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Bellatrix

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  1. 2 so far 1 from cutting mahoganys and 1 from cutting oaks for consturction :-w 1 more farming lv till i can use garden pie to plant them.
  2. My most hated skills: mining and fletching - click, click, click and click and that is it. unlike wc or fishing, you cant even sit back and relex while doing it.
  3. Farming (79 atm) is one of my favorites, and my main money maker toghether with herblore (82). Boring? farming demands much less repeating-click from most other skills. You just have to plan ahead wisely, use the right seeds and always use super-compost. never stand and wait near the patch. I plant 5 herb seeds at a time: - 1 desease free in the troll stronghold - 1 in catherby, proctected by my nature ammy. 2 best seeds (snapdragon and higher) goes there, 3 other seeds (kwarm and lower) in the other herb patches with suppercompost and best of luck. with this and the magic cutters, i lose very few seeds and can make up to 4k (easily with planting a belladona also) per farming round. never bother with bushes and hops - i plated 4 poison ivys ages ago to pick berries from time to time, and that's it. never bother stealing seeds - there are many good seed droping mosters which are much better (and also may give valuble combat/slayer exp while your herbs grow) for med-low level players: moss giants for higher level players: dagganoths under lighthouse (not in waterbirth!) for slayers: - turoths - cave horros - abberant spectures (the best, cause their regular drop is a unid, not gp) always plant all 5 herb patches in a row (+ plant high-lv allotment and belladona in the way) for maximum exp. find/buy a tree seed from time to time.
  4. Introduction: A legendary 3rd age smith had lost is humanity and soul to Zammorak, and became a corrupted being of chaotic lava. After long years of imprisonment in a deep underground volcanic maze, priests of Zammorak had succeeded in opening a portal to his realm, via a cave under the chaos altar (south west of ardy). High level and extremely agile adventures may want to travel through a maze, full of obstacles, monsters and Zammorak mages, to find Rhauzark and his demonic forge of lava. Fighting this deadly boss monster and his minions can lead to some unique rewards, including the very rare Thunder Hammer, and ores of a nearly forgotten magical metal, called flamesteel. Skills required: Combat level 100+ and defense 80+ are strongly recommended to fight the boss monster. lv 40 prayer is a must. Agility 75 is a must, Agility 80+ is strongly recommended. Smithing 75 at least is needed to forge flamesteel ores. Smithing 86 is needed to be able to use all the possible options. How to get there: Rhauzark is located in the far end of a medium-sized maze, found under the chaos altar. Both maze and the smith hall are multicombat zones. The maze is crawling with lv65 wizards of zammorak (like the lv3 clue one), and lv78 giant salamanders that attack with a combined mage-melee attack. Moreover, the maze is filled with risky agility obstacles: mounds of rubble to climb, ledges passing pits of fire, falling rocks and so on. Many of them can hit up to 25 damage to anyone failing to pass them. The maze ends with a narrow long ledge, requires 75 agility to pass. Those who pass the ledge can open the gates of the hall of lava, where the anvil of chaos and its owner are located. Rhauzark the smith and his minions. Rhauzark is located in a long elliptic hall, sourrunded by huge black pillars of stone and lava fountains emerging from crevices in the walls. Rhuzark himself is a level 350 foe with 480hp. He uses all 3 forms of attack, as follows: 1. hammer blow: a devastating melee attack that can cause up to 60 damage per hit. Furthermore, the blow strikes his ememy many squares away, making him stunned for 5 seconds or so. The better part of the story is that being cast away, the player is safe from another 60hp blow (and so can heal) until he gets close to the smith again. 2. range attack: Rhauzark forges a ball of molten rock and cast it on the player, causing up to 28 damage. This form of attack is much slower and less accurate then the melee attack, and has a limited range. 