Jump to content

bookrhino

Members
  • Posts

    192
  • Joined

  • Last visited

Everything posted by bookrhino

  1. As a note, I was planning to add all of that stuff. I have been working on this for close to 3 hours, and I didn't want my work to be lost. In fact, when I pressed "Submit", my Internet Explorer "experienced a major error" and had to close. I'm so lucky...
  2. Can you give examples of mis-typed stuff so I can change it? I'm not done yet; I'm still working on it. Hopefully, it will compile information into a convient guide and have personal tips as well.
  3. This is not done yet! Latest Addition: Salarin the Twisted Guide! Also, please post any other quest guides you think should be added! Table of Contents: Introduction (ITR) Basics of Herblore (BSC) Making a Vial (MAV) Secondaries- Public Enemy #1 (SCD) Druidic Ritual (DRU) Levels 3-37 (ERY) Jungle Potion (JNG) Eadgar's Ruse (EGR) Levels 38-62 (AVG) Fairy Tale II: Cure a Queen (FT2) Levels 63-80 (AVD) Levels 81+ (MSR) Tips From Experienced Herbalists (TPS) Salarin the Twisted (STT) Credits (CRD) Introduction: (ITR) Herblore...it appears to be so simple, so, so simple. All you have to do is make a few simple concoctions and you're at the next level, right? Wrong! Herblore, along with runecrafting, is the hardest skill to level up, being almost impossible to get into the 80s or 90s. Despite this, there are ways to get higher levels faster. Like all skills, it's not just how hard you work, it's how smart you work. I'm not exactly a high leveled herbalist, but I do have some tips that might help you along your journey. With the help of a previous poll and a little advice from some of the best herbalists in the Tip.It forums, I hope to make your experience with "pots" that much easier. \ Basics of Herblore: (BSC) Herblore, at its core, does not have much to it. Here is a simple step-by-step process of making a potion. 1) Collect an unidentified herb (also known as a unid). These usually come from either monster drops or from farming, but there are exceptions (quest potions and such). 2) Click on the unid. If your herblore level is high enough, you will be able to identify it. If not, it will remain unidentified and a message will pop up on your message box informing you that your level is too low. The remaining unids should either be banked and used later or sold for a decent price. Unids take up multiple spaces in your bank, depending on what herb they are. Yes, what herb a unid is is pre-determined, not random when you ID it. 3) Get a water-filled vial. This can be done by buying it in general stores (Mort'ton and Ardougne), buying it from other players for the outrageous price of 250 each, buying a vial from a herblore store (Taverly and Entrana) and filling it in a water source (except for wells), making a vial from molten glass and filling it with water, and buying a vial from other players and then proceeding to fill it (good luck trying THAT -.-). 4) Use the identified herb with the water-filled vial. This will make you make a herb-water mixture. 5) Collect a secondary ingredient. The secondary ingredient for each potion is different, so find out which one you need. 6) Use the secondary ingredient with the vial. This will complete your potion. Your completed potion will have 3 doses. If you want to make 4-dose potions, use one potion with another one. For example, using one Attack Potion (2) with another Attack Potion (2) will make an Attack Potion (4) and an empty vial. Using an Attack Potion (3) with another Attack Potion (3), however, will make an Attack Potion (4) and an Attack Potion (2). Before I end this segment, I should mention a couple of very important facts. As a rule, the effects of any potion that temporarily increases a skill or cures an ailment cannot be stacked (i.e. 2 Strength potions do not give a +25% strength bonus), but the effects of any potion that restores a skill (or energy) is stackable. Also, poisons only have one dose instead of the traditional three. Making A Vial: (MAV) So you want to make vials, eh? I don't know exactly why you want to do this, but this is a complete herblore guide, so here it goes. Like always, I love using a step-by-step guide. Skill Requirements: 33 Crafting 1) Collect seaweed. Popular locations for seaweed include Entrana (Nearest Bank: Draynor Village; Amulet of Glory Recommended), Waterbirth Island (Nearest Bank: Seers Village/West Keldagrim), and the Picatoris Fishing Colony* (Nearest Bank: About 10 seconds away). I recommend that you go to a populated world to collect the ingredients, so that they will respawn much quicker. You can also collect seaweed by using big nets, but it is very slow and not recommended AT ALL. 2) Collect buckets of sand. You get buckets of sand by using buckets on a sand pit, which are located in Entrana, Yanille, Relleka, and in the Lost City. You can also get 84 buckets of sand from Bert each day after you complete the "Hand in the Sand" quest. Bert's house is located right next to the Yanille House portal (east side). 3) Use the seaweed on a range or fire to get soda ash. If you're making vials in mass amounts, I'd recommend using the range in Lumbridge castle (If you have done the first part of the "Recipe for Disaster" quest) or the one in Catherby. If anybody else has other nice ranges to use, please tell me and I'll add it into the guide. 4) Make sure you have a bucket of sand and a pile of soda ash in your inventory. Use either one of them on a furnace. In the end, you will get a molten glass, an empty bucket, and 20 crafting xp. If you want to make mass amounts of molten glass, use the furnaces in the Picatoris Fishing Colony*, in Al-Kahrid, or in Port Phasmatys**. 5) Get a glassblowing pipe. You can find these in the house with a range in Entrana, in a building in Hemenster (east of the fishing guild), and in the Tool Store 3 in your POH (requires 35 construction). 6) Use the glassblowing pipe with the molten glass and select "Vial". This will turn your molten glass into a vial and give you 35 crafting XP. Job done! Note that you can make other glass items with molten glass, but they require different crafting levels and they have nothing to do with herblore. : *Requires "Swan Song" to enter. **Requires "Ghosts Ahoy" to enter. Secondaries- Public Enemy #1: (SCD) So you want to get those seconary ingredients, don't you? Well, look no further. In this portion of my guide, I will tell you the best ways I've found to collect these items. Eye of Newt - There are two ways to do this. The first choice, which starts at Falador east and involves crossing over the crumbled wall, going to Taverly, buying from the Herblore shop there, and teleporting back Falador. The second option starts in the Draynor Village bank, making you run over to the Port Sarim magic shop and buying them there and then using an Amulet of Glory to teleport back to Draynor Village. Which one you choose is up to you. Ground Unicorn Horn - To collect Unicorn Horns, go to level 19-22 wilderness carrying nothing but your best weapon and a dds (if you can), and possibly an ectophial. Make sure that you are not skulled and that you have full prayer points! The unicorns are located to the east of the Zombie Graveyard in a small wooded area. Kill them with your strong weapon and look out for any pk'ers. If one does attack you, equip your dds, activate your strength and attack prayers, and unleash 4 specials on him/her. Then use a "Protect From ____" prayer and try to scare him off. If you can't, use the ectophial. Don't attack first! Go back to Edgeville and bank your horns. If you want, you can speed the process up by carrying an amulet of Glory, altough you will either have to put on a "Protect Item" prayer or get rid of the ectophial. You need to use a pestle and mortar to grind the unicorn horn. Snake Weed - Not that you'll ever collect these, but I'll add it for completeness. You can find these in the "Marshy Jungle Vine" in Karajma. See the "Jungle Potion" guide here for more details. You do need to do the quest to be able to find this, I believe. Also, Rogue's Purse, the other ingredient for the only potion this secondary is used for, can be found in a cave in Karajima (again, see the "Jungle Potion" guide for more details). Limpwurt Root - These are very annoying to get, just so you know right form the get-go. The best way I found to get these is to