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Troacctid

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Everything posted by Troacctid

  1. I thought Randomly generated scenarios turned out to be Mobilising Armies? Are they randomly generated? I thought it was Temple Trekking/Burgh de Rott Ramble.
  2. You don't get a free dragon pickaxe after using up 15m worth of coal; however, you do get a free dragon pickaxe after you're done with the dragon pickaxe. What I'm saying is that once you're done, you can sell it back again, so you get a return on your 15m.
  3. Fairy Tale is great too--there's a fairy ring right by Canifis that's faster than the ectophial for accessing Canifis, Mort Myre Swamp, and the Slayer Tower. (There's also a ring near Port Phasmatys.)
  4. Troacctid replied to mikeb241's topic in Help and Advice
    Aberrant Spectres drop herbs more often than Chaos Druids, but they also take significantly longer to kill and require more expensive supplies such as prayer potions. They're better for profit, but that's if you make short trips with optimal gear and levels. Less-advanced players will probably do better at Chaos Druids. Which monsters do this? I can only think of fever spiders.
  5. You're not using Turmoil in that pic...
  6. I can offer some quest recommendations. I've been working on a guide to quests aimed mainly at new members and existing members who haven't done a lot of quests. Here's my section on the best quests to do for experience rewards, which is pretty much complete already (it's pretty long): [hide]Farming A Fairy Tale Part 1 can be done at level 1 farming. It gives 3500 experience, enough to take you all the way to 17 farming. If you now wish to start farming conventionally, congratulations! You can already plant acorns to grow oak trees, which should give you some quick levels easily. You can also plant guam, and very soon tarromin, for some profit. Starting at 17 farming is a great head start even if you aren't into quests. If you still want to keep questing for your levels... 17 farming is enough to do Forgettable Tale of a Drunken Dwarf, which gives 5000 experience, enough to go from 17 to 25 farming. 25 farming is enough do do Garden of Tranquillity for another 5000 experience, which will take you from 25 to 30 farming. With that 30 farming, complete My Arm's Big Adventure for another 5000 experience, which should get you from 30 to 33 farming. At this point you've gotten your farming high enough to plant ranarrs, and as a bonus you've also gained access to the fifth herb patch on Trollheim as well as magic secateurs for increased harvest, and you didn't have to train farming at all! Give yourself a pat on the back! You can now buy some ranarr seeds and supercompost and start making obscene profits from farming. Finally, you can do Spirit of Summer, Perils of Ice Mountain, Enlightened Journey, and the goblin generals' portion of Recipe for Disaster to get another 6500 experience, bringing you from level 33 to 37. Ta-dah! 37 farming, just from quests! There's still another 35k farming experience from quests, but from now on you'll have to start training the real way. Luckily, it shouldn't be too hard--you can already plant banana and willow trees for speedy experience and ranarrs to cover all your expenses and then some. Now that you've gone to all that effort to avoid training farming, you're ready to train farming! For further questing, I recommend Ghosts Ahoy, Eadgar's Ruse, Lumbridge Diary medium tasks, and Ardougne Diary medium tasks for quick access to herb patches; and Tree Gnome Village, Tree Gnome Stronghold, and Enlightened Journey (if you didn't do it already) for quick access to tree patches. Good luck! Smithing Begin with The Knight's Sword for 12,725 experience, enough for level 29. Wow! Now complete The Giant Dwarf for 2500 xp, a total of 15,225, enough for level 31. Now you can do both Elemental Workshop quests. The two together will give you another 12,500 xp, which brings you to level 37. You can still make it to 38 by completing Heroes Quest and the Pirate