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Sy_Accursed

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Everything posted by Sy_Accursed

  1. Yeah I don't think the relationship with fansites work in a way tht fansites can jsut spam jagex with emails of suggestions; thats the kinda thing that probably get us downgraded
  2. Bones & Hides work out better long term. Bones & hides 1/2 trip time [of other method] (using rounded numbers of hides 2k bones 5k) but you only get at most 14 of each for 98k. Bones alone double trip time but you can get 28 bones for 140k So that means, when comparing equal time frames: bone & hide = 196k bones = 140k Or: bones & hides = 98k bones = 70k bones & hides clearly makes more.
  3. Those guys covered it but I'm intrigued as to why you doubt there's been a billion trades since rs began? Rs has been up for 10 years (well over 10 now but work with 10) Merchants existed very early on. Merchants, the good ones at least, can make ~100 trades in a day. So thats 10m days worth of good merching for 1bil trades Assuming there atleast 10,000 good merchants, thats 1,000 days collectively for 1 bil trades. Accounting for the 2 leap years (04 and 08) rs has been up for 3651 days. That doesn't even account for worse merchants, better merchants and average players trading. Safe to say rs surpassed 1bil trades long ago, its almost statistically impossible that it hasn't. Especially when you look further into the ge graphs and see in 180 days 23.7bil nature runes have been traded; that alone has got to be atleast 1mil trades (works out to 2.3mil trades if u assume 1 trade is 10k runes) and thats jsut 1 item in ~1/2 a year
  4. I dunno they arent very well organised. I just have had a habit of opening notepad jotting down new lore as i do quests etc then saving it into what seems like a logical folder at the same; probably into triple figures of notepad files. None really well written, using weird short hands etc. But TBH my memory for rs, especially the lore, is really good so its not too much effort to piece it together just a matter of flicking thru rs site, fansites and my notes to iron out a few ordering details and pin down the citations. Like I'm fairly sure its a book in the myreque base there that details Hallowvale and possibly a post bag letter too; possibly a reference to the kingdom it was in being "Hallowland" but I'm not certain enough without checking that one. If anyone wnats to help on that one feel free since I'm too busy to trek for it atm. Others I could do with being tracked down are: Gu'Tanoth in the 2nd age - the orges mention this or the watchtower people; possibly a book in one of their quests. (I'm thinking it was a dialogue/book during the skorge/zorge quest, but I think the guy outside the zorge ppl can re-tell it psot quest. Druids/Seers as nomads - fairly sure one of the npcs in seers/taverly tells you this, or implies it by mentioning when seers/taverly were founded. Ape Atol - Think its the king who mentions how old their colony is. Duel Arena & Slayer Tower build dates - fairly sure this comes from slayer masters/canafis npc and one of the golems/books at Mage trianing arena (mentions it being built in third age and duel arena alreayd having been there) Don't really need pictures of anything jsut need to know who/what says it so that readers can chase it down if they so wish. Think I'm gonna end up numbering things and do a citation section that covers most citations.
  5. Will try n keep chipping away at this but uni workload picks up now so might be sloooow. Got 2 weeks til a big assignment piece is in and like 3 weeks til exams (and like 30 books to revise fml)
  6. Thats wat I am doing; Hence the big to do list divided by race/grouping Plan is in the historical overview 5th age will give a very brief bulletpointer of events as all the 5th age stuff will be covered by the subsections And why current written parts have "see elves" etc in brackets to cross reference where tht piece of info comes up again/is fully explained.
  7. It should remain setup even if you wander off. Rock key opens the cave. Water key drains the pool allowing you to climb down and enter next cave. Cloud key creates "cloud staircase" that you can click to climb up.
  8. Doh yeah forgot tht bit. Icicle crown is the members only bonus you can get it at the start or at the end. But for the spring crown you gotta dop the questy bit.
  9. Also note you do not get the crowns right away. first tree u down u get "the year" this trigger quest like sequence of fidning the real year; upon completing THAT you get the crown and can then kill a tree for the other side to get the other crown.
  10. Do you have a citation of Jagex confirming this? Im a hopeful skeptic, I'd love to be able to solo the same exp rates as groups. There been a ton of mentions of it and references to it in game update faqs etc. Not got any links to hand though, last mention came with last batch of dg updates where a few bit were solo only tweaks.
  11. I get what you mean, I'm just using the timeline as a basis. Each stories events need to be roughly chronological to make sense; though the lore surrounding events can be revealed in the relevant order opposed to the order learnt in-game.