plant limpwurt seeds and collect the roots by farming (level 26 farming required). Between runs, you can kill hill giants, druids, hobgoblins, or cockatrices (which are apperantly quite good for these secondaries). To get to the cockatrices quickly, use Fairy Rings to teleport near the Slayer Cave (AJR) and bank in Zanaris. Another option would to be to buy them cheap from f2p players on in the forums. Ash - This is useful for training herby with tarromins, but you need to complete the "Shades of Mort'ton" quest to use these as secondaries. Anyways, just kill imps or burn logs to get these. Enough said... Red Spider Eggs - The best place to get these (from personal experience) is at the end of Varrock Sewers, where Red Spiders respawn. However, you can also find some respawns in the Wilderness section of the Edgeville Dungeon, Karajma Volcano, and south of the path leading to the gate of the Elven Lands (Tirannwn). Chocolate Dust - To get chocolate, buy it from the Culinaromancer's Chest, from food stores (Port Sarim, Yanille, and the Grand Tree), from the Chef's Guild, from Zanaris, or from Nardah. Use a pestle and mortar on the chocolate to make chocolate dust. I know that chocolate dust can be bought from the Grand Tree and the Calinaromancer's Chest, but for a higher price. Choco-ice will not make chocolate dust, so don't even try. How could it? White Berries - These can be grown at a fairly high farming level (level 59 farming, to be exact; 56 with a garden pie). If you can't grow them, you'll have to collect them either in level 40 wilderness at the Red Dragon Isle (use the Ardougne lever and equip an anti-fire shield) or in Tirannwn near the city of Lletya. Apperantly, the people of Canfis (man and werewolf forms) also drop these, but I wouldn't collect it through those means. Toad's Legs - You can get toads from the swamp to the west of the Grand Tree, in the Lumbridge Swamp, and in Taverly near the lake. Just click on the toads to remove their legs. Note that left-clicking these will cause you to eat them... Snape Grass - This is actually quite easy to obtain. The two places where it respawns are in the Hobgoblin Peninsula west of the crafting guild and in Waterbirth Island. If you don't have lunar magicks, then go to the Hoobgoblin Peninsula and teleport/walk to Falador and bank them in the west bank. You could also teleport/walk to your house and have your butler bank them if your house is in Rimmington. If you do have lunar magicks, than Waterbirth Island is for you! Activate the spell set and have a dueling ring in your inventory. Teleport to Waterbirth, collect the Snape Grass there, teleport back to Castle Wars, bank them, and repeat the process. I was able to get 400 of these in about 30 minutes! Also, this method is also good for collecting seaweed. Mort Myre Fungi - This can be obtained from the Mort Myre Swamp located both south and southeast of Canafis (southeast area is recommended) once you have completed the "Nature Spirit" quest. In the southern portion of the swamp, there will be a square or a ring of foliage (logs, dead trees, and twigs on the ground). Stand in the center of the ring. Right-click on a blessed sickle (must do "Nature Spirit" quest to obtain this) in your inventory and click the option to cast a spell. If you do it right, a small animation will ensue and the local plants will come alive temporarily. If you want, pick up all of the plants and use them to fill your druid pouch. This pouch will keep the ghasts away (very important) and will come in handy when you need to cross the swamp again (Mort'ton, Barrows, etc.). Remember that the pears give you 3 pouches, the twigs/leaves will give you 2 pouches, and the mushrooms will give you 1 pouch. Click on the druid pouch to fill it up; note that you need at least three items to do this, and that the pears will be taken first, then the twigs, and then the mushrooms. If you're there for the mushrooms, make sure you have at least three pears/twigs before you decide to fill up the pouch, or else you'll lose the item you seek. When you're done, bank in Canafis and repeat the process as needed. Since the sickle's "spell" consumes your prayer, you'll need to recharge at the Nature Altar at the southern end of the swamp (this altar, along with the one in the monastery, will racharge your prayer 2 above its maximum. This does not mean, however, you can use prayers that require a higher prayer level to use). You can also get druid pouches here if you've lost yours, or to bless a silver sickle if you have lost your blessed sickle. Silver sickles can be obtained from using a silver bar on a furnace with a sickle mould in your inventory. Sickle moulds can be bought in the Al-Kahrid crafting store. Gorak Claw Powder - Again, the use of this secondary will be very limited, since the potion it makes has almost the same effect as a Wizard's Mind Bomb and is not tradeable. Anyways, Gorak's claws can be found by killing Goraks in Dimension X; unfortunately, they are no longer a 100% drop. Dimension X can only be reached by using the Fairy Rings (must reach a certain part of the "Fairy Tale II" quest [see my quest guide for more details]). To reach the area, imput D-I-R when in the Fairy Ring menu. Use a pestle and mortar to grind the claws. The other ingredient of the potion this is used for, the Star Flower, is found by plucking the petals off of the flowers that live in the mysterious dimension that can only be entered by imputing C-K-P when in the Fairy Ring menu. Ground Blue Dragon Scale - This can be found in the Blue Dragon area in the Member's Dungeon south of Taverly. There are many respawns here, but beware of the aggressive Blue Dragons and the Baby Blue Dragons that crowd the area. An anti-dragon shield is highly recommended, and 70 agility will make this go much faster. You could do this with something as low as 65 or 67 agility, but you'll lose a precious inventory space. Yew Roots - These can be found by digging up the stump of yew trees that you grow with the Farming skill. Planting yew trees requires 60 farming (57 with a garden pie). Please note that trees can only be dug up after you have cut them down. Wine of Zamorak - This can only be found in the temple northwest of the Goblin Village. The only two ways to get this would be to kill every single monk in the room or to telegrab it. This wine can go for 900-1.1k each, so it can be a good moneymaker if you're short on cash. Cactus Spine - This can be found by growing a cactus in the allotment in Al-Kahrid (requires 55 farming). You can pluck 3 spines from it at first; you'll have to wait a while to pick them again. Potato Cactus - This can be found in the Kalphite Lair (located in the northern part of the desert. A good tip for collecting these would be to get these when you get Kalphite assignment (which I know to be very annoying; bring super antis!). Jangerberries - This can be found in the Ogre Island west of Yanille. You will need a rope to get to the island (it will be used up) or you can telegrab each berry (do the first thing; it actually makes sense). The best thing to do is to get some using the Farming skill (requires 48 farming [45 with a garden pie]; plant in a bush allotment). Magic Roots - These can be found by digging up the stump of magic trees that you grow with the Farming skill. Planting magic trees requires 75 farming (72 with a garden pie). Please note that trees can only be dug up after you have cut them down. Crushed Bird's Nest - This can be found by using a Bird Nest with a pestle and mortar. Bird Nests can be found randomly by chopping down trees (lower leveled trees seem to be the best for this; note that the nests will appear as a dropped item on your mini-map, not land in your inventory) or by trading Wyson the Garderner (located in Falador Garden) mole claws and mole skins. Mole claws and mole skins are found when you kill the Giant Mole located under Falador garden. Note that you need to left-click on the nests to remove whatever is in them (seeds, rings, or bird eggs) before you can crush them. Nightshade - These can be found in the Skavid Caves located under the Ogre City south of Yanille ("Watch Tower" quest required). Note that you need a Skavid Map (talk to the City Guard at the end of the Eastern city path to get anothe rone if you have lost it) and a light source (candle, lantern, mining helmet). Not all of the caves have a Nightshade in them; only the one with the Mad Skavids inside. This secondary can also be grown by using a Belladona seed in the allotment near Draynor Manor (requires 63 farming; 60 with garden pie). Poison Ivy Berries - This can only be gotten by using the Farming Skill (requires 70 farming [67 with garden pie]; plant in a bush allotment). Druidic Ritual (1-2): (DRU) Herblore is the only skill that you need a quest to begin training. Why did they do that? I don't know either. Anyways, I'll make a short step-by-step guide for the quest, since it's not really difficult, it gives 4 QP, and it brings you to the herby level you need. So here we go: Items Needed Before Starting Quest: None Skill Requirements: None Quest Requirements: None 1) Go to the Stonehenge site north of Taverly and speak to Kaqemeex. 