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Hegel

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Everything posted by Hegel

  1. Unfortunately I am only well acquainted with the knowledge of how to train ranged from level 80 to 99, i.e. chinning. With regard to training at the lower levels, you should consult the relevant specialists.
  2. I put a few million in coffers, assign workers to doing the most profitable tasks, and visit the place every week to keep approval up (takes under a minute with Frem boots 3). Of course, you can put as much money as you want as long as 750K < your coffers < 7.5M. You may also regain approval as often as you please. Just a note, I haven't had the chance to update this in a while, and seeing as there are other guides around now, you should refer to them over this. See: viewtopic.php?f=180&t=780464 http://runescape.wikia.com/wiki/Calculators/Miscellania N.B.: For the latter, they do not take into account secondaries such as seeds and so can be very misleading.
  3. Unfortunately I no longer have a need for range xp and so will not be trying that method out. Also, I have never been to Soul Wars (haven't unlocked the music), and so am not entirely sure what you are talking about. Feel free to test for yourself and report the findings, though.
  4. You did that on purpose, didn't you? I hope you didn't read that post and immediately had that reply in mind :o Anyway, if english is not your native language, good job :thumbup: I believe that his mother tongue is Chinese. Anyways, on topic, I have actually tried chinning a while ago but I have encountered some problems. At the start, I am unable to move the bones around due to the full inventory of potions. What did you do? Indeed it is. It is generally much easier to spread the skeletons around at the start, so there should be no pressing need to move the bones. As your trip goes on, more skeletons will spawn, making them harder to manually spread around, and thus the need to spread bones is increased. So, if you are chinning properly, you should not need to spread the bones at all until at least 2 potions are used, at which point the freed inventory spaces will allow you to do this spreading efficiently enough.
  5. Speak like what? What I write and what I speak are obviously different, since the latter is subtly nuanced in colloquialisms.
  6. This depends heavily on your prayer level; I would say 1-2 hours.
  7. That is indeed true, I mixed it up with the Godsword. Anyway, I don't see how calling 33% slight is a 'massive understatement', especially considering how few weapon speeds there are. 1. I haven't exactly tested non-crush combat styles, but whilst skeletons are indeed weaker to crush, this does not mean that they are particularly resistant to slash attacks. So at worst I would expect using slash to be 95% the xp rate of crush. 2. Piety increases your xp/hr by some 25-30%, which is quite hard to believe considering it only boosts attack by 20% and strength by 23%. Nonetheless this is the figure I have obtained from testing, and so you should use piety as long as you can make money decently fast (say 400K/hr) 3. The max you can get hit by the falling rocks is the ceiling of 10% of your current HP. This means that if you are at 22 HP, the most you can get hit for is 10% of 22 = 2.2 rounded up = 3. Note that this also means that you can be hit for 1 damage when at 1 HP.
  8. It wouldn't work as well, since as I have said on previous replies the novelty of the spot is the ability to effortlessly Dharok. You could probably get about 100K xp/hr without a familiar with max stats, but then again so could you using other more accessible spots. So unless you are intending to use Dharok's I do not think training in this dungeon is a good idea. [/hide]No. And what do you mean close to double? Whip is exactly twice the speed of DH. Besides void>proselyte. Actually, DH operates at battleaxe speed, which is slightly faster than the 2H, which is half the speed of the whip. Not at all. But considering how easy it is to obtain the amulet there is really no reason not to. Well, there are only 4 spots in the entire dungeon with the skeleton monkey spawns, so there really isn't any place where you can hide from others. If you mean going to an entirely isolated place in the dungeon, with perhaps no traps, a sizable overhang and no skeleton monkey spawns (there could be zombie monkeys), and drop your bones and wait for them to regenerate, it will not work, as in order for the dropped bones to regenerate you must be within 2 adjacent squares of the bones of a killed and unmoved skeleton.
  9. I tried it before and found it too much of a hassle switching between the 2H and the mammalian. The 2H special uses > 50% of the bar so you only do 1 special per switch. It is decent but not worth it if you ask me.
