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Raven6666

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Posts posted by Raven6666

  1. Using the fairy-ring system to get to Misc is fairly easy, and there are also Lunar teleports which can get you near that area, but nothing direct. (Unless you now count Astral tabs, then go to Rellekka then the islands)

     

     

     

    As for the Iron question, the smelting time is the same as if you'd do it any other way.

  2. Whenever I don't have anything on my plans to do, i'll happily hang around edgeville bank.

     

    Although I wasn't an avid fan of the "HYT" system, I give my own types of "greetings" based on the context.

     

    With a lack of idle-position time in RS now, as alching is only profitable in some circumstances (and so is for other things) people won't hang around EB for extended periods. I think since there's now a lot more things to do, people are doing them (GWD for money influx, or misc skills for reasonings)

     

    With the fact that there was a good tipit clan chat system, that killed the w99EB in terms of socialising, since now you can take the socialising with you.

  3. Anyone having problems loading RuneScape with the add on? For some reason it's not working for me.

     

     

     

    EDIT: That was weird, it wasn't loading and it won't load normally when I try and run runescape in firefox. It's now only working when I disable it, reload rs in a new browser and enable it again.

     

     

     

     

     

    I just had a problem with the applet (rs one.) I think the certificate for the RS applet got updated, hence the cache wasn't recognised.

     

    I simply just turned the add-on off, went back to RS, clicked "Always" for the applet allowance and then just re-enabled the add-on. RS is working for me now.

  4. You should look at a comparison between the Damage boosting Godswords (via spec) and the ones with more trivial uses.

     

    BGS and AGS have been dropping since the 20th/21st at a large rate, however SGS and ZGS have only been step-declining recently. SGS suffered on the 21st whereas the ZGS is suffering on the 22nd.

     

    I'm thinking there's an influx of Hilts, hence making the price go down, and perhaps a manipulation from the buyers that try make the sellers have it go down (or perhaps, too hard to sell at max, so they sell at min instead?)

     

    We'll just have to wait and see if they skyrocket once the actual PVPality is released, and how it fares, if it is a bomb-out, expect a BGS to be at about 15m or lower, and each in their semi-similar aspects.

  5. In all honesty, I'm doubting they had a set plan for all the familiars they suggested through that poll. Perhaps a few scratch ideas, but that's primarily it.

     

     

     

    As mentioned above, the coding would need to include it's graphics (for both versions), the way it absorbs light (or it may be a lightsource itself), the way it moves, what it says and under what conditions. Then there's the more simpler things, such as basing what exp to give for it's Pouch creation, Scroll transformation, Pouch graphics, scroll graphics (neither of those should've taken too long), the head graphics (for interface), and most importantly, the abilities it's given (right clicks for example) and what use the scroll is. Another consideration would be what Secondary to give (and you know that changes what the exp from pouch creation is), how many shards, and of course, the all important charm type.

     

     

     

    I can expect a lot of people voted for the Phoenix as most people see it related to rebirth, hence somehow, they thought it might resurrect them (I'd more likely trust a Suqah to resurrect me rather than a Phoenix.)If we follow the Harry Potter stereotypes, a Phoenix will most likely also be able to heal you in a way. Perhaps, it will heal itself a lump sum when it dies(or hits the 1 hp mark), i'm assuming it'll resurrect with perhaps half it's hp, and with a doubled hp restore rate, it's also likely it'll run from battle. I'm probably thinking as a payment for the Phoenix to resurrect, it would need to use perhaps 5 minutes of time (dependant on charm perhaps) and the whole special bar.

     

     

     

    Altogether, i'm thinking it'll actually be a redux of the Unicorn Stallion (Green charm, entrana firebird feather,) but it can rebirth from battle if it dies (how likely is it that a familiar actually dies, unless of course, you get the damage transferred to it). The right-click "Cure" option may be similar, and perhaps scrolls will have a 10% healing effect if it is a Unicorn redux.

     

     

     

    And as stated to death by other posters, you can't expect them to have the update out within a week, it'll be more efficient if they take the development time after the decision was made.

  6. Seems to work decently, will take it on a test-trip on my own HD Fullscreen opt (Resizeable + Browser Full Screen is better, since the applet doesn't suicide if I try access another thing.)

     

     

     

    Also, I'm surprised you didn't mention what version of FF it works with, I'm assuming you still backtracked so it works with FF2, not only FF3? (Didn't want to bother trolling through 9 pages of comments.)

     

     

     

    After checking what .xpi was (i'm not as much of a techhead) on filext.com, it simply said FireFox extension (or something along those lines.) I just dragged the .xpi file to my browser and voila, done. (You really should mention that in the main post)

  7. they changed on how you play it now

     

     

     

    before when all of one color left say 5 green vs 0 yellow the game would continue

     

     

     

    now the game just ends right after the next alter

     

     

     

    green>yellow

     

    I had a bug earlier that even though everyone else on the other team left...we still continued for another 2 alters before it ended.

