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chenw

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Everything posted by chenw

  1. First Dragon item from any source except buyable ones was Dragon Medium helm from Barrows. First ever Dragon drop from a monster and picked up off the floor was Dragon Chainbody from Dust Devils. Then it was Dragon 2 hander from KQ Left half from Bloodveld Another Dragon 2 hander from KQ Dragon skirt from Iron Dragon Dragon Medium from Barrows Dragon Legs from Iron dragon Dragon medium from Bloodveld (twice, in 2 tasks) Dragon Legs from Iron Dragon Dragon skirt from Steel Dragon
  2. Impending Corrections (as of Jan 06 2012) Updated pictures of inventories.
  3. Table of Contents 1.0 Intruduction 2.0 Viable methods 2.1 Normal Magicks 2.2 Ancient Magicks 2.3 Melee 2.4 Black Salamander 3.0 Tips, tricks and mythbusters 4.0 Acknowledgements 1.0 Introduction Barrows is a minigame where players can pit their combat skills against the spirits of 6 mighty ancient warriors who were cursed to become restless ghosts. The rewards include armor sets for all 3 combat styles, runes, cash and few miscellanious loot. The absolute minimum requirement to play this minigame is that one must have the Priest in Peril quest completed and at least started the Nature Spirit quest. These are required to access the lower half of Morytania area. However I advise completing more quests in order to shorten the journey required to get there: Ghosts ahoy – access to the Ectophial, free 1 click teleport. Desert Treasure – access to Canifis, highly recommended if you wish to utilise your house’s Portal Room. Also useful for the freezing and healing spells. In Search of Myreque – Shortens the journey from Canifis to Barrows ground The Branches of Darkmeyer - Unlocks Drakan's Medallion, which makes reaching Barrow grounds extremely trivial. You do NOT need to kill the final boss to unlock its full power. In Aid of Myreque – back up plan if you forget your spade, this opens the bank in Burgh de Rott Horror from the Deep – Access to the prayer books Recipe for Disaster – Access to Culinaromancer gloves (higher the better, but anything higher than Rune is sufficient). Family Crest – If your Magic level is not very high, Chaos gauntlets from this quest are very useful. Ritual of the Mahjarrat - Unlocks the 7th brother. Essential if you want to maximise profits from Barrows. Temple at Senntisten - Unlocks the Ancient Curses, Turmoil and Soul Split are very useful. Mage Arena – complete it to get the God Cape, absolutely necessary if you wish to use god spells. Here is a list of what I consider to be minimum combat requirements to play the minigame: 43 Prayer (Protection from Melee) 35 Magic (For access to Fire Bolt) 50 Ranged (Access to Blue D’hide armor and Magic Shortbow) As always, the higher the skill, the better. Summoning is not required, as you are prohibited from using farmiliars. I suggest these stats to play Barrows efficiently: 62 Magic (access to Wind Wave) 70 Defence (ability to wear Barrows armor) 70 Ranged (ability to wear Black D’hide) I highly suggest getting at least level 80 Magic The Barrows grounds consist of six mounds, as shown below. Image taken from Tip.it Barrow guide The seven Barrow brothers each have different abilities, listed below: Dharok the Wretched: The lower his hit points, the higher his maximum damage, up to twice as high if his health is very low. His maximum hit I have seen is 580. Guthan the Infested: He can heal life points equal to the damage done to you. This healing still works if you are praying, he is healed the damage he would have done to you if your prayer had not protected you. Verac the Defiled: His hits have a chance to bypass all armor defence bonuses and prayer. However, his maximum damage is reduced to 150 (normally 240) if you have the Protect from Melee prayer on. Torag the Corrupted: His hits have a chance to drain run energy. Karil the Tainted: His hits have a chance to drain agility. Ahrim the Blighted: His damaging magic attacks have a chance to drain your strength. Akrisae the Doomed: No particular power, except that he has the ability to high, and he uses protection prayer. His effect replenishes his prayer upon successful melee attack. The idea behind this game is that 6 of the brothers reside in their respective crypts, while the last crypt (chosen at random) contains a hidden tunnel. Your reward will be at this hidden tunnel. To start the minigame, you must use a spade from your inventory, or use the spade on top of a mound to gain entry into the crypt. Once inside you must then search the coffin in the crypt. If the coffin does not contain a hidden tunnel, it will spawn its respective brother. Kill him and leave the crypt. Repeat this process until all brothers except the one with the Tunnels have been killed. The most efficient way to combat the Barrow brothers is using Magic. Any kind of magic will do, although