Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Blutters

Members
  • Joined

  • Last visited

Everything posted by Blutters

  1. THANK YOU, that's exactly it. All of the above = griefing. I've heard "post-trade restriction product" thrown around here. And then I also hear people telling others they shouldn't criticize someone else's idea of fun, and I'd agree with that, unless their idea of fun is to ruin the game for others. By wanting JaGEx to put PvP on every world when the update can easily be applied to only some (and ostracizing those who would like it limited) those people are being hypocritical...
  2. I'll be glad for free trade, but not PK'ing. When it went away way back when so did a lot of trash. OP is a good example. Mark my words: this will be a tarnished age, only golden for grievers. ... Maybe bronze for everyone else. EDIT: mostly agree with Vulxai above...
  3. :wall: Ah [cabbage] just realized I sold my prior-to-this-update elite clue junk of Ancient Kiteshield and Chaps...
  4. I'm glad they're continuing the dwarf series so soon, and hope that they release the graphical update for them at the same time, but then that is rather unlikely... Hopefully the new gravestone isn't ridiculous looking like the most expensive one is right now. I use Zamorak's grave instead because of it... Hnnnngggghhhhh Zaros boss PRESTIGEEEEE!!!!!! Will normal GWD become abandoned now? Will people trade their shield for free ammo with the new bow? Will the new boss be instanced and fun for groups of friends or camped incessantly by large scale corporation-like clans and its spoils hoarded by assholistic merches? Will I even get to see the boss before I'm back in college in two weeks???
  5. Why not just tweak it to where OVL/EXT act like their lower equivalents when the player using them is in combat with another player? So those 125/125/125/122/106 become what, 118/118/118/112/104. Sure, they still stay boosted all the way for the five-minute period and only take up one inventory space, but it's still a fair compromise. If the Overloading player were fighting, say, the Chaos Elemental, their stats would be normal Overload grade. If they attack another player, their stats will lower to the above. However, if they retaliate, their stats will remain Overload grade. I feel this is very fair. This allows some players a kind of "immunity" from being attacked randomly by PKers, if JaGEx does indeed intend for the Wilderness to return to all worlds. Some will say, "But those who enjoyed PKing prior to the changes had no choice in the matter!" Yes, this is true. But if you were to deny people the small amenity proposed above based entirely on that rationale, you are nothing but a vindictive [wagon].
  6. Spot-on, thanks! I had figured about that much for average loot but had thought actual item rarity was higher, like even twice that. Thanks for clearing that up! So I guess this is like 2m an hour minus 3 overloads and like 12 prayer pots... Rofl
  7. I'm trying to determine what Barrows can make for me on average per hour. Average value of each item is 1.6m... (All sets added together then divided by 24...) I figure, all the items occur at the same rate, and I can pretty easily get 12 chests per hour, so basically I need to know: 1. What is the "frequency" of Barrows equipment? 2. What is the average value for non-equipment loot?
  8. So Fury Kits are finally crashing? Will this last? To be honest I didn't expect that they would ever truly crash. There's really not a better amulet out there, as in, every decently wealthy player uses an Amulet of Fury, equalling pretty widespread demand... Is 3rd Age Druidic like the only thing in the game not crashing?
  9. All of this talk about combat levels not adequately representing combat ability reminds me of a little group called pures. Hmm...