3. magic-based attack: Rhuzark slams the ground with his dreaded hammer, causing crevices to form to a certain direction. Players caught in the crevices will fall into a lower level, crawling with salamanders, taking up to 25 damage. The chance to escape the crevice is based upon the victimÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s agility and magic level. Rhauzark has a very good defense against melee (crush is his weakest), and is totally immune to range and all fire and earth based magic. He is weak to water magic, and very weak against ice magic. Rhuzark minions are a bunch of lava golems, spawning from the pools and crevices in the edges of his hall. Lava golems has a very quick and accurate range attack of molten rock, hitting up to 18 damage, from quite a long range. They also have a weaker melee attack, capable of hitting 15. Fighting Rhauzark: The smith of chaos can be battled either by ancient or water magic, else (less preferred) by crushing attack of extremely high (lv90+ attack) melee. When fighting Rhauzark, an anti-range prayer is a must at all times ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ else, the surrounding lava golems will quickly overpower any adventurer with their very quick and very accurate non-stopping range attacks. Since the smith devastating melee attacks will frequently harm and throw back his attackers, and his magic-based attack will occasionally cast you down to the salamander pit, it is nearly impossible to kill him without a strong team (not to mention ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ have enough kills to make the trip worth it). At least 1 high-level ancient mage is strongly recommended, to use ice-based spell upon both boss and his golem minions. Unique rewards: Grand Hammer of Thunder: The infamous rare drop is a glowing carved hammer, used both for battle and smithing. In battle, it is a stronger version of the granite maul, with a devastating special attack that can throw the enemy many squars away, causing horrible damage. In smithing, the hammer can be wielded, making 1 more free slot for bars. Furthermore, when wielded, the hammer gives +3 bonus to smithing level. Hammer of Thunder requires both 75 strength, attack and smithing to be used, and it is untradable: only the finest warriors and smithers can wield this magnificent tool. The ring of lava: Semi-rare drop that is a stronger version of the ring of forging, capable of smelting up to 420 iron ores without failure. Moreover, the ring gives +1 bonus to smithing level while wielded (so a +4 total bonus together with the hammer. The lava key: Semi-rare drop, that opens a side-gate leading to a room with both lava-forge and anvil. A quite cowered lava dwarf inside will show no passion to fight adventures, and in return to his life can exchange noted ores and bars (a common drop from the smith and his minions) for equal number of ores and bars. The key is 1 use only, and it crumbles the second it used to unlock the side room. However, it is tradable. The anvil room is, in addition, the only place in RS in which flame-steel can be smelted and smithed. Flamesteel ores: Rhauzark will occasionally drop noted flamesteel ores (2-5 per drop), and un-noted flamesteel bars (1-2 per drop). Flamesteel is a dark-grey metal with deep crimson carves in it. This metal is equal to runite in his strength, but more convenient to work with (so smithing required will be similar to addy). In addition to his glowing red beauty, it is enchanted with magical capabilities, making its products unique. However, forging it to itmes requires 200% bars, comparing to regular metals. Furthermore - when forged and taken away from its magmatic homeland, flamesteel items slowely degrade. Repairing them demands extream heat, and can be made only in the anvil of chaos (or else in another deadly magmatic place, found far in deep wilderness). 1 bar of steelflame is forged with 5 pieces of coal (and again: only the envil of chaos itself can smelt or smith them). Flamesteel products: Flamesteel arrowheads (level 75 smithing, 2 bars needed) Those arrowheads, when fletched by 71+ level fletchers, are strong as rune arrows, and can sometimes ignite the target in flames, causing him long-termed damage (like a quick poison starting in 6). Flamesteel square shield (level 78 smithing, 4 bars needed) This square shield is a much stronger anti-dragon shield, second only to a dragon square in its rank of defense. Flamesteel chain (level 81 smithing, 6 bars needed): Equal to runechain, this armor gives 5+ to strength, and his magic attack penalty is only -3, instead of -15, and his magic defense penalty is +0, instead of -3 of the rune chainbody. Flamesteel claws (level 83 smithing, 4 bars needed): Equal to runite claws, but have a random igniting special attack. Morever, those claws can be used instead of a runite pickaxe, and will give +3 to mining when wielded. Flamesteel legs/skirt (level 86 smithing, 6 bars needed) Eqaul to runite legs/skirt, but (like the chainbody) with much lesser magic penalties. Wearing them also makes energy recover a bit faster. That is it. I will be glad to hear comments and supports/objections :-)
  5. another method: the tunel leading from fremenik lands to keldagrim is filled with lv69 trolls (just go south when you enter, instead of going into to hole in front of you). No quest or prayer are required to go there (and no high level trolls also), and its not far from keldagrim's bank also.
