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Urza285

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Everything posted by Urza285

  1. Dude you have way more viewers that me, but I have bigger muscles. What gives?
  2. Yesss, I can't wait for this moment and I should be 91 by then. I plan to completely blow through the experience to 93. On another note dg can be made useful if they tied it to other areas of the game. The wonderful thing about fantasy MMOs is that most lore and objects therein can be dreamt up. They could easy have Marmaros use energy to create warped portents and signs for turning in energy that would augment things in dungeoneering or even outside. However you will it the lore is much like the concept of divination that you can bend it to your will. You just need to be witty and clever enough to create something interesting.
  3. The night ended with 380k from leveling. What a crapshoot. Here is to hoping I can get at least 150k tomorrow.
  4. Just watched Avatar the movie... Such an amazing film. Words cannot describe the emotion in that film. I am logging off with 450k to level so I have a bit of downtime to fall asleep.
  5. 90 divination and 90+all stats now. I'm quite proud of this. I was hoping have 91 before work tonight, but looking at the time I'll have from waking up at 4 pm to get 400k xp. Thats probably 7 hours of training. I'll probably get it down to 150-200k to level before heading off.
  6. Yes, I remember that and I could imagine it being similarly to how we might use spirit shards in summoning. The summoning shards aren't primary ingredients, but are still heavily used. I would also imagine skill 2 being the "level your X" concept mentioned before. It has been stated that skill 2 would be something similar to steampunk. I would imagine skill 2 as something like steampunk meets the Full Metal's alchemists brother in the metal suit. The alchemist bound his brothers soul into a hollow metal suit. I could imagine us using skill 2 to bind energy and memories into our items allowing us to use guthix divine 'skillfulness' to enhance the items power. The more we work with the enhanced item the more we might receive in experience for skill 2 and the other skills we train. This isn't the first time I'm mentioned this and does seem like a very well working concept for both training and the lore attached to both divination and the lore.
  7. Done... And its not a bad concept to go by really. Worst case is you need the memories and in that case most places are horrible to bank from so you could use the energy to make porters.
  8. I'm operating purely on guestimates and such. I know its nothing solid, but with that notion its better to have something read for release than sitting there idle with your divination skill cape twiddling your thumbs. Sara mage made a point energy usage is 5x the rate I posted so I'm editing that in.
  9. These are the values I am using to save energy for skill 2's release: Pale energy (3.7 xp) XP from level 1-10: 1,154 Energy used: 1,560 Flickering energy (5 xp) XP from level 10-20: 3,316 Energy used: 3,320 Bright energy (6.2 xp) XP from level 20-30: 8,893 Energy used: 7,175 Glowing energy (8.7 xp) XP from level 30-40: 23,861 Energy used: 13,715 Sparkling energy (15 xp) XP from level 40-50: 64,109 Energy used: 21,370 Gleaming energy (23.7 xp) XP from level 50-60: 172,409 Energy used: 36,375 Vibrant energy (31.25 xp) XP from level 60-70: 463,885 Energy used: 74,225 Lustrous energy (40 xp) XP from level 70-80: 1,248,441 Energy used: 156,060 Brilliant energy (43.7 xp) XP from level 80-85: 1,272,526 Energy used: 145,600 Radiant energy (47.5 xp) XP from level 85-90: 2,087,738 Energy used: 219,765 Luminous energy (52.5 xp) XP from level 90-95: 3,425,226 Energy used: 326,215 Incandescent energy (56.2 xp) XP from level 95-99: 4,262,873 Energy used: 379,260 Energy used is what I plan on collecting after I hit 99 to use on skill 2 when its released.
  10. Its kind of an oddball long shot, but I'm trying to calculate what might be a good lump sum of energy to save for each tier when skill 2 is released. I figured calculating based on energy used with normal memories and without a boon would be a nice guess. Divination an the energy obtained from it are going to be used in skill 2 so I'm stocking up post update.