  10. The video shows piety and melee prayer.
  11. Ugh, that is most unfortunate. If you stay south of the [bleep]es where there are no spiders you should not be poisoned after the initial poisoning. Being at 1 HP is never recommended though, since the falling rocks can occasionally do that amount of damage. So, if at 1 HP, it is recommended that you stay south of the [bleep]es where there aren't spiders, and under a rock overhang. Also, with the Angel of Death gravestone, the time you have is more than enough for you to run back and retrieve your lost items. Like I said, it is most unfortunate that you lost your items, but oftentimes we learn best from the harshest of mistakes. So, if you decide to stay on, good luck with re-earning the perished, and if not, good luck with your future endeavours.
  12. I am quite sure it has only 4 combat styles available, of which 2 train attack and 2 train strength. My figures are for without a berserker ring as well. I am quite sure that DFS would be at best equal to the defender. The strength bonuses provided by the Bandos armor as well as the shield, while not insignificant, are unlikely to alter the xp/hr in a way that is unequivocally beyond the reach of statistical fluctuations. I am more interested in the xp without the familiars, since it is a constant term that can be added to any xp/hr reading. Also, while Bandos does indeed provide an attacking edge that proselyte lacks, I am not sure if that warrants its usage over its holier counterpart.
  13. Nope. Void melee is the most powerful melee offensive armor in the game. This is because it's actually a 15% bonus instead of the 10% the KB claims. Even so, barrows gloves, Neitiznot et al seem too much to give up, on paper at least. Like I said I have not tested melee void, but from what I hear the general opinion is that you are worse off with it. The good think about being maxed is that you have no longer any obligation to train any particular skill, and so you are free to do what you want. As for me, I am too busy to partake in concentration-exhaustive activities, and so am cooking while doing other things.
  14. Thanks, I shall add that Log at the red dot: The main purpose of using the spot is so that your health can get gotten low easily for dharoking. While I have not tested void melee with whip there, I am certain it gives less xp/hr, possible around 100K. i, however, have tested it. i did not use void but i did use a whip and salve (e) and was getting close ot 120k exp/hr, and it is safer than dharoking. its where i trained 97-99 def and 96-99 str(with ss). i dont know how much exp/hr it would be with vk, though. do not use a godsword as it is much slower, only ~90k an hour[/hide] Hmm, is that including the xp from familiars? If not, then it will be better than I expected, and indeed better than other known whip training spots. The greataxe cannot train defence, so a whip has to be used in this aspect. With regard to attack and strength though, I cannot see any method giving this a run for the money. Just a slight note: I am not entirely certain, but I am quite sure that using full melee void is inferior to the standard melee equipment set. Allow me to explain. It's because you're already getting good enough ranged attack bonus and the extra little bit from the accumulator won't help you out in the long run when compared to the +4 prayer bonus you'll get from the trimmed cape. Less prayer pots will be used. :thumbsup: And thanks a lot Chensj2! The logout spot really helps! Yes, and in case you were wondering, the accumulator can't retrieve chinchompas. Due to difficulties in succinctly describing how you go about your chinning it is inherently difficult to diagnose the problem. As you have suggested you should not a significant amount of time moving the skeletons (and/or bones) around, and the crux is really on when you should go about doing so. If you notice from the video, moving the skeletons should not have an adverse effect on your xp/hr, because if you time your movements perfectly, they should coincide with your between-throws-waiting-time, and thus not affect how many chinchompas you use per hour. As for spreading the bones, this should only be done when there are few skeletons around to attack, and in any case it is sometimes possible to do so without interrupting your attack. So, as you become more experienced with chinning, and as you continue to refine your chinning technique and become more adept at determining when to move, your xp/hr should approach the optimum. Thanks a lot, wasn't expecting it.
  15. Thanks, I shall add that Log at the red dot: The main purpose of using the spot is so that your health can get gotten low easily for dharoking. While I have not tested void melee with whip there, I am certain it gives less xp/hr, possible around 100K.