     

     

     

    OT: I definitely agree that being nice...does help the opposing team stay, and that if one person does stay for the remainder of the time, even if he is badly outnumbered...rewarding him is a good idea.

     

     

     

    (I am sleepy, so if this didn't make sense...)

     

    ~Dan

     

     

     

     

     

    As part of this, it's actually you can usually only last 2 more altars if they quit by leaving through the portal. What i'm meaning is that people leave mid-altar on Water and walk back to the tower. This has happened to me twice, and we couldn't get further than the Fire Altar. Similarly, the last person on the opposing team left on the Fire Altar and we couldn't get past the Chaos Altar. So i'm thinking its still a 2 altar delay OR, it may just be the time which it would take for a person to walk to the Water to the Tower(unlikely.)

     

     

     

    The majority of games I play are on the Green Team, and I've won the majority of my games as well. I agree that the Yellow Team is somewhat up themselves in the sense that "they're better," but its mainly the size of a yellow orb is practically twice the size of a Green. One way to overcome this challenge would simply give Green orbs tendrils(hence making each other as easy to get.)

     

     

     

    If your opposing team entirely quits, you get the tokens for the games you did win.

     

     

     

    What's worse in actuality is the "unnecessary help" where it's another person "helping" you with your orb, despite you've almost got it to the altar. This happened today for 3 rounds on my team, which since a lot of people compliment my normal unhampered playing style, I was totally "cramped" in terms of how well I could express the "skill" in this minigame (directional flows etc etc.) I had stated multiple times "off my orb" various times and they still didn't listen.

     

    In this game, after the 4th Altar, I simply was so fed up that I sabotaged my team. Its actually really effective with 65 rc (quite low by some standards) but with the +8 from the robeset boost. Just repel your teams orbs away (most effective in the Altars with a large playing area) and try to score your opponents orbs into the altar. You can also destroy your own teams barriers without fail (i'm assuming, since all times I tried, 100% destroy on own team) Effectively, I got the game tied, despite being cussed by my own team (they acted like stingy babies, and one even gave me the chance to report him, which I promptly took). As my point is, be fair to people even on your team, they can turn the tides of the whole game.

     

     

     

    What is better and much more relaxing is when you get a team and opposing team that want to play a 50-50 game (4 Altars each, overall tokens are 500,) WHICH IS NOT CHEATING, it doesn't give the advantage to either team, since 2 games, one whole win, one whole loss would essentially be the same as 2 games both playing 50-50 (and fair to both teams, no?) Also, when people complaing saying "take them, c'mon (and etc)" I simply reply with, "If you don't like it, go to another world." What is sometimes harder to do is when some people try to start a 50-50, but the other team just wants to win anyway, in that case, I coerce my team to just quit (making the opponents only get perhaps 200 more tokens if my whole team quits.)

     

     

     

    My Morals essentially are : When its 50-50, make it as fair as 50-50. I'll quit if a team doesn't follow it, or if its my own team, i'll sabotage.

     

    When we're playing entirely competitively, then I won't rub the wounds of the opponents, nor take the annoyance of being defeated by overly-proud people, which are usually taunt my team.(I usually just tell them "You don't deserve the wins")

  8. To the OP, I've known about something similar to the "hidden accumulative penalty" for a while, although I couldn't reproduce it in some situations.

     

     

     

    A few years ago (still in the RS2 days), I used to "train" at the Draynor prison. When I accidentally clicked a tree instead of one of the guards, a Drunken Dwarf appeared. I found this odd, since I wasn't carrying a woodcutting axe, and hence the click shouldn't have registered, but it did. After about another 20 or so minutes, I clicked a tree again, different tree this time as well. Another Drunken Dwarf appeared.(Note, I did talk to the DD's and take their offerings.) However after another 30 minutes from that, no event when clicking a tree. BUT on the next day I was trying something similar, I got a Tree Spirit. Note as above, I did not have a woodcutting axe. After a few more times, I got a swarm amongst other nothings.

     

    Couldn't repeat these results in a similar fashion elsewhere.

     

     

     

    The various representations of "random" and "by chance" being submitted here can be somewhat true, depending on how you look at it. I remember JAGeX saying something about the RoW affecting drops on a 2-wheel basis (one 360 degree wheel, and a section of that wheel was split up into another 360 degrees). There is somewhat a type of randomness to it, but not to the complexity of being totally random. Some codes in RuneScape are just on a loop, but the loop may take days to get through, and even when there are updates, the loop may pick up where it left off, or even start in a different manner. There have been various reports over the years about people who knew the games' timers extremely well and the patterns too, one being where a player, in the Agility Arena, was able to predict where the Tag Pillars were before they popped up. This may have been extensive knowledge or possibly a program reading something through the RS applet.