  10. I must say that this news is already bringing out the worst in people. Typical of TIF, atypical of the holiday season... This is all hindsight. Everyone's already lost. I read on these forums time and time again how much everyone hates all those "10/11/12/13/14 year olds" who "ruin the community". People seem to be looking through, oh what's that cliche adage, extremely THICK rose-tinted glasses. Right, if I were to in any way endorse that the "general population" consists of undesirables, at least right NOW they're not the genuinely mean kind, but rather the innocent and the ignorant and the slightly annoying. Well no, that's not true either. We already had an inflow of the generic genuine assholistic when BH was introduced, and then again when PvP worlds came. Enough beating around the George. Pre-trade updates, PKers and merchanters were [wagon]. [wagon] are going to come back in massive numbers and if you think the community is bad now you just wait and see. At the moment PvP worlds are fine in that PKers are kept in their own little pens. Also, I'm QUITE SURE that statues and PvP gear make for more valuable drops than the old system did (rune sets and dragon scimmies!), and especially now that people use untradable weapons versus whips and godswords. The only thing that bringing back PKing to the Wilderness on all worlds will accomplish is hurting people who want nothing to do with it, and lowering any actual gains for PKers besides. [spoiler=I don't really like PK'ing or merchanting, despite having the means to do both.]Face it. Really, turn around, uncross your arms, tilt your gaze up, and look at it: The combat system in RuneScape is pretty poor. The reason PKers don't like PvP worlds is because they can't kill innocent bystanders, only other grievers like themselves. That's really what PKing comes down to: making others lose their hard-earned items. If people really wanted to enjoy a combat game they would go player a First Person Shooter, but in most FPS one won't lose anything but perhaps a few points if one dies. This probably accounts for PKer's inherently horrible attitudes - that they must make others suffer to feel good about themselves. umadbro dropped gg gf lol lost void lmfao bye chaotix ha ha idiot Merchanting, in the old system, was a lesser form of scamming. One would buy an item from an honest (or original) source for lower than its true value and then turn around and sell it to another person for higher than its true value. That's not providing any sort of service or constructivity - that's just ripping people off for personal gain. PKers are more likely to have multiple accounts than people who are content with their single mains. The only reason that's not obvious to many people in this thread is that said people are blind to opposition. It is unfair but there's little sense trying to talk sense on this subject, and even if I got anyone to agree, it's already been done. Not to bring religion into this (too strongly at any rate), but it looks like a lot of people here who are outspokenly atheist are pointing to the "overwhelming majority" and declaring that because the majority wants this change, it will be good or that it should happen. It just so happens that a majority of the people in the WORLD belong to some sort of religion, so this point is a bit contradictory. To be honest I think you guys (the ones this section is referring to) will blow any which way at any given time to get or support what you want. Real lack of backbone. This really goes for trusting JaGEx or the KB or anything official too. When what JaGEx says is good for you, they're a shining pillar of truth. When what they say goes against what you want, they become some sort of backstabbing corporate monstrosity. I really don't see why some are so excited. Divine is basically buyable in the GE. What other reason did you have need to go through junk trading routes? - Since, as above, you clearly change your tone when it suits you. Back in "the good old days", many of us on this forum still had a lot to do in the game - the game still consisted of many new experiences and fun to be had. Now that a lot of us are maxed combat, have completed all the quests, played all the minigames, explored all of the map, conquered the strongest bosses, the game doesn't seem so bright anymore. Bring back free trade and the Wilderness is not going to bring back those days - those were one-time golden experiences. I like the idea of free trade AND the Grand Exchange, but bringing back the Wilderness in "all of its former glory" is going to poison an already, according to some, failing community, and won't make many hopefuls truly happy.
  11. Thanks lol. I think at least the Ava's Retriever and God alignment ones are reasonable if tweaked a little. Ava's Retriever would basically just be the God Cape of Ranged, with the added bonus of retrieving SOME Bolt Racks (the written rate is too high), and the God alignment one is pretty much just cosmetic outside of GWD. A lot of people use Bandos and plenty took advantage of Abyssal Whip recolorations, so I think that JaGEx adding in a few more flavors wouldn't go unappreciated. The others... Well, I feel that while the Revenant one is do-able purely from the randomly occuring boss aspect and its game mechanics, the loot is far too much, and its max hits and hitpoints as written are a little outdated. The Berserker Necklace granting invulnerability... Lol, that power should really go to the Ring of Stone. As we've learned since the necklace was released, the necklace is actually pretty decent for mid-level players' training and doesn't need to be tweaked that much, if at all. Double Dragons will likely never happen and for that matter Adamantite and Runite Dragons are probably years off as well, but I still think it's a neat idea: A dragon, possibly mechanical, made entirely from every piece of Dragonite equipment and able to use all of the special attacks that that includes...
