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Zepheras

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Everything posted by Zepheras

  1. Are the necklace and dagger equippable?
  2. I was hoping that the salamanders would have a firemaking level requirement on them, make sense no?
  3. Geez, a lot of quest I haven't done.... If you know of fun items (gives an animation when used), or important items like the mould, post them too! The list of items should contain items that are unobtainable from anywhere, anyone after the quest, meaning to say that they are not tradeable as well.
  4. But amulet of accuracy is tradeable, so you don't have to worry about losing it forever. The bull roarer thing, can it be equipped? I wear the beads for fun, words do not hurt me 8-)
  5. Actually I'm not sure about the 10th squad sigil, I just got more in case I die at the jungle demon. Can anyone confirm about this? I don't feel like taking a stroll into that cave...
  6. Is the hot rock cake obtainable after the quest? And what is it used for?
  7. Lol, I have stage fright :-w Just that the enchanted lyre is a pretty fun thing, You'll see yourself playing the lyre followed by a nice little tune if you use it. Is it possible to get it, or just plain impossible to keep one after the quest? Like turning back to a normal lyre if you did manage to keep one in bank?
  8. I'm referring to the one that's enchanted by Fossegrimen, that allow you to perform on stage and complete Olaf's task, not the normal lyre, or the one used to teleport to Rellekka ....its almost like an emote item but I couldn't get one anymore.... :boohoo:
  9. Not forgetting the 10th Squad Sigil from Monkey madness too! I have 11 of it :mrgreen:
  10. I like to collect quest items, especially equipments, like Beads of the Dead! Blurite Sword! Anyone knows any other that I should look out for? Here's the list of quest equipment UNOBTAINABLE AFTER THE QUEST: Blurite Sword from Knight's Sword Demonic Sigil from Shadow of the Storm, contributed by Berrakus Cool Amulet from Hazeel Cult contributed by Gekolian Carnillean Decorative Armor, contributed by bboyjyoung Mark of hazeel from Hazeel Cult, contributed by bboyjyoung Silver Necklace from Murder Mystery, contributed by Lalala7324 Dark Dagger from Legends, contributed by Dusty668 List of fun/important quest item unobtainable after the quest: Bullroarer from Legends, contributed by skoda333 Demonic Sigil Mold from Shadow of the Storm contributed by iwatake Hot Rock Cake from Recipe for Disaster, contributed by Aquashock Cadava potion from Romeo and Juliet, contributed by Punc These items are similar to those non-tradeable holiday items that you've unlocked. Only difference being, you lose them, you lose them forever! No replacement from Diango! :wall: If any of the above can still be obtained after their respective quest, tell me so I can remove it from the list. :thumbsup:
  11. Anyone managed to keep one after the quest? I made 5 enchanted ones and all of them turned back to original form after playing at the hall....is it possible get one then? Just curious :-k Not talking about the one that teleports you to Rellekka, but the one that shows do re mi when you play it
  12. Attack VS Stab/Slash/Crush Yes, I know attack helps in how often you hit high damages, I think I need better description. And more of a comparison with the stab/slash/crush bonuses. I read through the combat and range guide on tip-it, and there really isn't a in depth guide that explain the term "how often you hit", and the effect on stab/slash/crush/magic/ranged attack bonus. (Apparently ranged and magic attack bonus gives higher accuracy and hence hitting more often, they don't depend on attack) As far as I know, a ranger needs to train only 1 stat to increase his max possible damage, wield better weapons, and the 'ranged attack bonus' provided by the equipment affect the accuracy of his hits. My understanding of accuracy is what most people call 'how often you hit', or how often you see the high numbers instead of 1's and 2's. So, does stab/slash/crush bonus play the same role? Does attack level stack with these bonuses? The reason I look into this is that many people argue about the fact the pure rangers need more exp to get have the same combat level as compared to pure melee who train attack and strength, and hence the imbalance in the combat triangle. So if one melee stat substitute attack and strength, and play a rolesimilar to that of the ranged stat, all 3 skills would be able to achieve the same combat level at the same rate, and have the same max combat level.
  13. But attack doesn't affect range and mage right? How accurate you hit with a bow depends on range (not range attack) bonus. So my point is, why the need for attack to determine your chance to hit high? Just like mages don't need a 'magic attack' stats to determine how well they hit. A high magic level would lead to increased chance of hitting high already.
  14. Strength determines your max damage, Attack determines chances of hitting higher. Slash Stab Crush values affects accuracy, somewhat like Attack? Whereas Mage and Ranged level can individually affect the accuracy and damage of your magic and range? So isn't attack something useless? They could have renamed strength and called it melee, and your melee level would then be similar to mage and ranged level? :wall: In addition, melee fighters have amulets that gives str bonus, which increases their MAX damage. Since magic damage depends on spell type so that's out of the point, but do rangers have that? Equipments besides bow and arrows that gives ranged att bonus?
  15. And the weird thing is, Jagex can still ask their members in a poll if they have a pure account (including combat and skillers). Hasn't it crossed their mind that those who voted probably violated rule 8 already? I'm sure all those skillers transfer their profits back to their main, and pkers with their pked items :shame:
  16. You may create more than one RuneScape account, but if you do, you may not log in more than one account at any time, and they must not interact with each other in any way. This includes 'drop trading' or any other method of item transfer. So, for people who create another account to train as a pure pker, or a pure skiller, theoretically they cannot transfer items and money from their main to these accounts? If so... How many people actually start such accounts from scratch? Especially those pure mage pkers alching their way up for ancient magicks? :-w How strictly is this rule supposed to be followed? The problem is that my sister and I play on separate accounts on the same computer, and I don't think Jagex can realise that we are different people playing, making it hard for me to pass items to my sister... drop trading would break the rule... :cry:
