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SportsGuy

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Everything posted by SportsGuy

  1. It was more a response to "should be noted", but I don't think a picture of the rewards is necessary. Perhaps a total rewards list (or individual site rewards).
  2. See here: http://forum.tip.it/viewtopic.php?f=226&t=755168 http://forum.tip.it/viewtopic.php?f=226&t=772543 There are lots and lots of submissions for past quests that crew members don't seem to be able to confirm or deny. I think if they would go through and consolidate like threads and spend a little bit of time maintaining specific threads for specific quests (as I heard they did in the past), there would be less re-posting and perhaps more thorough re-workings of guides. As it is, the list is so long, that it probably looks too daunting for them to complete. If they'd invest that time right now and consolidate and then move and merge posts as they come in, perhaps more people would get the idea and the procedure and post only in the quest thread. They could even completely lock out all new posts and only create new threads for quests as Jagex releases them. As it is, I fear that either nothing will ever get done with the dozens of submissions (many already made or confirmed by me or other helpful members). Slainte
  3. Ned is in Draynor first, you talk to him, then when he says he'll meet you at the boat, he moves to the southern landings of Port Sarim. He's in one of two places and that's all.
  4. Plus, a halberd can get the job done from a safe spot that still (yes, even after the update) exists.
  5. Armoured Zombies...
  6. I read through the description and noticed that the man might have had a bank deposit option, but if you choose not to use him, you can still collect items from the chests, assuming you have free bank space. The items you find will go directly into your bank account. Since the below picture is pretty large, please let me know when you're no longer in need of it so I can delete it from the file host. Thanks! [hide=MOM MAZE][/hide]
  7. I agree whole-heartedly. In fact, I'd go farther and say that ANY quest that requires a light source that it would be reasonable to expect a person to have completed up to say, medium level sections of the seers' village achievement diary, it should be included as a note (wherever it's indicated that the danger of your light source going out adds danger or difficultly to your quest). The only one it doesn't work on is the Haunted Mine quest. You still need the glowing fungus (I thought I could get tricky and use the Seer's headband 3 there, but no...).
  8. This guide is intended to give the reader tips on meleeing Ghostly Warriors. There are very few minimum skill and quest requirements needed to access this training ground, but certain requirements do exist, because the monsters are only found in the spiritual realm, inside the locked 'Axe Hut'. [hide=Requirements]-19 Summoning (to complete the quests) -26 Farming (to complete the quests) -35 Prayer (to complete the quests) -40 Construction (to complete the quests) -42 Thieving (to lockpick the entrance to the axe hut) completion of The Restless Ghost and Spirit of Summer quests (for access to the spiritual realm)[/hide] [hide=Why Ghostly Warriors?]There are many reasons why Ghostly Warriors are a good method of training. First, they have low defence and 44 hitpoints, making them easy targets for training melee. They are considered ghosts, so not only do they count on Slayer tasks where ghosts are assigned, but they are affected by Slashing weapons (i.e. the Abyssal whip), the 'Crumble Undead' spell, and the Salve amulet and Salve amulet(e). Despite having to traverse high-level wilderness to get to the location for teleportation, the spiritual realm itself is not considered wilderness, meaning teleporting is allowed from the realm if hitpoints run low or inventories get filled. The latter is much more likely.[/hide] [hide=Ghostly Warrior drops]Ghostly warriors frequently drop steel armour items, which can be alchemised for a decent amount of gold, most of which yield more than the cost of a nature rune. That means that with a staff that grants use of unlimited fire runes, you can earn "free" magic experience and actually make money, even if you don't already have a stack of nature runes in the bank. In addition, because they drop gems, they also drop half keys, dragon left shield pieces, Rune javelins and spears, and Dragon spears (although all those are rare drops). Another even rarer drop is a Spirit Shield, which can be sold or kept to complement one that players are eventually awarded for completing the Summer's End quest. The real benefits from fighting these creatures come in the rune drop category. Ghostly warriors drop Mind runes in obscene amounts and Cosmic runes almost as much. They also drop a good amount of Chaos runes and as many as 5 Soul runes at a time. Here is a full list of possible drops: - Nothing (infrequent, but almost unnoticeable if you're not stopping after every kill to pick up loot) - 20-80 Coins (not many, but worth picking up since you'll probably be alchemising for coins anyway) - 20-40 Mind runes (usually in the 20s) - 10-20 Cosmic runes (usually in the low to mid-teens) - 10-20 Chaos runes (usually in the low teens) - 1-5 Soul runes (usually one or two) - Steel platebody - Steel platelegs - Steel full helm - Nature talisman (can be turned in at Mobilising Armies if it doesn't sell on the G.E.) - Uncut gems (most commonly sapphires, but diamonds are possible) - Tooth half of a key or Loop half of a key - Rune javelins - Rune spear - Dragon spear - Shield left half - Spirit shield (one dropped on my second ever trip!)