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Soma2035

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  1. Tip.It staff note: This guide has been copied to the Archive of Wisdom viewtopic.php?t=726332 This original topic is for replies to the author and discussion. The ULTIMATE God Wars Dungeon Guide Version 2.2, designed for Tip.It Forums and Legion of the Crusaders Clan forums ONLY Introduction On the 28th of August, 2007, Runescape saw the release of the God Wars Dungeon. The dungeon is buried beneath the frozen wastes north of Trollheim, and packed with hordes of monsters in a multi way combat area, most of which are aggressive. At each corner of the roughly rectangular dungeon, there is a barrier requiring 70 in a specific skill to bypass, and sometimes an item as well. Behind the barrier is another pack of angry monsters, and behind them, a second barrier that will require you to defeat 40 members of that army to open. The true intent of these dungeons lies behind the second barriers. An extremely high level monster lies behind the second barrier, as well as their three minions. All of these monsters are capable of dropping extremely valuable items. Unfortunately, they also take coordination, teamwork, and a good strategy to kill efficiently. This guide assumes you have some basic knowledge of the God Wars Dungeon, and have visited at least once (if only to place the entrance rope.) [hide=Basic Tips]This dungeon is not a safe place. Even the most experienced players will likely die once in a while, whether due to sheer misfortune, lag, a teammates mistake, etc. Always check the Items kept on death to make sure any losses are acceptable. Realize that just having a gravestone isnt a guarantee; people have lost their items due to a system update preventing them from returning, or a power outage. I realize that many players stress strength over other combat stats. This is natural, according to my High Damage Preference theory. Simply put, people like seeing themselves hit very hard. >.< Unfortunately, strength is actually the weakest combat stat in the GWD. The most important two skills, in my opinion, are defense and prayer. Summoning provides a wide array of gimmicks that can prove very useful, but as a whole, is not necessary. Range and Attack are the most useful class-specific skills for archers and warriors, respectively. 70 prayer is VERY important, as you can not bless a teammates gravestones without 70 prayer. With higher prayer, and a large enough team, you may find yourself never using prayer potions. Lots of people talk about solo God Wars. Dont be tempted. The truth of the matter is that these monsters are meant to be killed as a team. With a team, you kill the guardian faster, share the damage, can help each other when supplies fall low, bless each others gravestones in case of death, and new tactics become available. Over all, youll earn more money as a team than alone, most of the time. Unless youre very experienced, save your inventory space as much as possible. Be professional: dont waste your inventory spots on Dragon Kites, Snow globes, and Mithril Seeds. If you can, help each other bring stackable items like teleport tablets. Here are some tricks to help you do this: - Teleport trick w/ Normal Magic: After finishing your inventory space, pick an item you have at least 5 of. Deposit 3 of them. Withdraw 5 Law Runes, 5 Air Runes, 4 Fire Runes. Cast Teleport to Trollheim, drop 2 of the item. Teleport to Camelot, retrieve the 3 you deposited. Teleport back to Trollheim, and retrieve the 2 you dropped. - Boots and teleport Tablets: Remember how I suggested having others help you bring stackable items? Make sure a friend knows and brings one. Walk from Burthrope, using the saved spot for 12 coins. On the way, buy a pair of climbing boots. After you reach the dungeon, drop the boots and get the tablet from your friend. Wear/bring items of the Gods whose minions inhabit the area you are going to be building kill count / will have to run through. - Bandos: Wear a Bandos item and a Zamorak item. Wear a Saradomin item if youd like to avoid being hit upon entering the dungeon. If you have an Armadyl Godsword, there is a convenient kill spot location on the west side, inhabited with tons of low level goblins and mid level aviansies. - Armadyl: Wear an Armadyl item and a Zamorak item. Wear a Saradomin item if youd like to avoid being hit upon entering the dungeon. - Zamorak: Wear a Zamorak item. Wear a Saradomin item if youd like to avoid being hit upon entering the dungeon. - Saradomin: Wear a Saradomin item and a Zamorak item. If the item you are wearing is not very useful (such as a holy symbol), bring another item to wear when youre actually in the guardian room, and the god icon will have no more effect (amulet of fury). Use 1-click teleports. Teleport tablets are cheap, and are far more dependable than runes, glories, or dueling rings. Here are some items you can use as God Icons: - Bandos Items: Bandos Chestplate, Bandos Tassets, Bandos Boots, Bandos Godsword, Ancient Mace (You can also use the Ogre Spa but I dont suggest this.) - Armadyl Items: Armadyl Chestplate, Armadyl Helm, Armadyl Plateskirt, Armadyl Pendant, Armadyl Godsword (Do not use this if youre actually going to Armadyls Eyrie.) - Zamorak Items: Zamorak Trimmed Rune, Zamorak Cape, Zamorak Cloak, Zamorak Blessed Dhide, Unholy Symbol, Zamorak Robes, Zamorak Stole, Zamorakian spear, Zamorak Godsword - Saradomin Items Saradomin Trimmed Rune, Saradomin Cape, Saradomin Cloak, Saradomin Blessed Dhide, Holy Symbol, Monk Robes, Saradomin Stole, Saradomin Sword, Saradomin Godsword[/hide] [hide=Advanced Tips]Be wary of coin share, it only extends 16 tiles, and if you arent within that range, you wont get a share of any drops. Try to use God Icons that are usable as combat equipment. For example, using Zamorak Blessed Dhide instead of Karils is a better choice than using an unholy symbol and bringing a fury amulet. Fruit Bats are very effective familiars in God Wars Dungeon. They provide a great amount of healing (10 casts, averaging ~10 HP versus 3 casts with Unicorn Stallion, healing 14 HP). Unicorn Stallions are NOT the best summon choice unless you are fighting the Zamorak guardian who is poisonous. Ice, Fire, and Moss titans provide a good amount of healing as well, a defense boost, deal a small amount of damage, and can absorb attacks from the minions after the guardian is dead. Choose your team mates carefully. A horrible mistake by a teammate can result in the death of one or more other party members.