Pete portion of Recipe for Disaster. Finally, Tourist Trap can bring you up to 41, although the reward is better spent on agility. That's all you can get out of smithing quests until level 50, but already you're just about ready to start smelting gold bars for some efficient experience once you complete Family Crest, and you've saved yourself the bother of ever having to smith things out of bronze or iron. There's still over 50k smithing experience you can still get from quests once you reach higher levels. Magic Begin with Witch's Potion and Imp Catcher. The 1200 experience from the two of them should put you at 10 magic. Now do A Fairy Tale Part 1. You'll get 1000 experience, enough for level 14 magic. 14 magic is enough for Watchtower, which gives a whopping 15,250 experience! This should take you to 32 magic! This is a pretty good head start. The quests start to make less of a difference from here on out, so if you want to stop here and train traditionally, go ahead. otherwise... Next, complete Spirits of the Elid and The Giant Dwarf. You'll need 33 magic to do a telegrab at one point, so if you're still short, just drink a Wizard's Mind Bomb and you'll be fine. Together these quests will give you 2500 experience. Now you'll be at 33 magic for real. Continue on to do the Lumbridge Guide portion of Recipe for Disaster for another 2500 experience. You should be at 35 magic. Now that you can use all of the Bolt spells, you should be able to take out the Dagannoth Mother in Horror from the Deep. Do so to get another 4.6k experience, enough for level 36. You can now do Enakhra's Lament with the aid of a boost (so that you can cast Crumble Undead). If you trained a little for 37 magic, you can use a Wizard Mind Bomb; otherwise, you need a magic potion. The 7000 experience reward should leave you at 39 magic. After all these, you will have exhausted the magic experience you can gain without training. Of course, once you do train, you'll eventually be able to get over 90k additional magic experience from quest rewards. For now, you've already gained access to all the Bolt spells, all the basic curse spells, all the teleports up to Falador, and you're one level short of being able to wear Mystic robes and cast House Teleport. Not too shabby! Prayer Restless Ghost is the best way to start. Even free players can do it. You'll get 1125 experience. After Restless Ghost, you can do Priest in Peril for another 1406 experience. Making History and Recruitment Drive will each offer 1000 experience. Mountain Daughter gives an additional 2000 experience. Ghosts Ahoy gives you 2400 experience. Spirits of the Elid provides an impressive 8000 prayer experience. Holy Grail has the most substantial reward, granting 11k experience! All of these quests are relatively easy, none of them have any initial prayer requirements, and completing them all will give a total of about 33.5k experience, which leaves you at 37 prayer without any additional training! But wait, there's more! Spirit of Summer and Missing My Mummy each require 35 prayer, and together give 11.5k experience. Rag and Bone Man gives 500 experience, plus an additional 5000 after full completion of the wishlist. By now, just off of quests, you should have enough prayer levels to use all the protection prayers, with just over 50k experience in total. Swan Song will give you another 10k experience. Dealing With Scabaras is worth another 7k xp. Another Slice of H.A.M. gives you a further 3k xp, and Land of the Goblins gives another 2k. Finally, if you've done all the quests so far, you should be just short of 47 prayer. Do Rum Deal for another 7000 experience, and you should finish off just short of level 48. Nearly 48 prayer just from quests isn't too bad at all! Granted, this whole thing could have been done much faster, likely within an hour actually, by buying dragon bones to use on a gilded altar straight from the start, which makes it a little less impressive. However, by doing all of these quests, you've saved yourself a nifty bundle of cash, and you've unlocked many useful game