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Cacmypants

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Everything posted by Cacmypants

  1. I was thinking mage would rake in faster kills with greater initial inventory space, but most methods are too costly are you sure about ahrims? The only real advantage I see there is extra defense (which is unnecessary) and like +15 more accuracy. Also I'm not entirely certain, but isn't void more accurate than ahrims anyway? "and at high/maximum magic levels can potentially reach similar accuracy to Ahrim's armour" - RS wiki page
  2. I experienced some pretty serious lag spikes while I was grouping dunge. One of my team mates had something really bizarre happen where his entire interface froze up exept for chat.
  3. Also remember that you can just sell the claws back when you're done with them, I don't think price will be changing much from now 0.o but, I guess it's still a risk.
  4. FoG is too slow in f2p and too unfair in mems. If I went f2p FOG it would take me upwards of 6 days to obtain the robe top, and 4 for the bottom (already got a charged hood), 10 days of FoG doesnt sound to nice when I'm busy with uni also 0.o.
  5. With sol+battle robes you save 50% of your runes, and slayer dart only costs about 430 coins normally, with void set im sure it will require less casts to down a single dragon. Not sure. Halving the cost makes it 215gp a cast, and since dragon bones are guarnteed, it should break even at 46 casts per dragon (23 times runes used). without battle robes, you're limited to about 13-20 casts per dragon, which technically should be enough. I'm just concerned that prayer potions are so ridiiculously expensive nowdays (this method doesnt require prayer), but its to be expected looking at the gradual rise of people training herblore.
  6. I was thinking of using slayer dart + staff of light + arcane blast necklace + void set (magic)/Battle Robes to hunt steel dragons. Anyone tried this before? Did you gain much profit? Or still lose a lot? If I'm not mistaken, slayer dart will max around 230 (lv85 magic) with that setup (not considering potential pot usage).
  7. Seriously... I'm having such a hard time buying my battle robe set back and there's no way I'm paying 15mil, totally isn't worth that much, its on par with ahrims at best. Its true value only shines when used in conjunction with the staff of light, even then the staff of light is waay better and should be more expensive than it currently is. GET YOUR PRIORITIES STRAIGHT, PRICES -.= geez... oh yeah, junk trading, don't make me laugh, its just a ploy to help greedy players get rid of their junk and withhold decent items from players capable of paying the ACTUAL price, street price is an illusion, don't fall for it.
  8. Just finished two short loopable compositions Youtube link here Any advice/tips for the future would be great.
  9. Yeah, the title unfinished piece here
  10. ignore this, go: Here
  11. alright thanks for the advice. The first question is really asking how i should do that. range/2h or scim/2h... pretty much the big issue... which is more successful? The main question you haven't answered... How do i divide the 2.5 mil... how would u do that. How many lobbs/swords would suffice enough... right now im waiting for the price of lobbs to finally drop back to its normal self from like 354 to 314... also str pots are pretty expensive just putting that out there... right now im waiting for prices to drop. that seems that that is what is going on... ahhhh ic well you could always alternate when necessary, though from my experience 70+ range is amazingly accurate (even on full rune) whereas a rune scimmi will tend to miss much more often. Switching from a shortbow attack to a 2h attack is also much faster than scimmi to 2h.
  12. 1) Question is a little vague, not quite sure what you're asking, but with your stats you should always land the first attack(s) and try to finish your opponent asap, try to get them in safe-lock or something so they cant attack back much, don't fight too close to safe zones, otherwise they will just run when they see they're loseing. Don't hesitate to attack someone well above your own combat level, even if it's a pure (they'll have low defense as well, exploit it). In other words, be aggressive, try to surprise. 2) definitly go for the scimitar, I've tested, longsword lost many more duels compared to a scimitar. Speed is everything in this game, its kind of broken tbh . The longsword will only max 10-20 more damage in LP anyway, very insignifiant comapred to the potential of a few extra attacks in the same time-frame with a scimitar. Sure a longsword is slightly more accurate, but this really doesn't matter when your attack is almost always going to be higher than the defense of your opponent/ training monster. 3) If you're non-member there isnt many other options for training magic without HP, its either low alchemy or curses. Members can use minigames though. If you go with curseing, body runes arn't expensive at all, and with 2mil+ you could easily afford 60 with this method.
  13. For that, I just used a pencil, then eroded/contrasted it a little on paint shop. I'm still trying to figure out what my characters should look like.