some are better, others are cheaper. For higher levels, you may consider a mixture of Melee and Magic, or just full on Melee. Range is also possible, however most of the brothers will have high resistance to ranged. Attack Plan: When you start a Barrows run, always start with Dharok, because he has the potential to KO should you run out of prayer, so he must always be killed with prayer. Never let your prayer run out, especially if he is red barred. Next brother should be Karil. He is the most accurate out of all the brothers, thanks to his ranger armor. He should always be killed with prayer. Mage attacks will work perfectly fine with him, although lower levels may miss a fair few times, it remains effective against Karil despite his armor. Nest should be Ahrim. He is quite weak to both Melee and Ranged attacks, choose your favourite. Next should be Verac, this brother would cause the most problems to people who have a low defence level, since he can damage through prayer. Melee prayer would reduce the max hit, but watch your health nevertheless. Then the next should be Guthan. Again if your Defence is low, you may have a hard time against Guthan, because he will heal quite often through your prayer, prolonging the fight. 70+ defence players can fight toe to toe with him without use of prayer, provided you are wearing melee armor. The last should be Torag. He does nothing special, should be the easiest of the brothers. If you have Rituals of Mahjarrat completed, you will unlock Akrisae. The fight with Akrisae is slightly tricky. Remember the Tormented demons in While Guthix Sleeps? It's like that, except much easier. He will switch prayers whenever he takes more than 200 points of damage or 5 attacks of any attack type. So it is adviced to start with Magic with Melee on switch. If you have completed Rituals, Kill Akrisae immediately after Verac, and ignore Torag completely. Don't kill him, not even if he is your tunnel brother. To recap: 1. Dharok 2. Karil 3. Ahrim 4. Verac 5. Guthan 6. Torag If praying all the way: 1. Dharok 2. Guthan 3. Karil 4. Verac 5. Ahrim 6. Torag If you have Akrisae unlocked 1. Dharok 2. Karil 3. Ahrim 4. Verac 5. Akrisae 6. Guthan Tunnels Everytime you start a barrow run, one of the brother's coffin is randomly chosen by the game to contain the hidden tunnels. It is in these tunnels that the chest with all the loot awaits. The following is a map of the tunnels: When you enter the tunnels, you will be randomly be placed in one of the corners (these will be referred to the corner rooms), and the chest lies in the centre (referred to as chest room). The way this tunnel works is that when you enter, all of the doors leading to the chest room is unopenable, except 1. These doors will always be in the rooms between the corner ones (middle rooms). You must find the middle room which the door leading to the chest room is not locked. The door has a puzzle to solve, and the answers to each one of those puzzles are in the hide tags. [hide=Barrow Puzzle Answers] [/hide] It is important to note that, although the puzzles repeat themselves, the locations of the answer changes, so make sure you click on the correct one correctly. If you answered the puzzle wrong, the tunnel doors will be reset, you will have to find the openable doors again. Once you answer correctly, you can open the chest in the chest room. If you did not kill the brother which has his coffin as the tunnel, you will spawn him as soon as you open the chest, so be prepared. Do not worry if you are constantly harassed by an aggressive monster. Just stand next to the puzzle door, kill the one that is attacking, and you should be safe from then on. There are various monsters you would encounter while you are in the dungeon, here is a list of them: Crypt rat* Bloodworm* Giant crypt rat Crypt spider Giant crypt spider Skeleton* The monsters denoted by a star are monsters that can spawn when you open any door. Everytime you open a door in the tunnels, a monster will spawn, which is one of the 3 monsters with a star, or a brother which you have not killed. However, because the game does not check whether or not a Barrow brother has spawn or not, it is possible to spawn multiple copies of the same brother. The brothers that appear in these tunnels can be any of the ones you did not kill. However, the brother that spawns at the chest will always be the brother which you found the tunnel, even if the other 5 are still alive. There are skeletons residing in the North middle room, Crypt rats and Giant crypt rats in the West middle, Crypt spiders and Giant crypt spiders in East middle and Bloodworms in the South Middle. Kill Count As you enter a crypt, you may notice that there is a counter on the bottom right of the screen, 'Kill Count : 0'. This counter keeps a record of how many monsters, as well as a list of the barrow brothers you have killed during this run. Kill count is somewhat important in determining