  12. In short, not interested. I've come to rely on the Grand Exchange. If you're not trying to screw people out of their money by merchanting then you really don't want to stand around yelling offers every 5 seconds! That said, if we were able to switch between limit and no-limit worlds, I would applaud the slight elimination of junk trading...!! PK'ing sounds good, just not really for me personally. Hey guys, did you realize we still have statues pumping pure cash into the game? No? I wonder why everyone forgot about those. Maybe most just gave up after the Climbing Boots deally... I support full-looting PK worlds, or maybe I just don't oppose them? Ah well...
  13. Just now, I am reading through several very dated suggestion documents and have decided to share several with you all! Do note that most of these are, err... Pretty much unrealistic, but I believe they still have merit for creativity! And a few have actually come about in similar ways recently - I'm definitely not saying that I predicted them or anything of the sort, but that it's rather neat to see some ideas partially fulfilled. I am copying them DIRECTLY to preserve the, uh, authenticity of my naivete... :P [spoiler=TRUE Revenant suggestion! (Probably written when Revenants were first released...)]Revenant (-Combat level difficult to determine-) 300 HP Located in the Wilderness. ATTACKS Either method of attack will stay at the same attack rate speed regardless of the Revenant being attacked by multiple targets, but a Revenant will not attack random targets. See SPECIFIC SPAWN CIRCUMSTANCES. MELEE Hits up to 30 with Melee but will only attempt to walk up and use Melee if you are within five squares. Melee attacks are a simple punch. Melee attacks can be described with an attack rate speed of six bars. RANGED Hits up to 40 with Ranged and can do area damage to nine squares. Ranged attacks are smoking projectiles with a grayish sphere center and a trailing flame. Ranged attacks are always fired two at a time with a distance of one to three to five squares apart over the period of time they are fired and the separate blast radiuses may overlap, but area damage will not stack. Ranged attacks used by Revenants can be avoided, unlike typical Ranged or Mage attacks. Area damage within the eight surrounding squares of both separate projectiles hits up to 20. Ranged attacks can hit damage on other monsters, and may cause them to attack the Revenant. Ranged attacks will never be used when target is within five squares. Ranged attacks will travel up to ten squares before self detonation. Ranged attacks have a 1 in 5 chance of locking onto target, however if the target can outrun the attack over a space of ten squares, the projectiles will self detonate. Ranged attacks that lock onto a specific target will have the same graphic as those that do not, but will also be seen as attackable entities which may be destroyed with level 80 or higher Ranged. Ranged attacks that lock onto a specific target that are destroyed with Melee (although it is hard to time to actually hit them by the target) will always hit the max damage. Halberds are automatically damaged if they are the Melee weapon used to hit the projectile and can be repaired at the store for halberds. Ranged attacks can be described with an attack rate speed of two bars. Regardless of this, a second set of projectiles will not be fired if the first set is locked onto a specific target. BEHAVIOR Revenants will not cease to be aggressive to player targets that attack them first or that they are specifically spawned to attack and will continue to attack player targets until the Revenant dies, the player target dies, or the player target escapes the Wilderness. Player targets who enter the blast radius of a Revenants Ranged attack projectile that are hit damage will only be susceptible to aggressive attack if they hit the Revenant three or more times, giving innocent bystanders time to deactivate auto-retaliate and escape. Monster targets, however, that are hit by area damage will be killed without chances (since a monster wouldnt normally stop attacking anyway). If a player target whom a Revenant was not aggressive to attacks and destroys a Ranged projectile that was locked onto a specific target, the Revenant will automatically become aggressive