  16. Ranging or dharoking? For the former, it depends on what chinchompas you use. You can use about 1300 in an hour. Add in 50-100 gp per chinchompa to cover the potion costs, depending on your prayer level. Dharok's and all barrows pieces degrade base on your time in combat. Attacking while not being attacked back and being attacked while not retaliating both constitute combat. Meanwhile, being attacked by say 2 monsters simultaneously does not constitute 2*combat, meaning that your armour does not degrade doubly fast. Thus, Dharoking in, well, Dharok's has no difference from say ranging in Karil's. Both are used, and indeed I do find them worth it. When you have a pile of 10+ bones, it is not possible for all the bones to regenerate before they disappear, even if no additional monkeys die on that spot. Thus, unless this is also the scenario for the other 5+ spots (highly unlikely), and you have no (or not much) inventory space, do not pick them. If all the bones are conglomerated and that 1 spot, meaning all the bones you have are stacked there, then of course you should pick them up and spread them around, since you aren't going to get many monkeys otherwise. If you have 1 stack of 10+ and say 6 stacks of 4, then pick up until there are around 4-5 left, and leave them in your inventory for future use. Spreading them around when there are already so many bones on the floor will result in rapid and unsustainable monkey regeneration, causing them to eventually spontaneously combust and costing you monkeys (and hence xp) in the long run. Actually, they can occasionally hit a 1 when you are at 1 HP, thereby killing you. In any case, it is not advisable to get your health down to 1 or 2, since an unlucky streak at the falling rocks will kill you. Also, while the brew boosts attack significantly, I find that the strength boost is insufficient, and hence it is necessary to bring super strength potions to top it up. That said, no doubt the zamorak brew is a very useful potion and indeed can be used here. If you alternate between standing under a rock overhang and not, drinking the brews at the former location, then it could be a very efficient method. The prayer boosts, while minimal, can also lengthen your trip. So while I wouldn't recommend the brew method to the Dharoking tyro, those more adept could very well use it to their advantage.
  17. Thanks, I'll add that Not really, but I wouldn't expect it to be nearly as effective. The whole point of using the spot is so that the falling rocks and [bleep]e traps can keep your health low for Dharoking, so if you are using other setups there are other undead monsters you can kill that are much more accessible and perhaps more efficient as well. I don't think it would be needed at all since your health would be kept low permanently and effortlessly by the falling rocks. Using the spot frees you from the need to do anything special to keep your health low. Cannon by Bach if im not mistaken. Might wanna check it on YT, though youll find loads of guitar covers :P Very nice guide, AOW anyone? \ :thumbsup: Actually it's Canon in D Major by Johann Pachelbel Indeed it is, one of my favourite compositions too.
  18. [hide=340K+ Ranged XP/hr]Comprehensive Guide to Advanced Chinchompa Ranging Introduction I first thought of writing this guide a few months before getting 200M ranged xp and started to do so when I was at around 150M ranged xp. Having reached the ranging pinnacle, it is now right to release this guide and, hopefully, contribute to the RS ranging scene. Along the way, I have met hundreds of fellow chinners, many of whom chinned using grossly inefficient methods. My spots have also been stolen for what must have been around a hundred times, and I think this is unbecoming of responsible and considerate Runescapers. So, unfortunate as it may be, this guide tries not only to impart efficient chinning strategies, but also etiquette. By reading this guide you agree not to steal the spot of a fellow chinner. As stated in the title, I have made this guide as comprehensive as possible, including all the tips and tricks I have learnt along the way. This guide has taken many hours to write, and it will take that and more to read, internalise and incorporate into your chinning style. I have a proclivity to write in a rather long-winded fashion, and it is my hope that this guide does not become boring as a result, and indeed that it will help you in your ranging endeavours. Enemy Profile It is common knowledge that the skeleton monkeys in the dungeon of Ape Atoll are the best monsters to train on. Like all things, there are pros and cons of training on them, and they are as follows: Pros