what will be in the chest. How exactly does Kill count influence the drop rate is still a mystery and open to debate. However, there are some items that are dependent on kill count. KC 0 - 1 : Mind Rune, Chaos Rune, Death Rune, Coins and Barrow pieces only KC 2 : Blood Rune are possible drops KC 3 : Bolt Racks are possible drops Equipping a Ring of Wealth while looting the chest will also generate Restore Potion (2), Super Defence (2), Prayer Potion (2) and 4 Sharks as bonus loot. Other possible rewards from the chest are Key halves and Dragon Medium helms. These two's relation to KC is currently still unknown. Also what monsters you kill in order to get the kill count does not influence what would in the chest. The only thing that is important is the actual number. Prayer Drain One important feature of Barrow grounds is that the earth surrounding the crypts is cursed, meaning that at regular intervals, your prayers will be drained. This drain will only occur if you are in a crypt or the tunnels. Your prayer will drained every 15 seconds, and the amount of prayer drained is 80 plus 10 more for every brother you have killed. So if you have killed 4 brothers, you will be drained 120 prayer every 15 seconds. If you have killed at least 1 of the brothers, everytime a drain happens, the head of a random brother which you have killed will show up on the screen. This is basically a warning sign telling you that your prayer has been drained. These heads will only show up in High detail or High definition. You can however the use the heads to your advantage. When you are in the chest room preparing to fight against the last brother, wait until a head to appear. When it does, drink a Prayer potion dose, switch on prayer and open the chest. Doing this will ensure you that you will not be drinking a prayer potion only to have majority of the points drained immediately. This is especially important for players with low prayer level. Prayer Renewal is NOT advised in the tunnels, because the Drain are usually strong enough to interrupt the prayer. The following is a deep analysis of various methods of doing Barrows. 2.0 Viable methods To start off, I would like to inform my readers that almost all of the suggested outfit contain Verac’s Armor set, because I consider it to be one of the best armor for Barrowing, due to its high defence, substantial Prayer bonus and its low magic attack penalty. You will also notice that almost none of my suggested outfit contains any mage armor. As long as your Magic attack bonus does not fall below -15, you will hit the Barrow brothers with minimal splashes. If you magic level is quite low (less than 60) then I suggest about +15, after that it has no visible effect. 2.1 Normal Magicks Probably the most basic way to do Barrows. There are quite a few spells you can do Barrows with, some being more cost efficient, others being cheaper. First, the most convenient spell in my opinion is of course Slayer Dart, but this spell is only significant because Barrows drop all of its required Runes. If you are between level 62 and 79 magic, I suggest using Air Wave. Blood runes are, at the time of this guide’s conception, same price as death runes. Air wave also has the advantage that it doesn’t use any other runes (provided you are wielding an air staff), saving you money on secondary runes that other spells would need. God spells are also viable, since they can hit much higher than most spells in existence, however they are more expensive compared to darts. You would need level 80 to use this spell effectively (access to Charge spell, raising the max hit of all god spells from 20 to 30). If you would like to use god spell, I highly recommend using Void Knight Mace from Pest Control, because it is the only weapon in the game that can auto cast a godspell (Guthix Claw for the mace) and also gives a very high prayer bonus. A reminder about godspells: in order for the Charge spell to work, you must be wearing the same cape as the godspell you are casting. So if you wish to charge Claws of Guthix, you need to wear Guthix cape. Storm of Armadyl is an extremely potent spell that is unlocked with Rituals of Mahjarrat. It does not require any staff to cast, but the Armadyl Battlestaff increases its casting speed. Cost per cast of Storm of Armadyl is comparable to that of any Surge Spells, but has the advantage of less inventory space used, higher minimum damage and faster casting speed if used with the Armadyl Battlestaff. Typical Setups Cheaper version: Verac version: Here is a list of all the various equipment you can consider using. I have listed them from best to worst: Helm: Verac > Neitiznot > Proselyte* > Initiate* Body: Verac > Proselyte* > Monk Robes* Legs: Verac > Proselyte* > Monk Robes* Amulet: Fury > Glory > Stole > Unholy Symbol > Power Gloves: Barrow > Dragon (from RFD) > Rune Gloves > Adamant Gloves > Mystic Gloves Boots: Infinity > Wizard boots > Mystic Boots > Splitbark Shield: Dragon Square Shield > Rune Kiteshild > Obsidian Shield/Granite Shield > Unholy Book Cape: God Cape** > God Cloak > Trimmed 99 Cape > Fire Cape > Spottier Cape > Spotted Cape Ring: Explorer's Ring 3 > Ring of Life * If you decide to wear this, you should consider carrying secondary armor to wear when you are in Tunnels and fighting Guthan and Torag ** Wear god cape you are wearing Proselyte/Initiate, Trimmed 99 cape, god cloak or Fire cape if you are wearing Verac. The staff of course depends on your spell of course. I'd recommend using Air staff if you are using the Bolt/Blast/Wave spells. Secondary equipment choices: Shield: Rune Defender Alternative Weapon: Abyssal Whip Special Weapon*: Dragon Dagger (p++) Bow: Karil's Crossbow > Crystal Bow > Magic Shortbow w/ Rune arrows Ranger armor: Karil > Black D'hide Ranger legs: Karil > Black D'hide *Special Weapon is a weapon which you bring purely for its Special Attack. Dragon Claws sports one of the most damaging Special attack in the game, while Korasi's special is magic based, which is useful against Akrisae to force him to switch prayers. 2.2 Ancient Magicks Ancient Magicks can be accessed after finishing the Desert Treasure, and the primary advantage is that the spellbook has freezing spells. Freezing Barrow brother would hold them in place and as a result, they cannot attack you at melee range. This is particularly useful against Verac and Guthan, however is somewhat risky to do against Dharok. Freezing Ahrim and Karil this way has no effect since their attacks have range. If you are relying on freezing the brother, then your outfit should be full magic, since one missed spell could mean life and death. Key to freezing is you need to learn how many spells you can safely cast before the enemy thaws. There is a 3 second delay between casts and the freeze length of the Ice spell depends on the spell. Ice Rush: 5 seconds (1 cast) Ice Burst: 10 seconds (3 casts) Ice Blitz: 15 seconds (5 casts) Ice Barrage: 20 seconds (6 casts) Immediately after thawing, the enemy will be immune to freezing for approximately 5 seconds, and I recommend hiding behind an obstacle (such as the coffin in the crypt) until this 5 seconds has elapsed. Then freeze him again and you can safely cast the mentioned number of spells in bracket until the brother dies. Another advantage of ancients is that the blood spells are useful for healing should you be hurt by the brothers. However, as safety, never fight a barrow brother without food, with or without blood spells. 2.3 Meleeing Recommended stats 80+ Attack 80+ Strength 80+ Defence There are 3 ways to melee barrow brothers, first is using Verac's set (aka Veracing), second is to use a Godsword/Chaotic Maul and third is a mix of both. Verac'ing has the advantage of spending very little in terms of consumables, unlike most kinds of magic, and makes all runes you get in the chest sellable. Another advantage is that it can be done regardless of what Spellbook you are on. The disadvantage of it is that it requires substantially higher combat stats. A typical Verac setup would look like the following: 2.4 Black Salamander Black Salamander in my opinion is one of the most versatile weapons to use in Barrows, although it does require 70 Magic, 70 Range and 70 Attack. The greatest advantage about Black Salamander is that you only ever need to carry it alone to kill all of the brothers, and the ammunition is cheap (at the time of this guide's conception, October 2008, Harralander Tars costs less than 200 each, price subject to change, although it will never be as high as Blood rons), and it does higher damage than most spells even at mediocre levels. As far as I know, the Magic type damage from the Salamander is 1/4 of your magic level. Meaning that at level 70, you will be dealing up to 17, same as a Slayer Dart. However at level 72, you will hit 18, and by the time you get to level 80, you are dealing up to 200 per shot, as high as Fire wave but at 50% price. Black Salamander has the added advantage that it is trivial to kill Akrisae with it, as it has all 3 combat styles built into the weapon, allowing you to bypass his prayers by simply changing styles. A typical Salamander outfit would look like the following: 2.6 Notes There ARE other methods that can be used to barrow, however the only the most viable ones in my opinion are listed above. It is possible to set up Cannon down in the tunnels, but it can be somewhat difficult to do, and the time taken for the Cannon to kill the brother is not worth the effort to play hide and seek with it. It is also possible to use Rune Crossbow on all the brothers by using enchanted diamond bolts (I all them armor piercing bolts), but 1 major disadvantage of this method is that you must pray on all brothers with very low prayer bonus, and this burns through a lot of prayer potions. Also Verac would be merciless with you due to his own armor/prayer piercing abilities. 