[/hide] [hide=Dangers]There isn't much danger in fighting Ghostly Warriors. Their max hit is only 5 and players with high defence, good armour, and good healing techniques can stay indefinitely. Most of the danger is associated with actually getting to the portal. Because they reside inside the spiritual realm, Jennica's ring is needed, as is a trip into the deepest parts of the wilderness. Accessing the spiritual realm is considered "teleporting", so players that get teleblocked by a revenant may meet an untimely doom while carrying valuable weapons and armour that are intended to extend a stay at the hut. If using a PvP world, the route is a favourite place for Pkers.[/hide] [hide=How to get there]To get to the Ghostly warrior's spot in the spiritual realm, a player must wear and operate Jennica's ring when standing on a (visible) portal. You can only get the ring by completing the Spirit of Summer quest. If you've lost your ring, it can be reclaimed by visiting the farm and searching the ground near the quest start. Once you have the ring, you need to get to the 'Axe Hut' in the high level wilderness area between the Deserted Keep and the Scorpion Pit. Crossing the entire wilderness south to north just to get to that one little place is unnecessary. It invites possible attacks from dangerous revenants or in the case of PvP worlds, Pkers, so it's not worth discussing any manner of travel except one that is free to any member - wilderness teleport levers. At the time of the creation of this guide, Jagex had recently added a wilderness teleport lever to southern Edgeville. Previously, only one lever existed - one at the wall separating West and East Ardougne. That lever is not nearly as close to a bank as the one south of Edgeville. It is located just east of the portal that takes players to the Soul Wars minigame. Once the lever is pulled, the player will teleport to the Deserted Keep in the high level wilderness. Players should be ready to immediately pull the lever again once arriving, because this method of travel is at the end of a revenant patrol. Fortunately, a player that is paying attention can pull the lever at the Deserted Keep before being hit by a teleblock spell from a revenant. That will simply land the player safely in West Ardougne. Providing the player has already outfitted in Edgeville and doesn't need to revisit a bank, all that would be needed would be "world-hopping" and trying the lever in West Ardougne until a "revenant-less" Deserted Keep is found. Revenants are ALWAYS the most dangerous aspect of the journey in a non-PvP world, while PKers are ALWAYS the most dangerous aspect of PvP wilderness. In fact, further discussing PvP worlds is unnecessary, because there is no benefit from using this guide in any PvP world. Once a player feels that the immediate area surrounding the Deserted Keep is safe, only a short (but again, dangerous) distance is needed to go in order to once again reach grounds that are completely safe from revenant attack. First and foremost, players need a slashing weapon to break through a spider's web. Remember, revenants can walk right through things like doors (and the web, even if it's not broken), but you will need a slashing weapon in order to pass unless it's already been cut by another player. If you're trapped on the outside trying to get back or stuck inside and teleblocked, you'll regret not having something as simple as a knife to cut your way back to the Deserted Keep. After passing that web obstacle, a short run east and up the slope will bring the player to the small enclosure known as the 'Axe Hut' where level 42 Magic axes are hovering inside. Instead of picking the lock on the door now, the player should stand in the middle of the white, glowing disk on the ground to the south of the hut and 'operate' Jennica's ring while worn. The player will then be taken to the spiritual realm and see Ghostly warriors where the axes were previously. They will be aggressive for approximately 15 minutes once the player uses the lockpick on the door and enters. The single most important aspect of being in the spiritual realm and not the wilderness is that teleporting to any location is allowed, assuming the player has the means through runes, teleport tablet, or special teleport item. It should be once again noted that players who have been teleblocked either by another player or a revenant will not be able to access the spiritual realm and the safety that it provides. Because the Ghostly warriors only roam inside the hut, players can use the exterior grounds as a place to heal, alchemise drops, or rest, provided they have not dropped their lockpick upon entering. A lockpick is required to enter the hut each time the player desires to fight the monsters and collect the drops.[/hide] [hide=Setting up for the trip]There are many different ways to prepare for the journey. First, good weapons and armour are a plus, especially if the player is planning on staying for an extended period of time. The only two necessities for fighting the monsters are Jennica's ring to access the spiritual realm and a lockpick to access the hut (along with a skill level of 42 Thieving, of course). Any other item can be a matter of preference, but I have found that slashing weapons like the Abyssal whip provide two functions. First, it's a method of getting past the Deserted Keep's web obstacle and second, the Ghostly warriors seem susceptible to slashing attacks. Wearing things that boost such an attack would be best, but the Salve amulet or Salve amulet(e) for players who have completed the Haunted Mine and Tarn's Diary quest and mini-quest, respectively, can also help players get quicker kills. In the case of players who wish to "camp out" at the area for an extended period of time, a good defence is a good offence, since after a relatively short amount of time, the Ghostly warriors will become unaggressive. For players wishing only to stay until gathering a full inventory, an Amulet of glory or the like would certainly be acceptable. Some players may feel more comfortable taking more than just a couple of food items, but expensive food isn't necessary. Food can be eaten if inventory space is needed, so taking