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JoeDaStudd

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Everything posted by JoeDaStudd

  1. This plus new quests/minigames (since gold smithing is very quick exp) and clan buy outs.
  2. Its much better to spend the points on spells then sell them for cannonballs or super sets.
  3. [hide=Getting long quote] On average, toadflax earns less profit than ranarr or snapdragon, even taking into account the loss if they die. Here's a good herb farming guide: viewtopic.php?f=180&t=766236 Re-read the guide. The average is 6 to 7 herbs per seed, the profit from all toadflax at those levels are slightly higher then any other herb seed on there. And that guide is out of date the last update was on Nov 29, 2008 The spreadsheet is slightly more upto date, but its still 2 weeks out. And to make it worse that guide doesn't in any way take into account death. It simply states that cost of the seed as the loss value, where as you should take 10% of the cost of the seed from the profit (this takes into account 1 in 10 plants dieing). Which again puts a non-death free patch being more profitable with toadflax, of course you can use that guide for My Arms patch since you don't need to take into account death. Are you using this spreadsheet? http://spreadsheets.google.com/ccc?key= ... YLwqjxp4TA Because that certainly isn't 2 weeks old. The guide does indeed take into account death. If you scroll to near the bottom of the page, the author says he assumed an average of 6.5 herbs per harvest taking into account death. [/hide] The final calculation is simple 6.5 times the price of the herb then minus the cost of the seed. This in no way takes into account death. Now as I said if you then minus a 10th of the cost of the seed from this figure it would be accurate, since this takes into account 1 in 10 herbs failing. Which if you do this it puts toadflax at the top. Of course if you only plant your expensive seed in My Arms patch (which screws up the bit at the end stating the value of 5 patches) then the figures are valid, but again this proves my original point. So before you post again would you please look at who the figures are calculated before blindly following them. If you want a more accurate spreadsheet I'll be happy to create one. To all the other posters/reads I sorry for this getting slightly off the topic.
  4. 1. On world 66 you would trade 26 essence (pure after the update) for 26 laws and your essence noted. This allowed the crafter to gain exp at very quick rates (at the time atleast) and the runner to gain a big some of money. 2. Troll Stronghold or Death Plateau, which ever now have the exp lamp.
  5. Just had an idea, make it like the Shade burning minigame (the temple repair/building section).
  6. Yes there saved. You only need to bless each colour once, so its best to note where the one you need is then stay near (move left, right, up and down to dodge the attacks) to it until either it changes locations or you need to recharge your prayer)
  7. By giving you an advantage if you gather your own materials? Instead of just going to the GE and buying it in 5 seconds? Where did you obtain that logical reasoning? :wall: OT: I support, would actually give me a reason not to buy materials :thumbsup: . It cuts down on the player interaction even more, if you cut out trading then you cutting out a chunk of player interaction. Before you say yes the GE cuts this out, but there is a limit. By gathering the items yourself the only times you'll trade are via the ge to sell or buy the odd supply. Hence it being more of a solo game. My logic: Less trading = Less player interaction = more of a solo game. As I said I like the idea, but it would make the game more single player and this is a MMO
  8. I like this idea, but it would make RuneScape even more of a Solo event....
  9. Seers diary 3 lets you tele near the seers altar which gives a 2 prayer point boost as well. If you use this with a ring of dueling its gonna be a pretty quick recharge.
  10. Hill Giants are south of the chaos dwarfs. The DT skele are the Damis (shadow dungeon) ones. Ghouls, just west of the slayer dungeon. Skeletons, theres 2 rooms with just zombies and skeletons in the CT. Lesser Demon, try Ikov temple, at the south west side (theres some skeletons there too) My 2 cents.
  11. At your levels you'll get more crimsons (per hour) from dagganoths in the CT then Dusties. When you get 80 80 80 or close (77+) then Waterfiends are the way to go, but at your stats you'd be losing money and taking forever to kill them. The best thing for you to do would be to slay until you get 80 80 80 or close then go waterfiends.