3.0 Tips, tricks and mythbusters 1. When you are starting out to do Barrows, I advise praying against all of the brothers so you can get used to the actual minigame before moving on to more cost effective methods. Once you get the hang of it, you may consider investing some money into buying Torag armor and Verac skirt to make it more effective. 2. The stats suggested above are recommended stats. The rule is: The higher the better, especially Defence. You may find Super Defence potions useful against Verac and the Brothers who you do not pray on. Saradomin Brew is also a choice, provided you bring some sort of Restore potion (either Normal or Super restore). 3. The most cost effective food is Monkfish in my opinion. Heals 160 per fish, easy to fish for yourself if you prefer to get your own food and if you wish to buy, they are very reasonably priced (around 400 each). Other available choices include Tunas, Lobsters, Sharks, Saradomin Brews and Pizzas. Pizzas are difficult and time consuming to make, but it requires much lower cooking level to make than the others. Sharks are recommended to take alongside of tunas or Lobsters, just bring 3 in case things go wrong, though I recommend to be 85+ defence. Saradomin brews are very useful in its double use as food and Super Defence. However, you will need to bring Normal or Super restore potions to restore the combat skills it decreases. Because of this, it is not recommended to use Brews if you are meleeing. 4. There is continuous debate about what Kill Count is required to get the optimal number of Barrow items from the chest, although this debate has died down since better equipment was introduced. 5. I thought another Myth I should bust is the ancient Slayer Dart myth. For those players who were around during 2006's, you may know what I am talking about: 'Slayer Dart is not affected by Magic Bonus' The origin of this myth was that this spell was mostly used for either Barrows or Dagganoth Rex, but very rarely used elsewhere.DK Rex has a poor Magic defence as per the combat triangle design of Waterbirth island, and Barrows have worse magic defence than a level 2 man, hence why the myth. It wasn't particularly hard to hit them with spells in the first place, but since most people use Slayer Dart only for these 2 areas, the myth arose. Fact is that it is still affected by Magic Bonus, and hence why I suggested that your Magic attack bonus to never fall below -15 to -20, anything below that you start splashing regardless of your magic level. You pretty much always miss if your magic attack bonus is -60. 6. 50 Construction is a useful skill to have, since it allows you to make a portal room. Best use of this would be buildling a Chapel with an altar right beside the portal room and carry teleport to house runes or tablet. This would allow you to recharge your prayer and get back into Canifis to restock on supplies to be ready to go again. If you are meleeing, you may find Piety a useful prayer to fight against Dharok, use up your left overs for Ahrim, Torag or Guthan and especially against Verac. He can pierce your armor, but not your defence level, so Piety can reduce the damage he deals to you and deal more damage to him. 7. Most guide readers might find why on earth did I suggest using Arcane Spirit Shield when it costs over 50m. Well, you can certainly borrow it from another player and it IS the best shield for barrows. Prayer bonus, magic attack bonus and excellent defence bonuses, perfect shield for barrowing, even if it costs more than what the Barrow brothers are worth put together.
  4. chenw replied to Intriguing's topic in Help and Advice
    The wilderness agility course is your best bet, the next best one (ape atoll) isn't very suited unless you are 70+, and brimhaven is just too slow IMHO
  5. I doubt i can even call it an 'Advantage', because the one problem I have found when I am playing on anything bigger than the old school size was that everything else was further apart. Sure, You might be able to see your pk'er because he sees you, but in other areas, such as fight caves, you could be clicking on a healer that is on the other monitor and then Jad suddenly attacks, you will have to find your cursor once you move over to the other screen and clikc on the prayer, which can lead to jad launching his attack before you can manage all that.
  6. tanking doesnt work unless your def is higher, like 90's high, hence why its called a tank. 70 def only allows you to wear armor. Mage armor i can think of for MAGES is mystic if you want cost efficiency, but that leaves you even more vulnerable. The only armor I can think of that is decent for both defence and magic attack is ahrims, every other choice have critical failures.
  7. Use Spirit Kyatt pouches, even faster than baloons for every summoning. The farmiliar can tele you approximately 10 steps south of the ladder leading down to an obelisk that you can pouches with