  11. I was trying to get a working chart of energy used when turning in energy + normal memories without the boon for each tier such as level 1-10, 11-20, etc. If anyone is willing to take the time to help me with this I would appreciate it and many thanks for the time spent. I will even start a chart for you as well and give you the xp values for each turn in as well: Note: Energy type (xp from converting regular memory with energy without boon) Pale energy (3.7 xp) XP from level 1-10: 1,154 Energy used: 1,560 Flickering energy (5 xp) XP from level 10-20: 3,316 Energy used: 3,320 Bright energy (6.2 xp) XP from level 20-30: 8,893 Energy used: 7,175 Glowing energy (8.7 xp) XP from level 30-40: 23,861 Energy used: 13,715 Sparkling energy (15 xp) XP from level 40-50: 64,109 Energy used: 21,370 Gleaming energy (23.7 xp) XP from level 50-60: 172,409 Energy used: 36,375 Vibrant energy (31.25 xp) XP from level 60-70: 463,885 Energy used: 74,225 Lustrous energy (40 xp) XP from level 70-80: 1,248,441 Energy used: 156,060 Brilliant energy (43.7 xp) XP from level 80-85: 1,272,526 Energy used: 145,600 Radiant energy (47.5 xp) XP from level 85-90: 2,087,738 Energy used: 219,765 Luminous energy (52.5 xp) XP from level 90-95: 3,425,226 Energy used: 326,215 Incandescent energy (56.2 xp) XP from level 95-99: 4,262,873 Energy used: 379,260 This is apparently a WIP for me so I'll be adding as I go.
  12. There is your "reward." Have fun.
  13. Yeah definitely! I wish there was something better than a pharaohs sceptre to get there though.
  14. So over the first week on my new gym rotation I've made some pretty interesting gains in lifting. My preacher curl is at 147.5 lb at 11 reps. My romanian dead lift is 230 lb at 9 reps. I also weighed myself and I'm around 195 lb. I think I want to trim back down to 190 lb.
  15. They could of atleast tried to make the xp rate comparable to normal mode. Now the hard mode will just turn into dead content. Only if you care about xp. The design concept clearly favors the more challenging aspects in a novelty setting rather than a traditional setting.
  16. The amount of people surprised that the xp doesn't increase for hard mode amazes me. Hard mode is for players seeking a higher challenge than just speed floors. The xp you get after 60 prestige is already loaded and makes 200m fairly easy to obtain. The xp increase to the skill would be a degrading slap in the face.
  17. Took me all day doing the daemonheim tasks, but managed to complete them. I just collected for the easy tasks. I'm saving the rest of the lamps and such for divination. Also finally got 88 divination. I'm going to stick it out and concentrate on getting 90 before I go back to work.
  18. Yeah I just stopped trying to do the passage... So disappointing.
  19. Surely (most of) the spare lamps were annihilated by the Soul Wars challenge? :P Yeah them bastards took 4 medium prismatic lamps from me... *sobs uncontrollably*
  20. Patch notes: [hide] The following fixes and tweaks have now been implemented. If you believe a change has not been documented, either in the patch notes or the news posts for this week’s update, please detail the change so that it may be added. As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game. Graphical: The Aurora longsword can now be recoloured once activated. Tweaks have been made to the woodcutting animations for divine locations. A missing particle emitter from the opening game cutscene has been replaced. The uneven first floor of the Falador furnace house has been fixed. Dungeoneering skillcapes no longer have a blue background around the Dungeoneering icon. Players are no longer able to walk through a fence near the Lava Maze in the Wilderness. Several force-walk tiles north of Ardougne have been removed. It is no longer possible to make parts of the Grand Tree disappear by lighting fires in certain places. The tiles on the bush patch in Rimmington are no longer raised. Some flaws with the roofing of the buildings in Miscellania Underground have been fixed. An island on the edge of the bottom floor of the Runespan no longer stretches downwards. Lumberjack Leif has learned the modern way to cut maple logs from a tree. Some missing texturing on the Etceterian shoreline has been added in. The Candy Cane Spin emote no longer causes stretching when gloves are equipped, and the sheathed model now disappears when performing this emote. A grey tile floating above the Barbarian Agility course has been removed. The animation for enchanting staff orbs at the elemental obelisks has been made much smoother. Fixed an issue where the bank booth in Burgh De Rott would appear excessively bright with bloom turned on. A rock formation near the Slayer Tower no longer has missing polygons. An issue with some of the clouds in Clan Citadels has been fixed. The magic trees in the Moss Giant Resource Dungeon have been updated to the new model. Patched up a fence by