2) Go South to Taverly, go into the second floor of the building of the building with the symbol of a herb on the mini-map, and speak with Sanfew. 3) Teleport to Lumbridge. Go across the bridge to the northwest and then start heading north along the path. Kill a cow and a chicken in their respective pens and grab the meats they drop. When the path splits, take the eastern side and continue along the path (you should be heading towards the eastern entrance of Varrock). Along this path, kill a bear and a giant rat and pick up the meats they drop as well. 4) Teleport to Falador or Teleport to House (if it is located in Taverly) and then proceed to DESCEND INTO the dungeon south of Taverly (the exclamation point on the mini-map) with your four meats. Once in the dungeon, go north until you see a gate to the east. Enter the gate and you should see something called the Cauldron of Thunder. Put all four meats in the Cauldron. 5) Now that all four meats are a bluish color, go back to the building with the herb symbol and talk to Sanfew. 6) Wrap up the quest by going to "Stonehenge" and speaking with Kaqemeex. Reward: Ability to Begin Herblore, 250 Herblore XP, and 4 QP. Tip.It Quest Guide: http://tip.it/runescape/index.php?rs2quest_id=22 Early Levels (3-37): (ERY) So you're a herby noob, huh? Don't worry; we won't laugh at you...too much. :lol: Anyways, these levels are perhaps some of the most annoying of all, especially since your finished products are less valuable than a pile of normal logs. The only really nice advancement in this level is at level 25, when you can identify Ranaar Weeds. These herbs sell for a whopping 6.5k-7k each! So you want to advance out of this level frame? I don't blame you. There are two major ways to do this: buying the herbs and getting them from chaos druids. I guess you could farm the herbs as well, but I find that to be far too slow to be feasible. It is a nice way to combine two skills, however. Note: To level up effectively, you do need to make the herbs into potions as well (I hope this was obvious, but I'm sure that people have to be the most stupid animals on Earth :roll:). What You Can Make: Level 3 - Identify Guam Leaf and Attack Potion (+12.5% Attack) Level 5 - Identify Marrentil and Anti-Poison Potion (Cures Poison) Level 8 - Make Relicym's Balm (Cures Disease) Level 11 - Identify Tarromin Level 12 - Strength Potion (+12.5% Strength) Level 15 - Serum 207 (Cures Afflicted Temporarily) and Serum 207 (p) (Cures Afflicted Permanently)Level 18 - Guthix Rest Tea (Cures Poison and, if at Full Health, Raises Health to Maximum+5) Level 20 - Identify Harrlander Level 22 - Stat Restore Potion (Restores Up To 25 Attack, Strength, Defense, Magic, and Ranged Levels) Level 25 - Identify Ranaar Level 26 - Energy Potions (+10% Energy) Level 30 - Identify Toadflax and Defense Potion (+12.5% Defense; NEVER MAKE THIS!!!) Level 34 - Agility Potion (+3 Agility) Jungle Potion: (JNG) Items Required: Food and an anti-poison potion would be useful, especially for those with low combat levels. Skills Required: 3 Herblore Quests Required: "Druidic Ritual" 1) Go to Karajma, either from taking a boat to Karajma for 30 gp (Ardougne or Port Sarim) or by using a teleport from the Amulet of Glory. Go to Brimhaven (West of a Giant Volcano) and proceed south to the other landmass of the island. Continue south until you reach what resembles a tropical village or a village of the stereotypical African tribe. Go to the building just to the west of a bunch of fenced mahogany and teak trees and speak to Trufitus. Congratulations! You've done all of that and you just started the quest! :lol: 2) He asked you to find Snake Weed, right? Well, it's not too hard to find if you look here, but it is very, very irritating. The snake weed is located southwest of the hut, in something called "Marshy Jungle Vine". This plant is located just south of the small river by the village. You used to just be able to click on the vine and get it, but now you must search for it and wait for your character to find it. Please note that all of the herbs you'll find will be unidentified when you first get them. 3) Go back to Trufitus in his hut and he'll ask you to find a herb called Ardrigal. This herb is found in a small peninsula with palm trees far to the northeast of the village. Just search the palm trees and you'll find the herb. Identify it and return to Trufitus. Note: Do NOT attack the Harpie Bug Swarms unless you have level 33 Slayer and the lantern designed to kill them! 4) Back at the hut, Trufitus will tell you to find Sito Foil. Just go south of the village, find something called "Scorched Earth", search it for the herb, identify it, and return to the hut. Done. 5) Your next mission: Valencia Moss. This is found in a mine southeast of the village and just north of the Nature Altar. Search one of the gray rocks to find a unid. ID it and speak to Trufitus. 6) This is getting irritating, right? Yeah, I know...I've done it too. This is the last one, however, so be happy you won't die of boredom. Go to by the peninsula where you found the Ardrigal. You should find a thick brown line onn your mini-map. Go to the north of it and follow it until you find an exclamation point on you mini-map. Search the rock there and you will enter a cave with many level 53 Jogres in it. In this cave, go to the south and search the walls until you find a "Fungus Covered Wall". Search it and get the herb, ID it, and speak to Trufitus one more time. You have finished the quest! Reward: 775 Herblore XP. Tip.It Quest Guide: http://tip.it/runescape/index.php?rs2quest_id=38 Eadgar's Ruse: (EGR) Items Required: Ranaar Weed, Vial of Water, 5 Raw Chickens, 2 Normal Logs, Tinderbox, 10 Grains of Wheat, Pestle and Mortar, Knife, Climbing Boots, Bottle of Vodka, and a Pineapple. Skills Required: 31 Herblore Quests Required: "Druidic Ritual", "Death Plateau", and "Troll Stronghold" 1) Start by talking to Sanfew (second floor of the building with the herb symbol on the mini-map in Taverly). Once that's over, go/tele to Burthrope and equip your climbing boots (if you don't have them, get them from Tenzing [small hut west of Burthrope] for 12 GP). 2) Using your climbing boots, use the path you used in the "Troll Stronghold" to get to the mountain just to the east of the stronghold. Don't interact with anything (especially not with the troll "Dad") and make sure you go south when you meet the injured soldier, not north. 3) Using the climbing rocks at the mountain, scale to the top and look for a cave. Go inside and speak to a man named Mad Eadgar (you remember him, don't you?). If he isn't there, count your curses and go into the bottom level of the Stronghold, steal the key from Twig or Berry again, and free the pathetic jailbird. 4) Mad Eadgar will ask you to talk to a troll named Burntmeat. To do this, go into the Stronghold and start running south once you enter the door. After a little walking you should find a ladder. Go down it and speak to the troll chef there (a.k.a. Burntmeat). Unfortunately, Burntmeat won't just give you what you want; you'll have to get a human being. I hoped that you could just go pk'ing and lug the corpse of one of your victims, but you can't. Apparantly your character has morals... :roll:. 5) Go back to Mad Eadgar and he will tell you that he has a plan to make a fake human that will fool the trolls. First, however, he needs a few items...a parrot, for instance. A-bird hunting we go, I guess. 