features like the Ectophial. There's still another 17k experience to be gained from prayer quests once you do Summer's End and Great Brain Robbery, plus more from the Knight Waves and Goblin High Priest miniquests. Agility Tourist Trap is a great place to get you a head start, because it will give you a choice of skills in which to distribute 9300 experience. Put it all in agility to rocket from level 1 all the way to level 26. That's enough to do The Grand Tree, which gives you another 7900 experience. That should bring you up to 17,200 xp, enough to put you at level 32. You can now do Troll Romance for another 8000 xp, and Cold War for another 5000 xp, and Icthlarin's Little Helper for another 4000 xp, which together takes you from level 32 to level 39. Fremennik Trials and Recruitment Drive will together give a total of 3812 experience, which should push you to level 40. Now you've picked all of the low-hanging fruit. From here on out, the quests are longer and/or more difficult and/or have more demanding requirements. If you stop now, you'll still have skipped past some of the worst levels to train through, so congratulations! You can have some fun at the Brimhaven Agility Arena. A good place to continue your training at a reasonable rate until you can use the Wildy course would be the Agility Pyramid. If you really hate running around a course, there's still plenty more where these came from... Land of the Goblins requires completion of most of the Cave Goblin storyline, but it gives another 3000 experience. Darkness of Hallowvale and Legacy of Seergaze are worth a total of 9000 agility experience between the two of them once you get that far in the Myreque quest line. If you've done Throne of Miscellania and you've got the slayer level, you can do Royal Trouble for 5000 more xp. Kennith's Concerns gives another 5k experience after you've done the prerequisite quests. By now you're nearly at 45 agility. Cabin Fever requires 42 agility. If you have the rest of the requirements, you can get another 7k experience from it. You can do the Awowogei portion of Recipe for Disaster with a summer pie for another 10k experience. (Bring several pies, since it may take a few tries to get through the course.) Underground Pass is your last quest. You could theroetically do it as soon as level 1, but it should be done as late as possible to minimize frustration. You should finish all of these quests at a minimum of level 47 agility, just high enough to train at the Wildy course with a summer pie! High five! Plus, you'll have unlocked some handy things, such as gnome gliders, Fremennik helms, and massive profit from kingdom-managing! On top of all this, you still have at least about 80k more experience that you can get from higher-level agility quests! Good luck! Herblore Begin, obviously, with Druidic Ritual, which will start you off at level 3 herblore. Follow up with Jungle Potion. The two beginner herblore quests will leave you at level 9 with 1025 experience. Next, complete Recruitment Drive for another 1k experience to go to just short of level 14. Now you can do the Digsite Quest and Zogre Flesh Eaters for 2k experience each. You should be at level 22 now. Shades of Mort'ton requires 15 herblore. Complete it for another 2k experience, going to level 25. Congrats! Now you can do Heroes Quest, a common reason for doing that herblore training in the first place. Not only did you get your level requirement, but you padded your quest points for the other prerequisite while you were at it. Go ahead and do Heroes now for another 1325 xp, and go to level 26. Next, do My Arm's Big Adventure. (This ties in nicely with the method for farming.) That'll be worth a heaping 10k experience, enough to push you to level 33. With your 33 herblore, you can complete Eadgar's Ruse for 11k more herblore experience. You should now be level 38 herblore! Finally, after most of the Cave Goblin quests are done, you can do Land of the Goblins for another 3k experience to get you to 39; however, as you can already make prayer pots, you may find that unnecessary. There's