp you deposit you get 2 mage xp. If you have money issues and would instead do the alching ( or do not wish to waste cash on training mage), take a few nats in there. Alch as many items as you can to get 30 gp per nat on each alch and also do the free alchs. Then shout out "buying nats 10gp ea" (or 15gp ea. This time the higher you pay, the more offers you will get. You should end up with at least twice or maybe 3 times the nats you went in with. This way you get mage xp and you get paid for it and you get more nats to keep doing this. When you are ready to leave, make sure you dont have any coins on you. Either buy nats for all your coins or deposit the coins in the coin collector at the north end of the room. If you do not understand what I have said, make a pilgrimage to the alching room and see how it works and then read this post again.
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New fastest route from 21-99 mage (now under 4 hours)
But you can do this all the way from lvl 1 :shock: no, you can do it from 55 since you need to high alch to enter the room. besides, if you have 200m to spend on mage in the first place 1-70 and desert treasure should be no trouble for you. or screw it and get 66 mage and a mud staff and just vulnerability your way to 99 (using the higher soul weaken spells as you can use them of course). everyone over thinks things too much ._. you dont need to be able to high alch to get into the alchemy room :roll: At least start thinking before overdoing it. Also, you dont need to go all the way to 99. If you have a smaller goal like 85 mage, the cost is 25% of what I said earlier.
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quizmaster a myth....
I've had a lot of quizmaster events the week it came out. None since. Around the time the new randoms were introduced, I had 8-10 mazes while making some 10k bowstrings. I also used to get them while cooking and alching and have been keeping my inventory full most of the time hoping for that event. Havent had a maze now in over 3 months.
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way you hold weopons
rangers are so strong that we use the weaker hand to fire bows so that meleers and magers dont feel too upset and have a fairer chance of competing.
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New fastest route from 21-99 mage (now under 4 hours)
That is basically same as selling nats at 30 ea to the alchers. Sure its cheaper for you but less attractive to a smart alcher. But ..... what are dull-headed friends for if you cant take advantage of them ..eh?
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New fastest route from 21-99 mage (now under 4 hours)
(update: if you have already read this post, go to the 2nd page for an update which tells you how to get 99 mage in under 4 hours for 65M) update on jan 16, 2006: you need to be able to cast low lvl alchemy to enter this room now. All the trading going on in the alchemist workshop at the mage training area made me think about the usefulness of the place for someone creating a mage pure and has a lot of cash/resources for it. I see people selling nats or other items for cash in the alchemy area. The cash when deposited gives you mage xp at a rate of 2xp per gp. This basically means that with about 6.5M gp in that area, you can get 13M xp which is 99 mage. To make 6.5M gp in the area, one option is to sell nats which you can bring from outside and sell for 10-15gp ea or even 20 gp ea if someone is willing to pay that much. At the lowest price level which will let you get to your target faster, 6.5M gp requires 650k nats. At 300 ea, that amounts to 195M. If you sell nats at 15 ea, the cost comes to 130M --- a blue p hat might be enough. At 20 ea, the cost becomes 98.5M. What are the chances someone makes use of this to get 99 mage without actually casting a single spell? Presumably for a merchant/staker with enough resources, this is chump change. Speed of training mage this way can be quite significant limited only by the rate at which you can sell the nats. If there are enough people training by alching in the area, I would expect a sale rate of more than 20k runes per hour at 10 ea is not unreasonable. That can be about 400k xp per hour or more. For those who want to train at the mage training area by actually doing the alching, getting nats at 10 ea is a bargain and makes it profitable for them as well and also brings in more people willing to spend time alching in there. With both demand and supply, this looks good from both perspectives.
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What would you do with a d chain drop?
I'd share it equally among the group I go in. And I would never go to it with backstabbers like most of the previous posters.
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A brief review of training at the mage training area
after todays update: At least on world 2, alching is great xp and cash as well. I went in with 1k nats and at times bought nats at 10 ea from the merchants selling in there. By the time I came out, I had 72k mage xp, 42 pizzaz points more than when I went in and 2130 nats. I'll go back and use up those extra runes I bought in there to make another 30k+ in cash and end up with almost 400 alchemy pizzaz points without spending a dime. So heres a big heart-felt THANKS MERCHANTS. Considering that I have been raising mage by fletching and alching for the most part, this is way better in xp and gp.