  12. TBF jamflex are still gathering data and slowly making tweaks to make solo = teams in xp rates. Just a bit of a waiting game for them to get round to it if you blow at teams.
  13. Need to think up some images or colours or something to break these first few segments up! The later bits are easy just the early ages have a lot of text. Will be adding hide tags in once I've got sections finished. Also got the 2nd Age info up now. Will be glad to get into the more interesting stuff eg all the story lines that are more in-depth and mostly fill out 5th age. But I think this guide to be complete needs to fill out the back story as well and cover a few bits like unplaced Lore. And pieces of lore/history that are not counted usually and why. Oh and if anyone reading this spots something they can give an exact citation for that'd be great. I know most of what I've written up has good citations floating about in-game; just a matter of pinpointing where they are, so I can more clearly note what is definite fact, what is implied fact and what is logical speculation. This project shall teach me to keep notes in better orders lol, I got a good 8 years or so of notepad files of rs lore facts strewn about that I'm having to sift through combined with other sources to double check to jigsaw this bk into a coherent order.
  14. Written out the segment on the first age fully now. So any feedback on format/writing style would be good now before I forge on.
  15. How in the world? Where are you getting these ideas from? It's definitely not an exponential increase but a linear one. There is a random chance of crafting multiple runes per essence so it's not guaranteed that your rune essense:rune crafted is any specific ratio. However, leveling to required multiple runes guarantees you that. -i.e 91 guarantees that for every one essence - you will get two out of it And to the statement that the probability of getting an extra rune is 60% at one level below is probably true as well. While, I haven't actually recorded the actual data for multiple levels - I do remember looking at it when crafting earth/fire runes (way back in f2p) and remember a rune/rune essense ratio of about that near the level before you get the guaranteed multiple rune. As, using the numbers given above, 34 is guaranteed 4 runes per ess 44 is guaranteed 5 From what I've seen of rough workings the chance of that 5th rune between 34 and 44 seems to grow exponentially rather than linear, so like the first 3 lvls only make a 1% difference but the next 3 make a 1.5% difference. And yeah I've read some good stuff on it being 60% chance cap.
  16. Be interesting to see maths on this. Fairly sure it was proven to be exponential increase rather than linear thou.
  17. Decided to get this started over in AOW http://forum.tip.it/topic/292399-wip-the-concise-guide-to-runescape-lore-and-history/ will try and fill out the basics by the weekend, feel free to leave comments of any story lines I seem to of missed or ideas for it. Gonna take a while to compile though, intend to work through section by section doing necessary research and citing evidence where possible.
  18. Very early WIP idea, check back though! Contents 1 - Base Lore -- 1.1 - Historical Lore --- 1.11 - The First Age --- 1.12 - The Second Age --- 1.13 - The Third Age --- 1.14 - The Fourth Age --- 1.15 - The Fifth Age 1 - Base Lore This section covers the basics of Runescape Historical Lore and some highly speculative lore that is popularly taken as fact despite being derived from limited facts; also included is a series of maps to show known territories and settlements at varies stages of history. 1.1 - Historical Lore The known history of Runescape and it's five ages. 1.11 - The First Age This is the first known age of runescape history. Religious theory states that at this time Guthix, Zamorak and Saradomin created Gielinor and populated it; this however is a myth. During 'Meeting History' Laura informs us the world was created by the Elder Gods in a time before Guthix could remember; she also reveals Guthix is the only god known to them. Equally during this quest an elf woman can be observed scouting out the human settlement; as the goddess Seren (see Elves section) brought elves to Gielinor this means she was also present. No life originated from Gielinor itself; Guthix brought humans through a "Portal of Life" from another plane. Seren brought elves through the "World Gate" from another plane; Laura and her family are confirmed to be among the first brought to Gielinor, whether this is the first humans or the first being of any kind is unclear. The First Age lasted for approximately 4,000 years and its end was marked by Guthix entering his first slumber. Guthix is said to of shaped the world in this age via the Anima Mundi (see Gnomes) which was possibly created by The Stone of Jas (see Fremmennik & Mahjaratt). He also supplied rune stones to the people, though there was no knowledge of runecrafting at this time so magic was rare. The Portal of Life was possibly sealed shut at some point prior to the Second Age, therefore most races are assumed to have entered Gielinor by the end of the First Age, however it is possible the Portal(s) remained open until