  6. Taking a leaf-bladed spear insted of guthan spear to a black demons slayer task, then wondeing why "full guthan" doesnt heal me at all :-(
  7. Best quests: 1. Swan song 2. Recepie for desaster 3. my arm big farming adventure (The fairy tale serie is also execellent) Worst quests: 1. animal magnetism - stupid and pointless, reward make arrows to easy to get. 2. a soul's bane - pointless quest and bad storyline. 3. death to the dorgs - an rs soap opera, dripping with too much "politiacly correct" and flat and un-convincing storyline, not to say - good ending due to a "dia ex machina". 3.
  8. there were many execellent updates, so Its really hard to choose but I will try anyway: 1. Construction skill - for being a skill that (unlike hunting) involve and encourage many other skills and game options, and all in a elegant and wise way. 2. Swan song: one of the nicest amusing stories, well done quest - and comes with a real reward to balanced high-level players, to give them advantage over fishing pures and autoers. 3. fairy rings and the fairy tales quest: good quest, nice and quite high requirement, and excellent new transport system. other excellent updates from this year: * Cave horrors and black slayer mask - changed the odds and gave a reward to players who train combat via slayer. * Recepie for desaster. * The new clue rewards
  9. ok, here is my opinion: 1. Hunting: not because the skill is entirely bad, but because it could be done a thousand times better if it wasnt so rushed, and made to be a 6 years old kid-friendly. Hunter can be fan, but it will always stay a huge miss. 2. Animal magnetism. Bad story, too easy quest, a reward that is only to "spoil" players and prevent them from making effort to fletch or get arrows of their own. 3. Its hard to choose between the warrior guild, pest control and trouble brewing. But i will choose pest control, for being a safe-exp-machine that made leveling much too easy.
  10. Well, Im getting presents for some of my friends. My rule is - getting presents myself, instead of buying them. so far, I collected 2 full spined armor sets and 2 rockshell sets and some more minor items. still need to get a pair of rune boots and a black mask + 1 or 2 nice new ttrail items to complete my present list :-)
  11. As with all high level monsters, the larva may drop also the super-rare half shield and dragon spear.
  12. My method of training is to usually avoid buying exp, and getting most stuff needed for myself (the only exceptions are smithing, cause I hate mining, and buying things that does not give exp to produce - like flax or vials). My favorites: Slayer (good profit, always changing, giving loads of combat exp as a side benefit, and supports my other) Farming-herblore: though I plant tree seeds I get from wc or rarely buy a seed or two (mostly swapping them for items the other player wants), 80% of my farming is herb-based. I see it as quite challenging (getting seeds (, plan ahead to minimize death, use products on herblore, have a nice profit (funds slayer. repeat). as for other skills: I cant stand mining - a boring, mind-devastating click-click-click. If im forced into it, ill always work on mith or addy (ore-coals-superhit) to decrease the repeating factor. I also dislike rc (b o r i n g), and all other non-afk monotonic skills. fishing and wc are nice... when I have somthing to read while training them. Hunting - quite fun, but it is *so* easy, that it ruins much of the fun. I excepted a more realistic and chellenging skill, in which every hunt takes long time (but gives better exp, so it is still balanced). Instead, we got a conveyor belt of exp, in which each hunt takes 10 seconds or so. I guess hunter is one of the the easiest to train - no money needed, and you can stay hours on one place and get exp. slayer is the hardest - slow, cannot be bought, and canot be "routined" - for efficiant slayer training you must have: 1. good knowledge about most parts of the rs world. 2. access to many getting around nets (teleports, rings, jewlry, etc) - which require many other high skills and quests done. 3. high level range and mage for black dragonhide or karils (or else, you have to burthop every time you get a monster with magic-based attack, or spend loads of time and food on those tasks).