Multi-combat Rather high LP Rather low defense Able to regenerate from their bones Cons Rather inaccessible No drops No charms "Earthquakes" Presence of hidden traps Presence of highly venomous spiders Propensity to spontaneously combust Do not drop ancient effigies As you may have noticed, there are more cons than pros. However, the pros enable ranged xp to be obtained at a rate vastly superior to all other methods, and this is what is most important. Furthermore, the cons are rather insignificant, and they can be easily reduced or indeed negated through experience. LP: 1100 Drops: Bones (100%) Note1: Skeletons will regularly regenerate from their bones if and only if you are within 2 adjacent squares of them. Note2: Regenerated skeletons have a propensity to spontaneously combust, and they will do so if you do not kill them fast enough. Recommended Stats and Quests 80 Ranged 70 Prayer 1250 Conquest Ranking (for Deflector) Monkey Madness Rum Deal (for Holy Wrench) The Void Stares Back (for Elite Void) What to Bring Around 3000 Chinchompas (contrary to popular belief, an apostrophe is not needed to indicate pluralisation) Full Elite Void Armour (Helm, Elite Robe, Gloves, Deflector) > Full Void Armour (Helm, Robe, Gloves, Deflector) - This is not difficult to obtain and so there is no reason not to use this Armadyl Chestplate > Black/blessed d'hide body > Karil's leathertop (this gives more defence than d'hide but defence is not necessary) Soul Wars Cape > Ardougne Cloak 3 or 4 > Trimmed Skillcape > God Cloak > Fire Cape > Accumulator Fury > God Stole > Glory > Ranging Amulet Ranger Boots > Snakeskin Boots > White Boots Ring of Life - Highly recommended as it is extremely easy to die when your prayer accidentally runs out or when you lose connection (Extreme) Ranging Potions - You may need more or less depending on your ranged and prayer levels (Super) Prayer Potions - You may need more or less depending on your ranged and prayer levels Holy Wrench - More points restored per dose of prayer potion Greegree - Must not be of a zombie type as you will not be able to run otherwise. Not really needed, but I think it is good to have so that when you reach the skeletons and the spot is taken, you will not attract the skeleton to you (helps them and helps yourself) House teletablet - For quick teleports to your house, where you can restore prayer points and teleport to Al Kharid Super Restore Potion - To sip to restore summoning points to summon another familiar when the previous one dies Pouch - To summon after your previous one dies Super Anti-poison or equivalent (optional) - To sip in case you get poisoned. Not needed when you are experienced enough Shark (optional) - Only for the inexperienced, not needed at all Red vs Grey Chinchompas Grey chinchompas used to be extremely underrated, but this has changed with the times and they are now slightly overrated.. At level 99, one can get about 200 xp per grey as opposed to 260 xp per red. This means that red chinchompas give about 30% more xp than greys. Due to price fluctuations, the relative efficiency of one chinchompa over the other continuously changes. Therefore, when making the choice you should decide based on current prices. You can calculate the weighted efficiency (defined as the xp/hr you would get if factoring in the time taken to make the money to pay for the costs) via the following formula: Relative Efficiency of Red Chinchompas = 1.2977*(n+total cost of greys/hr)/(n+total cost of reds/hr) where n is one's earning capacity, measured in terms of gp/hr. The derivation of 1.2977 is unimportant and independent of one's ranging level, equipment, or ranging style. We shall call it the Ranging Constant. Total cost is calculated by adding up chinchompa cost and potion cost. As a general estimate about 1300 chinchompas are used per hour, while the number of potions used depends of course on one's ranging and prayer levels. If the relative efficiency of red chinchompas is greater than 1, then they should be used; otherwise, grey chinchompas should be used, assuming that there are no feasible non-chinchompa methods of training ranging. Getting There Contrary to what you may think, the fastest way to get to the Ape Atoll dungeon is not via the Ape Atoll teleport (as the dungeon entrance is rather far from the teleport spot), but rather the gnome glider. To get there: 1. Teleport to Al Kharid 2. Run North-east to your cactus plant to pick 3 spines 3. Run West to take the Gnome Glider to Grandius 4. Take the ladder down 2 floors and head west to the bank 5. Head east and talk to Daero to get to the Gnome Glider Hanger 6. Talk to Waydar to get to Crash Island 7. Talk to Lumdo to