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Mage Arena Training. You Think It's Worthe It? I Do (LONG)
At least on world 2, alching is great xp and cash as well. I went in with 1k nats and at times bought nats at 10 ea from the merchants selling in there. By the time I came out, I had 72k mage xp, 42 pizzaz points more than when I went in and 2130 nats. I'll go back and use up those extra runes I bought in there to make another 30k+ in cash and end up with almost 400 alchemy pizzaz points without spending a dime. So heres a big heart-felt THANKS MERCHANTS. Considering that I have been raising mage by fletching and alching for the most part, this is way better in xp and gp.
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What Is Your Money Maker?
monster drops. (every time I train, I make more from drops than any expenses used up - be it in range or melee and sometimes even by mage) herblore to some extent. I am self sufficient in most other things so expenses are minimal. recently started spending on crystal bows to speed up my expenses. If I ever need to raise more cash I'll just fletch and alch a few mage longs.
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A brief review of training at the mage training area
Everything is fun in moderation. Too much of one thing is a pain. It has taken me over a year to get from 66 to 94 mage training in spurts every once in a while. If training one skill gets boring, I just switch to something else until that gets boring and so on.
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~~ Your Skill Experience Per Hour ~~
67 rc -- 10.5k xp per hour crafting laws Havent really timed anything else. I play for fun and any xp I get is just a bonus. Timing the xp makes it seem like a job and I dont plan on retiring on RS. Spending hours of clicking with the sole intention of making enough gp for a p hat: 500 wasted hours. Spending hours training skills you like and finding yourself with enough gp to afford a p hat or two without making much of a dent in your bank: priceless.
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A brief review of training at the mage training area
That was the purpose of the research --> to justify to myself that the place might be worthwhile in some way. It is not the best place to train if you count every minute spent as a possible source of profit ( are you really saving gp for a retirement? ). However, it is a decent place to train mage if you like playing the game for fun. Get together with a few friends and train in a way that can also get you some decent items if you stick with it for some time. The place is also not a big money drain as some have suggested on the forums. The rewards more than pay for the expenses of training there. If speed of training is essential, you pay more for the runes. If the cost is essential, take your time and still get good xp for the money. If money is not an issue and you want fast xp, choose the alchemy room. Go there with lots of nats and alch away. For slightly slower but still good xp, choose the enchantment room. If you want to save money and not spend too much on training, take a few nats and alch only the free alch items. Or you could take cosmics and enchant only the d stones that pop up occassionally to get maximum xp per cosmic used. As you can see, saving money does not result in the fastest xp. The telekinetic room and graveyard are not good for fast xp or rewards but are needed if you want items from the area. Every good thing has to have pitfalls and these two are your hurdles in this area.
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The community is getting really bad
If you are truly bothered by some player who keeps harassing you, report them. It is an option under report abuse. Alternatively, add them to your ignore list. It is weird how I hear a lot of people complaining about being called "noob". I have not had many people doing that with me or its likely I dont notice it when they do as I couldnt give a damn to what they say. As with any MMORPG, you will always have players wanting to express their anti-social 1337n355 through the game chat instead of in real life where they may be too afraid to speak up. Just ignore them and go about your business as they are not really causing you any harm.
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Why is Smithing So Popular?
Sometimes, raising skills is not just about profitability. Firemaking is a good example. However, smithing is attractive just for the fact that most players are meleers and the ability to replace armor when they lose it is quite attractive. That was my sole motivation to train mining and smithing early on as a f2p player. Rune is the highest armor wearable on f2p and the items are almost always in demand as new players join. When you take off your profitability blinkers and try to train skills as a part of the game, you might find smithing a lot more fun.