  14. I haven't really drawn anything in about 8 months Sketch here feedback apprieciated.
  15. I think I agree tbh, I originally had it at 30, but I'll lower it even more
  16. I don't think the new herblore update rebalanced magic at all (mainly due to the ridiculusly high and expensive skill requirement) I haven't actually thought of a quest to go with the spellbook yet, but here's my second draft. Basically, I've revamped the whole thing, changed "Life" runes to "Fate" runes and added some new spells (namely the aura ones), please tell me what you think. Hmm... It may be a little overpowered considering this spellbook gives a 99 mage the potential to hit a solid 100 on a player under the right circumstances. ===================================================================== Lv1: Home Teleport (To quest related) Type: Home Teleport Exp: N/A Runes: N/A Lv70 – Diminish Type: Curse Spell Effect: Reverses all of an opponent’s boosted stats back to normal, has no effect on the usage of an overload potion. Cool-down: 5 Seconds Exp: 20 Runes: 1 Fate, 2 Mind, 2 Body Lv71 – Purge Type: Attack Spell Effect: Deal base 15 damage on a single target Cool-down: Attack speed = 7 (very fast) Exp: 44+ Runes: 1 Fate, 10 Air Lv72 – Teleport to Golden Apple Tree Type: Teleport Exp: 70 Runes: 1 Fate, 2 Law, 2 Earth Lv73 – Plague Type: Curse Spell Effect: Your opponents Food will inflict 10 poison damage when eaten (If eaten within 30 second of this spell being cast) Cool-down: 30 seconds Exp: 80 Runes: 2 Fate, 1 Death, 1 Nature Lv74 – Reverence Type: Aura Spell (6x6 around the caster) Effect: Players within the spell’s area of effect (glowing in appearance) will have their prayer bonus boosted by 50. Those wearing god related items will evenly restore run energy, HP, prayer, and summoning points. Spell lasts for 40 seconds. (Warning, affects opponents as well). Cool-down: 40 seconds Exp: 135 Runes: 2 Fate, 5 Law, 25% special bar, 2 Prayer points Lv75 – Dead-lock Type: Curse Spell Effect: The opponent cannot switch, take off or put on gear, change attack style or activate/change prayers for the duration of 30 seconds. Cool-down: 5 seconds Exp: 80 Runes: 2 Fate, 10 Body, 10 Mind Lv77 – Teleport to Baxtorian Falls Type: Teleport Exp: 82 Runes: 1 Fate, 2 Law, 2 Water Lv80 – Corona Type: Attack Spell Effect: Deal base 28 damage on a single target, (if successful) drains opponent’s Special Bar and run energy by 20% and transfers 10% of each to the caster (effect does not apply when used on NPCs) Cool-down: Attack speed = 4 (normal) Exp: 50+ Runes: 2 Fate, 30 Air Lv83 – Teleport to Oo’glog Type: Teleport Exp: 90 Runes: 1 Fate, 2 Law, 2 Body Lv85 – Great Haste Type: Self Empowering Spell Effect: Run 3x faster for the duration of 30 seconds Exp: 40 Cool-down: 1 minute Runes: 1 Fate, 10 Body Lv86 – Teleport to Entrana Type: Teleport Exp: 94 Runes: 1 Fate, 2 Law, 2 Nature (must also satisfy normal boat conditions) Lv86 – Spiritual Deflection Type: Aura Spell (3x3 around the caster) Effect: A large bubble is formed around (and moves with) the caster which cancels out any magic or ranged attacks being targeted towards someone inside. (Warning, also cancels out range/mage attacks targeting someone on the outside from the inside). This spell lasts 1 minute. Cool-down: 2 minutes Exp: 200 Runes: 5 Fate, 3 Soul, 25% special bar Lv87 – Weakness Shift: Range Type: Curse Spell Effect: Lowers target’s range defense by 300 while increasing all melee and magic defense by 200 each for the duration of 20 seconds (works on monsters). Cool-down: 1 minute Exp: 98 Runes: 1 Fate, 6 Chaos, 6 Body Lv87 – Flash Torrent Type: Attack Spell Effect: Hits 2 times simultaneously for base 20 damage each, 70% chance of bouncing off the initial target (similar to rune throwing axe special attack) and attacking another within range (costing no additional runes). This can occur for a maximum of 10 bounces (each bounce must be a unique target). Cool-down: Attack speed = 5 (normal) Runes: 4 Fate, 35 Air Lv88 – Teleport to Shilo Village Type: Teleport EXP: 92 Runes: 1 Fate, 2 Law, 2 Nature Lv89 – Godspeed Type: Self Empowering Spell Effect: All skilling actions are carried out 3x faster for the duration of 25 seconds. Cool-down: 1 minute Exp: 20 Runes: 2 Fate, 15 Body, 1 prayer point Lv90 – Banish Type: Attack Spell Effect: Deal base 70 damage