get to Ape Atoll 8. Hold your greegree and head west to the dungeon entrance 9. Head into the dungeon and continue along the path until you reach the chinning spot You should ensure that you have enough energy to run through the entire dungeon. Choosing the Chinning Spot There are 4 main chinning spots in the Ape Atoll dungeon, each characterised by the granitic rock overhangs that give the chinner a brief respite from the constant perils of Hominoidean antagonism. I shall refer to these 4 spots simply by their relative proximity to the entrance, spots 1-4. Spot 1 Pros Rather near to entrance Cons Presence of spiders Rather small spot Poorly placed floor spikes Spot 2 Pros Rather large spot Floor spikes not too inconveniently placed Cons Presence of spiders (can poison 69) Spot 3 Pros Bone respawn underneath rock overhang Rather large spot No spiders Floor spikes not too inconveniently placed Easy to regain skeletons' aggression Easy to log out Cons Doesn't have 4,645,371 skeleton monkey spawns Spot 4 Pros Moderately close bone respawn Moderately close zombie monkey Cons Presence of spiders Extremely narrow passageway Hard to form a skeleton square By my experience: Spot 3 > Spot 2 > Spot 1 > Spot 4 It is worth noting that it is not necessary to chin under a rock overhang. Indeed, some people do not do so. However, as there are no benefits of not doing so (and indeed many detriments), and as the best chinning spot just happens to be under an overhang, it is advised that you just stick with spot 3. Logging out It is advisable to log out your character at the red spot indicated on the map. Before logging, you should fill your inventory with as many bones as you can. When you log back in, you can drop the bones in a 3x3 matrix, and the skeletons will regenerate therefrom once you have killed 1 skeleton. This will save you from having to kill many skeletons before you have a sizable population of them. Worlds Like most things, monkey skeletons respawn faster on fuller worlds. The fullness of the world, however, has no effect on the bone regeneration time, and as most of the monkeys you kill will be regenerated ones, the world matters less than one might think. A good spot on a bad world is better than a bad spot on a good world. Familiars There is some debate over what kind of familiar is best to use (some even use none). Healing familiars are useful only to the inexperienced chinner and so should not be considered at all by those familiar with the intricacies of the skill (no pun intended). This leaves BOBs and combat familiars. The best BOBs enable you to last twice as long each trip. This equates to about 4 minutes saved per hour. The best familiar available at that level can gain you xp equal to far more than 4 minutes every hour. Therefore, combat familiars are recommended. When deciding which combat familiar to use, I think the crux is on what skill it trains rather than its combat level. I personally use the Wolpertinger because I value magic xp more than any other regular combat xp. How to Chin Attack style should be set to short fuse. Medium fuse uses the Chinchompas at a faster rate, but this is overridden by the fact that you will be missing more often. Long fuses trains both ranged and defense. Being lazy rarely pays off, and chinning is no exception. When chinning, you should at all time observe the following rules: 1. Ensure that the skeletons are as far spread out as possible, ideally in a 3x3 square. This is because only 1 bone can regenerate at each spot at any one time. 2. Ensure that the bones are evenly spread out, and that they are within 2 adjacent squares of you 3. Ensure that you are hitting as many skeletons as you can (note that you can hit a maximum of 9) Sometimes, despite your best efforts, the bones will still conglomerate on certain spots. In such cases, it may be necessary to manually spread the bones around. I prefer to diagonally range the skeletons as opposed to attacking the skeleton in front of me, as this better allows the bones to spread as well as facilitate movement from corner to corner. Sometimes, the best spot to stand on happens to be not under a rock overhang, meaning that you will take damage from falling rocks. As you become more experienced, you will find that being on low health is not a problem, and hence you should stand on such spots. I used to finish my chinning trips with 200 LP or less. As it is difficult to explain how to chin in words alone, I shall leave it to the following video to do so. http://www.youtube.com/watch?v=RkRlOHHBDx0 Monster Aggression Skeletons are aggressive only for the first 15 minutes or so. Some people like to continually regain the skeletons' aggression