6) Teleport to Ardougne/Teleport to Camelot and walk to Ardougne/Walk to Ardougne (Just Get There!) and find your way to the zoo there. Talk to Parroty Pete there and use all 3 options. Once you've done that, cut the pineapple into CHUNKS and use the vodka with them to receive Alcho-chunks. Use these with the parrot cage to get your very own drunken parrot (a.k.a. A Subsitute for a Drunken Pirate). 7) Go back to Mad Eadgar and he will tell you to hide the parrot within the Troll Stronghold so that it will learn English. Go down to where you saved Mad Eadgar and use the parrot with the rack there. Once you finished that annoying task, go back to Eadgar again. 8) Don't worry, this won't last TOO much longer. Eadgar now wants you to fetch the items needed to make the fake human body. Now go down to Taverly and speak with Tegid (the man washing his clothes). Select "Sanfew won't be very happy..." and he'll buckle and give you the Dirty Clothes. Yeah, I know he needs an attitude adjustment, and yeah, too bad Psychology isn't a skill... ;) 9) Go back to Eadgar with the Dirty Clothes, 10 Grains, the Pestle and Mortar, the Ranaar Weed, the Vial of Water, 5 Pieces of Chicken, 2 Normal Logs, and the Tinderbox. 10) Eadgar will now take most of the items and tell you about a "Potion of Truth". Use the Ranaar Weed with the vial to make an unfinished Ranaar potion and leave the cave. Now search for a Troll Thistle in one of the five grassy areas located by the cave. When you find it and pick it, make a fire and use the thistle on it. Crush the burned thistle with a mortar and pestle and use it with the unfinished potion to make a "Potion of Truth". 11) Give it to Eadgar and he will now tell you to get back the parrot from under the racks. Do so and come back to him to receive a "Fake Man". 12) Go to Burntmeat and give him the "Fake Man". Burntmeat, being the idiot he is, will say he fooled you and tell you where the key to the Goutweed Storage Room is. Go to the back of the room and search the drawers there until you find the key. Now find some stairs doing down in the room and use them to drop down into the basement. 13) Unlock the door and avoid the trolls in the maze ahead in order to get a Goutweed, which is located in a drawer in the south end of the troll infested puzzle. The troll beside the drawer won't notice you until you steal the Goutweed, so you don't need to worry about that. Once you leave the maze with the strange herb, teleport to Burthrope. I know that this is annoying, but maybe this guide will help you do it. 14) Walk back to Taverly and talk to Sanfew again. Quest complete! Reward: 11,000 Herblore XP and the ability to use the Trollheim Teleport (61 Magic required; uses 2 laws and 2 fires, teleports you by Eadgar's Cave). Tip.It Quest Guide: http://tip.it/runescape/index.php?rs2quest_id=77 Average Herbalist (38-62): (AVG) You can now make prayer potions...those turquoise bottles of miracles. Wait...what color is it exactly? I can't really place a name for it...help anyone? Anyways, these babies restore about a 1/3 of a person's prayer per does and can sell for 7-8k for a three dose bottle (most people buy for 7.5k) and about 10k for a four dose bottle. The potions you make in these levels are actually quite useful...super attacks, super strengths, and weapon poisons can help you fight some pretty tough monsters. For training, it is mostly the same as for levels 1-38: chaos druids, buying low level herbs, and farming. If you have enough money, however, you can merchant prayer pots. What You Can Make: Level 38 - Prayer Potion (Restores 1/3 Prayer) Level 40 - Identify Irit Leaf Level 45 - Super Attack Potion (+20% Attack) Level 48 - Identify Avantoe and Super Anti-Poison Potion (Cures Poison and Grants Immunity to Poison for a Short Time) Level 50 - Fishing Potion (+3 Fishing) Level 52 - Super Energy Potion (+20% Energy) Level 54 - Identify Kwuarm Level 55 - Super Strength Potion (+20% Strength) Level 57 - Magic Essence Potion (+3 Magic) Level 59 - Identify Snapdragon Level 60 - Weapon Poison Potion (Poisons Daggers, Spears, and Ranged Ammunition. The Poison Hits for 4) Fairy Tale II: Cure a Queen (FT2) Items Required: Dramen Staff, Water-filled Vial, and Pestle and Mortar. Food and Armor are highly recommended, as well as a decently high combat level. Skills Required: 57 Herblore, 49 Farming, and 40 Theiving Quests Required: "Fairy Tale I: Growing Pains" 1) Talk to Martin the Master Gardener and he will tell you to come back after his crops have grown. Wait a few minutes and return to him. Apparantly, even after the whole Tanglefoot incident, things are still messed up in Zanaris. So, like any adventurer worth his weight, you shall start on your newest quest and fix things up! 2) Travel to Zanaris and go into Fairy Nuff's "office". You will see that the entire place has been trashed and that both she and the Fairy Queen have gone missing. Search the area to find "Nuff's Certificate" and go to the Fairy Godfather, who will tell you to find the missing queen. 3) Go north and speak to the coordinator and she will tell you how to use the Fairy Rings (at this point, you can use the Fairy Rings whenever you wish). Once you are done with her, right-click on the certificate and click the "Study" option to see a message in an unusual language on the back. Go to the Fairy Cook (south of the bank) and she will tell you that she has seen markings like that somewhere near the Cosmic Altar. 4) Go the the area with the entrance to the Cosmic Altar and search the south wall for a small plaque. Read it and it will tell you the words "Cosmic Rune Altar" in the same unusual language that you saw on Nuff's Certificate. You can use this to decode the message, but if you want, I will decode it for you in my next step. Is that Fairy Nuff (Jagex Humor FTW! =D>)? 5) SKIP THIS STEP IF YOU DO WANT TO DECODE THE MESSAGE YOURSELF! The message says: "The godfather attacked us. We have fled to safety. If you are loyal to her majesty, find us by using the coordinates AIR, DLR, DJQ, AJS." 6) Go to the Fairy Ring and imput the coordinate AIR. Teleport back to Zanaris and go back to the Fairy Ring, this time imputing DLR. Repeat this for DJQ and AJS, and you will enter the Queen's Domain. Note that you will still be in Zanaris after you input DJQ; you did it right. 7) Head northeast until you reach Fairy Nuff. After a short cutscene, leave the area and go to the Fairy Godfather. Pickpcket him to get the Queen's Secateurs. If you fail, try, try again! 8) Once you have the secateurs, go back to Fairy Nuff and, after yet another cutscene, she will tell you that you need to make a Magic Essence Potion to save the queen. Go back to Zanaris, enter the Fairy Ring, and input the coordinates CKP. 9) Once you enter this mysterious dimension with rainbow balls and multi-colored clouds, pick the petals off of the many flowers growing around there (Star Flowers). Use the petals with the water-filled vial to make an unfinished potion. Return to Zanaris. 10) Make sure you are prepped for some pretty difficult fights before you go on. Go to the fairy ring and input the coordinate DIR to enter Dimension X, home of the level 145 Goraks. Kill them until you get a Gorak Claw and immediately return to Zanaris. Once in a safe area, use the Gorak Claw on a Pestle and Mortar to make powdered Gorak Claw. Use this with the unfinished potion to make a 3-dose Magic Essence Potion (Note that these potions are untradeable). 