  17. This is something I can't figure out, anyone know? :wall: Also, does attack affect damage at all? What does it exist for beside being a requirement to wield weapons?
  18. The art of stealth, walking on the sly without getting seen. Safe from dangers, cool to jump on people. I have a slightly vague idea about introducing this to runescape (P2P), even though I may be a F2P myself :wall: Of course, not as in those futuristic stealth mode thing. My idea is to add this as part of agility skill, and incoporating herblore and thieving. A high level herblore is required to concoct a stealth/invisibility/someone-suggest-a-better-name potion, I'll set it at lvl 65 for now. To drink this potion, you need level 55 agility and 45 thieving. And since people train agility at the agility course, the use of this potion would allow you to walk through a crowd of high level monster (which should be made to be non-killable), probably dragons that would breathe fireballs on you if they see you walk past without the potion. Obviously, the exp from crossing this obstacle would be very high due to the need for addition potion and leveling from 55 onwards. :thumbsup: The need for a thieving level requirement is obvious 8-) When drinking the potion, your thieving success rate is increased (to how much? 95% perhaps?) One dose of the potion should last around 2mins (?). Additional effect: When drinking the potion, you appear as a faint white outline, and your presence on the map is ERASED aka no white dots. You CANNOT engage in any form of combat, but people can attack you in the wild if they see your faint outline while walking past you. Whether to make yourself fully invisible to other people, I haven't really decide yet. *Nor have I decided if there should be another potion to cancel this effect immediately. Uses of this potion? 1) An advantage to people who wants to train thieving at a faster rate. 2) Protect yourself while training at the agility course from PKers (more effectively if you see yourself as a white outline while appearing fully invisible to other players) 3*) If there is another potion to cancel out this effect, PKers can have fun appearing and jumping onto others in a more dramatic fashion. :twisted: More additional ideas? Problems with this idea? I would like to hear it from you guys O:)
  19. limpbizkit, from what you say, F2Ps are comparable to dirt while P2Ps are the kings and queens? So all of us are judged by whether I pay 5 bucks a month? Just so you know, most P2Ps used to be F2Ps, and there are still many F2Ps out there who would become P2Ps. If Jagex decides to close down F2P servers one day, their number of new membership would only decrease. For one thing, runescape doesn't have very good graphics to advertise to the world. The only way is to let people try it out and decide if RS is a unique game in itself. Making people thing that money is all Jagex care about won't encourage people to become members, that's for sure. I'll give my support to this thread, but I'm also thinking if Jagex can make it so that you pay a higher amount for the first time as member, in return for permanent increase in bank space. Not everyone can sustain a yearly suscription and play on and off. If they can do that, I'm sure people who can afford to pay every now and then won't hesitate to become one. The only thing holding me back is the fact that whenever you return from P2P to F2P, you have the trouble of selling your members item to fit your F2P bank size.
  20. They didn't climb in price thanks to merchants. Just visit the runescape forums, you'll see people willingly buying 100k pure essence at 110gp ea, to craft runes and level runecrafting. And to say that the market depends highly on auto'ers isn't fair as well. I mine rune essence to craft (I'm F2P), and 2 years ago, probably only 1 out of 5 people at the site are auto'ers, the rest are still honest miners selling for quick profit or mining for their own needs. Now with the new rules, it's still the same. If essence are 30gp ea before the update, and regular essence are still 30gp ea after the update, I can safely say that the number of auto'ers didn't decrease much, since mining reg ess is as profitable as before. Might as well just return to the original plan so that members don't have to pay more for their pure essence. You get cheap essence from honest F2P players, and become BEST FRIENDS FOREVER!
  21. If they were delicate, they would remove the pure/reg ess thing. There's really no point in making members pay more for their ess in order to craft the nats and laws. The original purpose was to deter auto'ers so that Jagex doesn't have to ban lame lvl3 accounts that these people can just create the next day, by crashing the value of regular essence. They thought that the newly introduced pure essence would be the new 30gp ess that members use, and only members can mine them. Whereas the reg ess was supposed to crash in value such that f2p [/b]auto'ers no longer find it profitable to mine. However, it didn't work. Jagex made a wrong move. Pure essence is climbing in value. If you flip through the runescape forum under news, page 4, about this new essence, you'll see members ranting about how pure essence is climbing in value from 40 to the current 100-110gp ea. What I want to say is that Jagex's choice did not bring good to the game at all. They upset the people paying 5 bucks a month. That's why they should remove it.
  22. F2Ps earn their money previously by mining ess and sell to P2Ps, who buy them at 70gp less than what they pay now to TRAIN RUNECRAFT, and profit from the nats and laws they get. Now P2Ps need to either spend more gp, or waste time mining which would otherwise be used to craft more runes? That's not a negative impact? Paying more to attain the same efficiency as before? Jagex should count themselves lucky that they tried this method on rune essence. Imagine trying on logs, and "pure" yew logs triple in price as compared to 300gp ea now. The whole fletching business can go down the drain :shame: AND not forgetting that it didn't stop, or even slow down the lvl 3s at all, since rune ess remains the 30gp ea it has always been.
  23. This was in the rants forum -.- It got moved to bugs and suggestion? And it's funny that their update actually affected only the members, the ones who are paying and supporting Jagex. F2Ps and rulebreakers still mine reg ess and sell for 30gp ea, while members have to pay more for pure ess in order to craft higher leveled runes. Negative impact on the ones PAYING. Maybe that's why I'm having second thoughts about becoming a member :?

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