by running some distance away and then returning. This is not advised as: 1. It is usually unnecessary 2. You may be bitten by venomous spiders 3. It affects your fellow chinners 4. It affects your bone regeneration if you have missed a regeneration time (which is likely), causing you to have to kill at least another skeleton before the bones start regenerating again I only regain the skeletons' aggression when someone runs by and attracts them. Numbers At lvl 99, one can get up to 280 xp/red chin, and 360K xp/hr. At lvl n for all n > 70, one can get up to 280(n/99)^1.1 xp/red chin, and 360K(n/99)^1.1 xp/hr. For grey chinchompas, multiply the above numbers by three quarters. Here is a list of the approximate number of each kind of chinchompas you will need for making the level transitions: The usage of combat familiars can add up to about 20K xp/hr.[/hide] [hide=140K+ Melee XP/hr]Ape Atoll Dharoking Introduction The combat training method described herein is expensive in its own right and provides no benefit to the user apart from the perhaps unparalleled possibility of rapid xp gains. More than having merely a monetary factor, it requires sustained concentration, failing which an expensive trip to Lumbridge is surely guaranteed. This method is not for the faint of heart, for the prospect of having millions of gp dangling precariously on a string of single digit LPs will surely be too much to bear. This guide is for the efficiency-seeking, death-indifferent people of Runescape. Their numbers count uncountable. It is these who hold the future in their hands. Enemy Profile Dharoking is done in the Ape Atoll dungeon because: 1. There are decently high leveled undead there 2. There are quick ways of getting your LP down 3. There are ways to sustain low LP without effort or danger LP: 1100 Drops: Bones (100%) Note1: Skeletons will regularly regenerate from their bones if and only if you are within 2 adjacent squares of them. Note2: Regenerated skeletons have a propensity to spontaneously combust, and they will do so if you do not kill them fast enough. Note3: Skeletons do NOT drop ancient effigies. Since many other worthwhile training spots (e.g. armoured zombies) do drop them, Dharoking is no longer as lucrative as it used to be. What to Bring Dharok's Set Salve Amulet(e) Soul Wars Cape > Ardougne Cloak 3 or 4 > Fire Cape > Trimmed Skillcape > God Cloak Barrows Gloves Dragon Boots Berserker Ring (i) > Berserker Ring (Optional) A weapon for special attack e.g. DDP++, DBaxe, D2H (Optional) A whip to finish off the skeletons when they are low on health. This will further increase your xp/hr. Extreme Potions A greegree is inessential but can be useful if you want to log mid-trip A holy wrench extends your trip by letting your prayer last longer A pouch is for summoning once your familiar disappears A super restore is to drink to summon a new familiar Teletablets are for using when you are done with a trip (Optional) Zamorak Brew - may be risky with your low health Method http://www.youtube.com/watch?v=cm-MQA0z88E Numbers At lvl 99 attack and strength, without switching to a whip and without familiars, one can get up to 130K xp/hr. Using the whip-switch method, one can add about 15K xp/hr. Combat familiars can add up to about 20K xp/hr.[/hide] [hide=A Slight Diversion]Principia Mathematica The mathematics of Runecrafting Introduction This guide is intended to help readers to calculate levels required to craft (multiple) runes mathematically, instead of checking guides as is usually the case. Through this, not only can the levels required be obtained more quickly, they can also be obtained when offline. It is the expressed goal of this guide to awaken Runecrafters to the fact that Runecrafting level requirements are not randomly chosen as is perhaps often thought to be the case, and in so doing discover the underlying mathematics behind it. Level to Craft 1 Rune Suppose all the runes are numbered starting from 1, in a lowest-to-highest order (do not count astrals). Thus, air runes will be 1, minds 2, waters 3, et cetera. Now, let this number be denoted by n. The level required to craft 1 rune n per essence is obtained by the following: Level to Craft Multiple Runes Follow the aforementioned n notation. The level to craft x of rune n per essence is given by C(x-1) where C is the rune coefficient of rune n. The coefficient C for rune n is calculated as follows: Thus, the level to craft x of rune n per essence is List of Levels Using the above formulae, we can compute the levels required. We obtain *Using the formula, L is undefined. As L is the lowest level rune, it requires the lowest Runecrafting level to craft, i.e. 1. **The formulae do not work for Astral runes as they were not part of the original runes. The levels for them thus cannot be mathematically derived. ***Theoretically, since levels obviously do not go beyond 99.