     

     

     

    Recently, I hadn't been active on RS for the best part of about 2 or 3 months. When I came back earlier this week, I didn't dive straight into any killing or actions, just moving around and chatting. A friend suggested GWD, so I went. That night, within the first few kills of Kree, I got an Armadyl Skirt (it was a random RSOF mass with CS spltting, I got 664k). Similar events have happened as well, after a few of my breaks, my luck seemed to be somewhat higher than usual, could be the work of the penalties wearing off (i'm thinking some areas have a lasting penalty, such as the bosses areas, so when you have a drop declared, then you as a singular shouldn't get one for a while, until it wears off.

     

     

     

    I can see JAGeX favouring penalties, such as in BH where you kill and loot someone that isn't your target, and in FoG where you're being hunted.

  9.  

    Whose theory is most probable?

     

    The scientific world is, as anyone of good education and a quick wit can tell, a melting pot of new ideas and the spirit of cooperation. Unfortunately, when science is handed to wizards, things are rarely so convenient. The adepts of the Wizards' Tower in southern Misthalin have recently embarked on a great deal of research, and in their quest to be published in the eminent Runecrafting Journal have established two research units, one yellow and the other green.

     

     

     

    Move through pocket universes and play with arcane energies beyond mortal comprehension (well, beyond comprehension until the research is published), discover the essence of magic and win fabulous prizes.

     

     

     

    Location

     

     

     

    Location of the Runecrafting Guild

     

    The Runecrafting Guild can be found through a portal on the first floor of the Wizards' Tower. Rather conveniently for those unfamiliar with the Guild, the wizards' love of the colour purple makes this a simple portal to find.

     

     

     

    The Wizards' Tower can be found quite quickly by teleporting to Lumbridge followed by a quick walk west to Draynor Village, and a gentle meander south. Alternatively, if you have finished the Lumbridge/Draynor Achievement Diary, you will be able to make use of the cabbage-port granted by the Explorer Ring to arrive at the Port Sarim cabbage patch.

     

     

     

    Requirements

     

     

     

    You must have completed Rune Mysteries and have a Runecrafting level of 50 or greater.

     

     

     

    Recommended Items

     

     

     

    You do not need any specific equipment to play The Great Orb Project other than the wands given to you by the wizards running the experiments. Because you need space for these wands and the essence that may appear in your inventory, it's probably a good idea to carry no items into the game with you. You must also keep your head clear to wear a hat indicating your team.

     

     

     

    Taking part in the Project

     

     

     

    To begin playing The Great Orb Project, you will need to speak to one of the two lead researchers. Acantha believes that the green energy that manifests around the altars is pure magical energy and the yellow energy is a by-product, while Vief believes the opposite. The two wizards will explain how to help out with their research, but you can simply right-click them and select 'Join' if you have already had the process explained.

     

     

     

    When you have joined Acantha's or Vief's team, you will find that you are now wearing a suitably coloured hat and carrying a few fancy bits of arcane equipment. The hat not only allows you to identify members of your team, but also helps to remind you which energy orbs you should be trying to get back to the altars.

     

     

     

    Equipment Use

     

     

     

    Repeller wand The repeller wand can be used to push the orbs of magical energy around. To use it, simply click on the orb you wish to move. Remember, of course, that you will need to position yourself to make sure it goes in the right direction.

     

     

     

    Attractor wand Attractor wands, as you might expect, pull the energy orbs towards you. Like the repeller wand, you can pull an orb towards yourself simply by clicking on it..

     

     

     

    Barrier generator To help you hold back the wicked energies that your opponents are attempting to draw into the altars, you can click on the barrier generator in your inventory. This will raise a temporary field where you stand through which no energy orbs can pass unless it is already being pulled or pushed.

     

     

     

     

     

    You can swap which of the two wands you are holding by clicking on the wand in your inventory or by right-clicking on one of the orbs and selecting 'Change-wand'.

     

     

     

    Once the teams have been decided and there are enough players to help each team, a portal will open in the Runecrafting Guild to take you to the Air Altar, the first of the areas in which you will be working. The portal will only remain open for twenty seconds, so don't loiter too long in the Guild! If you are playing on a free world, you will only take part in The Great Orb Project at six altars; if you are playing on a members' world, you will go to eight. The altars you go to are as follows:

     

     

     

    * Air

     

    * Mind

     

    * Water

     

    * Earth

     

    * Fire

     

    * Body

     

    * Chaos (Members Only)

     

    * Nature (Members Only)

     

     

     

     

     

     

     

    At each altar it is your duty to bring the orbs of your team's colour to the altar, while keeping the other orbs at bay. The only way to do this is through using the wands and the barrier generator, and fine-tuned teamwork will almost always win the day.

