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curmudgeony

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Everything posted by curmudgeony

  1. I don't know about the logistics of a runescape time; but a sundial would be a pretty cool item for a player house garden.
  2. How about Ardy marketplace, give us stall "liberating" folks a breather from the guards?
  3. So the new update with the arrow attractor, do you think it will negatively affect the merchanting of steel/iron arrows, to such a degree that it would be a bad idea to merchant arrows?
  4. Pineapples spawn near the player owned house portal on Brimhaven
  5. Also good, are Flesh Crawlers, also in stronghold.
  6. I did the quests "Lost Tribe" and started "Recipe for Disaster" and I iron mine in the Dorgeshuun Mine.
  7. On the other hand, there is that handy cake stall over there, for free food...
  8. The real bottleneck is the sweetcorn. Jute fibers / spears and watermelons are trickier to come by then one might think.
  9. I use the ogres in the arddy dungeon. They are close to a bank, and drop seeds and big bones.
  10. I end up clicking on following them; so our characters "dance" back and forth until they get frustrated and leave.
  11. A better idea, might be to take that money and invest in raw materials that can then be resold. Knives are an excellent item to merchant.
  12. Dr. Ticklebunny? Captain Happypants? Sir Rendar Dorothy? Chief? McCloud? ...Steve?
  13. Well some people like to go outside into that place with the glowy thing in the sky... ...I am not one of those people, but I understand they exist.
  14. I'll play devil's advocate, and say that it isn't so much that below a certain combat level people should be unwelcome. Its more, that to really enjoy questing in members, combat skills should be pretty high. Much of the game is level grinding, and perhaps what they meant was "Why shell out 5 bucks a month to level up, when you can do it for free?" Myself, I think I should have waited a bit until around level 50 or so, before I joined members. The "new to members" guides are very very useful. That being said, if you are looking to gain cash, without a lot of combat, woodcutting/fletching is the way to go. Its kinda boring. Scratch that. Its mind-numbingly super-humanly, "punch yourself in the [redacted] just to stay awake" boring. However, ultimately it pays off.
  15. Green D'hide, or fremmy green. Even if you go the d-hide route, get the green fremmy cape. Its quite nice looking.
  16. So the "pain" of gathering up outfits in time/effort expanded, vs the profit on said items; only pays if its big ticket like a treasure trail? Interesting.
  17. More like buying up gloves, capes, and outfits from there; plus fremmy gear, gnome outfits, kelgrim tops/bottoms, Tai Wanna outfits, pirate stuff, and Menaphite clothing. To start off, not working in treasure trail items; but pretty much if its wearable and tradeable selling it.
  18. Okay, I've been debating creating a clothing shop as a way of merchanting. I would gather all of the tradable outfits--boots, capes, gloves, tops/legs, etc. but not treasure trails or armour--into one place then sell them on the forums. Has anyone done this before, and is it worth the time and effort? In addition, how much stock do you think would be wise? In bars and ores, I have seen orders of 10k lots; but I suspect clothing would not be as high volume an item. Any input would be much appreciated.
  19. Worlds 75/76 have come up as possible locations
  20. "There are those that call me. . . Tim"
  21. On the other hand, it would get people to actually use the gamesroom as something other then a waypoint for glory recharges.
  22. That is incorrect. On world 66, you trade 27 pure ess for 27 laws. On world 99, you trade 25 pure ess (unnoted) for 25 pure ess (noted) and 2.5k. No, it's not. On world 66, you trade 27 ess for 27 laws and 27 noted ess. On 99, you trade 27 ess for 27 laws.
  23. Also don't forget it is quest locked for use, until completion of the fremmy trials.

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