to the player who destroyed it. Ranged projectiles detonate in unison, regardless if only one was attacked and destroyed. Revenants will be unable to use Ranged attacks for as long as a target can keep up an attack rate speed of seven or higher against any current targets and will instead move into Melee attack range. Revenants will attack innocent bystanders wearing Saradomin-blessed items or equipment. Revenants will fully heal and boost the combat stats (with similar potency to (+) potions) of innocent bystanders wearing Zamorak-blessed items or equipment. If the aforementioned bystanders then attack the Revenant, they will be killed instantly. Revenants will teleport innocent bystanders wearing both Saradomin and Zamorak blessed items or equipment to an area on the non-Wilderness side of the Wilderness Ditch. If a Revenants specific player target is attacked by a GWR clan or GWR member, the Revenant will kill the entire GWR clan before resuming its battle with its specific player target (meaning this is the only situation that a Revenant will not attack all of its enemies at once.) SPECIFIC SPAWN CIRCUMSTANCES Revenants will only spawn if one specific player has dealt the majority of damage to five or more clans of GWRs within a two day period of time. Revenants, aside from being killed, will only disappear if all of its targets have escaped or died after it has fallen below 80 HP. Only one Revenant may be fought by either the player who caused it to spawn or the player who killed it within a three day period of time (if the player who caused the Revenant to spawn is not the player who kills it, then they are not bound by the three day limit.) WEAKNESS Revenants will not be affected by either the Salve Amulet or the Salve Amulet (e). Revenants will not be affected by poison unless it is by the effect of Smoke Barrage. Revenants will only be affected by Prayer protections by 50% (similar to the effects of Prayer protections in PvP settings.) Revenants will be automatically killed if the Chaos Elemental is hit by area damage resulting from the Ranged attack of a Revenant. Immediately following, the Chaos Elemental will become frozen in place and release an area attack (effectively, chaotic rain) that can affect up to 64 squares around him and resembles the Revenants own Ranged attack. In this case, the damage resulting can hit up to the max damage (40) of the Revenants Ranged attack if it were to hit a specific target head-on. Preceding this, the Chaos Elemental will explode, dying and automatically killing any target standing underneath. - Revenants are immune to slash and stab Melee attacks and resist crush Melee attacks by 50% of the damage (similar to the effects of Prayer protections in PvP settings.) However, crush attacks dealt using Black equipment have a chance of hitting up to 300% their damage on a normal target. The Dragon 2h Swords special attack will nullify lock on projectiles without the wielder being inflicted any damage as long as the wielder has selected the crush attack mode. - Revenants can only be damaged by Ranged attacks if the ranger uses Rune Crossbows equipped with Diamond Bolts (e) or higher, Magic Composite Bows equipped with Rune Arrows, Rune Fire Arrows or Ice Arrows, Black or Rune Knives, Black, Rune or Dragon Darts, Gray or Red Chinchompas, Karils Crossbow equipped with Bolt Racks, or a Crystal bow. If using either Karils Crossbow or a Crystal Bow, the rangers attack rate speed will automatically increase to ten bars as well as a 50% accuracy increase. Ranged projectiles fired by the Revenant that lock onto a specific target will automatically be destroyed by any of these ammunitions with the exception of Black or Rune Knives and Black, Rune or Dragon Darts, and in the case of Gray or Red Chinchompas, the area damage will be nullified. - Revenants can only be damaged by Mage attacks if the caster uses Fire Blast, Fire Wave, Crumble Undead, Smoke Barrage, Shadow Barrage, Blood Barrage or Ice Barrage. All of these spells will hit their max damage every cast. Ranged projectiles fired by the Revenant that lock onto a specific target will automatically be destroyed by any of these spells with the exception of Crumble Undead, and in the case of barrage spells, the area damage will be nullified. APPEARANCE & ANIMATION