     

     

     

    The distance you can push or pull an orb depends on your Runecrafting level, so those with the highest levels will be able to move them about the fastest. Because the wands are tied to a specific colour, though, this is not true if you are trying to move your opponents' orbs: in this case, the orb will only ever move one square.

     

     

     

    You can use your wands to move any orb until the last thirty seconds, when you will only be able to move your own orbs about. Barriers will continue to block the magical energy as normal.

     

     

     

    Each round lasts for two minutes, and whichever team has brought the largest number of their orbs to the altar will win. Everyone taking part will then receive a few rune or pure essence, and be given a few moments to craft some runes at the altar if they wish, before a new portal opens and the teams travel to the next destination.

     

     

     

    At the end of the six or eight altars (depending whether you are on a free or members' world), the team that won the most altars will be declared the winner and everyone will receive a number of tokens depending on how many altars their team won and whether they won overall.

     

     

     

    Rewards

     

     

     

    Each altar will generate some rune or pure essence in your inventory. You will have a short period of time to convert any essence you like into runes using the altar before you have to move on to the next altar. You will receive double the normal experience for crafting runes at this time

     

     

     

    In addition, Wizards Vief and Acantha have managed to secure enough funding to pay their research assistants for their help. At the end of each game, you will be awarded a number of tokens based on how well your team performed.

     

     

     

    These tokens can be traded in for a variety of rewards for the magically-inclined adventurer. These range from rune/pure essence and talismans, up to runecrafter robes and Runecrafting staves.

     

     

     

    Runecrafter Robes

     

    Aside from looking the part and indicating your allegiance to one scientific theory or another (or a more scientifically-appropriate neutral stance), runecrafter robes provide a bonus to your Runecrafting level for moving orbs about while you are playing The Great Orb Project. Because you cannot wear it during the minigame, the hat has no such bonus.

     

     

     

    * Runecrafter gloves provide a +2 bonus.

     

    * Runecrafter robes provide a +3 bonus.

     

    * Runecrafter skirts provide a +3 bonus.

     

     

     

     

     

    Item Levels

     

    Required

     

    Attack Bonuses Defence Bonuses Other

     

    [image] [image] [image] [image] [image] [image] [image] [image] [image] [image] [image] [image] [image]

     

    [image]

     

    Runecrafter gloves None + 0 + 0 + 0 + 2 + 0 + 2 + 2 + 2 + 2 + 2 + 0 + 0 + 0

     

    [image]

     

    Runecrafter hat None + 0 + 0 + 0 + 3 + 0 + 3 + 3 + 3 + 3 + 3 + 0 + 0 + 0

     

    [image]

     

    Runecrafter skirt None + 0 + 0 + 0 + 4 + 0 + 4 + 4 + 4 + 4 + 4 + 0 + 0 + 0

     

    [image]

     

    Runecrafter robe None + 0 + 0 + 0 + 5 + 0 + 5 + 5 + 5 + 5 + 5 + 0 + 0 + 0

     

     

     

     

     

    Runecrafting Staves

     

    Runecrafting staves are much more than just a pretty ornamentation: you can use them exactly as you use a Runecrafting tiara, as well as distracting the eyes in the Abyss to help you sneak past. To bind a talisman to a staff, simply take the talisman and the staff to the talisman's altar and use either of them on it.

     

     

     

    Note that the law staff (created by attaching a law talisman to a Runecrafting staff) has no combat bonuses, so it can be taken onto Entrana. A staff that does not have a talisman attached cannot be wielded.

     

     

     

    Item Levels

     

    Required

     

    Attack Bonuses Defence Bonuses Other

     

    [image] [image] [image] [image] [image] [image] [image] [image] [image] [image] [image] [image] [image]

     

    [image]

     

    Runecrafting staff None + 0 - 1 + 7 + 5 + 0 + 2 + 3 + 1 + 15 + 0 + 0 + 33 + 0

     

     

     

     

     

    Runecrafting Teleport Tablets

     

    Runecrafting teleport tablets are identical to the teleport tablets you can build in your player-owned house and can be used to teleport you to any altar you have the requirements to craft runes at.

     

     

     

    Extra Features

     

     

     

    The Runecrafting Guild, being a place of research and filled with the wonders of magical experimentations, holds more than just the two recruiting scientists. Within its walls you will also find that the mages have been very busy indeed...