still at least 14k more herblore experience to be earned in higher-level quests, but by now you've gained the ability to make prayer potions, a reliable and relatively cost-effective method for training herblore, and a good thing to be able to brew for yourself in a pinch. You've avoided some potentially costly and/or tedious leveling, and you're nearly able to do Legends Quest! Mining Begin with Doric's Quest. This is one of the game's fastest quests, and even if you had no experience to start with, the 1300 xp reward will still bring you to level 10. Now do The Tale of the Muspah for another 800 experience, quick, while it still matters! That takes you to level 14. Next, do Plague City. Still easy, but a little longer. That gives you another 2425 xp, putting you at level 20. You can now complete The Lost Tribe for 3k more experience, enough to take you from 20 to 24. These are still easy quests you'd probably do anyway. Abuse them if you can! Okay, ready for a long quest? Digsite time! This is a long quest to be sure, but your reward is a whopping 15.3k mining xp! You can do it at level 1 mining and go straight to 31 if you prefer, but like I said, it's looong. It can bring you from level 24 all the way to level 35. Now go and complete The Giant Dwarf for another 2500 experience. You should now have 36 mining. Enakhra's Lament provides 7k mining experience. Most players would wait until 45 mining so they can get the granite themselves, but it's possible at any level if you buy the materials for the statue on the Grand Exchange. This will leave you with enough experience for level 38. Another Slice of H.A.M. gives 3k mining experience, which will take you from 38 to 39 mining. Once you have 40 mining, you can get another 5k experience (and a free rune pickaxe) from Between a Rock... With 41 mining, you can complete TokTz-Ket-Dill for another 15k experience, which should bring you to level 45. A little bit of non-quest training should give you the 46 mining you need for Kennith's Concerns and 12k more xp from the reward. By now you're at the point where quests make less of a difference, but there's still plenty of experience to be had at higher levels, with about 60k more available. For further training, try powermining granite. Fishing Sea Slug is an exceptionally easy quest gives you 7175 fishing xp, enough to take you from level 1 all the way to level 24. Fishing Contest gives 2437 experience, which can then bump you up from lv24 to lv27. Beyond these two, there are actually very few quests that give fishing experience, and these are the only two that give experience faster than actually fishing. Still, if you didn't train fishing much as a nonmember, these will give you a good head start, letting you skip right to catching trout. Crafting The quest experience rewards for crafting are pretty spread out, so I'm just going to list which quests give experience sorted by the required crafting level. Keep in mind that a crafting potion can be used to temporarily boost your crafting by 3. No crafting requirement --Sheep Shearer, 150 xp --Goblin Diplomacy, 200 xp --Tower of Life, 500 xp --Dwarf Cannon, 650 xp --Murder Mystery, 1406 xp --Recipe for Disaster, Saving Goblin generals, 1000 xp --Recipe for Disaster, Saving Pirate Pete, 1000 xp --Recipe for Disaster, Saving Skrach Uglogwee, 1500 xp Level 10 --Observatory Quest, 2250 xp Level 12 Crafting (Requires 1,584 xp) --The Giant Dwarf, 2500 experience Level 18 Crafting (Requires 3,523 xp) --In Aid of the Myreque, 2000 xp --Nature Spirit, 3000 xp Level 19 Crafting (Requires 3,973 xp) --Animal Magnetism, 1000 xp Level 20 Crafting (Requires 4,470 xp) --The Golem, 1000 xp --Tears of Guthix, 1000 xp --Making History, 1000 xp --Shades of Mort'ton, 2000 xp --Shilo Village, 3875 xp --Elemental Workshop I, 5000 xp --Elemental Workshop II, 7500 xp Level 30 (Requires 13,363 xp) --Cold War, 2000 xp --Myths of the White Lands, 2000 xp --Slug Menace, 3500 xp Level 36 (Requires 24,815 xp) --Enlightened Journey, 2000 xp Level 40 (Requires 37,224 xp) --Fremennik Trials, 2812 xp Level 43 (Requires 50,339 xp) --TokTz-Ket-Dill, 10,000 xp Level 45 (Requires 61,512 xp) --The Great Brain Robbery, 3000 xp --Cabin Fever, 7000 xp Level 46 (Requires 67,983 xp) --Fremennik Isles, 5000 xp Level 47 (Requires 75,127 xp) --Legacy of Seergaze, 4000 xp With just the low-level quests you shouldn't have too much trouble getting enough xp from rewards alone to make it into the Crafting Guild. If you do every single one of these quests, they'll leave you just short of being able to do Enakhra's Lament and Hand in the Sand. Much like prayer, training crafting through conventional methods can easily be much, much faster. However, most of these quests (RFD, Dwarf Cannon, Tears of Guthix, Animal Magnetism, etc.) are ones you'd already want to do for their rewards. If you're already going to do these quests, you might as well abuse them to level your crafting quickly. Thieving Thieving is laid out the same way as Crafting. No thieving requirement --Tower of Life, 500 xp --Biohazard, 1250 xp --Hazeel Cult, 1500 xp --Fight Arena, 2175 xp --Fremennik Trials, 2812.4 xp --Ratcatchers, 4500 xp --Icthlarin's Little Helper, 4500 xp --Contact!, 7000 xp Level 11 (Requires 1,358 xp) --Perils of Ice Mountain, 500 xp Level 17 (Requires 3,115 xp) --Hand in the Sand, 1000 xp Level 21 (Requires 5,018 xp) --Tribal Totem, 1775 xp Level 23 (Requires 6,291 xp) --Death to the Dorgeshuun, 2000 xp Level 25 (Requires 7,842 xp) --Creature of Fenkenstrain, 1000 xp --The Golem, 1000 xp Level 30 (Requires 13,363 xp) --Slug Menace, 3500 xp --The Feud, 15k xp Level 36 (Requires 24,815 xp) --Land of the Goblins, 3000 xp Level 37 (Requires 27,473 xp) --Spirits of the Elid, 1000 xp Level 38 (Requires 30,408 xp) --Hunt for Red Raktuber, 2000 xp Level 46 (Requires 67,983 xp) --The Chosen Commander, 20k xp All these quests together will bring you as high as level 47.[/hide] (Note that you can supplement magic, agility, and ranged by doing the circus once a week.) ...And here's my list of some of the most useful overall quests, which is the part I'm working on right now. I've been planning to write descriptions of why they're on the list, so this is just my notes on which ones I'm going to talk about; however, it may be useful to you even in its raw form (this one is much shorter): [hide]Top 10 Quests: Combat -Animal Magnetism -King's Ransom -Wolf Whistle -Haunted Mine (Tarn's Lair, Spirit of Summer, Defender of Varrock) -Lost City -Troll Stronghold (Eadgar's Ruse) -Smoking Kills -Dragon Slayer (F2P) -Desert Treasure -Dwarf Cannon -Horror from the Deep? -Temple at Senntisten Top 10 Quests: Noncombat skills -Fairy Tale Part 1 -Icthlarin's Little Helper -The Feud -Druidic Ritual -Family Crest -Ghosts Ahoy -Lunar Diplomacy (Runecrafting, farming) -Wolf Whistle -Swan Song -Mourning's Ends Part II: The Temple of Light Top 10 Quests: General -Fairy Tale Part 2 -Kingdom of Miscellania/Royal Trouble -Fremennik Trials -The Grand Tree -Tree Gnome Village -Tears of Guthix (Lost Tribe) -Fremennik Isles -Rune Mysteries -Heroes Quest -Enlightened Journey[/hide]
  7. It doesn't affect the rate at which you get iron because that's capped. Same with clay, tin, copper, and pure essence--there's a maximum rate. With everything else, it works fine.
  8. Yes, 12 ranks per hour is the absolute maximum--once you get 12 ranks, you can't play any more games until the hour is up.
  9. This exact reason was why Living Rock Caverns was awesome but the woodcutting rebalance sucked. Woodcutting is faster to train, but it's still completely worthless, whereas mining and fishing can be trained more easily now, but you actually have some incentive to level them.
  10. Hmm the trouble is that all the weapons typically suck except in very specific situations, and even then only Verac's and Dharok's are worthwhile. You are almost universally better off with a mix-and-match of Barrows armour (Torag/Dharok plate, Verac legs, Verac/Guthan/Torag helm) plus a whip.
  11. Near the magic trees should be good--it's nice and close. Smoke your traps with a torch and be sure to step several spaces away from your traps.