Revenants vaguely resemble Ankous in the respect that they are skeletal with a ghostly gelatin exterior. Revenants occupy four squares and their height is between level 25 Skeletons and level 80 Giant Skeletons. Revenants come in two varieties: A) Wears metallic silver sleeveless body armor tautly attached around ribs with launchers on shoulders, blood colored area covering the gut down to the knees, the exterior substance is a light brown decaying flesh area on the arms, skull, and below the knees, hands permanently balled into fists. No flinch animation except for death, when being hit tiny splats appear, Melee attacks alternate each blow between both arms, slight pause before Ranged attacks are used. - B) Wears sleeveless body armor, half metallic silver and half metallic red, black pipes run from where the throat would be to the chest, shoulder mounted launchers are raised higher than the A) version, shades of translucent light red, peach and tan run together over gut and limb areas, skull has two level glowing light turquoise eye sockets. Very slight, jittery flinch animation when being hit, Melee attacks alternate between arms, and although both are considered crush attacks, the revenant will scratch or punch, slight pause before Ranged attacks are used. - A) & B) Yellow glow if healing those in the vicinity wearing Zamorak-blessed items, red glow if attacking either the specific player that caused the Revenant to spawn or innocent bystanders wearing Saradomin-blessed items, if leaving because specific targets are gone the Revenant will appear to use a teleport tablet, if being attacked by a bystander which it just healed the Revenant will appear to cast a very powerful form of Flames of Zamorak on the recently aided target, if being killed by the Chaos Elemental the Revenant will crumble into pieces and be levitated into the Chaos Elemental, death animation is partially exploding and crumpling into a heap. EXPERIENCE & DROPS Revenants are unique monsters and offer 300% the combat experience a player fighting a normal monster would receive. Revenants drop: (100%) + Revenant Remains (NT) + Revenant Vest (NT, OO) + Colored Lenses + 5,000,000 Gold Pieces (Two of the following) + 100 to 500 Cannon Balls + 100 Silver Ores + Nature Talisman + 50 to 200 Steel Bars + 100 to 500 Lava Runes + 100 to 500 Blood Runes + 2 to 4 Long Bones (NT) + 1 to 3 Curved Bones (NT) + Dragon Chainbody + Shield Bottom Third (NT) + Shield Right Third (NT) + Shield Left Third (NT) + 1 to 2 Crystal Seeds + 100 to 500 Bolt Racks (Random occurrences of the following) + 1 to 10 Steel Medium Helmets + 1 to 10 Adamant Platebodies + 1 to 10 Adamant Platelegs + 1 to 3 Boots + 1 to 3 Boots + Yellow Key (NT) + Red Key (NT) + Blue Key (NT) + 1 to 5 Field Rations + 5 to 25 Holy Water Vials (NT) + 5 or 6 Bones + 2 or 4 Skulls + 4 Oak Planks + 4 Lit Torches + 10 to 20 Bagged Dead Trees + 100 to 200 Red Dyes + Clue Scroll (NT) + 5 to 15 Plain Pizzas + 5 to 15 Unholy Symbols (NT = Cannot be traded, OO = Can only have one at a time, AN = Always noted) (100%) Every drop in this category is obtained when a Revenant is killed. Revenant Vests are very tough armor and might be considered the Fire Cape of body armor. If a player uses Cannon Balls on the Revenant Vest, it will receive a charge (maximum of 4) for every 100 added. These charges can be activated in a similar manner to the Dragonfire Shield by clicking operate in the equipment screen. 1 charge allows both launchers to fire. The damage is similar to that of when the vest is actually being worn by a Revenant, but hits proportionately with the players Magic level, with 40 damage being possible at level 96 Magic or higher. Revenant Remains can only be sacrificed on Chaos Alters. Sacrificing them on any normal Chaos Alter gives 5000 Prayer experience, whereas the effects of Player-Owned House alters also apply, up to a grand 17500 Prayer experience. Colored Lenses are unique, tradable drops that may be used with Mime Masks, Highwayman Masks, Cavalier Masks, Gnome Goggles, Hat and Goggles, the Skeleton Mask (Halloween 2006), and the Grim Reapers Hood (Halloween 2007). Colored lenses come in a variety of colors including blue, green, red, white, purple and black. Colored Lenses may be added and removed from any headwear freely. (Two of the