11) Go back to Fairy Nuff once again and talk to her. After a short cutscene, you have completed the quest! Doesn't it feel great?! Reward: 3,500 Herblore XP, 2,500 Thieving XP, a Fairy Skill Lamp (2,500 XP for any skill), and use of Fairy Rings. Tip.It Quest Guide: http://www.tip.it/runescape/index.php?rs2quest_id=142 Advanced Potion-Maker (63-80): (AVD) You've made thousands of potions, done all those quests... congratulations, my friend! You are now becoming a more knowledgeable and more respected herblore lover, but you have a long way to go. These levels do bring some really nice potions, but it won't be until the early 80s that you'll make the most useful ones. you are now able to make Super Stat Restore Potions, which are a supped-up combination of Stat Restore Potions and Prayer Potions. Unfortunately, the only two ways to get this are through the agility arena and through farming. Since working for 10+ minutes for one herb is quite ridiculous, you should buy Snapdragon seeds and grow them if you have the farming level required for it. Many people buy them for about 20k each, which is around the price of a Ranaar seed. These potions give 143 herblore XP each, and a three-dose Super Stat Restore can sell for 8k! Another great money-maker is the Super Defense Potion, which requires level 66 to make. The herb it requires is much easier to attain than Snapdragon, and it gives a whopping 150 XP per pot! When combined with Super Attack and Super Strength, it forms something called a Super Set. These sets sell for about 10k each, so you can really make some decent money off of this. Other popular potions include Anti-Fire Breath Potions, Ranged Potions, and Magic Potions. The high price of these items can fund your herblore training and make it possible to level up at a quicker pace than before. At these levels, you should merchant potions and establish connections with both buyers and sellers, buying herbs, secondaries, and water-filled vials, and selling the products for what it cost to make it or for a small profit. Conventional means (farming, chaos druids, and the like) are not fast enough for these levels. You could, however, buy mass amount of Guams for 200-300 each and then buy eyes of newt from other players or from rune shops. I WOULD NOT RECOMMEND BUYING MARRENTILS--I CANNOT STRESS THIS ENOUGH! For those with a bigger wallet, Tarromins or Harrlanders would be the way to go, if you want to take this route. I should note, however, that many people do not recommend buying low level herbs, because of the fact that it is so costly. The only advantage that this would give would be the fact that the herbs are in greater supply and, for that reason, might be easier to buy from other players, so please take note of this. It'll take a person who is wise of the market to level this skill up effectively--so bulk up on your knowledge of the markets and enter the money fray! What You Can Make: Level 63 - Super Stat Restore Potion (Restores All Stats To Maximum and Restores 1 More Prayer Level Than a Prayer Potion) Level 65 - Identify Cadantine Level 66 - Super Defense Potion (+20% Defense) Level 67 - Identify Lantadyme Level 68 - Antidote+ (Coconut Milk Base; Cures Poison and Gives Immunity to Poison for a Longer Period of Time; Relatively Useless) Level 69 - Anti-Fire Breath Potion (Full Protection from Dragon's Breath With Anti-Fire Shield) Level 70 - Identify Dwarf Weed Level 72 - Ranging Potion (+[10%+3] Ranged) Level 73 - Weapon Poison+ (Coconut Milk Base; Enhanced Weapon Poison. Inflicts Poison Damage Faster Than Predecessor) Level 75 - Identify Torstol Level 76 - Magic Potion (+4 Magic) Level 78 - Zamorak Potion (-10% Hits, -10% Defense, +15% Strength, +20% Attack) Level 79 - Antidote++ (Coconut Milk Base; Cures Poison and Gives Immunity to Poison for the Longest Period of Time; Relatively Useless) Master Potter (81+): (MSR) So you finally made it, huh? After all those hours of grueling labor, you've finally made it to the top with the big boys. Congrats! You earned it! Since there are only two new potions you can make at this level frame at the moment, there really isn't a huge change in tactics. The two potions you can make, however, sell for large amounts of money--they are potentially the best moneymakers in herblore in the game. Saradomin brews go for 8k each and super poisons go for 10k each. Many high herbalists I've seen buy crushed nests for 2k each, but oftentimes you can get it for less. Many people cannot find a buyer; if you meet one of those unfortunate souls, strike! Buy them for a low price, perhaps 200-1000 each; they'll be glad they are richer than before, and you'll be glad because you'll be looking at a nice profit down the road. If you want to get birds nests on your own, you can do so by chopping trees down and picking up the nests when they fall to the ground (they do not go directly in your inventory, so you have to look for them). From my own experiences, it looks like you have a better chance if you cut down a ton of low leveled logs as opposed to cutting down higher leveled ones, so cutting oaks or willows would be best for this. You can also get nests by killing the Giant Mole and trading the mole hides and mole claws to Wyson in Falador Garden. Remember, the nests must be crushed before you can use them. To do this, use a pestle and mortar with the birds nests. If you want to get Toadflax, you're in for a nice journey; isn't exactly plentiful in the runescapian market, so oftentimes you'll have to get it yourself. If you can, buy some toadflax seeds for a few thousand gold each or abotain them from monster drops (moss giants, etc.). Plant these and use the harvest to get those precious herbs! Be on the lookout for people who have set lava cape goals and such and for people buying them in banks (although this isn't exactly very common) and try selling them on the forums every once in a while. Remember: selling in bulk is the key! Super poisons work along the same lines; farming is necessary to making the potion. Buy/find some belladona and poison ivy seeds, plant them, and use the result to make potions. I should tell you, however, that you need a coconut milk base, so that means you'll need to plant a palm tree and use a hammer on the coconuts it yields to extract the milk and pour it into a vial. You could also go to the caves south of Yanille and pick some nightshades there, as planting them could take a while. It should be noted, however, that you need a light source, have done the "Watch Tower" quest, and have a Scavid map with you to effectively collect the flower respawns (talk to the City Guard in Ogre City to get another copy of the map if you have lost it). Once you have finally made the potions, you can either sell them for 10k each or you can make some dragon daggers (s). To make the daggers, go to Zanaris with some nice cash (30k for each super poison you have, a little bit more to be safe) and a cut diamond. Go to the gate in the eastern part of Zanaris and pay the cut diamond as a toll. Proceed to trade to one of the fairies in order to access a shop with dragon daggers in it. Buy the shop out and switch worlds. Only go to a bank if you need to during the buying procedure, as you'll need to keep on paying the Gate Guard a cut diamond every time you pass! Repeat until you have bought 1 dragon dagger for every super poison you have. When you have done this, go to your bank and proceed to poison all of your daggers by using the super poisons on them. The resulting weapon can be sold for 60k each, although it might take a while to sell them all. Wow...that was longer than I expected it to be. Anyways, use the above strategies and merchant any popular potions (buy ingredients, sell products) to try and get to 99. Farm if you can, as every single experience point counts, although don't expect it to make much of a dent in you herblore level. Other methods are now by far obsolete, so don't even think about doing them, unless you need a quick buck...then give Salarin the Twisted a shot. Anyways, good luck and happy pot-making! What You Can Make: Level 81 - Saradomin Brew (-[10%+2] Attack, -[10%+2] Strength, -[10%+2] Magic, -[10%+2] Range, +[20%+2] Defense, +[15%+2] Hits) Level 82 - Super Poison (Coconut Milk Base; Ultimate Weapon Poison. Inflicts 6 Poison Damage) Tips From Higher Levels: (TPS) Facing Salarin the Twisted: (STT) Salarin the Twisted is one of the best ways to raise herblore without the use of the market; however, some of your skills must be pretty high to be able to face him. To be able to reach him and kill him, you need 67 agility (64 with an agility potion and 62 with a summer pie), 1 magic (I'll expand on this later...), and a good combat level (high defense is recommended). Now let me talk about that 1 magic requirement...why did I put it there? Well, Salarin can only be killed by using the four strike spells, so technically you can kill him with the first spell you learn. Wind strike always does 9 damage to him, water strike always does 10 damage, earth always does 11, and fire always 12 (note that it will do less than that damage if you're striking the final blow against him, because of the limits of his HP). Also, it is highly recommended that you either bring mystic or splitbark armor, which require 40 magic. Although Salarin may only be a level 70 monster, it's quite amazing how many times your spells will splash against him