  8. Can you do this after the quest?
  9. So it may seem that the location of the key is also random...
  10. Items required: Spade, Pickaxe, Lightsource, Sextant, Watch, Chart, armor and weapons to fight level 85 undead. Items recommended: Amulet of Salve (e) Ability to Cast Ancient Teleports, specifically Lassar and Carrallangar Teleports, if you do not have the access to those, Game Necklace and Amulet of glory suffices. Varrock Teleport (1 suffices) Step 1: Items needed: Carrallanger Teleport runes or Amulet To start this quest, talk to Captain Rovin in the top of the North West watchtower of Varrock Castle, he will ask you to investigate what his scout, Hartwin has seen in the Graveyard of Shadows. Make your way to the Graveyard of Shadows (doesn't matter what method you use, he will follow you regardlessly). Once inside the fences, talk to Hartwin, he will get you started to track down where the zombie went. This part is very similar to Tracking in Hunter skill, requiring you to find where the zombie hoard is by tracking their footprints. You will find that you will be looking very hard at where the tracks leads to, and somewhere along the way you will find that one of the features you investigate will give you a key. Once you find this key, keep tracking until you find a path that leads into the Chaos Temple. The game will tell you that the zombie trails ends just at the entrance of the lava enclosure. It will be long before you get here, and there are many trails that loop around the same area, making it look like the zombies are deliberately trying to stop people from tracking you. Part 2: Items required: Armor, Food, 3 Empty inventory spaces, key found in the previous section Once you are geared up to defend against some level 85 zombies, head back to the chaos temple. You will find there is a trapdoor behind the altar, enter it, and you will find dungeon packed with zombies. Head south for now and click on the balcony, a cutscene will ensue, revealing a previously known, but dead, character. Head deeper into the tunnel and you will find a door with several empty bottles lying around the walls, pick 3 empty bottles up. Then proceed to kill the zombies that has been attacking you up to now. Once you kill them they will leave behind a red mist, use an empty bottle on the mist to fill it. Once you have all 3 bottles filled, go through the door, another cutscene will ensue. After the cutscene, the mists from your bottle will dissappear. To proceed to the next room, kill 3 zombies again and collect their mist, proceed through another door. There is another Balcony which you can click on in this room, do so, and another cutscene will ensue. Hartwin will give you a Varrock Teleport Tablet. Use it and report back to Captain Rovin. Part 3: Items required: Pickaxe, Spade, Watch, Sextant, Chart, Light Source and Varrock Teleport Captain Rovin will ask you to find the secrets to the Shield of Arrav, and your character will suggest that s/he will talk to Thurgo, the only known surviving Imcamdo Dwarf. He can be found south of Port Sarim, make sure you have a pickaxe with you. If you wish to use the Fairy Rings, the Code is AIQ. Talk to Thurgo and he will mention of a magical Forge that has been long lost after an incident which caused a major cave in, and he will give you a scroll with coordinates of where it is exactly. Once you have the scroll, head down into the dungeon near him and mine 1 Blurite ore. Once you have the ore, head to Ice mountain. Use the Tip it's treasure trail locator tool to find the location on the scroll, the correct spot should not be more than a few squares away from the Oracle's Tent. Dig the spot with a spade to uncover the snow, then use a pickaxe on it to reveal a passage. Jump in. In the underground tunnel you will find a blind dwarf sage, talk to him about that you need to use the magical forge, and he will ask you to put a blurite ore into it. Do so and tell him you have it in. A cutscene will follow and they will tell you the true secret of Shield of Arrav, as well as the already happening attack on Varrock. Teleport back to Varrock, and bank. Part 4 Items needed: Armor and food to fight against some more Level 85 Zombies, 2 Inventory spaces. Head back to the castle and you will find that the Castle is already under major attack. Talk to Captain Rovin and after the conversation, he will give you the restored Shield of Arrav. Head to the Royal library and talk to Reldo (if you are finding that the zombies are distraction, close the door and kill everything that you can kill in the room). He will tell you that there is a scroll on the floor that has the name of the 8 Elders of Varrock. There is an overturned table just south of the Varrock Consensus and on the ground near it there is a pile of scrolls you can search. Read the scroll, and if you compare the names to the consensus, there are 7 names in total, as well as their current living descendents: Tarrlo Remanis -> Roald Remanis (King of Varrock) Damar Leptoc -> Draul Leptoc (Juliet's father) Khom Prysin -> Sir Prysin (in the Castle) Dathero Raispher -> Aeonisig Raispher (King's advisor) Marv Halen -> Haig Halen (The Curator) Ramone Ravitz -> Horvik Ravitz (The armor smith) Laris Gontamue -> Romeo Gontamue (Found in the square) Talk each one of them until you find one that tells you that his ancestry was adopted. (It maybe difficult for you to talk to the ones in the Castle, since the Zombies are constant distraction, so lock them in a room and kill everything before talking to them.) His surname was not due to heritage, but due to adoption, and he will tell you that the last true Family member was a woman and was married into the Fitzharmon family. Go back to the consensus, and you will find the only Fitzharmon alive at the moment and currently resides in Varrock is none other than Dimintheis, the person whom you started Family Crest with. Speak to him and he will wield the shield. Both of you will automatically head back to the Castle and all the zombies will be completely destroyed without much effort. The culprits behind these will retreat back into the wilderness and you will end up in Captain Rovin's Tower. Speak to him for the quest reward [hide=Reward] 2 Quest Points 15,000 Hunter XP 10,000 Smithing XP 10,000 Mining XP 10,000 Defence XP 2,000 Agility XP[/hide] After the quest, you can go back to the Varrock Museum to get more Kudos and a 1k XP lamp Corrections and suggestions welcome Credits: Neko Negde, StGerolf, Vlad the Old
  11. correct, although it plays a smaller role when defending against magic.