the Lumbridge graveyard. Force-walk has been removed from several spots near the farming patch north of Lumbridge. Armour stands in player-owned houses now use up-to-date graphics. The model for gnome glider in Varrock has been updated. A missing texture on a tile in the Runespan has been added in. The corner of the battleaxe shop in Port Sarim near the player-owned ports portal is no longer displayed too low. A spiritual ranger no longer spawns in a rock. NPCs' heads no longer clip through the awning outsides the mayor's house in Nardah. A texture on a dead tree near Ardougne Mine has been fixed. The Varrock estate agent's roof no longer clips. A marathon ground piece near Al Kharid has been removed. World map icons have been restored in the Forinthry Dungeon. Some unnecessary blocking has been removed from around a tree near Ardougne castle. A flickering tile in the Varrock Museum has been fixed. The torches on the outer walls in the Abandoned and Warped floors of Daemonheim now use particle effects to match the other themes. A water source icon in Lumbridge has been moved to the correct location on the map. A force-walk tile near the Divination tutorial area has been removed. The trapdoor in the Grand Tree now opens correctly. The plank no longer clips with the slippery rocks in the quest Royal Trouble. Astea Frostweb's cauldron no longer appears transparent behind the flames. The windspeed interface text is no longer misaligned during Ghosts Ahoy. Yanille pond has been raised back to the correct level. Added blocking to a rock at Ape Atoll to prevent players from walking into it. The erroneous water source icon near the Tree Gnome Village fruit tree patch has been removed. The Neitiznot bridge is no longer deformed. A floating canopy of tree at Eagles' Peak has been removed. A section of terrain just outside the East gate of Al Kharid has had blocking added to prevent players from walking inside. A force-walk tile has been removed from the area near the Mage training arena. Fixed an issue with the bank roof at Piscatoris. Fixed an issue with a brazier at the ledge of the chasm in the Lumbridge Dungeon. Maple trees no longer appear stretched in the Lumbridge and Taverley tree farming patches. Adjusted the height mapping of the huts at Barbarian Outpost. A height mapping issue north-west of Tree Gnome Village has been fixed. An area in the Varrock sewers that was causing dropped loot to be blocked off has been fixed. The light source on the portal in Death's house is now working correctly. Ladders throughout Gielinor are no longer pink and white in DirectX and OpenGL display modes respectively. Active auras involving a weapon now correctly switch to their sheathed versions. A minor flickering issue on the torso of the male Feathered Serpent outfit has been fixed. The Brimhaven Agility Arena Ticket Exchange has been updated to the new interface theme. Thessalia's Makeovers and Yrsa's Shoe Store have been updated to the new interface theme. The Party Room chest has been updated to the new interface theme. The colours of the icons in the Skills interface are now brighter. The backpack no longer retains its scrollbar when it is stretched to fit in one row. When using the search function in the bank, the response text now appears in the centre of the interface. Money pouch tooltips no longer flicker on mouse-over. The Total XP tooltip now displays correctly. Height mapping issues on top of the Wizards' Tower have been fixed. Several issues with the opening Battle of Lumbridge cutscene have been fixed. Minigames / D&Ds: Chests opened using keys from Mort'ton no longer award poisoned spears as a reward. It is now possible to start a duel with scrimshaws equipped before the fight begins. The screen no longer goes white on completion of the Conquest tutorial. It is once again possible to proceed past the Battle Cry section in the Conquest tutorial. The camera shake previously displayed when lootin the Barrows chest has been returned. Using explosive potions in Soul Wars from the action bar has been made more intuitive. Papa Mambo's XP boost reward once again works with creating juju potions. Copernicus Glyph will now only appear in one place during the Lumbridge god statue building cutscene. Players whose Battle of Lumbridge consumables have run out will no longer get a minus counter when re-entering the battlefield. Free players can now reclaim their token of fealty from the recruitment officer for their faction during the Battle of Lumbridge. Mining or woodcutting in the Lumbridge crater with the Strongarm skill animations now gives a relevant message in chat. Players can no longer use the Battle of Lumbridge token emote if they are already performing another emote. No more than two Saradominist Champions will now appear on the battlefield for the Battle for Lumbridge. Players can now move the camera during a court case. Quests / Tasks: It is now possible to unlock a