     

     

     

    The Omni-Talisman (Members Only)

     

    The omni-talisman is a remarkable object created by Elriss to enable the devoted runecrafter to access almost every altar freely. If you are able to show her a talisman for each of the Runecrafting altars that require them (so there's no need to find a talisman for the Ourania Altar, for instance), she will grant you a hefty chunk of Runecrafting experience for each, as well as the omni-talisman.

     

     

     

    To craft an omni-talisman into a tiara or staff, take it to Wizard Korvak, who can be found staggering about in the Runecrafting Guild, jumping at shadows and being generally terrified of everything.

     

     

     

    Wizard Korvak (Members Only)

     

    In addition to helping you convert the omni-talisman into tiaras and staves, Korvak will also replace a lost medium abyssal pouch and repair any other pouches you have - of course, his experiences have cost him his sanity, so expect to have to pay for his services.

     

     

     

    The Rune Altar Map

     

    Dominating the Runecrafting Guild you will doubtless notice a massive map of RuneScape. This is no ordinary map, of course - mages would never leave something so impressive alone - and can be used to locate the mysterious ruins that hide Runecrafting altars. To locate an altar, simply use a talisman on it and it will highlight it for you, along with a short description to help you find your way.

     

     

     

    Development Team

     

     

     

    Developer: John A, Nancy J

     

    Graphics: James W, Alex R, Mark C, Giuseppe G, Jeff K, Kavi M, Wayne M

     

    QA: Andrew C

     

    Audio: Adam B

  10. Ever since a brave adventurer rediscovered Runecrafting, mages from the Wizards' Tower have been working hard to figure out its intricacies. In fact, so many have been drawn to Runecrafting's secrets that a guild has formed.

     

     

     

    Not everything is rosy and happy in the guild. An argument has raged over the magical reaction that creates rune stones: are green or yellow orbs more important in the process? Agree to resolve their conflict and you'll find yourself in our newest minigame, The Great Orb Project!

     

     

     

    The purpose of this team-based minigame is very simple: collect more coloured orbs than the opposing team. Watch out, though, as they will be pushing your orbs out of the way to stop you winning. This frenetic minigame offers few rules and a great alternative to conventional Runecrafting - all with a range of rewards, of course. Expect rune essence, Runecrafting XP and new magical equipment if you wipe the floor with your opponents.

     

     

     

    The Runecrafting Guild also offers a number of features that are not tied to the minigame. The rune altar map helpfully shows the location of all altars; one mad wizard has learned how to repair abyssal pouches; and the head of the guild is working on a marvellous omni-talisman that combines the powers of all existing talismans into one.

     

     

     

    Note that the guild is available to both free players and members - the Runecrafters want all the help they can get!

     

     

     

    Summary

     

    Where to find the Runecrafting Guild:

     

     

     

    The guild can be accessed through a portal, upstairs in the Wizards' Tower.

     

    Requirements to access the Runecrafting Guild and minigame:

     

     

     

    Level 50 Runecrafting

     

    Rune Mysteries

     

    The guild is available on F2P, but some individual features are for members only

     

    Access to:

     

     

     

    A new guild

     

    A fast-paced, team-vs-team Runecrafting minigame - The Great Orb Project

     

    Various new items for runecrafters, including a new outfit

     

     

     

    In other news...

     

     

     

    Beyond the Runecrafting Guild, this update brings you a few small things that should make your lives easier...

     

     

     

    Kazgar, Mistag and Dartog have been given right-click options so you can quickly ask them to guide you through the Lumbridge Swamp Caves. Elkoy, the guide from the Tree Gnome Village maze, has been given a similar option.

     

     

     

    When you previously right-clicked on a chat message from another player, you were always offered the option to 'Add friend' and 'Add ignore'. If that player was already on your Friends list, those options weren't very useful, so we've replaced them with a new 'Message' option. This is identical to what would happen if you clicked on your friend in your Friends List. (This is not available on Quick Chat-only worlds.)

     

     

     

    Tai Bwo Wannai village welcomes its newest arrival, Imiago. If you've completed Jungle Potion, he'll be willing to protect your calquat trees from disease in exchange for eight poison ivy berries.

     

     

     

    The gardeners who protect bush patches have always demanded payment to look after poison ivy bushes. It's been pointed out on the Forums that poison ivy bushes never get diseased anyway, so the gardeners no longer offer to look after them.

     

     

     

    We've also fixed the following bugs:

     

     

     

    * Treasure Trail sliding puzzle boxes were getting stuck, making them impossible to complete.

     

    * The roof of the Grand Exchange was failing to disappear correctly when you stood underneath it. Similar bugs were affecting the front of Varrock Palace and bits of the Warriors Guild.

     

    * The Amulet of Catspeak was incorrectly positioned on female characters.

     

    * The Amulet of Fury was not rendering correctly with the Bandos chestplate on male characters.