  12. Well I was the one who posted the guide link and recommended it so I thought I would test it out to see for myself (saves me looking like a fool later). I was impressed with the speed of the exp and the some of the drops. But the cash per hour is based on rarer drops which means you can get either tons or very little. I did 2 quick runs (totaled at about 40 to 50 minutes at the most). With the first run I used 500 cannonballs, 2 prayer potions and about 5k in food, but netted about 300k (profit was about 150k after re-buying supplies). The second trip was rubbish in comparison (drop wise, exp wise it was far better since I stayed there longer), I barely broke even. As I used all 3 prayer potions, all my food and all 1000 cannon balls (ok there was 1 left). So I got a profit of around 200k in 40 to 50 minutes with over 30k range exp (I only noticed it was 30k+ since I leveled up after the first trip). I'll give it another go tonight and note the exp per hour As long as you kill the female trolls quickly you take very little damage, but you should definitely take a terrorbird (or bullant) as you run alot and there's lots of herb and rune drops. I can't see no reason why you couldn't range them (use melee prayer and take the fremmy shield for gods sake) since your cannon does most of the work and your just cleaning up the females and low hp'ers. My conclusion, not as realiable as Avainsies or Blue Dragons, but fast exp with the chance of a large/chunky profit.
  13. On average, toadflax earns less profit than ranarr or snapdragon, even taking into account the loss if they die. Here's a good herb farming guide: viewtopic.php?f=180&t=766236 Re-read the guide. The average is 6 to 7 herbs per seed, the profit from all toadflax at those levels are slightly higher then any other herb seed on there. And that guide is out of date the last update was on Nov 29, 2008 The spreadsheet is slightly more upto date, but its still 2 weeks out. And to make it worse that guide doesn't in any way take into account death. It simply states that cost of the seed as the loss value, where as you should take 10% of the cost of the seed from the profit (this takes into account 1 in 10 plants dieing). Which again puts a non-death free patch being more profitable with toadflax, of course you can use that guide for My Arms patch since you don't need to take into account death.
  14. The avansie prayer method is semi afk-able if your careful, have no pendant and run from north to south and back every 15 minutes. But it does require looking after every drop or so, so its not very afk-able.
  15. 3. Iron Kyatt - Much faster then yanille and possibly quicker then granite (if your banking)
  16. off topic but i agree...i want the old trading system back, even if it is harder to find the item you want Agree if the GE was only for use with a few items then it would be fine. Players don't rule the prices, but clans do. On the topic. Laws were only ever 1k each in low numbers (20 max) after this the price dropped a lot since you were bulk buying. O and the reason they were higher in price back then was it was harder to sell in bulk and harder to craft in bulk.
  17. [hide=Getting Big Quote] First off he cant log into a pvp world he is lvl 3 you must be at least lvl 25 and second a ring of life dosnt work past lvl 25 of the wild.[/hide] Completely forgot about the the skeletons. Didn't know you needed to be lvl 25 for a PvP world. Didn't know Ring of Life had a limit in the Wildy (FYI its level 30 not 25) Thanks for correcting me.
  18. Or a slow stat drain effect say 1 combat stat (excluding defense) per minute or maybe just 1 or 2 hp per minute. Another thing would be to greatly reduce the effectiveness of other combat styles making it and impossible armour to tank mage/range in.
  19. Simply glory to karajama range or mage a monkey and pick up the corpse or bones (both work fine).
  20. Check out truthscapes guide on cannoning ice trolls, you can profit there (300k per hour according to the guide) and its about 45k exp per hour.
  21. Depends on your agility level. Wildy course isn't bad at all, but take a ring of life, boots of lightness, some energy potions (normal or super depending on the budget) and the rest cakes. I believe if you do it on a PvP world there aren't any rev's so you can pretty much train in peace.
  22. Pretty much this, then when you have enough money buy a lot of hides and craft them to speed it up.
  23. Cannon - Lighthouse Everything else CT. The CT ones drop more valuable drops and a lot of charms for there level, but the lighthouse are very quick kills (a task of 150+ can be done in about 15 minutes).
  24. Get enough cash from avansies to allow you to chin to the 99 \ as it will cut down the time by a big lot.
  25. Heres a little trick. Farm toadflax in all the normal allotments and rannars or snapdragons in your My Arm's patch. This way if the toadflax die you loss 500gp, but if they survive you gain ~2k per herb. The rannars/snapdragons are guaranteed not to die and are always a chunky profit.

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