  13. The idea of a guild is nice, but there is a point in all the claims that we dont need more easy-to-get high level trees. here is my suggestion: 1. make the guild: woodcutter and builders guild. 2. instead of many yew/magic/etc, put a special tree that gives nice exp, but his logs canot be used anywere outside the guild. so what's the benefit of cutting those trees, outside exp? 1. a higher chance of dropping bird nests. 2. the speciality of that tree is - that u can choose to cut different parts of it - from young branches, stamp, bark, roots. some of those can be used in ceratain ways inside the guild worhall: be burned to ashes, used with dyes, be trimmed with metal, carved with a chisle and knife, etc. now - the main use of this will be in a wc-construction minigame, in which the guildmaster asks you to build a random structure or stragne machine, that will use different special-wood products, nailed with iron sheets, nails, pipes and toothwheels. If you succeed compleating the device in the time given and hand it to the guildmaster, you get nice wc and construction exp bonus + guildpoints, that are used to buy certain products, like: random birdnest teak and mahogany logs or planks unidentified herbs woodcutter amulet or ring (+2 to wc, and slightly increaseing the chance for birdnests) magical fairy (1 use, carries all logs in inv to bank) etc...
  14. Intro: this idea is based on a former "abyssal larve" that was included in my slayer island idea. Here I added the detailed (and fixed) distription of the monster, fighting againt it, and its drops. enjoy (and please post your opinion) :-) Grimstone larva cathegory: high-level slayer monster skills required to kill: lv68+ slayer, lv65+ mining, lv50+ prayer. Slayer equipment required to kill: Blessed silver pickaxe, lead-claded squareshield. hp:66, agessive:yes, poisonous:yes, canot be seen on the minimap. description: Grimstone larva are demonic larva-like being, who crawl in the most dark and evil magic infested mines. the beast is usually hiding itself inside the dark, poisonous moss, then darts itself without warning upon its prey, willing to dissolve its flesh with their long-range poisonous acid spits. fighting the monster: G.larva's main attack is range-based yellowish mucous. a player not wielding the special slayer lead-claded shield, can be hitted up to 45 damage. with the shield aquipted, the max damage decrease to 12 and becomes much less accurate. the g.larva can also use a weaker melee attack (bite) that hits up to 9, and can poison(4) the victim if successful. basically being made from magical stone, the larva is almost imunne to range, and have high deffense against slash and stab attacks. However, it is weak against crush attacks and fire-based magic. however, when the monster is weakened, it must be destroyed by a blow of a blessed silver pickaxe, purchesed from a slayer master and activated by using it on a holy book. 50 prayer and 65 mining is required for using the pickaxe. drops: 100%: shattered grimstone (no use) common drops: 1-2 ores (from iron to addy), 1-2 bars (from iron to addy), coins, steel or mith pickaxe, black battleaxe, steel warhammer. semi-rare drops: runite ore, 8 coals (noted), 3-8 silver or gold ores (noted), addy warhammer, addy squarshield, mithril nails(15), 1-3 cooked cave eals, 4 muddy keys (noted), mud or dust runes (5,15,50), emeralds (1-3). rare drops: runite warhammer, square or pickaxe, cut dragonstone, 5 red or black dragon hides (noted), 100 coal or silver (noted), lv3 clue. special slayer-monster drops: 1. g.larva egg (fitting for a house trophie) 2. magic coal sack: can store up to 12 regular ores, or up to 18 coal (a player can have only 1 sack in a time).
  15. marble requires stone-working that is supposed to involve mining, then crafting (yep, smithing was a mistake). anyway - thanks for your comments.