     

    * If you wore a blue snelm, your chathead was appearing yellow.

     

    * The 3D models for skillcapes were using too many polygons, resulting in bizarre graphical glitches. They have now been remodelled to resolve this problem; their appearance is largely unchanged, but you may notice some slight changes.

     

    * Mud pies were positioned incorrectly when you wielded them.

     

    * Flared trousers were rendering incorrectly with most boots.

     

    * The 'fine shirt' base kit had a glitch affecting the neck area on male characters.

     

    * The mind tiara was missing part of its model.

     

    * Baba Yaga's hair was clipping through her hat.

     

    * The progress hats from the Mage Training Arena were not rendering correctly with players' hair.

     

    * Radimus Erkle, master of the Legends' Guild, had a rendering problem with his cape.

     

    * The obsidian cape was rendering incorrectly with certain tops.

     

    * Bogrog was checking for the wrong Summoning level when players tried to exchange praying mantis pouches for shards.

     

    * Trimmed chaps and Wilderness capes were rendering incorrectly on female characters.

     

    * The mime mask and zombie mask items were displaying incorrectly during dialogue.

     

    * Players could walk through a rope barrier in the Varrock Museum.

  11. It's meant to be under Skills, as Summoning and the recharging of points is still part of the usage of the skill itself.

     

    If you didn't notice, my list is somewhat more extensive than those on the world map and site.

     

    I also listed the majority of the not-ground-level obelisks that I had information on.

     

    Also, if you didn't read my disclaimer, this is still the skeletal form of my guide (READ AS: WORK IN PROGRESS), and the majority of the "good" information that was kindly provided by another tipit forumer pre-rollback is now lost in literal cyberspace. As I don't have time right now, those features will have to wait.

     

    There is also the factor that the world map is intrusive as (explicit details,) making it extremely unsuitable for any real practical use.

  12. [Disclaimer~~]

     

    Well first off, this guide i'm setting up here already had information that was eventually on the main site, but my information seemed to be set up first. This information was mainly on the forums, and was lost from our RollBack (I didn't use the Google Cache service to retrieve them)

     

     

     

    You may be wondering what I'm referring to when I say "M'Obelisk", essentially, I'm talking about the Miniature Obelisks scattered around RuneScape. These Miniature Obelisks are used for recharging points only.

     

     

     

    This guide also includes the M'Obelisks found underground and in the dungeons around RuneScape. Due to the fact of my inactivity over the past 3 months or so, I will not list the M'Obelisks in the areas released then. After this week however, i'll endeavour to try list all of these M'Obelisks (there should be around 50 now) with perhaps a picture and a small explanation on what it would be best used for. It is currently not as extensive as it should be, if the project was still running.[/Disclaimer]

     

     

     

    Miniture Obelisks, as I mentioned in the Disclaimer are used for recharging your Summoning Points only. There are about 50 of them on the normal ground level and a few in dungeons and lairs.

     

     

     

    I have split up the RuneScape Map into 4 Quadrants(according to one of the April Maps, and the length and width in pixels of the map itself), and not based around the co-ordinate system.

     

     

     

    miniob2ta6.png

     

     

     

    quadrant 1

     

    [hide=]rogues castle wildy - near telepad

     

     

     

    Ectofunctus - north

     

     

     

    canifis - west near crossroads

     

     

     

    edgeville - east side near bridge[/hide]

     

     

     

    quadrant 2

     

    [hide=]lunar isle - near gate

     

     

     

    neitznot - near front gate

     

    jatizso - near south entrance

     

     

     

    miscellania - east island near fruit tree

     

     

     

    barbarian assault - north, near the rocks

     

     

     

    fremennik province - north of house portal

     

     

     

    tree gnome stronghold - near teleportation tree

     

     

     

    fishing guild - near the bank

     

     

     

    Combat training camp - outside southeast wall

     

     

     

    Trollheim - near teleport

     

     

     

    Burthorpe - on the path from the town to the heroes guilde

     

     

     

    white wolf mountain - west side near fruit tree[/hide]

     

     

     

    quadrant 3

     

    [hide=]Khazard Battlefield - near the spirit tree

     

     

     

    Port Khazard - near the mining rocks (south)

     

     

     

    Lletya - Northwest (outide)

     

     

     

    Tyras camp - Near the path leading to the port

     

     

     

    Castle wars - on the island east, near the bridges (not in the castle wars itself)

     

     

     

    Feldip hills - near the gnomeglider

     

     

     

    Oo'glog - west entrance outside

     

     

     

    Karamja north island - on the volcano

     

     

     

    Karamja south island - near mining southeast of tai bwo wannai

     

     

     

    Shilo village - northwest of the general store[/hide]

     

     