up more space with cheaper food is a better idea than trying to conserve that space with, say, monkfish or sharks. Before heading to the wilderness teleport lever, it's a good idea to do a 'spot-check' of a player's inventory and person. Here is an example of an inventory for a player that might not be planning on staying more than one hour. You will notice in my inventory that I've brought some food. Since I'm not going to be staying long, I simply want to make sure I can last the initial attacks. Since I can fish for my own monkfish, I'm not as concerned with wasting them if I run out of space. The food also serves the purpose of getting me through an emergency encounter with a revenant. I might have also brought some combat potions or mixes (Strength, Attack, Defence, Super Strength, Super Attack, Super Defence, Combat or the extreme potions available to expert Herblore practitioners). Notice the lockpick in the inventory. You cannot access the hut without it no matter what your level in Thieving might be! I also have space for coins that might be dropped or gained by high alchemising the steel item drops with the runes I've brought along. You'll also see that Jennica's ring is being worn, but there is a Ring of wealth to switch to once in the spiritual realm. Alternatively, players may choose to try Range and Magic attacks on these creatures, but doing so will cut down on the volume of drops that could be gained by a player with higher combat levels and players that care less about the drops and more about the melee skill experience. These creatures are easily killed without much difficulty by even mid-level combatants (and for the first fifteen minutes, without paying much attention to the battles since they are aggressive). It will not take long for a player to fill their inventory with steel items, then after alchemising them, fill them again and again, with uncut gems taking up the remainder of the space. In this example, you'll notice first the number of coins, certainly not all from drops. I am one of those people that doesn't throw away any drops. I even bury regular bones when fighting beasts, but these creatures do not drop bones. That makes killing large numbers of them even quicker for a player like me. I did save the gems and the nature talismans the vials from the Combat mixes I used and the lockpick. I could have easily killed a few more Ghostly warriors until earning more gems by dropping the vials and the lockpick, though once you do drop the latter, you must be careful not to click on the doors of the hut, because once you exit without a lockpick, you have no way of re-entering. As you'll notice, this trip earned me a half key drop. That half key might instead be a few Rune javelins or another more rare item, but usually, if you stay so long as to alchemise all the steel armour drops and keep everything else, you will probably have at least one of those rare items, which could be something as unique as a Spirit shield.[/hide] [hide=Additional tips]These monsters do not hit players with good defensive precautions often enough to be considered dangerous, not to mention the fact that simply walking out the door of the spiritual realm's hut will render you immune to attack. Players can even log out inside or outside the hut in the spiritual realm and then log back in later, or simply "rest" to regain run energy and by not taking part in combat, hitpoints. I would NEVER recommend attempting to travel to the Ghostly warriors without full prayer points, but not because you would ever need to use prayer or curses on the monsters themselves, defensive or otherwise. Prayer is ONLY recommended for surviving a possible revenant encounter in the wilderness. Because these monsters don't pose serious threats to those who prepare moderately, bringing along a healing familiar is not only not recommended (as overkill), but simply a waste of space and Summoning points. Instead, players would find it much easier to wear Guthan's armour and weaponry and constantly heal on the Ghostly warriors, or as in my case, the Enhanced version of Excalibur (an ancillary reward from completing the Seer's Village Achievement Diary). A player might also forgo alchemising anything but Steel platebodies, dropping anything that isn't rare, or using the Explorer's ring 3 as a method of low alchemising some additional items once runes run out or some of the lesser Steel drops as well as to use it to teleport out of the area once goals have been accomplished. Players could also bring along a chisel to cut the uncut gems twice - once into cut gems, then again into (stackable) gem tips for bolts that may or may not be used, sold, or dropped later. Because most of the drops can be alchemised or stacked, staying with this manner of gear could conceivably get a player to 99 in every single melee skill without leaving! It's possible for players to bank at the Mage Arena in the deep wilderness, but doing so requires a longer time in the deep wilderness where the player will be vulnerable to attack by revenants Players making more frequent banking trips might find wearing an Amulet of glory instead of a Salve amulet would allow quicker trips back to Edgeville to heal, bank, and re-outfit than would a player using Jennica's ring to teleport back to the wilderness, running west past the Deserted Keep (since pulling that lever would now bring players to West Ardougne instead of Edgeville), cutting webs, and banking in the Mage Arena underground. Doing so, would allow selling of the runes to the rune store located there, but there are much better ways to make use of the large number of runes, including selling them on the G.E. or using as commodities in the Mobilising Armies minigame.[/hide] This guide is not intended to encompass every single method, tip, or trick associated with fighting Ghostly warriors, but because of the runes output, potential experience gains, and ease of attacking, it is a vastly overlooked training monster.