[/hide] [hide=Building your Inventory]I am putting this higher up in the guide because otherwise Id get complaints from people who dont read all the way through. However, it is best to skip this for now and return after reading the rest of the guide. First, realize that GWD parties are not armies. You will not all have an identical outfit and inventory. Dont expect that. However, there are several guidelines you can follow to building your inventory. Follow these rules to make a trial inventory, and you can modify it for future trips based on your past experiences. Teleporting Two purposes for teleporting, a) to leave the dungeon when youre done, and B) to leave the dungeon when youre 2 hp from losing 10m of gear. Both very important. To save space, I suggest a teleport tablet. A house teleport tablet is best, since if you are poisoned by the Zamorak boss, or lagging, and you die after teleporting, you will not lose anything. Switch Items As mentioned above, you may not always be able to fit a god icon into your outfit. Bring one that you can use during your killcount instead, and carry the item that you will be using later. Healing Of course, since these bosses do a lot of damage, youll need healing. However, Sharks arent really sufficient. Saradomin Brews are your best choice, restoring 16 HP per dose at level 99. They will drain your stats though. Prayer You will also be using a lot of prayer in this dungeon. You have two items that can be used to replenish prayer points: Prayer Potions and Super Restore Potions. The Super Restore potions restore 1 more point, but also restore the stats drained by Saradomin Brew, so these are the best option. Every 3 doses of Brew will drain slightly less than the amount restored by 1 dose of Super Restore Potion, so NEVER exceed the 3:1 brew to restore ratio unless you do not need to do any fighting (such as if you are a wall.) Special Items Hammer for Bandos, 2 Ropes if its the first time youre visiting Saradomin, and a grapple for Armadyl. Summoning If you can summon, youll usually want one summoning potion and 2-5 pouches. Check the description under each section for what familiars work well, and what to bring exactly. This covers the majority of the items youd bring. To build your first trial inventory, bring all the items youll need OTHER than healing and restore. Then fill in whats left with super restores + Saradomin brew at roughly a 2 to 1 ratio. For example, lets say youre going to Bandos. Your inventory holds 28 items. You need a Hammer, a Teleport Tablet, 2 Super Attack Potions, 2 Super Strength Potions, a Saradomin God Cape, and an Unholy book. That occupies 8 of your spaces. The remaining 20 should be devoted to healing. 7 restore potions and 13 Saradomin brews would be a good ratio. After this trip, you can adjust it as you see fit. You can also get tips from your team members. Lets say you have 90 prayer. Your team mate has 80 prayer and tells you he normally only brings 6 super restore potions. Going by that, you probably only need 5. Do NOT blindly copy the inventories of others. The first secret to success in this dungeon is learning how to design your own equipment and inventory set up.[/hide] [hide=Dungeon Mechanics]The dungeon is spread into 4 major portions and a center room: Bandoss Stronghold in the Northwest, Zamoraks Fortress in the Northeast, Saradomins Encampment in the Southeast, and Armadyls Eyrie in the Southwest. Each God has a large army of different assorted monsters, as well as Spiritual Mages, Rangers, and Warriors serving them. You must kill 40 of their minions before entering their Guardians chamber. The Guardians range from level 580 to level 650, but realize that level isnt a clear gauge of their strength at these high values. Each guardian also has three bodyguards, one warrior, one archer, and one wizard. These guardians range from level 120-150, and are generally easy to kill. However, they have a VERY fast respawn time if the Guardian is still alive. Drops include the four hilts, three Godsword shards, Bandos and Armadyl armor, and the Saradomin and Zamorakian weapons. Each Guardian can drop the hilt of its god, as well as either the armor or weapon of its god, and any of the three Godsword shards. Their bodyguards drop items much less commonly, but can also drop all of the items their guardian drops except the hilt.[/hide] [hide=Requirements]Archers 80 Range, 90 Defense Warriors 90 Attack, 70 Strength, 90 Defense Saradomin 70 Agility Bandos 70 Strength You generally have 70 hit points if youre in this dungeon so Zamoraks requirement isnt a problem. You MUST be an archer if youre going to Armadyl, so you should have the 70 range requirement too.[/hide] Bandoss Stronghold [hide=Background]Bandos is the God of War, worshipped by goblinkin. His minions in the dungeon include Goblins, Orks, Ogres, Jogres, Hobgoblins, and spiritual warriors / rangers / mages in the shape of armored Orks. His Guardian is General Graardor, who is level 624. He has two attacks, a powerful melee attack that deals up to 60 damage, and a shockwave attack that hits in the mid 30s. This is probably the best place for someone to start in the GWD.[/hide] [hide=Strategy Overview]The best and probably only real strategy is the wall tactic. One person should focus on defense, and then get Graardors attention. He then uses the protection from melee prayer, and heals himself constantly to avoid succumbing to repeated range attacks. The rest of the team attacks Graardor with protection from range, so the AoE (Area of Effect) shockwave doesnt hurt them. With this strategy, if Graardor ever attacks the wrong person, whoever he targets should take the role of the wall, doing his best to stay alive for that fight.[/hide] [hide=Equipment]***SAMPLE SETUPS ARE SHOWN AT THE END OF THE GUIDE.*** Wall Emphasize range defense. Bandos Chestplate and Tassets work very well. Do not use a Godsword, use a Dragonfire shield, Crystal shield, or Granite shield instead. If you want to fight back, you can use an Abyssal whip. Otherwise, staffs have slight defense bonus. Fire Staff will also allow you to alch the abundant rune drops, using the nature runes that Graardor also drops. You can also bring runes to use lunar spells like Vengeance if you wish. Standard Warrior Focus on attack bonus. Warrior Rings are cheap and provide a good bonus. Godswords are your friend. If you cant afford one, go with Rune Defender + Abyssal Whip. Either emphasize on melee defense or magical defense, or mix the two (Such as Karils Top and Veracs Skirt). Prayer bonus helps. Standard Archer Focus on range bonus. Ranger Boots are a bit pricey nowadays, so use Snakeskin if you like. Realize that Blessed Dhide has the same attack bonus as Karils, and Vambraces are only one point less than barrow gloves. Armadyl works very nicely. Rune Crossbow is probably the best weapon choice. Unholy Books work well for some added range bonus. Void Melee Warrior Most of your equipment slots will be void. Use a Godsword to take full advantage of the attack and strength bonuses. Void inherently has decent magic defense. Void Range Archer Similar to melee, most of your equipment slots will be occupied. A DFS is actually a good choice with void, to help compensate the severe loss in defense. Unholy books still work well, for prayer bonus and accuracy. Again, Ranger Boots are getting more expensive, so stick with Snakeskin if you would rather save the cash. Diamond Bolts are your best choice, bring ruby bolts for the first 50% of Graardors HP if you like, but only if you have a healing familiar.