  12. The Temple at Senntisten: The slings and Zaros of outrageous fortune For our latest quest, we've been asked to retrieve some ancient artifacts to restore the Zarosian temple unearthed at the Digsite. Let me tell you my initial reaction to this quest. I saw the title and thought, "Senntisten was the Zarosian capital at the Digsite. Hmm." I read the description (quoted above) and thought, "Dr. Nabanik is a Mahjarrat. Who would have business in the Digsite? Probably Azzanadra. Hmm." Then I logged into the game and saw this: And I thought, "ZAROS IS BACK." (Not in capital letters, but you get the idea.) [hide=The Plot (spoilers)]Well, as it turns out, I kind of nailed it early on. This quest deals with Azzanadra's attempt to contact Zaros, continuing the Mahjarrat storyline. It ties up some loose ends, particularly in regards to the Super Barriow Bros. You do that thing where the person who starts the quest isn't really the person who starts the quest, because they ask you to talk to somebody else immediately. (Ever notice how a lot of quests do that?) Mercifully, Ali the Wise/Wahisietel (hint: when you disguise yourself, don't pick a false name that's an anagram of your real name) gives you the Digsite Pendant you need to teleport to "Dr. Nabanik," who is, of course, Azzanadra, apparently a redhead--who knew? After talking with "Dr. Nabanik" and putting in a good word for him with the archaeologists, he gives you the rope you need to access the Zarosian temple (thank you) and sends you on a mission to fetch some artifacts from dangerous places. You need to get one of them from the Barrows. Surprise! We knew that the Barrows Brothers were originally cursed by a mahjarrat loyal to Zaros (probably Sliske) during the God Wars. Now we know why--they were guarding this thing while it charged up power. And apparently, the Strange Old Man is also a mahjarrat in disguise or something. Hmm. Well, we don't know who, but we know why. So you do a Barrows run as part of a quest (cool!) and then you have to go get the Frosterhorn, which is way up north in a freezing-cold place. Jeez, you'll probably need a random rope or something and have to go back to fetch it, right? Luckily, if you ask Azzanadra, he'll tell you exactly what you need: runes to cast multiple telegrabs, and an anti-dragon shield. You also need a hammer, but there's one available in the area. So you go to the deep Wilderness and visit the ancient fortress of Ghorrock, where you have to solve a puzzle where you melt ice with heat orbs. During the puzzle, by the way, you fight icefiends, which melt into waterfiends along with the ice in the puzzle--a stroke of brilliance, I think. Then you fight an ice demon and take the artifact from it. Finally, you go back and collect a delivery from--ZOMG--the assassin from Devious Minds! Turns out the artifact you inadvertently helped him steal from Entrana is one of the ones Azzanadra needs to power the communication portal. And the bowsword we've been hoping to obtain for ourselves? Well, he pretty much says, "Go to Stealing Creation and get a Sacred Clay weapon, n00b." Jerk. So finally, you get yourself a cutscene in which Zaros doesn't really return, but he makes his influence known on Runescape once more, basically saying, "THAT ****ING ZAMORAK IS ****ING DEAD MEAT." Then you get a new prayer book![/hide] I have to say I really enjoyed this quest. It has pretty much everything I want in a quest. Let's go down the list: Story: A good quest needs to build on the existing storyline in some way. TaS does that. Although the ending is a cliffhanger, this is probably the most significant historical event in modern-day Runescape. Wait, did I say "probably"? I meant "definitely." We're on the verge of another God Wars. It's RIGHT THERE! OH NOES! And I think we were the catalyst. Aww jeez! Gameplay: A quest needs to be fun to play, not a chore. This quest was challenging, but not because of frustration as in a quest like Underground Pass or Rat Catchers. It gives you enough clues that you don't need to backtrack all the way to the beginning because you forgot your law runes, which is not fun, but it still leaves a lot of sleuthing up to you. Good gameplay emphasizes puzzles and avoids "Do my grocery shopping please" (yeah, I'm looking at you, dwarf from MEP2). Rewards: Without decent rewards, only the storyline freaks (like me) will care about the quest at all. Lo and behold, the Ancient Curses! The long-awaited high-level prayer update! Speaking of rewards, let's talk Curses. Ancient Curses are the prayer skill's equivalent of Ancient Magicks: higher-level, higher-powered, and all about killing