cosmetic override outfit version of Captain Dulcin's armour by replaying the boss fight with the witch after completing The Death of Chivalry. An additional possible response has been added when talking to the witch in The Death of Chivalry. Players can now use the Skull of Remembrance on the tapestries in the Black Knights' Fortress to listen to Sir Owen's description of them again. Reward coffins in the Death of Chivalry crypt should now stay open after the contents have been looted. Sir Owen should now get into a better position when knocking out Lieutenant Graves during The Death of Chivalry. Interior doors in the Black Knights' Fortress can no longer be opened and closed. A pair of elite knights in the Black Knights' Fortress no longer have line of sight to Lieutenant Graves. Hartwin should no longer get lost if abandoned during Defender of Varrock. The requirements for The Curse of Arrav have been adjusted to correctly show when the player is ready to part take in the quest. The co-ordinates listed in the treasure trail during A Void Dance have been updated to reflect recent changes to the Black Knight's Fortress. The camera will no longer lock up when entering the submarine in Hunt for Red Raktuber. A camera issue during a cutscene in Quiet Before the Swarm has been fixed. Players can now move the camera while fighting pests in the quest Quiet Before the Swarm. A minor typo in Branches of Darkmeyer has been corrected. A spelling mistake in Sera's dialogue in The Firemaker's Curse has been fixed. Some spacing errors in the Book of Char have been fixed. The "Teleport x urns" daily challenge has been reworked to now be "Start x urns". Players may only start one urn at a time as usual, and destroying an urn in progress will remove progress from this challenge. Misc: The chance for a crystal triskelion key fragment to drop has been added to the following: the Skeletal Horror; Barrows reward chest; catching any butterfly bare-handed.Right-clicking to select an option on a private message will now work correctly.The 'Remove Roof' setting will now consistently be remembered correctly.Entering a PvP area will no longer cause worn equipment to completely disappear.Combat familiars in Dungeoneering now deal level-appropriate damage.Golden Chinchompas now more reliably display their name.'You're stunned!' has been added to the chat filter when you are unsuccessful with pickpocketing.It is no longer possible to continue to harvest from wisps after using certain teleports while harvesting.Players can now restore Dungeoneering and Divination skill points using super restore potions and Sanfew serum.The quick chat option for the level 60 Divination location now correctly states that it is north of Mobilising Armies.Dominion markers can no longer be placed near Divination craters.Signs of the porter will now bank additional ore gained from Varrock Armours.Divination wisps in the desert now spawn closer to the rift.The Grand Exchange limit for all tiers of divine energy has been increased to 5000.The enhanced ancient staff can now be recoloured directly at Xuan's store.Familiars now obey the rules behind players using Incite and Provoke.Updated the sound effects for all bank pin interaction.Azzanadra's sources have kept him up to date with what's going on in Lumbridge, and he now has more relevant chat about the return of the gods.The dual wield and 2h requirement icons on magic ability tooltips no longer appear red when wielding the correct weapon type.The Grand Exchange info tooltip now correctly reminds you that Karil's pistols can only accept bolt rack ammo.Fixed a spelling error in the message given when attempting to catch implings with a sheathed butterfly net.Players attempting to force a slayer assignment with a mask will now be given a message in chat if they don't have the requirements for that assignment.When gathering slime at the Ectofuntus, characters will now always face the pool of slime.Players can no longer attack NPCs from behind the door in west Al Kharid Palace.A quick chat phrase has been updated to reflect the new location of the 'report' button.Player's total levels on free-to-play worlds are now calculated correctly.A fragment from the God Emissary exploration jobs in Varrock is back where it should be.The percentage box for a target level or target XP gain no longer overflows.Messages about the Assist System being turned off are no longer filtered when the Assist System is turned off.Partially used potion flasks can now be decanted into each other. The potion flask still breaks if one of the potion is emptied.Teplin Macagan has an extra option to decant the potion flasks in bulk, including noted flasks. He takes the empty potion flasks as payment.[/hide]
  21. Some people need to get off their high horse.
  22. Mod easty confirmed just now that the update is today approximately around 2-3pm BST.

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