[/hide] [hide=Inventory]In general, you dont need too much healing unless youre taking the role of a Wall. Youll generally need 5-10 potions to restore prayer with. Bring Super Attack / Super Strength potions if youre a warrior, Range Potions if youre an archer. You want at least 8 doses of each potion. Fill the rest of your inventory with healing, the extra can be donated to the wall to keep him or her alive. If youre acting as a wall, bring as much healing as possible. If you plan to fight back, try to keep a 2:5 ratio of Super Restore and Saradomin Brew, otherwise, just go heavy on the brews. A hammer is necessary to enter this section of the God Wars Dungeon.[/hide] [hide=Kill Count"]The following diagram indicates some good spots for kill count within the dungeon. The most northern spot contains only Hobgoblins. The two spots closer to the center are populated with Hobgoblins and Goblins, and many werewolves and goraks who will be fighting Bandoss army. You can attack the distracted Hobgoblins safely. The western spot contains a LOT of goblins and hobgoblins, and are usually clear. However, you will need an Armadyl item. This spot is ideal if you have an Armadyl Godsword. [/hide] [hide=Entry]The wall enters first. He will instantly gain the attention of Graardor and all three bodyguards. Once all 4 of the monsters start attacking the wall, the rest of the party can enter and kill Graardor.[/hide] [hide=Fighting Graardor"]ALWAYS kill Graardor first. Killing the minions serves little to no purpose as their drop rate is low and they will respawn fast. Killing Graardor will save the wall of your party precious hit points. Then kill the minions in this order: Sergeant Steelwill, Sergeant Strongstack, Sergeant Grim[bleep]e. Steelwill is the wizard and will be dealing the most damage of the three. Strongstack is the warrior, who will be close and therefore quickest to kill second. Grim[bleep]e does more damage than Strongstack does, typically. After every kill, the three sergeants will try to attack whoever did the last hit to Graardor. Range attacks sometimes confuse them and they may choose the wrong target. In either case, they will usually all be on the same person. If you are that person, use protection from magic until Steelwill is dead, then use protection from range until both Strongstack and Grim[bleep]e are dead.[/hide] [hide=Setup]After Graardor and all his minions are dead, everyone but the wall should move to the northwest corner. Graardor spawns in the center-east side. The wall should wait near his spawn point, and attack once Graardor spawns. Graardor will usually try to walk towards the corner where the rest of the team members are. If thats the case, the distance is long enough that the wall will strike him, and gain his attention, before he reaches them. If Graardor attacks the wall, all the better. The green dot on the following diagram marks one of the best spots for the Wall to stand. Some prefer to stand a step south of this spot. [/hide] [hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore. War Tortoise Similar to the terror bird. It holds an extra 18 items. These pouches are harder to come by. Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these, and make sure your Wall brings a knife too so he can share your food later in the trip. Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying. Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs. For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.) You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose.[/hide] Zamoraks Fortress [hide=Background]Zamorak is the god of evil and destruction, whos pretty well known by now. His minions include Werewolves, Goraks, Bloodvelds, as well as Imps and Ice fiends who seem to exist only to make Zamorak kill count easy. His Spiritual Warriors / Rangers / Mages wear red clothing / armor. His guardian is Kril Tsutsaroth, the highest level of the four guardians, and also the weakest, in my opinion. Kril is poisonous, and the venom is stronger than any other form, dealing 16 damage at a time. He has a normal melee attack that deals up to 40 damage, and a magic attack that deals up to 20 damage. He also has a special melee attack that he only uses rarely when you are using protection from melee prayer. This attack deals up to 50 damage, and will drain your prayer. However, he doesnt use this often so this is not a reason to stop praying. Interestingly enough, hes also considered a lesser demon. If you have a lesser demon, a black mask will give you a 15% strength and attack increase. He also seems to have lower defense than the other guardians.[/hide] [hide=Strategy Overview]Since this boss has lower defense and no AoE attacks, the best strategy is simply to kill him as fast as possible. You can use a wall if you want, but it is completely unnecessary.[/hide] [hide=Equipment"]***SAMPLE SETUPS ARE SHOWN AT THE END OF THE GUIDE.*** Standard Warrior Focus on attack bonus, and wear armor thatll provide both good magic and range defense (against the bodyguards). God swords work great. Try hard to get a lesser demon slayer task, and bring a black mask / slayer helm. Standard Archer Focus on range bonus. Ranger Boots are a bit pricey nowadays, so use Snakeskin if you like. Realize that Blessed Dhide has the same attack bonus as Karils, and Vambraces are only one point less than barrow gloves. Armadyl works very nicely. Rune Crossbow is probably the best weapon choice. Use a Dragonfire shield if possible to compensate for the lower range / melee defense from the armor. Void Melee Warrior Most of your equipment slots will be void. Use a Godsword to take full advantage of the attack and strength bonuses. Void inherently has decent magic defense. Do not use this if you can use a black mask, and have a lesser demon slayer task. Void Range Archer Similar to melee, most of your equipment slots will be occupied. Definitely use a DFS and cross bow. Diamond Bolts are probably your best bet. You can bring rubies if so desired for the first half of the fight (when Krils HP remains above 50%), but only if you have a healing familiar.[/hide] [hide=Inventory]A standard inventory for this boss balances healing and prayer restore. You will also want some range potions if youre an archer, or super attack/strength potions if you are a warrior. Bring at least 1-2 Super Anti Poison each. The stronger, longer lasting variants are good choices too. If you have a Unicorn Stallion, instead bring an extra summoning potion. Do not attempt to fight Kril without some sort of poison removal. His poison inflicts very high damage.