the Second Age. We have confirmation of one portal created by Guthix; however it is possible there were many portals each to different planes/worlds from which various races originate. It is speculated humans were brought from our world to Gielinor, as during Meeting History we learn they were brought from a place Guthix called Terra which orbited a star called Sol. The human's refer to these as Earth and the Sun, Terra and Sol are also the astronomical latin-based names for the Earth and the Sun. One of the last events known to occur prior to Guthix slumber was the founding of the Myriad Civilisation in the Lumbridge area; little is known about this race other than they were formed a civilisation of pure light and crystal that was beautiful, peaceful and made the wind sing in harmonies but they were a very delicate race, described by Juna as soft as snowflakes. 1.12 - The Second Age Precise details of when gods arrived in Gielinor are unknown, however most gods arrived at some point before or during the second age, this age lasted for 2,000 years and is noted as both the age when Gods walked the world and the Age of Zaros. Exactly how many Gods there are in Gielinor is unknown, Postbag articles suggest there are many more than we know of, however most are assumed to be minor deities compared to the major 7 currently known (Guthix, Seren, Armadyl, Zaros, Saradomin, Zamorak, Bandos). Saradomin The city of Hallowvale (Meiyerditch) in south east Morytania is known to be the capital city of Saradomin, shared by humans and Icyene. However the extent of Saradomin's domain is unclear; it is assumed Entrana was a Saradomin 'outpost' as it was the island where he first entered Gielinor and greeted his human followers who settled there. It is not known at what date humans took up residence in this city; it is possible no Saradominist humans lived outside Entrana at this point. At this time Hallowland was a rich forest land, not the desolate swamp of modern Morytania. Seren The elfish lands are known to included Tirannwn and much of the western world with its capital of set in Prifddinas. It is speculated at this time Gnomes also worshipped Seren before becoming Guthxian at a later date due to their ability to work with crystals and nature in similar ways to the elves. Armadyl This empire is presumed to of occupied most of the central Kandarin and Asgarnia regions due to the location of the Temple of Ikov being central to this region. However little is known for sure, other than Armadyl was the 2nd major god at this time; having a similar equal yet opposite relationship with Zaros as Saradomin and Zamorak in later years. Zaros Zaros was the most prominent god at this time; his empire covered Asgarnia, Misthalin, Northern Morytanina, North Kharidian and the Wilderness (which was a lush region speculated to be known as Forinthry at this time). The Zarosian region is one of the few places known to have many fortress/cities at this time such as Ghorrock, Annakari, Dareeyak, Carrallanger, Lassar, Paddewwa (Edgeville), Kharyll (Canafis) and Senntisten. Guthix The Seers and Druids are the only confirmed Guthix followers at this time; but had no stronghold instead being a nomadic people, like most humans at this time. The "Barbarian" Races Mostly made up of humans presumed to have lost their faith in Guthix after his disappearance these people fall into a few distinct groups. The Fremmink - a group who headed into the frozen north and now have their own Fremmink Gods The Jungle people - this group resides in Karamja and worship totem idols to unknown gods. The Desert people - this group took up residence in what was the Kharidian Jungle/Desert (now completely desert). They were lead by the demi-god of the Sun, Tumeken, his wife the river God Elidinis and their two 'children' Icthlarin and Amascut who cared for the souls and bodies of the dead respectively. The Monkeys are assumed to be of begun worshipping Marimbo around this time, although no exact information is known the Ape Atol colony is implied to pre-date the Godwars. A few major events occurred during the 2nd Age. The World Gate was sealed shut, references to this imply it might mean Guthix's Portal of Life as well as Seren's World Gate; this cut Elves off from their supply of crystal seeds found only in their original plane (see Elves). Tumeken has his dream which created the collective of demi-gods known as the "Desert Pantheon" (see Desert Pantheon); shortly after this Icthlarin broke away from his father and brought his own race, the Mahjarrat, to Gielinor from Frenskae (see Mahjarrat) in order to defend their kingdom from Zaros. The brutality of the Mahjarrat warped Amascut's mind turning her into the Goddess of Destruction we see today. Seeking power the Mahjaratt abandoned the Desert Pantheon to join Zaros. The Mahjarrat General Zamorak betrayed Zaros and using the Staff of Armadyl (Ghostly Robes mini-quest) and The Stone of Jas (While Guthix Sleeps) managed to stab Zaros, causing Zaros to fade from Gielinor and unknowingly transferring power into himself. 