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A brief review of training at the mage training area
This weekend I decided to have a go at the mage training area and see how good of a "training" place it really is. Unfortunately, I forgot to record the time taken for the different parts as I took several breaks in between. Alchemy: (best xp per nat used --> 125 or more xp per nat) Here if you always choose to alch the items worth 30gp (except when you have free alchs), you get 65xp per alch and 2xp per gp generated i.e. 60 xp for alching every 30gp item. This extra 60xp per alch makes alchs worth 125xp ea in the training area and the extra xp is gained when you deposit the coins. When I deposited 2700 coins, I got 27 pizzaz points and 5400 mage xp and 270 gp got sent to bank. Since some of the gp is generated from free alchs, the xp per alch is actually higher than 125 but is at least 125 if you follow the rule of alching only the 30 gp or free alch items. Enchant:( best xp with cosmics and very fast ) With a lava staff and 1k cosmics, I spent some time using lvl 6 enchant always on the bonus items and also enchanted a few bonus d stones on the way. Using up 550 cosmics, I got 1050 enchantment points and 21 blood and 18 death runes. The xp gained was around 38k at the end of it. Average xp: 73 per cosmic. Telekinetic: (best xp per law used besides teleother fally but you save on souls.) After 5 sets of 5 mazes, I had 90 points, using up 210 laws and 5k extra xp for the 5 maze sets. Always used the path with the least number of telegrabs -- Pretty easy to do when you use the birds eye view. Average xp per law: 66.8 Graveyard:( pain in the *** but might become worthwhile if you get bones to peaches) When I first started this, I was eating the bananas half the time to heal myself and so my first target at the training area is to get the bones to peaches spell before I do any more graveyard runs. To get the 400 graveyard points necessary for this, I was using the following method: Heal up at the duel arena, take 5-6 swordies or sharks, water staff, about 50 nats and 100 earths and head to training area. Turn on rapid heal before entering graveyard area and then once in, pick as many bones as needed to fill up inventory with bananas (depends on type of bone and do a fast count of bananas as you pick up the bones -- might take a while to get used to it). Heal as soon as you fall below the healing ability of your food so that you have the extra space to fill up with bananas. Keep at this till you are around 10hp and head out to the exit. At the end of each trip I usually had 35-40 graveyard pizzaz points (only in the later trips as early on I was experimenting with different methods). In addition, I also got bloods and deaths (or nats, earths or waters) as rewards each time I deposited bananas. Dropping waters to save space, I usually ended up with enough bloods and nats which in price matched or sometimes exceeded the nats used up. Unfortunately. I was so caught up in watching my hp I forgot to note the xp. Another thing, if you die in the graveyard, you lose 10 pizzaz points. I checked this out early on to see if dying to heal can be worthwhile. Its not worthwhile so avoid dying in there. If you think I missed something or there is something which differs from your experience, do post away.
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tried dharoking like THIS before?
tell me when u use an explosive pot from digsite while wearing dharoks. I wouldn;t mind a few free barrow items. For anyone else planning to try this, I know that the explosive pot can hit upwards of 65 from personal experiance
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stats of the mage training arena equipment! (WIP)
The alchemy room is a place for cheap magic xp with no loss of runes if you are patient. I went in with a lava staff and 5 nats to see what the place was all about. I alched only the free alch items all the time. After 5 misclicks where I alched the non-free item, I came out with around 10k xp more than I had when I went in. With a little more care, you can easily last a lot longer in there. Also got 25 alchemy points in doing so. The enchanting room is a place for really good xp especially with the lvl 6 enchants. Using up 550 cosmics, I got 1050 enchantment points and 21 blood and 18 death runes. The xp gained was around 38k at the end of it.
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have any old items?
only my tinderbox is old. everything else has been replaced :)
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How did you find out about runescape?
I had just finished a month playing Astonia - another MMORPG. That has one month free and then u have to pay. I figured i'll try out another game as I maxed out the stats available to free players and all the quests in that month. Found Runescape through MMORPG.com and got hooked in 3 weeks. Had tried it thinking i'll be done in a month. Turned member about 5 months later.
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Why bother fighting Randoms?
me love tree spirits. take them not away. me love drops. tree spirits answer.
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What would you do with 1 billion GP???!!!!!
hmm, maybe i would random trade everyone on fally world 2 and offer them the gp then run away without making a trade :twisted:
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runescape economy
some people put their time into raising skills .... hence they have high skill lvls. others put all their time into making gp ... hence they have high gp lvls. if you raise all skills, you wont need a merchanter. (but you might still want to use them to save you some time)
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Tip.It Times: Dagganoth kings and more!
Thats a very well written article and guide to killing the dag kings. The bit about the super restores is good to know. It just doubled my supply of pray pots and to me seems a lot more useful for barrow runs as it cures the special problems produced by ahrim and karil. Just for that bit of info you get a BIG THUMBS UP. :lol:
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The day I lost my D-Chain.... Blog II: COMPLETE
leesters, if you feel bored of other tasks, runecrafting is a good source of steady income. you can easily make over 350k per hour crafting laws(either draynor or abyss)/nats (via the abyss). This is probably not as exciting as the rune rocks or barrows but is less dependent on luck alone.