things. For the most part, they're better than the normal prayers. Although Piety is stronger than the Leech curses on most slayer tasks and such, draining the enemy's stats is great in PvP and amazing against bosses. Turmoil is pretty damn sweet, Wrath is far better than Retribution for settings like Soul Wars, and when you're fighting a boss as a team it's definitely more effective to drain its stats than to boost your own. The Deflection curses drain at the same rate as ordinary Protection prayers and have the same effect, only better: they prevent more damage against players, and they can occasionally reflect back to your opponent 10% of what would have been hit on you. In short, they're strong enough to provide a substantial incentive to train prayer to a very high level. Well, that was the goal, so...check. And the price of dragon bones evidently has level 95 prayer, because it just activated Turmoil. Economic repercussions Dragon bones are rising. Fast. What's interesting is that we knew this was going to happen. Jagex announced a while back in their Q&A that new high-level prayers were on the way, and dragon bone prices spiked up to around 3.8k each in anticipation. I myself bought up a few thousand of them and trained my prayer to the high 70s. The price had already shifted partway to accommodate the new curses before they had even been released. Dragon bones are now 5.2k each and rising. I predict that dragon bones will continue to rise for no longer than a week before crashing. When they do crash, they'll overcrash, as is normal for the Grand Exchange, so the crash will be followed by another spike, smaller this time. (If you think you can predict where the market will bottom out, you could potentially earn some great profit riding the second wave, again a normal phenomenon.) After that spike, there will be a smaller crash and dragon bones should stabilize comfortably. I'm not sure what price they'll end up. My guess is somewhere in the 4-5k range, but I could be wrong. I am certain, however, that they will not go back to 2k each unless something radically changes on the supply side. How can you profit from this? Obviously, kill green dragons. They're a huge moneymaker right now. Of course, everyone else will have thought of that too, so they'll be really crowded. If you want to dodge the crowds, consider visiting the lesser-populated of the green dragon spots: south of the Lava Maze, best-accessed via canoe; and west of the Dark Warriors' Fortress, best accessed with Ancient Teleports I suppose. That's not the only way to take advantage of the prayer boom, of course. For one, you can kill other dragons--again, obvious and everyone else will have thought of it. You can also kill baby dragons. Babydragon bones are approaching prices that have historically belonged to the bones of their mothers. Baby blue dragons could prove a decent moneymaker, especially for players with 70+ agility for the Taverley Dungeon shortcut. Big bones are rising as well, making it a good economy for killing giants and such. Moss Giants could be worthwhile for mid-level players--they're not bad for xp, and they drop herbs and herb seeds that have benefited greatly from the rise in price due to the herblore update. I'd recommend them over hill giants. Good places to fight them are the Chaos Tunnels and west of the Fishing Guild, both reasonably close to a bank. Bottom Line I really enjoyed doing this quest. It was fun to do, it had a lot of story, and the rewards are nice. All in all, a good update. Some bits & pieces to track this week too, although not many. Here's your list. [hide=Bits and Pieces this week] Items sold in the shops in the Warriors' Guild have had their GE price caps adjusted. This means plain pizza is buyable again! Woot! :thumbup: There is now a fairy ring in the Ancient Cavern, code BJQ. You have to plant it yourself with some mushrooms and a spade, but once you do, you can access the Ancient Cavern through it. (It comes out near the western waterfiends.) A side effect of this is that you can now bring full beasts of burden to mithril dragons, which was previously impossible. Cannons now have a visual cue that indicates when they're close to degrading. Fist of Guthix rewards cost less to recharge. The interface for POH bookcases has been tweaked for better usability.[/hide]
  13. You can't say firemaking isn't fast. It's extremely fast, 140k+ even in f2p. Using higher-level logs, you can top 200k xp/hr. Although yeah, firemaking isn't easy and it certainly isn't very common. It's just fairly cheap and fast. Well, it's not exceedingly fast, anyway. Not like cooking or thieving or farming.
