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curmudgeony

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Everything posted by curmudgeony

  1. Exactly. Perhaps this makes my character look like a hobo, but always cross check stats against price. If you can get similar stats for cheaper, do it.
  2. Don't forget antidragonfire shield. It doesn't have a magic penalty.
  3. Better troll spot is over at the entrance to Keldgrim in the mountain side (not carts). There's a few level 69's there plus easy access to the city and the hunting fairy ring to the north.
  4. Some caution with the gems, the shilo rocks, while good, are also slow in giving you craftable gems. The ratio of craftable gems to bolt gems is pretty low. The safes in Rogues den drop fair amounts of gems, but again more coins then gems. The good part about them is that they have little or no respawn time. Only downside is failing damages you. Also you need to be both 50 agility and thieving to be able to buy the stereoscope
  5. Tricky part is elemental runes are a non-seller (can't sell beyond shop stock) and chaos runes are very well stocked. Last time I was in, there were about 45k worth of them.
  6. Okay, here's a handful o' questions. First, is the damage on steel brutals high enough to be worth the effort of making them, in comparison to iron. How are they for range training? I'm a level 44, needing to make a jump up to 60, and trying to figure out the best training method that will be a "two-fer" (two skills at once) and not burn a king's ransom of arrows. Can bones and keys be telegrabbed?
  7. I know the guide suggests 50+ Agility and Thieving for Underground, what would you fine folks suggest as minimum stats for the quest?
  8. World 91 was mentioned at one time to be the Nat running world, but due to the number of runecrafting pkers camping the abyss, it seems as though nat running has disbursed across multiple worlds in an arms race of RC vs. PK. Overall, the tricky part with worlds is that having an "Unofficial World of X" takes a critical mass of players knowing about the world. You could run laws on any world, but without a critical number of people knowing to go to a single world (66/99), law running as a concept would fail. The key to creating a world of X is to spread it everywhere. Make sure everyone knows "World X is the _________ world" "Worlds of X" are a good idea. It seems, that much of RuneScape is less a fight against monsters as much as a logistical brainteaser into finding way of dealing with multiples of 27 and 28. The same sort of math that has 10 hotdogs in a pack, but only 8 buns to a pack.
  9. Tricky part to getting a minds world off the ground is to figure out what would draw the people there to make it worth their while, both in terms of reward for crafters and for reward for runners With world 16, the air altar is close enough to a bank (plus air tallys relatively easy to get) for players to want to run them. The 2k running fee also helps. For the crafter, airs have the unique property that at high level, more runes can be produced per ess. With careful merchanting, an air crafter can make a profit on world 16. From my own point of view, finding similar rewards in mind running seems less likely to happen, due to bank distance and rate of ess doubling.
  10. I was doing RuneScape at the library (Library Clan, pretty cool IMHO) with about 15 other people. Although the first five got in, the rest of us got locked out with a message that said something to the effect "Too many users from your address." We even tried logging into other worlds, but still got stuck. Any ideas if there is a fix or something for this?
  11. World 2 is also a temple building world for Shades of Mort'ton. World 58 also came up as a temple building world. World 129 has been mentioned as the Keldagrim furnace world. World 76 was mentioned as a flax to bs crafting world. Players at the spinning wheel in Seers would trade bs for flax. However, I don't think this idea caught on.
  12. How about green d-hide, also an attention getter?
  13. Well sometimes a person just gets tired shaking their cane and demanding that the kids get off my LAWN!!! :D
  14. I, for one, am tired with a certain level of immaturity that I find in game. The constant low level bickering and insult matches are distracting from the game. I would support a haven from such pettiness. The concern is, how could Jagex keep youngsters out, or would it even be possible to creature such a thing. To be honest, nothing is stopping the creation of an unofficial Mature Players world. After all, nothing except an unofficial consensus created the Trades worlds of 1 and 2, or the essence running and Pest Control worlds. Sure, nothing would stop the youngsters from coming, but I suspect the "weight of age" would soon drive them off. I say that if we want an Elders World, all we have to do is set one aside. We let news of Sanctuary World (world 70/76 Members; 74/75 f2p) out and just see what happens.

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