[/hide] [hide=Kill Count"]The following diagram indicates some good spots for kill count within the dungeon. The spot near the entrance includes several imps and ice fiends. Only use this spot if you have a Saradomin item, or else you will be blown to pieces by the Saradomin Spiritual Mages and Priests. The spot further north contains several Bloodvelds and Werewolves. Feel free to use your prayer, since crossing the bridge into Zamoraks fortress will drain any remaining prayer you have. Once you are out of prayer, cross the bridge. The remaining two spots inside the fortress each contain 2 imps, which you can use to quickly polish off your 40 KC. [/hide] [hide=Fighting Kril Tsutsaroth]Attack Kril Tsutsaroth first. Use protection from melee if you are his target, otherwise use any of the three protection prayers (personal preference). Like any other boss, make sure he is dead before proceeding to kill the sergeants. I suggest killing Tstanon Karlak first. He is the melee user, and will be closest when you finish killing Kril. Once he is dead, kill Zakln Gritch, then Balfrug Kreeyath. If you are their target, use protection from melee until Karlak is dead, protection from range until Gritch is dead, then protection from mage until you finish off Kreeyath. Between kills, stand wherever you want along the east or west walls, or directly in the center of the room. Kril is HUGE so he will not be able to attack you right away if you stand where he spawns. This will give you time to activate your prayers.[/hide] [hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore. War Tortoise Similar to the terror bird. It holds an extra 18 items. These pouches are harder to come by. Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these. Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying. Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs. Against Kril, these have the added benefit of being able to cure poison at the cost of summoning points. For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.) You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose. Familiars CAN NOT cross the icy river. In order to get your Beast of Burden across with all the items intact, dismiss it before crossing. Cross, drop 12 / 18 items, return, retrieve the items dropped, cross, summon a new familiar, and store the items. If youre using a Pack Yak or something else with too much space, be ready for multiple trips. You may want to bring an extra pouch if your team is slow and your second familiar will likely expire before your team has kill count.[/hide] Armadyls Eyrie [hide=Background]Armadyl is the god of justice, whose position was taken by Saradomin after his staff was stolen. His army is composed of the Aviansies, flying bird like warriors. His Guardian is a larger Aviansie, named KreeArra. KreeArra is level 580, lowest level of the 4. He also has the most damaging attack, his range whirlwind dealing up to 69 damage. KreeArras first and most commonly used attack is a barrage of whirlwinds, one towards each person in the room. The gray one inflicts up to 69 range damage, the blue inflicts up to 25 magic damage. Obviously youll want to use protection from range. His second, less seen attack is to fly towards you and hit you with his formidable beak. This attack does a substantial amount of damage as well, but is almost never used if multiple people are attacking him. Aviansies fly too high to be attacked by melee weapons, so you MUST use range or magic to kill them.[/hide] [hide=Strategy Overview]This boss only uses AoE attacks if you are not alone, so the strategy is fairly straightforward. Use protection from range and shoot him with a ranged weapon until he dies.[/hide] [hide=Equipment]***SAMPLE SETUPS ARE SHOWN AT THE END OF THE GUIDE.*** Standard Archer If you are with a smaller team, balance range attack with melee and magic defense. Prayer bonus is very helpful. Rune Crossbow is your best choice, and should be paired with a DFS. If you are with a larger team, focus more on range attack bonus. You can go as far as to replace DFS with unholy book if your team is VERY large. If you want, a Dark Bow is nice for special attacks if you bring Dragon Arrows. Bring both Diamond and Ruby Bolts, use the Ruby Bolts until Kree falls under 50% HP. Void Range Archer Do not use this unless your team is fairly large. Use a rune crossbow and a DFS to compensate for the lower defenses. A Dark Bow is even more potent with the attack bonus of void. Use Diamond and Ruby bolts still, but if your range is over 90, start using the Diamond Bolts earlier. With 99 range, its not uncommon to hit over 40 with diamond bolts.[/hide] [hide=Inventory]Bring a mix of super restore potions and Saradomin brew. If you have a large team and your range is REALLY low, go ahead and bring a couple range pots, but they wont last too long. Bring an extra super restore, or a prayer potion for the kill count. You will need a Mithril grapple to enter Armadyls Eyrie.[/hide] [hide=Kill Count]No. The diagram is not messed up. Basically, any spot inside the Eyrie or at the southwest side of the main room will work. Use protection from range and kill Aviansies. If you used to kill Spiritual warriors, note that they have now been fixed. They will deal heavy damage, and still use ranged attacks. [/hide] [hide=Fighting Kreearra]Use protection from range. Attack with Ruby Bolts (e) until Kreearras HP falls under 50% (or 75% if youre using Void). Switch to Diamond Bolts (e) to finish him off. Unlike the other body guards, Kreearras bodyguards will attack whoevers attacking them. Have at least one person attack each with the appropriate prayer. Skree is a wizard, Geerin is an archer, and Kilisa is a warrior (the only aviansies that uses melee attacks aside from Kree.) Keep protection from range on between spawns. You do not want to be surprised by Kree popping up, attacking you along with two of his minions, instantly killing you. Attack Kree once he spawns, once at least two people attack he will not use his melee attack.[/hide] [hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore. War Tortoise Similar to the terror bird. It holds an extra 18 items. These pouches are harder to come by. Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these. Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying. Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs. For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.) You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose. Familiars CAN NOT cross the chasm. In order to get your Beast of Burden across with all the items intact, dismiss it before crossing. Cross, drop 12 / 18 items, return, retrieve the items dropped, cross, summon a new familiar, and store the items. If youre using a Pack Yak or something else with too much space, be ready for multiple trips. You may want to bring an extra pouch if your team is slow and your second familiar will likely expire before your team has kill count. Since your grapple can possibly break when you cross, make sure to grab an extra one from the crate (drop yours and take one). If you bring a BoB, you can take advantage of the space by squeezing in an extra prayer potion for kill count.