  16. Introduction: The idea of the island is giving high level slayers a special place to train both slayer and regular combat in a mini-game like method. The island is includes extreamly dangerous areas, roamed by many high leveled slayer monsters, including some new beasts available only to the most high leveled slayers (78-92) and a ÃÆââââ¬Å¡Ã¬Ãâ¦Ã¢â¬Åslayer bossÃÆââââ¬Å¡Ã¬ÃâÃ
  17. As much as I cant resist the tempetion of new skills, I think that it will be better if jagex will instead add new content, improvements and train methods to some existing skills. high level crafting (I hope the hunter skill will fix that) runecrafting fishing (maybe deep sea fishing for new kinds that will not be used for eating, but to other goals). mining non-house realeted construction. slayer - new monsters for higher levels (68, 72. 78, 83, 88, 92...) and more... But if we are talking about about new skills... I strongly support the idea that was mentioned in the tipit time some weeks ago to make a difference between the quick fish and meet cooking to the delicate and more compicated style of cooking, that is nearly dead now. (cheff skill? :-w ) an alternative is keeping cooking as it is (+more options for high level cakes, dishes, etc) + adding a option that will reward players who train in that way - like option to sell pies for good price to palace cheffs, etc (or else, not for gp, but for "cheff tokens" that will be able to buy special rewards, in the same method as it exists nowdays in cw, pc, and so on.
  18. They can add higher-level glass items: luxurious, fine-carved wine bottles. that will be really nice to have :-)
  19. I strongly support the offer, and - here is another releated idea: if we invest more in wines, why not adding grapevines to farming? it can use the hope patch of new different patch - so we will be able to grow a variety of different grapes fitting for the different wines. (from the regular ones, up to royal wines and elven magic wine).
  20. I think that it will be nice to have a storeroom to store different kind of food and wine. some suggestions for content: - some meet-hooks for all kinds of meet, fish + furs (from the new hunter skills) - barrels for wine or beer. - closets and shelves for pies, pizza, etc. - place to store farming products (like fruits). this room will both clear bank space and will arrange the food in more user-friendly way.
  21. here are my views and guesses: How will the new skill look like? In general, the attitude of jagex is to move from the simple click-exp old skills (mining, fishing, etc) to more comlicated and challenging skills that involves more planning, less monotonic though slower to train - and many times encourage you to train other skills as well. Slayer and Farming are both good examples. Moreover, it seems that many of the newer skills (or new options in old skills) are more difficult for money-buy-exp methods (though con is money-buy-exp indeed). Regarding those attitudes together with the clues we got, my guess is as following: Training the hunting skill will resemple farming (good for me, farming is one of my most favorites) ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ time consuming, and demanding complex actions to get the exp and the final product. Getting materials and working for them (make traps, etc), tracking, trapping and waiting till something get trapped, then use it for the benfit of others skills (crafting, cooking and maybe also herblore) to get money-making products. For me, its good enough: I resent monotonic skills like mining and rc, and likes the changing and complex ones like farming and slayer. As for the supporting skills, ill add that: I guess crafting shell get a boost, for right now its quite neglected (most of its parts) and have little to offer for lv70+ except dragonhides and some rare jewelry. Cooking: long time do jagex fight the cooking=fish attitude, trying many ways - from new pies to gnome minigame. I guess hunting will go to the same target: new meets that can be cooked and used, or be a base for new dishes. Construction: maybe we are going to see another training method that will give a second options to the monotonic workshop training (though my guess is that workshop will be kept as the main way, to keep the money drainer working). What will the talent gives to the player? So far for the training methods. Now its time to consider the in-game outcome of hunting. What shell we gain from getting high level, except from the honorable number and the far option to get a skill cape? Each of the latest skilles was aimed a bit differently: - slayer: an abillity to reach and sell other players valuble products that are unavaible to them (unless they buy them from the skiller). So, slayer is a fighting-based money-maker (without