'Other Gods' banished Zamorak for his crime, which God's are not specified but it is assumed Armadyl, as the 2nd largest God at this time, was involved and likely Saradomin as Saradominists' gained much of the Zarosian territories. After Zaros' demise many of the Mahjarrat were chased into hiding or imprisoned; along with the rest of his followers, it is unclear what happened to the Zarosians cities at this time. It is possible they were purposefully dismantled though the survival of Ghorrock may suggest otherwise. The construction of the Duel Arena and Slayer Tower occurred during this time. Speculation suggests they were constructed as a prison (tower) and torture/execution arena (Duel Arena) possibly built to deal with Zarosian followers or the tower may have been Lord Drakan's stronghold though nothing beyond their construction being within this age are definite. During the later parts of this age wars were fought over the now highly rare rune stones (Shattered Heart), as a good stock of these allowed dominance over neighbouring races/settlments. The Second Age ended with Zamorak's return, in his absence he had transformed from a mortal into a God. It is unclear exactly what happened next, but it is assumed Zamorak either tried to gain territory and followers by force or began enacting revenge on the Gods who had banished him, as his return prompted the start of the God Wars. 1.13 - The Third Age The third age of Gielinor lasted for 4000 years and is complete defined by the Godwars, though many key events occurred during the wars. Firstly there is strong suggestions that many of the Zarosian cities were destroyed in conquest by Zamorak and his followers, which could of been the event to incite the war; the early stages of the war also saw the fall of the Hallowland (Southern Morytania) in which Lord Drakan invaded with an army of vampyres, werewolves and other magic-infused creatures. This battle was ended with Hallowvale's surrender as Drakan kidnapped their king; though the barrows brothers did later lead Saradomin forces in a bid to free Hallowvale, Sliske's cursed armours brought them an early demise and saw the campaign fail. The warring also attracted Bandos to Gielinor, bringing with him Orges, Goblins, Ourgs, Orks and many other powerful fighting humanoid races, it is believed giants and trolls may also of been included in these races. Some speculation suggests Bandos may of entered Gielinor in the 2nd Age as Gu'Tanoth dates back to the second age; however nothing is known of Bandos prior to the Godwars and there is suggestions he led his races to conquer the Feldip Hills area during the wars. As the war progresses it most gods either left the world or joined forced with Saradomin or Zamorak who became the two prevailing gods; Armadyl is known to of left the world after his Avainsies were destroyed or frozen. Towards the end of the third age the city of Senntisten (Digsite) was destroyed and replaced by the Saradominist city of Saranthium, the wars expanded south into the Kharidian Desert as resources became scarce and saw much of the area destroyed, as well as unseating the Desert Pantheon as the ruling gods of the area. The war finally ended when Guthix awoke from his slumber and forced a ceasefire banishing all gods from direct influence in the world; based on the impression at Fist of Guthix and the patterning on the Stone of Jas, along with its Guthixian guardians, suggest Guthix forced the cease fire by through the power of the stone. The aftermath of the God Wars had many lasting effects on the world and a few other unrelated events, in addition to those above: All mahjaratt, Zarosian followers and cities were destroyed, abandoned, imprisoned or in hiding with the notable exception of Bilrach, Hazeel and Khazard The Dragonkin created dragons to defend themselves Many 'delicate' races were made extinct including a Myriad Civilisation in the Lumbridge area of which only the light creatures survived, Wyrms (including White Dragons), Wyverns (though re-animated skeletons remain) and Ourgs. Count Draynor took over the Draynor village and surrounding areas Dwarves sealed themselves underground Gnomes fled underground Mother Mallum made her first attempt to gain power and was defeated by the Temple Knights Hazeel conquered Ardougne Dagannoths emerged causing great loses to the Fremennik people The Orge colonies of Feldip Hills were established Dragon metal found in Freneskae and forged by Dragonkin began to emerge A lot of magically knowledge was lost, particularly battle magic (Ancient spellbook) Contact to an underwater city was lost The devastation of the war is believed to of weaken many walls between worlds allowing access to many alternate realms such as Zanaris, Puro-Puro, The Gorak Plane, The Killerwatt plane etc. 1.14 - The Fourth Age This age lasted only 2000 years and is know as the age of mortals. In the devastating aftermath of the Godwars only Saranthium, the refugees from Hallowvale in Mort'ton region and some Kharidian cities survived, the rest of the world was populated by barbaric tribes formed from civilisations collapse. This age was characterised by turmoil and small wars while the modern kingdoms began to emerge, the races to survive the Godwars were the sturdy races but most had abandoned high culture and civilisation and became war-like species to survive. Vampyres/Morytania Their