unless you know what you're doing. Anyways, let's get down to business. Salarin presides in the agility dungeon north of Yanille. Before we venture in to meet him, however, we should be properly prepared. Here are two set-ups I recommend; choose one. Set-Up #1: For Those Without Splitbark. Equipment - Farseer helm, Mystic Robe Top, Rune Platelegs, Fire Staff, Mystic Boots, Barrows/Mystic Gloves, Ring of Wealth/Life, God Cape, Rune Kiteshield/Elemental Shield, Amulet of Glory. Inventory - 200 mind runes, 400 air runes, fast and powerful melee weapon/throwing knives/darts, 5-10 trout (to be safe), knife (if you don't have a slashing weapon), agility potion (if you have 64-66 agility), summer pie (if you have 62-66 agility), lockpick (if you have 82+ theiving). Set-Up #2: For Those With Splitbark. Equipment - Farseer Helm, Splitbark Body, Splitbark Legs, Fire Staff, Splitbark Greaves, Barrows Gloves/Splitbark Gauntlets, Ring of Wealth/Life, God Cape, Rune Kiteshield/Elemental Shield, Amulet of Glory. Inventory - 200 mind runes, 400 air runes, fast and powerful melee weapon/throwing knives/darts, 5-10 trout (to be safe), knife (if you don't have a slashing weapon), agility potion (if you have 64-66 agility), summer pie (if you have 62-66 agility), lockpick (if you have 82+ theiving). If you don't have all of that, just replace it with something similar, but don't expect to get the same results, OK? Also, you probably won't cast that many runes for one trip, but it all depends on what herbs you keep and how many chaos druids you kill while waiting for Salarin to respawn. Anyways, to the dungeon! Use the small tunnel north of the hops patch in Yanille to exit the city. You should now see a building right to the north of you; this is the entrance to the Agility Dungeon! Cut the webs with a slashing weapon/knife and go down the stairs. When you reach a black pit, walk accross the board and hope you don't fall. If you do, you'll end up in a pit of poison spiders (the poison hits for 6!) and will have to start the entire agility dungeon again (this goes for all obstacles you'll encounter except the pile of rubble). Continue on until you reach the monkey bars over another black pit of doom (oh, by the way, NEVER pray at the altar in the dungeon, or else you'll fall into the pit of poison spiders). Cross these bars and continue on; you'll soon encounter some stairs. Go down these and walk foward until you see a pile of rubble, which requires 67 agility to cross. Drink an agility potion if you have to and then click on the rubble to go up. Welcome to the lair of Salarin the Twisted!* Once in his lair, walk foward until you see him and a bunch of chaos druids. Salarin will start attacking you immediately; switch to your magic menu, click "Fire Strike", and then click on Salarin. Repeat this until he is dead. You can auto-spel for this first battle if you wish, but not for others. Now, once he's dead, pick up the loot, switch to your weapon/throwing knives/darts, and proceed to kill as many of the chaos druids as possible (picking up the loot) until Salarin respawns (I should take this moment to say I recommend you go to a populated world so he respawns faster; you are here to kill him, after all...). Switch to your fire staff and proceed to kill Salarin with your "Fire Strike" spell. Repeat this until you have filled your inventory, dumping or eating any unneeded trouts along the way. Also, you migh want to pick up some water-filled vials and put some of your herbs in them if you have the extra bank space. What's so good about Salarin? Well, he tends to drop one-dose Super Defense Potions and he drops the famous Sinister Keys (he drops them about every 8 kills on average). These Sinister Keys are great, since they unlock the Sinister Chest and give you 9 great herbs per key (2 Harrlanders, 3 Ranaar Weeds, 1 Irit Leaf, 1 Avantoe, 1 Kwuarm, 1 Torstol). Note that all of these herbs are unidentified when you first get them out of the chest. Now, you should do a trip to the chest for every three Sinister Keys you have collected from Salarin (if you decided that you're done with him and have fewer than three, that's fine). If you are doing three keys, that means you'll end up with 27 unids after opening the chest three times in a row. Since the chest poisons you for 6 when you open it, you'll need an anti-poison as well (preferably a super anti-poison). That means you'll need a slashing weapon EQUIPPED (unless you take the 82 theiving route, which is much longer and very restrictive as to who can go there) in order to get all of the unids. So, as a recap, equip a slashing weapon and have only the three sinister keys and a anti-poison in your inventory. Do you understand? I hope so. From the Yanilee bank, go to the entrance of the Agility Dungeon. Cross the plank and go foward a few steps. You should now see a pipe to the west. Go through the pipe and you'll be attacked by some skeletons; don't worry about them. Continue on forward until you see a chest. Use your keys on it and you will get the herbs. Drink a dose of anti-poison and go back to the bank. Do this until you are out of keys. For your pleasure, I tried this for an hour. These are the herbs I got: - 5 Tarromin - 14 Harrlander - 17 Ranaar Weeds - 8 Irit Leaves - 6 Avantoe - 6 Kwuarm - 5 Torstol - 4 Unknown Unids At 57 Herblore, I would get 5,442 XP. At 60 Herblore, I would get 5,517 XP. At 75 Herblore, I would get 5,592 XP. At 78 Herblore, I would get 6,467 XP. At 79 Herblore, I would get 7,023 XP. I did not count the unids towards any of these values and I assumed that I would make the best potions I could with each of my herbs, so the values for this could be much higher or lower depending on what I would do with the herbs. It's not exactly mind-blowing, but at least you make a decent profit and you can train independent of the market. *If you have 82 theiving, there is a shorter way to reach Salarin. Get a lockpick and go to the building south of the bank (the one next to the one with the anvil). Once you reach there, go down the stairs and open the door; you have now entered the dungeon and avoided both of the dangerous obstacles! Now go east until you reach the stairs, go down them, and then climb up the pile of rubble. Tip.It Bestiary on Salarin the Twisted: http://www.tip.it/runescape/index.php?rs2monster_id=113 Tip.It Map of Agility Dungeon: http://www.tip.it/runescape/index.php?page=agility_dungeon.htm Credits: (CRD) > The Tip.It Herblore Skill Guide, for providing me with a nice list of levels needed for identifications and potions, giving me a nice list of seconds and info concerning them, and helping me with some alternative herb droppers. You definitely saved me a ton of time. > The Tip.It "Druidic Ritual" Quest Guide, for serving as a place to check my accuracy and helping me remember a quest I did many months ago. > The Tip.It "Jungle Potion" Quest Guide, for giving me the information I needed for a section of my guide. > The Tip.It "Eadgar's Ruse" Guide, for the information. > The Tip.It "Fairy Tale II: Cure a Queen" Guide, for information, of course. Is it just me or is this starting to get repetitious? :-k > The Tip.It Crafting Guide, for helping me find the locations of the sand pits, confirming how many buckets of sand Bert gives you each day, and telling some of the locations of glassblowing pipes. > The Tip.It Magic Guide, for various little trivia tidbits I should have never forgot. > The Tip.It Bestiary, for information about Salarin. > The Tip.It Map of the Agility Dungeon. > The Tip.It Forums, for existing in the first place. > The RuneHQ guide to Salarin for the approximate drop rate of Sinister Keys (sorry about this guys, had to look at other sites for the info, hope you understand...) > Aquashock for information about secondaries! > All of you who were curious/desperate/stupid enough to actually read this! :D[/u]
  4. I know it isn't about the awards, but I'm trying to show people may get the best of both worlds.
  5. When the mini-game came out, many people dismissed it was a waste of time. However, when I tried it out, I got this after a little bit. That's 66.6k for about 3 minutes of mini-game playing. Also, looking at the tip.it guide, I can get 70 unids from it. So, I ask you, have we been wrong about this mini-game all of this time? BTW, I've already submitted this into the Website Corrections forum, so...