following) The 2 to 4 Long Bones drop and 1 to 3 Curved Bones drop are paired. The 100 Silver Ores drop and Nature Talisman drop are paired and are the rarest of all the drops listed. The player who takes them will get a Mysterious Old Man random event which will give them a Cosmic Talisman. If a player receives a Dragon Chainbody as a drop from a Revenant, they obtain the ability to remove the shoulders so that sleeves are shown (like normal chainbodies.) This only changes the Dragon Chainbody in appearance, and if it is later traded it will look like a normal Dragon Chainbody with the shoulders intact. The shield third drops can be assembled into a Dragon Kiteshield if the player has level 70 Smithing or higher. The completed shield is tradable. (Random occurrences of the following) Any drops in this category may be obtained from a single killing of a Revenant, but the same drop will not be received multiple times. The 1 to 10 Steel Medium Helmet drop, 1 to 10 Adamant Platebody drop and 1 to 10 Adamant Platelegs drop are a set. You will always get the same amount of Adamant Platebodies as Adamant Platelegs. If this set is received, the items will most likely be unnoted and spread around the ground. The 1 to 3 Boots drop (1) and 1 to 3 Boots drop (2) are paired, but there will only be a maximum of three pairs of Boots dropped at a time. The Boots drop (1) are randomly assorted colored boots from either the Grand Tree or Canifus clothing stores. The Boots drop (2) are new metal boots, following the color separation scheme of Bronze through Rune Boots with a grayish-green primary color and yellowish-tan secondary color. Boots (2) have high Melee defense stats and a strength bonus exceeding that of a pair of Dragon Boots. The Yellow Key drop, Red Key drop and Blue Key drop are a set. When received, they appear in a line in that order from West to East. They are used to open numerous doors of their corresponding color in Melzars Maze. The 1 to 5 Field Rations drop and 5 to 25 Holy Water Vials drop are paired. When received, they appear randomly within the four squares the Revenant occupied upon death and the ten square perimeter surrounding this. The 5 or 6 Bones drop, 2 or 4 Skulls drop, 4 Oak Planks drop and 4 Lit Torches drop are received in the appropriate pairs required to build a Skeletal Throne (minus the Marble Blocks and Magic Spheres), Hanging Skeletons or Skull Torches. The 100 to 200 Red Dyes drop can only be received in numbers divisible by four. The Clue Scroll drop is for a high level Treasure Trail (level 3). Upon death, a gravestone (Symbol of Zamorak) will appear proclaiming the player who killed the Revenants victory. The gravestone will stay for three days time before dissolving. [spoiler=God armor aligment manipulation suggestion! (Far before Elite clues, likely shortly after the release of GWD)]+ The ability to change a piece of [metallic] god armor's alignment. To do this, you must kill Spiritual Warriors in the God Wars Dungeon for crest pieces (dropped, of course, for their respected god). Zamorak and Saradomin crests can only be used on Bandos armor, while Bandos crests can only be used on Guthix armor obtained from Treasure Trails, and Armadyl crests on Guthix and Bandos melee armor. There should be no extra stat bonuses, but the different looks of the armors should change DRAMATICALLY. The Grand Exchange prices for the four sets (Zamorakian Chestplate, Saradomin Tassets, Armadyl Boots, etc.) should always remain equal, and you can change the alignment by using another crest from a different god. The same should count for Saradomin Swords and Zamorakian Spears. The minimum levels required would be 76 Smithing and Prayer, and the Prayer level would always be equal to the Smithing level. All crests would be nontradable. + The same ability, but with dragonhide armors aligned to Guthix, and using Bandos and Armadyl patches (dropped by Spiritual Rangers) with the Crafting and Prayer skills. Also, the ability to use the Crafting and Prayer skills to align Armadyl Ranged armor to Saradomin, Zamorak, and Bandos in the same fashion. [spoiler=Chicken ghost-infused Ava 's Retriever suggestion! (No idea about time, maybe after Animal Magnetism was released)]Ava's Retriever/Ava's Retriever (u) (synonyms welcome) Vastly improved version of Ava's