domination in Hallowvale remained strong with the area being renamed Sanguinesti as they polluted the land with decay and ruin, reaching as far north as Morytania. In time they began to launch attacks on the Misthalin region resulting in the destruction of Saranthium. As the tribes of Misthalin came together to form a rough nation Avarrocka sent the seven priestly warriors out to drive Drakan's forces back allowing Paterdomus to be built and the River Salve blessed to entrap Zamorakian creatures. This blessing greatly weakened vampyres outside the region, such as Count Draynor and Morytania became a myth. Towards the end of the age travellers crossed the river, despite warnings, to found Canafis and Port Phasmatys which later fell to Drakan's rule; though much freer than the southern colonies. Dwarves During this age the dwarves founded underground cities. Normal dwarves shunned the surface world and magic remaining hidden and losing most magical abilities, the Imcando dwarves however re-emerged and retained their magic only to be slaughter to near extinction by barbarians. Only two Imcando dwarves are known to survive to modern day. Normal dwarves rapidly advanced technologically due to their lack of magic and eventually resurfaced at the end of the fourth age; though they remain a mainly underground species Elves During the early years of this age the elves crossed the Arandar mountains, lead by King Baxtorian to resettle much of the Kandarin region and ruled one of the largest and most peaceful settlements teaching many humans to live peacefully. Some time around the middle of the age the Iorwerth clan rebelled against the others and took control of Prifddinas and forcing the other 7 tribes into the Isfadar forests and sealing the Arandar pass. When King Baxtorian discovered this betrayal he ordered all elves to return to Tirannwn to fight for it. new civlisation. magic. 2000 years. human comes out on top 5th age year 169 of the 5th age. human domination. To do: Elves Penguins Pirates Desert Pantheon Monkeys Mahjratt Vampyres Temple Knights Sea Slugs Fairys Dwarves Dragonkin Gnomes
  19. I would think easiest way would be tell base lore thats not story line related. Then tell each story line, even if it means things are told twice; unless of course two story lines totally merge and vanish into a new one in which case both could be ended with continued in story line x
  20. Sea slugs did pop up in the last cutscene or two of the last penguin quests, speculation is the penguins warring ideals r being caused by the slugs. Temple Knights have a whole conspiracy wtf are they actually up to thing going on, but what I posted is the role they are meant to be. The core of the temple knight story line seems to be wtf actually happened to the king of falador. All black knights are related. the Kinshra as they are officially known are primarily concerned with getting Falador; but they are also sort of "rogues for hire" and hence pop up a fair bit. The barbarians are all related, the barbarian village was founded by an offshoot of the barbarian invasion in the 2nd(?) age to wipe out magic that sort of got left behind and setup camp, they are still a colony of Rellekka. And yeah timeline would be boring; but definitely need a timeline in it somewhere to cover the chronology and it would make a good starting point as a rough outline to flesh out around.
  21. Yeah but if you prepare like that you waste inventory space for what you are ACTUALLY doing and also end up carrying stuff that makes you worth killing.
  22. That would be quite interesting to see written up. I could probably do it if I had the time, I might see what I can do over the weekend at at least getting a rough outline together. But to cover the two small points in your question: No the pirates do not know about the sea slug's by any current in-game evidence. Temple Knights are the Elite White Knights; as explained in a quest they recruit from within the White Knights (you had to become a white knight before tiffy could hire you into temple knights). Best comparison in real world terms would be temple knights are sort of like the cia or fbi while the white knights are the standard police.
  23. I wouldnt call ppl who attack chaos tunnel/bork runners kids. I mean you are afterall in the wildy all geared up. It's not quite the same as when silly kids or clans pile abyss runecrafters or people with nothing on who are clearly jsut doing a clue or agility or w/e. I get that they are entitled to being the widly and all; but what's really the gain in attacking a totally un-prepared player who isn't gonna put up a fight or drop anything of value?
  24. Interest is subjective. You could view the most technically and artistically perfect photo in the world; doesn't guarantee you'll find it interesting. I might play with the bottles some more though.
  25. Both formats are listed on the guide page. IIRC elite and maybe hard give the truncated "crate, hemenster" type while easy med hard can give the longer ones. Either way both are listed, and the longer format does say "northwest of ranged guild" though it culdnt hurt to add this to the shorter description too.

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