  6. I love the mentality that "It's big, so it must be strong!" Without a video or some other gauge of how powerful it is, we can't really have a useful discussion about it... :-#
  7. Last I checked newbs aren't monsters so.... nope. Check again. :lol: Anyways, I love Goraks...even after the nerf. I like knowing I can get constant herblore xp from them. I can't believe people actually like metal dragons. Can't believe it...
  8. Brings back so many memories of my first account almost 2 years ago, whom was "banned" due to payment issues. But I do remember being so psyched when they released the new music, and I do not want to get sick of this song again. It should be left alone on the music page, a reminder for those who have played the game for years and want to remember their character's (characters') roots. I DO NOT support, due to the fact that I like the song too much. Sorry, but I would support a new song. That way, people from after mid 2005 could enjoy the same memories as well. 8-) I'm listening to it now...ah, I remember the day when I was first called a noob. From that day I vowed to be successful...and haven't really looked back.
  9. Instead of making a whole new skill, why not make construction useful in combat? Here's how I see it: Instead of blindly rushing an enemy, players could bring forts to protect themselves (at some cost, of course). It would create a market for construction as well as add a new style of combat. Example: Level 1 - Clay Fort (3 Soft Clay) Resists 15 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -10 when inside the fort. Level 7 - Weak Wooden Fort (3 Planks). Resists 30 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -15 when inside the fort. Level 14 - Iron Fort (5 Iron Bars). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 21 - Weak Oak Fort (5 Oak Planks). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -20 from behind the fort. Level 28 - Strong Wooden Fort (10 Planks). Resists 95 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 35 - Strong Oak Fort (10 Oak Planks). Resists 120 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -75 slash, crush, and stab. Magic and ranged bonuses are -30 from behind the fort. Level 42 - Weak Teak Fort (15 Teak Planks). Resists 150 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -90 slash, crush, and stab. Magic and ranged bonuses are -35 from behind the fort. Level 49 - Steel Fort (15 Steel Bars). Resists 210 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 56 - Strong Teak Fort (20 Teak Planks). Resists 215 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -105 slash, crush, and stab. Magic and ranged bonuses are -40 from behind the fort. Level 63 - Weak Mahogany Fort (20 Mahogany Planks). Resists 250 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 70 - Mithril Fort (25 Mithril Bars). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -150 slash, crush, and stab. Magic and ranged bonuses are -55 from behind the fort. Level 77 - Strong Mahogany Fort (25 Mahogany Planks). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -135 slash, crush, and stab. Magic and ranged bonuses are -50 from behind the fort. Level 84 - Adamantite Fort (28 Addy Bars). Resists 420 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -175 slash, crush, and stab. Magic and ranged bonuses are -60 from behind the fort. Level 91- Rune Fort (28 Rune Bars) - Resists 600 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -200 slash, crush, and stab. Magic and ranged bonuses are -70 from behind the fort. 5 levels after you can make each fort, you have an option to add an opening to your fort. This reduces the penalties the fort gives to 1/2 of their original amount, but reduces the amount of damage it can withstand by 1/3. Forts can only be made by using benches and flatpacked. In battle, a spell can be used to unpack it made it usable. Another spell allows it to the flatpacked again for travel. Unfold Fort Spell - Level 40 Magic - Requires 10 cosmics - Unpacks flatpacked fort in 5 seconds. Cancelled if interrupted. 300 xp. Fold Fort Spell - Level 50 Magic - Requires 10 cosmics - Packs fort instantaneously. 350 xp. Speedy Unfold Fort Spell - Level 80 Magic - Requires 15 cosmics - Unpacks fort in 2 seconds. Cancelled if interrupted. 600 xp. NOTE: Forts are tradeable and only the owner of a fort may pack or unpack the fort. Also, due to Zamorak's love of gore, forts take double damage in the wildy. Also, any attack by an NPC or player directed at a fort will always hit and any person inside a fort cannot move until it is packed. If a person cannot use the spell, they must destroy the fort to exit it. If the forts are used anywhere in TzHaar, they will either burn or melt instantaneously, dealing massive damage to the player. BTW, mith bars give 30 con xp per one used, addy bars give 45 xp per one used, and rune bars give 75 xp per one used. What do you think?
  10. RAHK, I had the same problem... It wasn't until somebody came into here spamming the forums about how you could craft laws for free at world 99 that I decided to get my rc lv up. It's not exactly mind-blowingly fast, but if you set up connections and go on in the peak hours, you'll get about 15-20k xp per hour. I met the owner of the company mining essence for free...seemed likea great guy. Anyways, I'm not a billboard, so... I'd have to say rc'ing without help, farming, and herblore are the worst of them all. I actually quite enjoy theiving (so easy to train past 65). Overall, herblore is the worst...5k xp per hour for me, and I use salarin! :roll:
  11. I'm not sure if I'll get cb 90 after all..but I'm trying right now, even though it's 2 am where I live.
  12. There is a flaw in your theory... The horizon in space (point "B") is not straight to the right, and if you're not ont he ground , your horizon would be at a less sharper angle... or what if its way out there... then there would be no horizon to set your sextant to Since you would be standing on Zanaris, the horizon would still be at the same angle (the dot is representing a solid object which you can stand on). It may be that the fairies belive that it is off this world, or that they are referring to the mainland as the "world" you know of. I thought I saw a pancake near the Monkfish training spot. :lol:
  13. You are right, but I'm not sure how Jagex is going to pull this one out of their hats. Unless the Fairy Godfather turns out to be a diety in disguise who had destroyed the previous civilization and has now come back once again to unleash his destructive power to the world or something else really shocking/border-line irrational, I don't think we'll get all the answers we're looking for. It's true that you should never say never. I guess you could've also said that appearances aren't everything. :) Wow...we've been going on back and forth for a while now, haven't we? And yes, "interesting" would be the way to describe these theories. :lol:
  14. I can understand that logic. I said it was an island because of Miscellenia, Etceteria, and the Picatoris Fishing Colony are all in the area near Relleka. And yes, although the area does seem to become gradually more barren and frozen the further north you go, it might be possible that Zanaris would be part of a chain of islands that circles around an artic circle or an artic landmass. Again, we don't know the climate of the area, so... And yes, I do agree that it is probably a glitch of some sort. This thread was more about trying to logically explain things in Runescape, which oftentimes doesn't happen as much as we wish. Again, I really do value your input, and it's certainly giving me something to think about. I was going to add the fact that Zanaris might be underground as well, but then I realized that you wouldn't be able to see the sun then... Anyways, I guess this thread is more about filling in the gaps in Runescape's history which look like they'll never be filled.