     

    quadrant 4

     

    [hide=]port sarim - near prayer altar

     

     

     

    Draynor village - south of bank near the coast

     

     

     

    Duel arena entrance - near fire rune ruins

     

     

     

    Burdg de Rott - outside, north near the gate

     

     

     

    Shantay Pass - South side

     

     

     

    Pollniveach - west of house portal

     

     

     

    Sophanem - outside east side near "other" entrance

     

     

     

    Mos Le'Harmless - near cave horror cave entrance[/hide]

     

     

     

    Underground/Lair/Dungeon M'Obelisks

     

    [hide=]Metal dragon (iron/steel) outside

     

    Waterbirth island- dks ladder

     

    Waterbirth island - duopad

     

    Stronghold of Security - at the start

     

    Taverly dungeon - between blue dragons/black demons

     

    Zanaris - near fairy ring

     

    Keldagrim - east of bank

     

    Varrock Sewers - moss giants

     

    Slayer dungeon - cave crawler

     

    KBD Lair - northwest corner

     

    Mole Lair - main respawn room

     

    Edgeville dungeon - near monkey bars

     

    TzHaar - between fairyring and lava forge

     

    Hero's Guild - inside, near rune rocks

     

    Fremmenik Slayer Dungeon - First chamber[/hide]

     

     

     

    I will be reproducing a new map to distinguish the areas, and also perhaps an excel document for easier listing. I may also change the designation of some of the Quadrants.

     

     

     

    If you have any locations of M'Obelisks not listed (mostly if they are from dungeons, or aboveground ones added in the past few months), then please PM me a picture of the M'Obelisk. Please format it in .png as unless you have the photoshop coder for .jpeg, I'll need it in as accurate detail as I can.

     

     

     

    Any thoughtful suggestions (no kitbashing please) will be taken aboard and considered.

  13. Capturing cockatrice.

     

    capturing cockatrice is a summoning and hunter based minigame. It takes to light the true meaning of when Jagex said that hunter would be to summoning as mining is to smithing. It is a fast paced minigame that requires skill an strategy.

     

     

     

    If you read the Summoning Concept Diaries, they did say making summ to hunt as what smith to mining as the base was scrapped.

     

    Smithing can't exist without mining and it's resources, and summoning is only slightly less boring due to the few hunter-based monsters.

     

     

     

    You should make it at least 10 minutes as a time limit, if you intend for the Cockatrices to be able to stun you as well, and due to their avian heritage, them being able to run/fly around a fair bit more.

     

     

     

    The game idea seems fine, but if you really wanted to make it friendlier for mostly all players, the highest forms should be dumbed down in the severity on stats needed.

     

     

     

    For the rewards, I was under the assumption that the Phoenix pouches (when released) would not require any minigame or whatnot to be allowed access to make. It could take part of a quest (like getting feathers from Entrana Firebird), or have a mini-introductory quest for itself (M'Ogres.) Maybe replace it with perhaps supplies to make Phoenix pouches.

     

     

     

    For the 2nd best set (Ranged, Melee, Magic), wouldn't it be better if it were to stun the bird. For the Ranged tool, I have no problem with that, but for the Melee tool, I could actually suggest a barbed-ended whip. Why? It's lighter, one handed and the tip with the barbs can have the stunning ingredient. For the Magic Spell, perhaps give the player a staff of sorts, or the altar to switch to a Minigame Spellbook (Would give, let's say the Binding Spells [since we can use them on Implings too] and the Stun spell) The binding runes would be supplied by the player, but the Stun would be from a staff which replaces the normal attack modes with the autocast. No damage from all of these, just in case of a bug which allows you to take them outside.

     

    Also, we could actually add the herblore requirement to the Ranged and Melee methods as they both include a "tipped" version of a weapon, either way, it would need a sort of chemical to stun the target.

     

     

     

    For the location, don't put it on the main minimap, but instead suggest a right-click option on obelisks (perhaps all, including the mini and main or on the NPC's who sell the items) like we have the right-click on the Leprechauns at farming patches.

  14. *wonders if he can link his TV up to his laptop and play RS on a HDTV*

     

     

     

    If you could, I think you'd be depressed by the sheer lack of good quality graphics (Well, who doesn't like variation)

     

    A part of my computer (i'm not a techie, but i think it's my graphics setup) allows me to use a television as my screen, although I'd simply prefer to use my LCD monitor as all my screens are simply crap.

     

     

     

    Imagine, RuneScape as High Definition as you can get it.

     

     

     

    I also only loaded the OP's images, HOLY BLUE JELLO~~~ The width of the viewable area is basically the width of the minimap itself.

     

     

     

    Also, when you're on FullScreen, does the viewable area also change?(As I envisioned, a wall-television might just be able to get you to be able to view perhaps the whole GWD map at the same time, now tell me, is that unfair advantage?)