  14. They mentioned in a Q&A that a high-level combat dungeon was in the works, I think. They also said that smithing was one of their higher priorities. Elemental Workshop 3 is in development currently (Chaos Elemental said so), so that could point towards smithing as well. I don't have the source though...it'd be troublesome to dig through all that stuff. EDIT: Forgot, Impetuous Impulses is being revamped, so there's another one for hunter, sort of. EDIT 2:
  15. Combo runes are much, much faster than fire runes. In fact, nature runes are faster than fire runes too, aren't they? And they make a profit.
  16. Arrows. Shortbows are faster and stronger than crossbows, so you will train faster, and assuming you kill minotaurs, you'll get iron arrows in drops faster than you can use them up anyway.
  17. AZs aren't especially good charm droppers, and since you're already wasting more than half your training time away at Stealing Creation getting points (and losing money/charms), that's going to decrease your charms/hr even more. Around 65-70 seems pretty accurate to me if the summoning xp is close to the strength and agility xp I got during 99 fishing.
  18. I object. Firemaking has an unfair reputation. Firemaking, although useless, is neither easy, fast, nor common. It's above average, but definitely not top 3. Anyway, I would normally recommend Thieving, because it is fast, and the cape is black, which means it goes well with a lot of different outfits; however, the Hunter cape is already black and you said you didn't like Thieving, so we'll strike that one. After Thieving, I'd probably recommend Magic, as it's medium-speed, profitable depending on how you train it, and useful to have at high levels. A very strong choice. Agility could be a good choice as well--I like Agility because it's very convenient to train, as the Gnome course is right next to a spirit tree. If you do herb runs and fletch some broad bolts while you train, you can make some money off it too. (I use fruitfalls in between laps sometimes and earn a lot of profit--noting the papayas at the leprechaun by the fruit tree patch--but that slows down the xp considerably.) It's actually faster than most people give it credit for, at about the same xp/hr as woodcutting willows. Woodcutting is comparable in convenience with Agility because of the accessibility of ivy. If you're already comfortable with it, it would be a good place to start...train on ivies for a while, taking regular breaks for herb farming, and if you don't get tired of it by the time you reach 90 or so, it's a good indication that you should go for the cape.
  19. Def yes, summoning no. You need 41 summoning for one of the required quests. (Curse of Arrav.)
  20. List of all the new prayers: http://www.runescape.com/kbase/guid/prayer_the_ancient_curses They can drain your opponent's stats while raising your own. The best requires 95 prayer and gives some pretty hefty powerups. You have to do the Temple at Senntisten quest to use them.
  21. 100% drop meaning you are always skulled and you can't protect item, so you drop 100% of your own items if you die. The other guy can't necessarily pick them up. (Although he sometimes can.) The main change is Bounty Hunter worlds, where only the Wilderness and some border areas like Edgeville are accessible and you PK in the Wilderness. You still get a BH target, but you have to spend a certain amount of time there first. The average PK is worth more now than it was when PvP worlds first debuted, I think, because of the cash drops...although a lot of prices of PKing supplies have risen. And now you're always auto-skulled in BH and PvP worlds, although in some BH worlds you're allowed to keep 1 item when you die. Oh, and there are some new combat things. Mainly the new Ancient Prayers that just came out this week, and some changes that make Magic spells do more damage when you boost your magic level and/or wield a Master Wand, Void Mace, or Ancient/Ahrim/Zuriel Staff. Those could very well be used against you, so watch out for them. Hope that helps.
  22. Wasn't it supposed to stretch and explode?
  23. Oftentimes there are sideways methods of obtaining items like sharks. For example, they can be looted from the chest in Ardougne Castle with 72 thieving and they're occasionally dropped by mogres.
  24. Obviously a bug then, because we took the icon. Report it. It was a hoax, but it's actually a good idea for an update. Someone hit the suggestions forum!
  25. 250. Yeah, that would be nice. Maybe it could be one of those Achievement Diary-type rewards.

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