on a monster or familiar (no effect on players), No additional exp for damage Cool-down: Attack speed = 4 (slow) EXP: 70 Runes: 3 Fate, 40 Air Lv90 – Divine Intervention Type: Curse Spell Effect: Opponent cannot move or teleport for the duration of 20 seconds Cool-down: 30 seconds EXP: 120 Runes: 5 Fate, 10 Nature, 5 Cosmic, 10 prayer points, 50% special bar Lv91 – Weakness Shift: Melee Type: Curse Spell Effect: Lowers target’s melee defenses by 300 while increasing range and magic defense by 200 each for the duration of 20 seconds (works on monsters). Cool-down: 1 minute Exp: 102 Runes: 1 Fate, 6 Chaos, 6 Body Lv93 – Teleport to Mort’ton Type: Teleport Exp: 98 Runes: 1 Fate, 2 Law, 2 Death Lv95 – Mystical Surge Type: Aura Spell (3x3 around the caster) Effect: A large ring is formed around the caster which causes Melee/Ranged/Magic attacks are 1 level faster for the duration of 25 seconds for whoever is inside (Warning, affects opponents as well). Cool-down: 30 seconds EXP: 200 Runes: 2 Fate, 2 Soul, 6 Body, 5 prayer points, 25% special bar Lv97 – Teleport to God Wars Dungeon Type: Teleport Exp: 112 Runes: 2 Fate, 4 Law, 4 Chaos, 50 prayer points (requires strength lv60 and agility lv60) Lv98 – Weakness shift: Magic Type: Curse Spell Effect: Lowers target’s magic defense by 300 while increasing all melee and range defense by 200 each for the duration of 20 seconds (works on monsters). Cool-down: 1 minute Exp: 120 Runes: 1 Fate, 6 Chaos, 6 Body Lv99 – Deific Inspiration Type: Aura Spell (6x6 around the caster) Effect: All spells are free to cast and prayers last indefinitely for any player under this effect. The following bonuses also apply: - Any Bandos item equipped grants +50% to melee damage and accuracy - Any Saradomin item equipped grants a 50% reduction to all damage taken - Any Armadyl item equipped grants +50% to range damage and accuracy - Any Zamorak item equipped grants +50% to magic damage and accuracy Note: These additional effects only count for one item (the most valuable) and thus cannot stack (though they may stack with other equipment such as void or spirit shields) This spell lasts for 1 minute. Cool-down: 3 minutes Exp: 300 Runes: 20 Fate, 50 prayer points, 100% special bar Lv99 – Armageddon Type: Attack Spell Effect: Deal base 50 damage on a single target Cool-down: Attack speed = 1 (extremely slow, leaves caster vulnerable) Exp: 100+ Runes: 10 Fate, 12 Death, 6 Soul, 50 prayer points, 100% special bar, magic skill-cape equipped ================================================ Note: Only one aura spell may be active at any one time. Aura spells themselves do not affect monsters in any way.
  17. There's also this symbol I made earlier:
  18. Tbh I had to rush them, they part of a school project and my teacher isn't exactly artistically inclined :P (thick lines are a lot easier to work with and doesn't screw up too bad when you drastically resize them. The dodgey shading is purely to make them look less flat, but I guess my next escapade is to do some research on proper shading now that I've got anatomy reasonable - pretty much what you said)
  19. This pic is too big, so I'll just post the URL http://img366.imageshack.us/img366/6387/charactercompileg.jpg
  20. Cacmypants replied to life97's topic in Rants
    I hate when people use gay as a negative adjective. Especially since a good portion of any given population is either homosexual or partially homosexual.
  21. Cacmypants replied to Abc1230's topic in Rants
    They're known as "teleports". The higher the better. Best anti-noob follower tool ever! :thumbsup: bahh, no need to be so mean, most of the time they're just little kids that don't know any better. If you shun them, you're being a negative influence. Little kids shouldn't even be playing. Doesn't it say "13+"? If they are playing, they should be using quick-chat. It's their own fault for faking their age. and you weren't playing RS when ou were under 13? I'm sure a lot of us were, includeing me.
  22. Cacmypants replied to Abc1230's topic in Rants
    They're known as "teleports". The higher the better. Best anti-noob follower tool ever! :thumbsup: bahh, no need to be so mean, most of the time they're just little kids that don't know any better. If you shun them, you're being a negative influence.

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