Accumulator "Apparently undead chickens and ghosts mix well!" Level 70/80 Ranging* Barrows color scheme (70)/with glowing central panel (80) Improvement parts are obtained from a sequel to the Animal Magnetism quest. If you're 70 Ranging while completing the quest, it'll turn out as the 'inactive' looking version. If you're level 80 Ranging, then on completion of the quest it will automatically be 'activated'. The inactive version collects all projectiles that aren't blocked by an obstacle and the same amount as the Accumulator collects of ammunition when not blocked through obstacles. The inactive version should give +6 or +9 Ranged attack bonus and +5 Magic Defence bonus. It should also collect around 70% of ammo that would otherwise be destroyed (like Bolt Racks.) The active version is empowered even more by the user's increased Ranging ability and will therefore collect all projectiles fired. The active version should give +8 or +12 Ranged attack bonus and +7 Magic defence bonus. It should collect 90-100% of ammo that would otherwise be destroyed, and no 'regular' ammo can be lost. With large purple or red translucent ghost chicken talons collecting most or all of your ammunition, you hardly have to worry about being toasted by that dragon or pummeled by that ogre to pick it up yourself! [spoiler=TRUE BESERKER Necklace suggestion! (Looks to be in protest to the near-worthlessness of the Berserker Necklace when it became an imbual option... Neat note: I had an Onyx Necklace far before it had any use other than cosmetic!)]I can hardly think of why the current effects of the Berserker Necklace are helpful to anyone, including whoever first suggested them. Currently, it gives: + Strength raised by 7 + Stab Attack, Slash Attack and Crush Attack reduced by 10 + Stab Defence, Slash Defence, Crush Defence, Magic Defence and Ranged Defence reduced by 20 + Increases the amount of damage wearer does when wielding an obsidian melee weapon by 20% ~ ~ ~ ~ ~ The pros do not balance with the cons. ~ ~ ~ ~ ~ The Suggested Additions/Tweaks: + A period of ultimate and distinct invulnerability. + ALL defence stats reverted to only -10 instead of -20, Strength stat raised to +10, NO attack attack stat decreases, Prayer -30. + Still only works with Tzhaar Weapons, however all Tzhaar Weapons now. + The person using the necklace will only be affected by Tzhaar Weapons as well - this is the only give from the invulnerability. + As for Obsidian Rings and the Obsidian Staff, the rings will count, and ANY spells casted with the staff will count as well. + The period of invulnerability will only last for 5 minutes after it is activated (variable recoil time 5 - 10 min.) UNLESS the wearer is able to continually kill/harm/weaken opponents, in which seconds are givin based on total damage inflicted - the time will STACK, but will be completely drained if the wearer logs out. + The wearer's Attack Level will decrease over time, proportionally with the original level and time left until the necklace recoils. + The wearer's Defence Level will drop to ZERO after the time runs out, however only if the necklace was active for 10 minutes or more. [spoiler=Double Dragon! / Dragon^2! suggestion! (Probably written after Mithril Dragons were released... Obviously unfinished, because of which less fantastical and something I may pursue in making into a serious suggestion!)]Monster: Double Dragon Level: - Appearance: Made completely out of Dragon equipment; Specifically: + Head is upside-down med helm with full helm connected to back, head space in med is greatly widened and makes the mouth space; Horns on top of full helm are short-swords. + Jaw is made of half of a mace, mace being only the bottom of the jaw; Teeth are thrownknives for 'fangs' and all other teeth are darts. + Neck is made from That looks to be it. I hope you enjoy reading my grandly delusional and rather old ideas! Or maybe just shaking your head at them... ;)
  14. Dragon Med Helm and Platelegs give as much soak as their Barrows equivalents, and Chainbody is only 1% less than a Barrows platebody... I figured they would have taken this opportunity to boost the Dungeoneering shields to their originally guaranteed stats. Wrong again... However, on Dungeoneering, do the armors within Daemonheim have damage soaking abilities?