  9. Well, I can't imagine trying to earn any of the other items available for trade in the Magic Training Arena. After hours of "training" (which did, incidentally, include adding a level in Magic), I was able to head upstairs and "purchase" the ability to turn bones to stones...errr, stone fruit...peaches. [hide=Peaches come from a tab, they were put there by a man, in a player-owned house in Yanille...][/hide] I noticed something interesting about the 83 level in Hitpoints...taking a dip in Oo'glog's thermal bath now boosts me to 99 Hitpoints! I suppose that's as close to a 99 as I'll get for some time. At least until I reach 84 Hitpoints and boost to 100! While making one of my daily farming runs, I happened upon a few birds nests. It was unusual to get more than one in one trip and what I thought was a Saradomin egg turned out to be something more unique. A blue raven's egg now sits in my inventory and since I really have no desire to hatch it, It probably will for quite some time. I don't really keep pets, but I would if there were absolutely no chance of them running away. Since there is, it's too much trouble to have to deal with, at least in my book. I'm really just wasting more time until Jagex releases a new quest or better content. I made myself a bunch of Bones to Peaches tablets and made a foray into the God Wars Dungeon again, but only to stockpile those noted Adamantite bars. I did take a break to finish a Treasure Trail. [hide=Decent rewards, July 13th][/hide] Other than that, I did find time to finish the "first draft" of a guide to Ghostly warriors and have added a link to my signature, in case you're looking for something new to try!
  10. Don't forget that there are trading restrictions, so you may or may not have trouble trading away those teaks, unless you're willing to pay to off-set the cost.
  11. SportsGuy replied to Zoov's topic in Help and Advice
    Wait until it makes the pass toward the cave (when it's on the northern route, heading west) and run a little south and use the pouch. Keep "calling" your summon once it "notices" you, and make sure you run into the cave.
  12. The glider is on the east side of the river that runs north-south through the karamja mainland. You could probably cross on the log in the middle of the map if you have a high enough agility level. It's the glider SOUTH of the crashed one and south of the shipyard. The foodle thing is a reference to the glider gnome's name.
  13. I haven't mined clay since I was F2P, but having recently unlocked the Bones To Peaches spell, I'd like to construct my own tablets (at more than 1k a pop, I don't feel like shelling out that kind of cash). I know I COULD buy them or the clay, soft or otherwise, on the G.E., but I'm going to mine it. Does anyone mine clay? What's the closest spot to a bank or deposit? I'll use some Bracelets of clay just for the heck of it (I have more than 1k sapphires in the bank anyway), but I want to get the clay in the bank pronto. Thanks in advance for the help!
  14. It's not exactly "free" but if you haven't bought or made better armour, then yes, it's probably better than what you've been using. The stats sorting page in the items guide by Tip.It will show you comparisons to whatever you have right now.
  15. Ooh! I think the crew might actually need pictures of something from the quest. If you PM one of them (and can wait for a response), you might get help from a Tip.It Crew member and be able to help them back.
  16. I believe they didn't get specific in the guide because the responses are different for each player. I wouldn't kill yourself for pictures. I know I did once and they didn't use them.