  12. And in fact charging the shield to get down to the lowest price and then subsequently recharging them into a bow is NOT cheaper than charging them into bows, although it does look like it. I will explain why: we have 2 scenarios, first we simply recharge the bow 5 times. In the second scenario we charge into shield 4 times and bow 5 times, so we have equal number of shots between the 2 cases. First case, total cost is: 900k+720k+540k+360k+180k=2700k Second case, total cost is: 750k+600k+450k+300k+(180k*5) = 3000k Grand total of 300k difference, and the recharging your bow only is cheaper than charging shield then into bows.
  13. Remeber when: 1. People on Karamja would actively tell you to get off the fire when you were standing on it? (No Cook-X :D) 2. Stringing bows by the fast clicking method? (No string-X) 3. D long, D square and D med were the best available? 4. Guthan sets were 12m each? 5. You were lost?
  14. and one last thing that is overlooked: Zamorakian spear has Prayer bonus. Sure it aint much, but it beats 0, which is the case if you use 1 handed weapon and defender. Defenders drop more often once you get your rune defender, I have 55 rune defenders stacked in bank from about 10k tokens.
  15. Such as a full Guthan set, very useful to switch to heal when you are training. the armor chest and skirt are also useful in their own right
  16. has anyone tried using Black Knives or black crossbow WITH BLACK BOLTS on the wraith?
  17. the reason I said that the attacks are not as intense is because comparing to his last 2 rooms, his attacks in the 3rd room is no where near as frequent so it is less strenuous to run away from his attacks, but I did not mention that this room was easy, nor that his attacks were less powerful. Although i should have said 'Less frequent' rather than 'less intense'
  18. Its colossus blade. And come to think of it... yes, i did notice similarities... now we just need some shael runes to put into weapons :D back on topic... I will be interested in seeing how the shields price is gonna go in the future, i suspect some shields like Divine and Elysian might increase in price.
  19. For those former Diablo 2 players, RS officially now have Storm Shield, and even has the same acronym!
  20. For what they do, right now they do seem overpriced. but DFS cannot even start to compare with the Divine/Elysian shield in terms of raw defence value, because you lose at most 20 stats out of around 400 (5% loss) and in return you get up to 30% damage reduction, which is in effect 42% increase in defence value, which equates to, if by defence values only, beats DFS by over 100 points. Sure you are slightly more likely to get hit, but because you receive less damage, overall you take less damage. DFS still has its uses however due to its 7 strength and anti-fire capabilities, but overall, D/ESS beats DFS by a long shot
  21. I personally think it would be scaled like THIS: Divine SS > Elysian SS > Arcane SS > Spectral SS 1. Because of its always on 15% damage reduction 2. Because it takes only 25% 70% of the time, not 30%. If it was 30%, Elysian would be better than Divine 3. Highest magic attack shield with very high stats 4. The magic defence bonus shields are very seldomly used due to the lack of magic based attack training monsters (the shield has only higher magic defence bonus over existing shields, but loses Strength from DFS), and in places where you would NEED to pray, you almost always pray mage, because magic attacks in monster form are nearly always the highest hitting combat form (see Dagannoth Prime), making Magic Defence totally useless.
  22. The cap 100 damage was from various screenshots of the corporeal beast and the party (attempting) to slay it. Many times there was 100 Splash, regardless of how much HP the monster had, except when it was low (less than 25%). Because of this and due to the huge amount of HP the monster had, it would most likely be Ruby Bolt special attack.