[/hide] Saradomins Encampment [hide=Background]For a god of good and justice, Saradomins forces are far more dangerous than anyone could have anticipated. His minions include Knights, Priests, and the spirituals, which are all fairly high leveled. Commander Zilyana, his guardian, is level 596, but is easily the deadliest of the four guardians. Her two attacks are both lightning fast. The first is a shower of lighting bolts that hits EVERYONE in the room for up to 20 damage. Whats really nasty is that the damage from this attack can queue up. For example, if you see her do the animation of using the lightning attack once, she may have really attacked three times with magic. Then a second later, you take three 20s in quick succession. Her melee attack is just as bad, hitting consistently no matter how high your defense is.[/hide] [hide=Strategy Overview]The best strategy to fighting Commander Zilyana is to simply not let her attack. Use protection from magic, and run whenever she is focused on you.[/hide] [hide=History]Ever since this boss was released, people realized how deadly she was. The Saradomin Godsword is also very useful, making its price sky high. Of course, everyone wanted to know how to kill it. The first method was pretty obvious. Someone would stand in her path, and the rest stand behind him and shoot at Zilyana. This lasted all of 8 hours, after which she was able to walk through people. The second method was also fairly well known. There used to be a gap where the door was. Zilyana would be lured and trapped north of this gap. Then the team would take turns stepping out and hitting her, and hiding when she targeted them. Most were satisfied with this method. I wasnt. With Madmanpur3 and Jard Y Dooku, we found an even better way of fighting her. In addition to luring her to the wall, wed lure the melee bodyguard, Starlight. Then wed bombard Starlight with Chinchompas. Due to the mechanics of Chinchompas, the accuracy was greatly increased and allowed us to tear Zil apart without her ever attacking. Unfortunately, this didnt last long either, as Jagex removed ALL the door gaps when they fixed the Bandos safespot. It was months until we discovered the next safe spot. The corners of Zilyanas chamber were slanted, as a decorative feature. This made for a safespot not unlike the one used against Dagannoth Rex. This was kept secret for months, until someone else happened upon us using it, and later spread it. Eventually the secret was spreading, and to put it at rest, we just released the technique. Why is this relevant? Well, Jagex decided to make a partial fix until they could come up with a real solution. Their partial fix was to distort Zilyanas AI, and that will prove VERY helpful for the advanced technique. Anyways, after messing with the AI, Jagex eventually removed the slanted wall, replacing it with the nice square corners found in every other boss chambers. Regardless, Zilyana still has one major weakness the AI meant as a temporary fix.[/hide] [hide=Equipment]***SAMPLE SETUPS ARE SHOWN AT THE END OF THE GUIDE.*** Standard Warrior This is good for people accustomed to the rest of the dungeon. Use a Godsword. Wear high melee defense and a powerful weapon. Like a Godsword. You will be running away a lot, so make your hits count by using a Godsword. Have I mentioned to use a Godsword? Standard Archer Use this if you want to use the advanced method. a mixture of Melee/Range defense with ranged attack bonus is ideal if youre with a small team. Put more emphasis on range attack if youre with a larger team. Void Archer Use this only with large teams. Get as high defense as possible alongside your void. You can bring a ZGS with any of the three sets. If you choose to do so as a void archer, bring a void melee helm. Healer Use Guthans. Make sure you are on lunar magic.[/hide] [hide=Inventory]If youre using a standard hit and run method, bring an inventory similar to Armadyl. That is, mostly super restore potions and Saradomin brews. If youre planning on using the advanced tactic, try it with the normal inventory first. After you become accustomed to it, adjust the amount of healing and prayer accordingly. Always bring purple sweets for energy. Even with a large team you might find them useful. Bring at least 50. If you are using a terror bird, tireless run scrolls work as well. A healers role and inventory are different. His or her only job is to heal with Guthan, bones to peaches, and familiars, and use lunar healing spells on his or her allies. Bring restores, brews, bones to peaches tablets, anything else you can use for healing. You will need TWO ropes to enter Saradomins Encampment for the first time. I recommend you making a trip to the God Wars Dungeon for the sole purpose of placing these ropes, before trying to come prepare for fighting the boss.[/hide] [hide=Kill Count]The spot near the entrance is probably the best. There are plenty of Spiritual Warriors and Mages if you can slay, that are conveniently busy fighting werewolves, bloodvelds, and Goraks. There are also lots of Priests and Knights if your slayer level is too low. The two spots inside the Encampment are less ideal. The middle spot has 2 mages attacking a werewolf, and otherwise is quiet. The lower floor has only one mage attacking another monster. [/hide] [hide=Fighting Zilyana]ALWAYS protect against magic. You do not want 7-8 spells to stack up, then suddenly pour out and instantly kill you. Never let Zilyana get off a string of melee attacks against you. Your death would be quick, but anything except painless. The healer should never attack Zilyana. If you are healing, wait until Zilyana is fighting your team mates. Then use Guthans and attack one of the bodyguards. After Zilyana is dead, finish off the weakest body guard if your healer was fighting. Then kill the remaining ones. It doesnt really matter what order as long as your team all focuses on the same one. Between kills, the healer should wait along the south wall, where Zilyana will not see and attack you upon spawning.[/hide] [hide=Advanced Tactic]Triangulation is the process of finding coordinates and distance oh wait. Wrong triangulation. In this case, Triangulation is trapping Zilyana in a triangle. It requires at least 3 people using range. Jagex updated Zilyanas AI so that she doesnt put her full focus to the target when she is hit. That is, she walks towards them, but can be turned elsewhere in a single shot. If the three of you alternate your attacks, she will spin futilely in the center of your triangle and never attack you. You can use a Zamorak Godsword to trap her for 20 seconds, enough to position and synchronize your attacks.[/hide] [hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore. Against Zilyana, Terror bird scrolls, Tireless Run, can also be used in place of purple sweets. Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these. Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying. Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs. For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.) You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose. Familiars CAN NOT climb the walls. In order to get your Beast of Burden into the encampment. with all the items intact, dismiss it before crossing. Climb down both walls, drop 12 / 18 items, return, retrieve the items dropped, climb down, summon a new familiar, and store the items. If youre using a Pack Yak or something else with too much space, be ready for multiple trips. You may want to bring an extra pouch if your team is slow and your second familiar will likely expire before your team has kill count. If you bring a BoB and have a slayer level of 78 to 82, you can take advantage of the space by bringing wild pies so you can slay spiritual mages and possibly get some dragon boots.[/hide] _____________________________________________________________________ Welp. That's pretty much it. Here's a few sample inventories, and then the credits. Remember, DO NOT COPY THESE INVENTORIES EXACTLY. THEY ARE MEANT AS GUIDELINES ONLY. There are some general rules in a section further up to how to design your first inventory. Use that to create your first, and then customize it as you see fit based on your past experiences. Also, a certain person from TIF (Who lieks Mudkipz and Cooked Bread) apparently refered to my older guide for inventories. If you're too lazy to make a picture for reference, send a request to me via PM. I'll continue adding new inventory screen shots to this section if requested. Keep in mind my levels aren't that high, and I'm kind of poor so I won't necessary be able to put on fancy stuff for the pictures (I'm only 136 with 93 range, and I'm kind of limited to about 700-800M bank value.) I also have a life (whatever that is) so don't expect pictures to appear instantly. [hide=Sample Inventories - Read the Disclaimer first] [/hide] [hide=Credits]Soma2035 Whos he again? Jard Y Dooku Incredibly good at PKing outside of the wilderness. Only misses the top spot thanks to Durial321. Leesters For training me to hunt Dagannoth Kings, leading to my monster hunting career. Madmanpur3, Shortman4229, Genius93, Muddybob, Artemis1330, Fastforce, Timeoutsmad, Toohey1612 Incredible monster hunters who have ventured to the GWD with me on multiple occasions. Jard Y Dooku Insisted hes an incredible monster hunter. Not in quite the same fashion though. Hes the only person whos managed to kill half his team at Sara GWD, discover really bizarre bugs that everyone else can use effectively, die during kill count on multiple occasions, and die an average of two times per God Wars or Dagannoth Kings trip. Ike Who doesnt like Ike? Let me know if I forgot to put you on the list. And only if I really did forget not if youre someone Ive never heard of. Or if youre Sumondskull6.[/hide] Closing word: Sorry. I fail as a comedian. At least the information should prove somewhat useful. Thanks for reading the guide. If you see any problems (bugs, typos, etc.) go ahead and post about them. I'll get to them some day. Maybe. Lights out.
  2. Couldn't 50 of my clan members buy 10k mage logs each, sell them via a normal trade to 50 other members (this should only take 30 seconds or so) and then have all of them back on the market again?
  3. and everyone with the same lvl is a WannaB I think it might have been me. :-k The first part anyways, I don't remember ever saying anything about WannaBes though.
  4. nope, everything in runescape can be autoed I do believe. I seriously doubt solo-ing Zilyana from GWD is a task for an autoer. \
  5. If destroying a feature that should never have existed is going to kill the game, I'm sorry, but I really think the game should die anyways. I found my first fortune in staking, earning 10m to buy a party hat. And after that, I tried never to stake again. Not because I was afraid of losing, but because of the concept itself. - Staking is gambling. We don't worship gamblers in real life when they win the jackpot, why should we worship stakers? - Many people are "cleaned" in the arena. A lot of people lose tons of money that they can't afford to lose because other players pretend to give them a chance to win. Is this pitfall really necessary for this game? So that any new person may enter and INSTANTLY lose his accumulated wealth? - Staking encouraged people to make new accounts and transfer goods over. Also, it encouraged people to buy/sell accounts and rs gold. I've had one person ask me to make a decent staking account for him for 10m gold. It's pathetic. Just because YOU didn't like the update doesn't mean it's the apocalypse. I HATED the second magic training arena update, which they reduced all the prices on the rewards. Is it the end of the world yet? I don't think so.
  6. Hey whip is still very very strong and as fast as dagger. Why we rangers may not have good and cheep training weapon. It is not like we would own melees with bone bolts. We are just training range with it and pretty fast . Abyssal whip has an utterly useless special attack. Also, many weapons are stronger. That's not to mention, training strength is extremely slow with a whip. And finally, it requires 70 attack. then why did they release the godsword your weilding? :-w seriously tho, bone bolts were unfair, the damage you could do for the price was way out of line with their range lvl, and needed to be fixed. i knew it was a matter of time, so i never got one:P Godsword is a lot weaker than you'd imagine. The only time a godsword is superior to any other weapon is while PKing or while fighting bosses with extremely high defense. No weapon is or should be perfect.
  7. I'm happy to buy tree seeds, but it's no use buying 1000 calquats if I can only plant one at a time. I'd rather buy 1 or 2 of them and come back for more later. People get quite a few calquats at Miscellania, but not all of them farm, so they sell their high level seeds on the GE. This creates a huge supply (and long waiting lines for sellers). People do buy these, they just don't buy ALL of them. In case you missed it, that's the point. Trading in Runescape is based on supply and demand. If there are 100,000 Calquat seeds and 1,000 people willing to pay 40k each, then 99,000 people won't be able to sell their seeds. Thus, undercutting occurs. Maybe 20,000 are willing to sell are 30k each, and in that instance, 10,000 people are willing to buy. That's still not quite equilibrium so the price continues to drop. Jagex put rune warhammers at 65k. Their price adjustments have reduced it to 55k over the past 2 days. There are TOO many people willing to sell at the price Jagex offers, and not enough willing to buy. Had this been natural supply and demand, I would've offered 45k on the day of release, or even 40k, because I'm willing to part with them for less. The GE doesn't allow you to do so.