  17. Thanks :D, what do you wear and use? since you have around the same combat stats as I do (altough a bit higher). I love steel dragons so it would be nice to do mith too :D I still might range them, even though you could get extra damage with the Slayer helm. To me, the added punch it gives is negligible. I wear Ava's Accumulator, Snakeskin boots, Black d'hide body and chaps, Barrows-style gloves, Archer helm, Rune crossbow, Anti-dragonfire shield, Amulet of glory, and Ruby enchanted bolts for the first half of the fight, Diamond enchanted bolts for the second half. I always bring ranging potions and antifire potions and prayer potions and some food. I get right up next to the dragon and pray melee, I think. I can't remember.
  18. Besides that, there's no guarantee that creating a section for more responsible debating would actually keep out immature responses.
  19. If you get them as a task, you'll simply get Slayer experience on top of the ordinary experience you'd already get. I can do around 4 of them in one trip at my levels. I would think 3-4 is pretty normal. I wouldn't want to leave all the mithril bars on the ground, nor would I want to risk death. What does Duradel assign for these? Single digits, right?
  20. Aren't they white lillies? Are they plantable at all allotments? If so, that could make planting fruits and veggies a little more profitable (since I wouldn't have to deal with the stupid payments anymore).
  21. I second Wisse...nothing outside the TzHaar caves drops obby items.
  22. Penguin Hide & Seek points went toward Construction this week, for no better reason than it seemed like a skill that could use the points. I need just five more Construction levels to get to a high enough level for a Gilded Altar, which I'm sure will help train Prayer more quickly (not for experience, but as far as playing time is concerned). I visited a few Evil Trees and managed to earn levels in Woodcutting and Firemaking. I still haven't revisited my Slayer task, but I did revisit an enemy I trained on in order to earn some cash and runes. I may create a short PMG (player-made guide) based on the training spot on which I use. At that spot, I advanced levels in Attack, Defense, Hitpoints, and Combat...all within a two minute span! No picture, because I was battling aggressive monsters at the time. I did settle upon training at the Mage Training Arena after making my first few visits to kill Aviansie in the God Wars Dungeon. I'm just not willing to spend more than 1k for each Bones to Peaches spell tablet and bringing enough food or potions doesn't seem like a great option. I envision myself with a few hundred tablets made, half as many high alchemy sets, 1k broad bolts...and tons of loot! The area has definitely become my Ranged training ground of choice, surpassing the days and days spent camping out in the Waterfall Dungeon at Fire Giants. Hundreds of points stand between me and unlocking the important "B2P" spell. It seems ludicrous for anyone to have any desire to get anything other than that spell before the other shop items. Peaches heal eight hitpoints compared to the two by bananas, which also happens to be the amount of damange sustained every two seconds in the Graveyard section. It's mind-numbing. I can't wait to be done with it. Enchanting was much easier, with 10 points per Dragonstone at a time and world-hopping after picking up and enchanting all six. I did a few rounds of Telekinetic playground and Alchemy, but I'm trying not to "fry my brain" on the same minigame for hours on end. There aren't any new goals, but unlocking more content will always be my main focus. I don't really feel like the new updates are helping my particular style of gaming, but I know that more are on the way in the near future, just not on the same scale as the latest releases. I'm happy that people are still reading... Thanks! It's difficult to stay motivated at times, but perhaps writing a PMG or buying some new item I'm lacking will give me a boost.
  23. Do you know what ideals are? How could you possibly know what my ideals are when I'm replying to an insult that had no factual basis? These are rhetorical questions, of course, because I already have a good idea that, no, you don't have a clue about why rules exist. I'm not a wanna-be mod.
  24. Neither is okay, but I'm sure that the second would be harder to prove, since there would probably be more computer interaction. It amazes me how many people think bending the rules is part of the rules. I'm not saying you, but just in general. Are you kidding me? Why do you care so much if someone bends the rules? You little mod wannabe, quit crying. I know exactly what kind of person you are from this post. You and your type are the reason for some of the biggest problems in this world. I'm not over-stating. EDIT: More on topic...if people are asking for something to train at that doesn't require 100% attention, that's different. AFK training is against the rules, period. Stop calling it AFK training then and start calling it something else if you want, but AFK is not the same as at the computer and doing something else. You're at the computer. Proof? Jagex doesn't even want you to leave the room for a second while you are logged in (Stronghold of Security questions, remember?). AFK = away from keyboard. If you're not away from the keyboard, then you're not AFK.
  25. Neither is okay, but I'm sure that the second would be harder to prove, since there would probably be more computer interaction. It amazes me how many people think bending the rules is part of the rules. I'm not saying you, but just in general.

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