it, fighting was quite weak money-maker, except for the most higher level ones). - Farming: the abillity to greatly speed-up the gathering of herblore products, that before it were quite slow to get + exclusive way to get other products required for cooking (like the summer pie products, mushrooms, etc), and a bit of a helping hand in wc as a side-product. So, farming is a mixture of money-maker and a great speeding-aid for supported skills. Farming itself, in its turn, is greatly supported by slayer: most of the good high-level seed droppers are slayer monsters. - Con: Con is a mixture of show-off and luxuries (making things easier via house: from traveling around the world to fixing barrow armor, getting minor items, training prayer, using less space for spells, etc). My guess is, that the new skillÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s outcome will resemble a mixture between slayer (not in training, just in the outcome) and farming: the abillity to get items and materials not obtainable by others, then either: - sell them (so most of them will be tradable, unlike show-off items that are non-tradeable) ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâslayer method. - use them as materials that allow you to speed-up training of supporting skills ÃÆââââ¬Å¡Ã¬Ã¢ââ¬Ãâ farming method. I guess the skill will tend more to the later method: its more reasonable to get inds from animals then getting finished ready-to-use tresures. The next big question is: what will be the influence of the new items and products. The most trivial thinking is cloths: new outfits were mostly seccusfull in rs, because many players are constantly in search of new and more impressive and good-looking gear for their chars. But will it be the main use of hunting? I hope not. I really hope that the new weapons will fit higher-level players (cause only-show-off weapons with low stats, unlike clothes, doesnÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t last long). New pets will be great, though I really hope to be supprised by new options and functions that will make the game more interesting. And last, besides all of the functions: hunting, as any new skill. Will provide the game with new options and things to do, when you are bored with all other and older activities. And that thing is always for the best. So, to me hunting sounds great (good work, jagex =D> )
  22. The target of the suggestion: creating a high-level fishing-construction combination, that will: 1. give high-level (76+) fishermen more goals and training options, without direct linkage to food and cooking. 2. give high-level (72+ and mostly 76+) builders a new room, that unike the maze and treseury, isnÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t all about show-off. The new fishing vessel: A new fishing vessel will be found at Port-Sarim (or any other port that jagex will find fitting), with a captain eager to take high-level fishermen on board. The price of each fishing trip (20 mins) is not gold - but 10 sharks that the player will fish during the trip. The captain will refuse to take anyone lower then 76, and when fishing on-board, the first 10 sharks will automatically be taken from your inventory while speaking with the captain, as a boarding fee. If a player fails to provide 10 sharks till the travel ends, teleports out, etc, he will not be able to board the ship again for 90 minutes. Storing: other from the 10 first shark, the ship has 50 inventory for your fish. You can run to the storage anytime and store fish you like (and drop the others as usual). After the travel ends, the storage content goes automatically into your bank. fishing: The fish has 2 fishing options - harpooning (for sharks only) and ship-net (like a big net + option for special fish). You can only operate 1 of them at a time. The ship net can become damaged from time to time (as in trawler), requiring you to fix it with a rope. Though fishing sharks is always an option, the big-net specials are the main goal here. Most times the fishing net will get you regular big-net products, but a semi-rare and rare specials can be found in your net from time to time, some of them ready to be transported into your special underwater-observatory room. Here are the suggested special fish: Banola Brown Eel : level to fish. 76, fits to house pond: yes. When placed in your private house pond and not diseased, that eel will produce some seaweed that you can come and take: 1 seeweed per 10 minutes. Giant Lobster: level to fish: 76. fits to house pond? No. That semi-rare lobster can be cooked into 3 food-items, each healing 15hp. It requires 76 cooking, and gives a nice exp bonus, as if you had a jinni used upon your cooking skill. Murky Snail: Level to fish: 77. fits to house pond? Yes. When