  8. Build a house with construction emote, and realize you forgot a door or window.
  9. they get a transcript of whats going on everytime you click that report button, they know whats going on. Transcript isn't always enough. My friend got .1 of a black mark... the transcript looked like this: Friend: What? -------------: 300k Friend: Go away! -------------: 300k! Friend: Go away you f-ing noob! And he got a blackmark for the "f-ing". What Jagex didn't get was the person asking for 200k for his item, my friend offering 200k, then the seller declining and asking for 300k. Then he followed my friend for 2 minutes before this conversation occured. A 1 minute transcript isn't sufficient.
  10. There's something else that really has me wondering. I don't think the GE is run completely by players right now. I've literally put up an offer for 500 strange fruits at the minimum price... and I was sold all of them. Another item that usually took me hours on end to sell for 250k-300k, I was able to sell half a dozen of in 2 hours for 350k. On the other hand, I've had 4 granite shields, 9 rune warhammers, and 12 rune c'bows in there for over 24 hours, and not one has sold. All are at minimum price, and previously could be sold in about 15-20 minutes each. The price cap is absolutely stupid. I need the money, and I'm willing to part with my items at 25% underprice. Stopping people from undercutting each other undermines the idea of supply and demand. The GE isn't based on supply and demand. That is a fallacy. The GE is based on set prices, that are adjusted periodically to emulate supply and demand.
  11. Incorrect - I, and I suspect a very large number of people, very often drop things to be picked up again. I've dropped items all the time with the intention of picking them up again. It's the best way to get an extra shark when going Kalphite Queen Hunting. It's also great when going after Kree'Arra, since you usually don't have room for the noted adamant bars you recieve, so you drop a pray pot, and continue juggling it until you finish using it. Also, I've accidentally dropped dragon bones multiple times while working on 99 pray, and I'm nowhere close to 99 yet.
  12. You know, there is always going to be excuses for everything that happens in the world. I could throw someone a snow ball with malicious intent, but the outsider eye could come up with some excuses of some sort to explain the act. What we need is evidence, not excuses nor assumptions, beause there is always going to be some. You could've tripped and the snowball randomly flew from your hands and struck him in the head. :D
  13. That's where you're mistaken. Jagex can create rares with the snap of a finger. Their current rarity is artificially induced. Sorry to burst your bubble qeltar but as a far as i know jagex mods cannot trade, duel, die or drop to other plays so cannot release more items (rares) into the game without including them in an update. If Jagex could do that it would be a big security risk that a Jagex mod could make items and sell them for Real World Money. It would be an unlimited source of Real world money for the guy, until Jagex found out. Jagex wouldn't allow that to happen. : Jagex HAS created rares. There's been at least 3 instances I've heard of where a roll back duplicated the rare someone lent to a friend, and I'm sure there are many more. Also, Jagex has access to the database that stores all our characters, so it shouldn't be too hard for them to add a party hat through that. Finally, Jagex controls store stocks. What's to keep them from putting "Party Hat - Infinite Stock" into the general store? Maybe not with a snap of a finger, but Jagex CAN add more rares, both intentionally and unintentionally. Also, people who were perm banned, then unbanned after an LC appeal may bring more rares into the game.
  14. The sudden influx of "Perform-X" updates, particularly cook-x. As a direct result of this, your skills became worthless. By cooking a shark, you are losing money. Players are faced with a choice: money or experience points. In the end, there is a clear division between collecting resources, and converting them into goods. Magic Training Arena, week after update. This was the first example of Jagex truly caving in. A new great wizard's weapon and shield, a helpful spell, and a new set of difficult to earn armor were released and would take a LOT of work to earn. Many players eagerly tackled the challenge, but thousands more took to the rants forums, [bleep]ing about how it was too hard. Not only does Jagex cave in to what the whiners wanted, they also did it at the expense of people who would rather enjoy the game. While this itself wasn't such a horrid update, it is the first example of this kind of update: supporting whiners at the expense of honest, uncomplaining players. GC Polls The same issue as with democracy. The people with the most power are the people who can not be trusted to do what's right with it. Most players are low to mid level, without truly having experienced the whole of Runescape. Furthermore, it turns players against each other further, when one groups votes overwhelms another. IE: Halloween, where the high amount of F2Pers voting for the Grim Reaper's Hood greatly increased the rift between high level members and new low level nonmembers. People are sore losers and automatically scapegoat groups, and this vehemence is an anchor on the community.
  15. Good idea, I'll put that in. They could still use another account to buy it though. Maybe they would use your idea and still remove the ones that are far away. The complete transaction would be awesome. My friend and I could both dump all our rune plates in and charge 999k for them each, and buy em off each other until the player value of rune plates is 500k-600k. :D
  16. Yea I know, finding a level 34 desperate enough to buy 20 sharks off me for 117k didn't take any luck at all.m :
  17. I made this mistake twice. The first time, a friend took a dragon chain from me. The second, another friend decided to rip off a secret that he promised to keep. In hindsight, I could care less about half a dragon chain or a way to train magic really fast that has long since been removed. But the loss of two of my friends hurt me more. Nowadays, when people ask to borrow this, or borrow that, or ask me to loan them a few million, I pretty much never say yes. That's not out of fear for my items. Rather, it's out of fear for our friendships.
  18. Do you realize that the picture CHANGED right after Genius and I pointed out that Aberrant Spectres don't have 150 HP? If it's not fake, how come everyone I showed the picture to agrees it used to be different? I know at least 3 people who saw this pic and said he changed it since, and there are more who are still posting here.
  19. I'm not jealous, I've hit 100+ with dharoks and 70+ with a godsword. This picture is a fake though. He edited in the 76, and afterwards when Genius93 pointed out that 76 isn't half the hp bar, he changed it again. At least a few dozen people saw it. -.- It's kinda lame he has to fake something he can actually hit... but whatever.