  23. Items required: Any familiar that uses Blue Charm to summon (bring extras) Spade Rune Axe Tinderbox Pickaxe Jennicas Ring Ghostspeak Amulet Recommended Items: Good food (such as sharks, Saradomin Brews, Tuna potatoes) Games necklace, Amulet of glory Access to the Energy Spring in Ooglog, or ample supply of Super Energy potions (this is HIGHLY advised) 1 Click teleports Armor is NOT recommended for this quest, keep yourself light Part 1 Items required: Ghostspeak Amulet, Pickaxe, Games Necklace, Amulet of glory, Jennicas Ring, some food and familiar pouches. Note: If you find that during anytime in any of the rooms that you feel you have to teleport out, feel free to do so, your progress will be saved in each room when you come back Make your way to the farm where you started the Spirit of Summer quest. When you approach the area, there will be an earthquake and Summer will be standing at the portal. Talk to her and follow her. The Village elders will tell you about the imminent danger of the Beast that had been feeding on them for centuries. Go back to your world, and head north of the farm. You should see a dungeon sign on the minimap. Right click on the entrance and hit the Collapse option. This would open the cave in the spiritual realm. Head into the spiritual realm in the village and head north again. This time you need to use your Blue Charm familiar to lure the beast to the dungeon door. You must be careful not to allow the familiar to fall behind too far, or else it would be eaten by the beast. Once all of you, your familiar and the beast is near the dungeon entrance, go in. One of the village elders will brief you want you need to do with the beast. Tell him you are not ready for the next part so you can equip yourself. Part 2, Room 1 Items Required: Ghostspeak Amulet, Rune Hatchet, Tinderbox, 1 Click teleport, Sharks, Jennicas Ring and either Super energy potions or a dip in the energy spring. Leave 5 inventory spaces open. Go to a bank and get the above listed items, and head back into the cave. You will notice that this cave is filled with copious amounts of tree roots along the walls. Tell the village elder that you are ready. As soon as you begin, the beast will start attacking you with his magic attacks. These magic attacks are not homing, meaning you can physically dodge them, but they explode into smaller projectiles after hitting the ground, so be careful. You need to chop some cursed willow logs from the tree roots around the room to gather enough logs to set up a pyre. It takes 5 lots of logs to set up 1 pyre. It is highly recommended that you set up 3 pyres around the room before you light them. Once you have set them up, light 1 and a small cut scene will follow, do the same for the other 2. The attacks from the beast will get more severe as the number of pyres you burn. Once you have burned all 3 pyres, the beast will retreat into another room. Time for the next bank trip. Room 2: Items required: Ghostspeak Amulet, Spade, 1 click teleport, food, a fresh dip in the energy spring, games necklace. Get the required items from your bank and make your way back to the dungeon and go to the room east of the room you initially entered. Another elder will brief you on what to do. When the battle begins, again, the beast will barrage you with attacks similar to the one you encountered in the previous room. You will notice that there are soft soils scattered around the edge of the room, these are the soft soils you need to dig and lure the dark cores into. To do this, for the first core, stay near to one of these soft soils, and dodge his attacks until the beast releases his dark Core (which will have a message in the in game chat box). When it approaches, use your spade while standing near the soil to lure him inside, but to NOT touch him, it will hurt you while you are in contact with it. If you were successful, the dark core will fall into the hole and a cut scene will ensue. The second core is much the same as the first core, but the attacks are more frequent now, and so it is advised that you move to the next soft soil patch to avoid the beasts attacks. The third core is by far the trickiest. The beasts attack is much more frequent and it will take a while before the dark core is released. The best way to dodge his attacks are to run around the room in circles, but stick close to the walls, and KEEP running to avoid damage. His blast radius is now rather large and will hit you if you lag behind. Once you have all 3 cores trapped, you will have to confront it one last time. If you have more than 20 pieces of food left, proceed to the next room, if not, bank and top up with food. Room 3: Items required: Ghostspeak Amulet, Food, fresh dip in energy spring and 1 click teleport. This room is the trickiest of the 3 rooms, although the beasts attacks are not as severe as the other 2 rooms. The 3 elders will be resting in 3 graves (which they will change location during the fight). Each elder will be transformed into a coloured soul. The trick to this battle is that while the beast is charging up his attack, you must bless the grave whose souls colour corresponds to the colour of the attack he is charging up for. So for example a grave contains a blue soul, this is the grave you must bless if the beast is charging up for a blue attack. You need at least 20 prayer points to bless a grave. If you run out of prayer points, there is an altar in the room which you can recharge your prayer points. You must bless each colour once to defeat the beast. The tricky parts of this fight is that the souls change graves after every 2 attacks from the beast, making tracking down the grave somewhat harder, because this usually happens while you are dodging the attack. Once the beast is defeated, the elder wants to thank you outside, so leave the cave and speak with the elders. After the conversation, you will be given the Spirit Shield as a reward, along with improvements to your Jennicas ring. After the quest If you go back to the dungeon in the real world, you will find that once again the dungeon entrance is again open (because the elder collapsed it in the spiritual realm, leading to the real one open again). You will find that the beast you had previously defeated now resides within the 3rd room. This monster, as of this moment, is impossible to solo kill. The Corporeal beasts level is 782, boasting extremely impressive 2000 hit points, and can hit in the 60s, and can hit single player multiple times in quick succession. Another important note is that dying in this dungeon will lead to permanent loss of your items (bar the 3 most valuable) upon death, as the beast prevents the formation of Gravestones. Also, the beast is known to devour Familiars, so bring extras if you plan to rely on your familiar. Lastly, there is a damage cap on the Enchanted Ruby Bolts, in that if the special hits the beast, it will only do a maximum of 100 damage. However it will always hit 100 damage every time the special kicks in until his current hit points falls below 500.
  24. Dont lose your sanity, ppl dont sell them on GE anymore. Best of luck

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