  15. My first theory was a little weak, I'll give you that. I completely forgot about the conversation my character had in the "Tears of Guthix" quest. :wall: Anyways, I changed it so as not to include Guthix. Tell me if you like that any more. Look, I've always been curious as to why Zanaris was the way it was, especially since the fairies note that they do not remember anything about the original people (possibly their ancestors) and because it's quite odd that it does have coordinates. Why didn't they make it so you couldn't find the coordinates in the first place? I respect your opinion on the matter, although I disagree about the fact that it's worthless. Like I said, it's something different and it gives people a chnace to see things in a different light. My view of the God Wars may have been a bit corrupted, but that doesn't mean that the thread has absolutely no evidence supporting it. Also, I'm not sure whether my logic for my second theory is 100% correct...although I hope it is. As for Guthix: I don't know, I swear I read he was associated with nature. Maybe it's because the statue of him in the mage arena makes him look like a hippie? Not sure...
  16. Somebody didn't read the first two sentences. :roll: Anyways, it's true I didn't read too much on the god wars, but I'm quite sure that Guthix has a connection with nature...and a rather strong one at that. Anyways, thank you for correcting the inaccuracies of this post. It was just an attempt to look deeper into the oddities of the game...there's nothing wrong with that. At least it's better than the same old content published over and overand over and over and over and over... Anyways, I'll revise the first theory. Thank you for posting.
  17. Disclaimer: I should note that this is intended to be an entertaining (and possibly educational) read, and that my claims do not have completely solid evidence to rely on. Let's begin... Introduction: We all have heard of Zanaris, land of the fairies and home to a triology of quests. But is there more to the place? Does it have secrets hidden amongst its unusual features? Like many of you, I rarely thought twice about it, until that fateful day... When the "Cure A Queen" quest came out, I heard of a Centaur Valley having no coordinates at all on a sextant; being inquisitive, I checked it out for myself. Coming back to Zanaris, however, I pondered something: what were its coordinates? Apperantly, the evil chicken shrine in the area has coordinates of 44 degrees 0 minutes north and 0 degrees 2 minutes east. Checking the tip.it coordinate locator, it appears as if it is slightly to the west of the Picatoris Fishing Colony and about 10 degrees to the north of it. At first it would appear as if this is only a relatively useless trivia question; but if you're imaginative and psychotic like me, you'll see a whole realm of possiblities. Theory #1: This theory relies on the idea that Zanaris is located in Runescape, somewhere far northwest of Relleka. The fairies call this place another dimension many times--but if Zanaris is located in Runescape, that must mean they're lying! But why? Perhaps it is all a coverup; the fairies have a dark secret that the citizens of Runescape were never meant to hear. More likely, however, it is the fact that the fairies actually believe this, as few of them have ever left the land in their lifetime (despite the fairy rings). As stated by the fairy coordinator, they do not know much about their past. What past? Where did the fairies come from? Nobody knows, but we can make an educated guess. Here's my stab at it... When the God Wars broke out in Runescape, Saradomin and Zamorak began a huge fight over control of Runescape, which appeared to devistate all areas of the mainland. A small group of settlers, opposed to the conflict, may have sailed away, seeking shelter in the isolated northern lands of Runescape. The island they landed on, the area now known as Zanaris, became their home. In this area, they were able to manipulate powerful magics and developed a natural fortress against invaders. In a later time, probably after the end of the wars, the people decided to make contact with the mainland once more with the use of their Fairy Rings. Perhaps the people left, their civilization destroyed by some unforseen force, only for the island to be later inhabited by fairies. Maybe the people evolved into these creatures in order to better suit their environment or as a curse from a Runescape diety. We will probably never know... Theory #2: Although the sextant states that Zanaris is located north of the Picatoris Fishing Colony, it may not be so; Zanaris, in fact, might not be in the land of Runescape at all. The sextant is quite a simple tool--a person has two views, that of the horizon and that of the sun. When the upper or lower edge of the sun touches the horizon, then the angle of the sextant is recorded (found on the side of the sextant; a second person oftentimes determines it). By looking up the time,and then using a special chart, a person can decipher the information to find out their coordinates. Sextant: The problem with this is that is was designed to work at sea level, and thus the charts are only accurate if you're on the ground. It is possible that Zanaris could be located in the sky, or possibly even in space! See this chart to better understand what I mean. Yeah, it's very bad..I know. The green represents land, the blue sky, and black space. Anyways, both dot A (Zanaris' possible location on land) and dot B (Zanaris' possible location in space) are at the same angle to the sun, meaning you should get the same reading on the sextant. Of course, since you can see a sky through the sextant when in Zanaris, this must mean that it is either an island in the sky or it is a satellite of Runescape that has its own atsmosphere (which is remarkably similar to the one of its mother planet). The fact that you can craft cosmic runes in Zanaris may make this possible. This would techically make the fairies aliens, and make it so that you are actually deciphering an alien language in the "Cure A Queen" quest. Conclusion: Zanaris is definately a very mysterious place, and we'll never know all the answers. I tried my best to come up with appropriate theories (and have been shot down because of my misunderstanding of the God Wars); there is so little information on the area itself that it is quite pathetic, to be honest. Even with a quest triology taking place inside its walls, we know almost nothing more than we did when we started (and from what I can gather, the last quest won't tell us much either). One thing is true, however, and that is that Zanaris is not located in another dimension at all. :D
  18. It's not the ancients I hate. It does add more of a challenge to the game, and if I die, I can come back for more. What I do hate, however, is when you NEED ancients. You know, like when a guy in full barrows (no wep, didn't see which type) goes and holds his own flag and runs around in circles whilst being defended by about 6 level 70-90 players. Then again, I guess I'm complaining more of the fact that the flag doesn't get returned to its original place when dropped and that a team can horde its own flag. :wall:
  19. Wow, I didn't know people could murder others after they've been murdered themselves. :roll: BTW, I wouldn't comment too much about how stupid it was for a person to face a blue dragon without an anti-fire shield when you're the one who went into these forums and boasted about your vile deed without an anti-flame shield. :|
  20. In order to get a good number of pots made at a time using that method, you would need many millions of gp. Also, wouldn't it take quite a while to buy and sell everything you need? It's not like most people have 1k ranaars rotting in their bank... I'm not a merchant, so I wouldn't know.
  21. Too easy?! It's probably the hardest skill in the game--perhaps even harder than slayer if you don't use the market. How is it easy? I would love to hear your evidence.
  22. Well, I was mining iron last night and was about to mine and bank nearly 1.2k iron ores in about 1.5 hours. That comes out to about 800 iron ores an hour, or 28k xp an hour. That was mining in Yanille, however. Since increasing the xp will in fact lower the price of pure ess quite a bit, you won't make 80k an hour mining it, at least not for long.
  23. I might come. If iit's not too late, I might want to join in the tourney. I'm level 89, but I should be level 90 by Saturday if all works out. Oh, and another thing: If I do somehow win somehow, I want the money to go to somebody else. I'm coming to this party for the fun of it, not for free stuff. EDIT: Oh, my RSN is bookrhino, same as my forum name.
  24. You can drink 70 beers and still be as good with a bow and arrow as normal, yet you're too drunk to eat a lobster. Explain how magic makes that work.
  25. The login server went offline...I didn't think it affected THAT many people. Wonder what's happening?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.