  20. ... I'm inclined to agree with Genius... First, Armadyl GS maxes at about 80+ so it's not the max. And second... I know the bar isn't exactly accurate, but 76 should look a LOT less than half shouldn't it...?
  21. If you put 10m in a 64 man tournament against 63 level 90s, even if you're level 126, you might not win. I HAVE fought and lost against a level 87 once. Admittedly it was a fluke. I was level 122 and I literally hit 2-1, 3-2, 1-1, 4-1 through full rune, while he hits 0-15, 0-0, 12-13, 16-0 on my guthans/v hybrided defense... Then he proceeds to beat me with 2 hp left since I never hit over 15 with whip. In a 64 man tournament, you're basically saying "I'm going to stake 10m... if I win, now I'm forced to stake 20m, then 40m, then 80m, then 160m, then 320m. And if I win all those I'll come out with 640m, or 630m ahead." That doesn't sound too wise TBH.
  22. Just to clear it up, Dhide has the SAME range bonus as karils. The difference between the two is dhide provides higher melee defense, whereas the karils has greater mage defense. Greater mage and range defense. Karils is more useful in many circumstances. I'd say go with Karils. You rarely range a monster who uses melee up close where he can hurt you, if defense matters. However, magic defense is often a reason to use range armor, and Armadyl penalizes melee stats. Also, for battles like Kree'arra, range defense is more useful than melee.
  23. I bought about 50 birds nests from 4 people. Then I'm sent into prison with prison pete. About 2 balloon animals later, 3 of the 4 people I purchased nests from join me inside, as well as 2 of my friends. 5 others in scape rune and I knew every one of them...
  24. [hide] No, the only logical outcome is that the prices go to what the balance of supply and demand dictates. For something like yew logs, the market is already working fairly fluidly, it's already easy to find buyers and sellers for yews. For something like TT items, it can take a long time to find a buyer, which is why you hear a lot of ppl say they're going to put theirTT items up when the Grand Exchange hits. Lowering the transactional cost will have an effect on items that had a relatively high transactional cost before, but your analysis treats the issue like the marketplace for all categories of items was basically nonfunctional, which is pretty naive. How is the rare market the backbone of the economy? If every discontinued item were made nontradeable tomorrow, it would have zero effect on how I play the game. Of course the forums would be filled with people saying that the RS economy was dead, but that happens with every other update already. Jagex leaves rares in the game because some people enjoy trading them or having them as a goal, and they don't want to anger subscribers if it's not necessary. That doesn't make rares the backbone of anything, or important. (don't even go to the rares prevent inflation argument, a 2nd grader can see that's absurd) I'll provide an analogy. Rares are collectible, in limited supply, and valuable. Kinda like... 1987 Fleer edition baseball cards are in the real world. Does that make baseball cards the backbone of the economy? Backbone implies structural function, do you know what part of the body is collectible, limited supply, and valuable? It's not the backbone, it's artificially overpriced diamond earrings. Not a perfect analogy though, diamonds have practical uses and are much prettier than RS rares. I'm not trying to flame you, I think merchanting is the most interesting (theoretically speaking) part of RS, although I don't do it very much in practice, and I respect your merchanting ability. But why claim rares are the backbone of the economy, without even offering a reason? Your point about monopolies using the Grand Exchange is true, but it was already possible and there are drawbacks to the GE for monopolists also. Transactional cost being lower means it's easier for the monopolists to do more trades and impact the market more, but the GE will likely have many more participants than the RSOF which means it won't save the monopolists any more time and could dilute their impact. [/hide] RS Rares form the backbone of the RS economy because of their extremely high value. It's not artificial, it's due to the fact they almost never reenter the market. Holding 10 santa hats means you hold over 200m in buying power. If you add the value of all the rare items in the game, it is enough to trade for a significant portion of the money currently in game, if not more. Someone with a rare item can buy a LOT of stuff. When people have too much money, a lot of them place it in rare items. I realize not every item can be sold right now, but it still places a lot of power in people who hold rare items, and a lot of value in those items themselves. Now let's look at the relationship again. You mentioned baseball cards. Well, you also have other things you need to buy. You need a house. You need food and water. You'd probably enjoy being able to stay clean. Food, shelter, food, water, and loads of other necessities: You need them. Tell me what a necessity is in Runescape? After you buy the basics (which none really cost over 20m) any money you have left is extra. In real life, people start spending on bigger houses, cars, huge parties, etc. In RS, people spend on rares. Now let's look at what you said about rares not affecting your game. I'm sorry, but unless you're COMPLETELY self sufficient, it will definitely affect your game. First - Forumwise. Do you really think people would let it rest? More spam means more legit threads never living long enough for people to see, and as Jagex has been on a trend of implementing good suggestions, this could reduce the quality of our updates. Second - If you had 180m saved for a red party hat that you can now never buy, what are you going to buy? Whatever you buy from other players is going to increase the price of that item. Barrow sets, food, PKing equipment, runes, all skilling materials. Right now if I had 100m or so and suddenly nothing to spend on, I'd either buy a godsword or some xp. Since there are thousands of people saving for rares, you'll be seeing higher prices on EVERYTHING. If you want range xp, either you'll be training the old fashioned way, or catching chinchompas. Fletching? Cut your own logs, or spend more and more on them. Smithing? Watch gold ores increase by 50% or more. Or mine your own gold ore. All this money that's suddenly freed will make a huge impact on the market. Rares ARE the backbone of the economy in the sense that if it was to fall it would heavily impact the rest of the economy.
  25. I have a question about 1-6. Are you sure you can not plant gout tubers? Because gout weed is nontradeable. Also, birds nests are nontradeable and you can receive them while being assisted for woodcutting. I realize any person can get them on their own anyways, but you CAN obtain untradeables while being assisted... Oh, and does anyone know about big sharks / swordfish / bass?

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