  15. Have barely been playing, and it seems to help my luck. Ahrim's Robeskirt first Barrows chest (no pic) which was just enough with my other cash to buy Dragon Chainbody/Platelegs/SP kit pre-Dragon Defender update... :) And now this! Do take note of my inventory, lol. Maybe I should wait and do it next week.
  16. @The tower, Daemonheim's architecture has been growing with every Dungeoneering update, but neat find nonetheless! I'm going to give JaGEx the benefit of the doubt that they decided to slowly expand to represent something, rather than because the skill was released prematurely. @The soaking update... Do you guys think Graardor and Kree'arra will get soak bonuses? They wear Bandos and Armadyl armors, respectively! Oh oh, how about Tormented Demons? Part of their bodies are made of Dragonite! I feel also that this will greatly incentivize specialization within permanent teams in Daemonheim...
  17. I typically enjoy Castle Wars more than just about any other minigame but even so I very much want that Zamorak Halo. Is there a clan I can join that functions like the old Soul Wars clans? (I dunno if people still do that with SW but I don't doubt it...) Pre-appology to those CW vets who hate fixed games or whatever... :unsure:
  18. So when do Fury Kits actually decline? I was expecting, or rather hoping that they would 50m- now, and instead they are apparently closer to 200m... Oh oh, are they rising to replace Elysians? Hmmm... Aside from 3AD are they the only item from elites still worth over their GE price?
  19. Anyone else think these things may become a lot rarer after the next update? Seems like they do that a lot, for instance with Slayer drops in DG and drops in general on their first weeks...
  20. Done. Got it from a Cyclopsis or however you spell it. Otherwise, I was getting normal Cyclops kills by standing in the center of SEVERAL spawns and spam clicking whichever I could see was free. I probably got 20 kills in, uhh... Well let's see... Started out with 800 animated armor tokens, down to 140 now, lol, so that's 33 min? 20 normals and 1 cyclossus in 33 min. Will go back for mask later, I guess... To be honest I only want one Drefender. Placeholders just annoy me...
  21. Someone said to right-click a normal cyclopse spawn before it dies. This doesn't work for me and instead the dialogue box just closes...
  22. And here I didn't bother getting any tokens beforehand, because I thought they would actually be revamping the activities...
  23. I don't think we have 100% confirmation about the spec being 100% magic based so there is still a good chance melee soak will reduce it. Other than that, only mage armor will have significant melee soak and claws are affected very little by this update, so i don't think KS spec will be much better, if at all. AGS spec will be much worse, that's for sure. If they do something particularly silly, like base soaking on worn defenses, as I believe The Ancient predicted (at least for melee), Magic armor melee Defense soak will be lower than melee armor... Off this topic: Just tried to buy Dragon Platelegs/Plateskirt Kit (SP) at max and it didn't come in instantly, lol. I thought they were in a never-ending crash... *Not even 30 minutes later.
  24. What stops you from doing that? Oh, you are too much of a wuss to try and pk in a dangerous situation. And yeah, green, the competence(or, rather, incompetence) of jagex would also be a major problem. I really don't think you know what my PK abilities or preferences are so let's just not discuss things we don't know about, alright? Point is it would be fun for it to be instanced so that is need not involve the general population, even on a PVP server. And I said "gang fight" because it would be between the rival gangs. So, please tell me the difference between a war of two clans on a pvp server in varrok and what you are suggesting? That it's safe? There have been bronze/etc wars before, nothing stops you from organizing one. Also, Gava, i don't see what's wrong with being conservative. Why does every MMORPG need to be a hybrid/mirror image of one another? Can't we have something....original? This has a mix of NPCs in it; it's not just straight up PvP, at least for the ones I mentioned... I feel that RuneScape's (or JaGEx's) greatest strength is altering and adapting ideas to fit into this theme. If you think back, that was the entire reason they replaced Romeo and Juliet with Grunground. This is exactly why I proposed any such event be converted into a mostly optional D&D that fit a specific area and theme, rather than a random attack as it seems the video shows. D&Ds relying on this game's original elements and choice flow well for RuneScape whereas forced events don't.

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.