placed in your private house pond, that snail will clean the water, reducing the chances for fish disease in 50%. Sturgeon: Level to fish: 80. Fits to house pond? No. That fish can be used to gain 6 doses of expensive eggs, that can be sold for 2500 gp each to a royal cook, or else be the base of some new high-level dishes, requiring 85 cooking at least. Golden Ceasar fish: Level to fish: 82. Fits to house pond? Yes. When placed in your private house pond and not diseased, that fish will produce gold nuggets (3 making a gold ore): 1 nugget per 15 minutes. Obsidian Spineball fish: Level to fish: 83. Fits to house pond? No. that fish can be used to gain 6 spines (like cactus spines), and can also be used with edible seaweed and spice to cook up to 3 dishes, heel ing 19each. Gives special cooking exp bonus, like the giant lobster. Shiney Fruitfish: Level to fish: 85. Fits to house pond? Yes. That fish acts like the murky snail, but its effect is stronger, so chances for disease will be reduced to 25% from the original chance. Mossy Eel: Level to fish: 87. Fits to house pond? No. This giant herb-eater can be a treasure for herbalists and farmers: his belly can contain up to 10 herbs or 4 herb seeds. Magic Oyster: Level to fish: 90. Fits to house pond? Yes. When placed in your private house pond and not diseased, that lovely oyster will produce uncut gems (up to diamond): 1 gem per 20 minutes. Magic Oilfish Level to fish: 92. Fits to house pond? No. This magical fishÃÆââââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s oily flesh can produce up to 5 oil vials, fitting to turn logs into pyrelogs (shadow burning minigame). Starlight queenfish Level to fish: 95. Fits to house pond? Yes. When placed in your private house pond, her magic aura will reduce chances to disease to minimum, and will also gives a small bonus to all other fish, causing them to produce goods a little bit faster. Dragonfish: Level to fish: 97. fits to house pond? Yes. That shinning fish can be found in four colors: green and blue (common), Red (less common) and black (rare). When placed in your private house pond and not diseased, it will produce scales in his own color: 1 per 8 minutes. 5 scales can be combined into a hide, that will be like a regular un-tanned dragonhide from the same color. Blue scales, however, can be used in poison potions, like the regular blue dragon scales. Some random events can be: whale-tale attack, forcing you to repair 3-10 licking and broken hull parts in 2 mins (50+ crafting and it can fail and force you to try again), or the ship will sink (like trawler). Storm: carries the ship to an abandoned shore, where you must repair 5-15 broken parts (same as before, but no time limit), before you can sail again. Pirates, Sea troll, or Dagganoth attack. A new trouble caused by evil bob. Mairmaid, giving you a crystal shell with extra fishing, crafting or cooking exp (like jinni, but 150%, so a lv80 will get 1200exp). The construction part: The pond room pond room can be build in your house, in the underground level (like the maze), starting from construction level 72. making the main feature of the room, the fish pond/aquarium, will also require high mining level, like 75, and the use of a runite pickaxe. The pond/aquarium can store living fish obtained in the new high-level fishing method. While the basic pond can only store 2 fish and cannot be observed (for a lovely fish cut scene), higher 75+ construction aquariums will contain more fish and will have the ÃÆââââ¬Å¡Ã¬Ãâ¦Ã¢â¬ÅobserveÃÆââââ¬Å¡Ã¬ÃâÃ
  23. and nearly twice the level to make it then super-energy potion (and hard enough to keep price higher and amounts much smaller). as for the use: sharks heal 20 each, and the turtle & manta are so rare that they are nearly not seen. those cakes both heals 24 total (not fitting high-combat, but fitting other tasks such as agility trainings) and the higher ones gives agility or energy boost, so they are much better then sharks for the agility training / quests using high agility, etc.
  24. Cakes are nice exp, and If those cakes will give fine amount of exp they will be worth the effort (cakes are faster to make then pies or curries, because the tin take all inds in 1 click. It could be done the same with the cream). Sharks will still give faster exp, but some people (including me) prefer more complicated and less routinic train ways. As for the use: agility training and all task that demands many hp to heal, but in a slow rate (unlike fighting pkers or agressive high-level monsters). take the royal cake for example: each bit heals 6 + give 40% energy boost - very helpfull in the wildy course to make you run through it longer periouds of time and getting much more agility exp per hour.
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