[/hide] [spoiler=On the Misuse of the English Language]Since I am no longer concerned about accusations of being a 'grammar Nazi' (which really isn't a pejorative at all), I shall let loose my pedantic diatribes and attempt to address the growing misuse of the English language. Grammar Could have/ should have/ would have NOT could of/ should of/ would of -- It is remarkable how often this blatant error is made. It should be quite obvious that using 'of' instead of 'have' makes absolutely no sense. Their/ they're/ there -- Again, it is remarkable how many people are unable to correctly distinguish between the three. 'Their' indicates possession (e.g. their clan), 'they're' means 'they are' (e.g. they're busy), and 'there' has many meanings, none of which is even remotely close to the meanings of the two previous words. Your/ you're -- 'Your' indicates possession (e.g. your scimitar) while 'you're' means 'you are' (e.g. you're welcome). Whose/ who's -- 'Whose' indicates possession (e.g. whose longsword is this?) while 'who's' means 'who is' (e.g. who's keying?). Misuse of the apostrophe -- The apostrophe is almost only used to denote contracted terms (e.g. 'they've' is the contracted form of 'they have') or denote possession (e.g. Zamorak's army refers to the army of Zamorak). It is incorrect to use the apostrophe to indicate pluralisation, so phrases such as 'buying Chinchompa's' or 'selling battleaxe's' are wrong. Spelling Gilded altar NOT guilded alter -- To gild is to cover with gold while an altar is a place for offering sacrifices. Lose vs loose -- These words have entirely different meanings. Generally, people mistake 'loose' for 'lose' (e.g. it should be 'I will lose' not 'I will loose'). Definitely -- This is quite possibly the most commonly misspelt word around. I have seen a variety of misspellings such as 'definately', 'defanately', and even 'defiantly' (which has an entirely different meaning). Feel free to post any comments, questions, corrections or suchlike. I regret that I may be unable to respond promptly.
  19. After spending what must have been around 700M.. In all my time chinning I must have encountered at least a hundred spot stealers, and although I decided not to take pictures I hope they realise the folly of their actions I consider this my biggest achievement thus far, and probably forever I will be very busy and hence have no major goals for now For those interested, I have released a guide on training Ranged and melee.
  20. Facts are inherently real, and therefore your title is rather tautological. GP-wise, I would say that SP Mages are better, but Abyssals are not too far behind. XP-wise, I think they are about the same. I don't think camping is a good idea, but if I had to choose between the two, I would take the latter because: 1. You get charms; 2. It is less tedious.
  21. Broad arrows are make-x and about 550K xp/hr. I can make darts and bolts at a rate of about 100K/hr for about 20 minutes, which comes up to about 2.5M xp/hr for dragon darts and 1M xp/hr for adamant bolts. If you intersperse broad arrow making with dragon dart making then you could easily maintain an average pace of over 1M xp/hr. These methods are of course inefficient unless you have an incredible cash flow and income.
  22. They restore prayer, so even when there are no drained stats they are still drunk.
  23. Superheating mithril bars wouldn't be nearly as effective, seeing as you need quite a lot of coal and so will have to bank much more frequently. Superheating is most efficient with iron, silver and gold as they do not need any coal and so allow you to heat 27 times per inventory. I imagine you could get around 60K magic and 33K smithing xp per hour though.
  24. Actually they are in multiples of 0.606s, because of the latency of the flux-capacitor and the dilithium crystal warp core.
  25. Can anyone else confirm this to be accurate? But, the way I will alch would still be faster than this. It is not accurate it is too low. Superheating is easily over 90K xp/hr, maxing at about 97K. You get decent smithing xp as well. Many maxed players train their magic/smithing by superheating gold ores, and it is not hard to see why. Making planks is about 160K xp/hr, and if you factor in covering the costs with 91+ RC you get 100K+ xp/hr without loss. I am not sure what your alchemy trick is, but if you intersperse alching with stunning you get around 140K xp/hr.

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