     

    What would happen if you didn't use a wall-screen, but a projector which had pointer sensors? (A wee bit like a Wii perhaps?) If your screen was too big, it'll be hard to use a mouse, since a pointer is so small, and the screen would be bloody massive.

     

     

     

    Or perhaps, instead of using a wallscreen telly, use the screen in Federation Square Melbourne!!! (a gaming show did for a racing game, so why can't we?) Now someone tell me that is an unfair advantage.

     

     

     

    Oh yeah, to 3_Hit, doesn't your laptop have an AV out port, if it does, and if your HDTV has an AV in, then i'm fairly sure you'll be able to play it. Just make sure your laptop is running directly off the power, and not the battery.

  15. Lets see what'll happen to people playing RuneScape on their PSP's (or relatively small screened devices.)

     

    I have yet to renew my current account's membership, but I find it hypocritical as JAGeX is giving some people a bigger advantage. Hell, now you can properly Kite a monster now at least, imagine what happens when you hook up a wall-sized telly up as your screen, now lets see how much advantage those guys would have.

     

     

     

    Although it's hypocritical to a point, I find the aspect of this feature to be good (not yet tested though) as now you are no longer restricted by the puny playing size.

     

     

     

    So this is for HD, but does it affect the full-screen modes?

  16. I'll definitely be shifting the 1/5th of my Quest-Related bank items to it's own tab.

     

    Maybe my armours and weaponry onto another though.

     

    A Potions/Herbs tab for all the potions that are cluttering my stuff.

     

    Then all the miscellaneous stuff onto it's own.

     

     

     

    I'll probably keep most of my formats if the tabbing doesn't turn out as good as expected.

  17. First off, to the OP. It is somewhat silly to say that Kree can't be meleed, but that's in our means, the NPCS that attack the Aviansies (eg, Werewolves) in reality could be jumping to hit them, or could be that they're a different type of being with a whole different weapon.

     

     

     

    To above poster: I thought Zilyana didn't have the AoE attack either.

     

     

     

    To the rest:

     

    Something all of you haven't considered.

     

     

     

    The GWD bosses stats are definitely much higher than our natural ones, and they may be in different categories too.

     

     

     

    Seeing as there are many posts saying so and so hitting ## in this style is a reflection on our sets of Defence and stats. This mirrors back to the Generals themselves, as we've only experienced their stats in our eyes and levels.

     

     

     

    If they all have their own different Skillsets (and Menus) and they aren't restricted to the singular X and Y plane of movement (ie, X Y and Z) then Zilyana and Kree'arra would be battling it out in the sky whereas Kril and Graardor would most likely be taking it out on the ground level. If Kril can fly, then Graardor would be taken out fairly easily. If Zilyana can't fly, then bad luck. Graardor, like the buffoon he may be, may be able to jump however, which can come in handy (read lower)

     

     

     

    Ok, if they fly, their attacks may be totally different, since Kree's Whirlwinds are somewhat ground based, and if the Bosses attacks are based off a PP system, where more PP is used for the larger effort, Kree would tire out quite fast.

     

     

     

    I haven't been to Zilyana yet (no 70 Agility) but if her Mage Attacks aren't restricted, then it would only really help her fight Graardor and Kril(according to Slayer Masters, demons are weak to Magic based attacks) IF, as a naturalised Ranger, Kree has a good Mage defence (we really don't know for the Aves yet) then Magic based attacks would seemingly be futile.

     

     

     

    If for another consideration, as touched on before, their skillsets aren't restricted to what we've only seen, then Kree could Dive Bomb the heck out of them, however a timely Graardor attack would knock the birdy bye-bye (and possibly use it as a weapon).

     

     

     

    Lets look at the combat pyramid now. Zilyana is Magic/Melee, Kril is Melee and Magic, Graardor is Melee and Ranged and Kree is All three styles, but primarily Ranged. I listed the things that way in terms of what is most damaging to us.

     

     

     

    In all respects to Canon of RuneScape, not allowing anyone to respawn, but perhaps eating and using their own specialised Potions would be allowed. This would most likely skew this into a territory that we haven't seen. Lets say for example Zilyana or Kril gets a potion that sets a Smite-like effect on them, then we have no idea where this'll go.

     

     

     

    Although previously mentioned by other people, if this ever happens, Guthix will wake up and hit the Delete key.

  18. I noticed the oddity yesterday for the KB. In a chat with a friend, we found not Mithril Dragons nor Waterfiends from Shilo, however I had only just completed a Mithrils task the day before that, we also looked at the Fight Caves kbguide, I swear they listed the Jad Mage and Range attacks the wrong way around.

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