Bodito
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Ok.... Fine, once you get ABOVE 86, you can buy runite bars only to level. And the other 3.6M xp on the way to it?
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I entirely agree with you. Problem is, is that I would rather be able to make my own shards, albiet (much?) slower, if I didn't have to pay for them. I don't have multi millions that I'm really willing to drop to get a few levels. Sure...I could RC and make money, or kill monsters as you say. Problem with monsters though, is that all the relatively good ones, the ones where you make a large profit, are always, always crowded and often times it's hard to even get a decent kill rate because you're waiting for a spawn, or fighting for the spawn. (Blue Dragons for example, which are now going to be even more crowded.)
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Summoning is great. I've been waiting for it for ages now. I've been stockpiling Karamthulu and other various eggs prior to the release. The one thing I do not have, however, is an unlimited supply of money. This stat drains money at a rate equivalent to Construction. It may not seem like you are losing that much money, but you're getting much less xp. As such, this stat is not easily "powerlevelable." [in my mind, this is the Runecrafting of Construction, slow and expensive.] In the 21 levels I've gotten so far, I've spent over 350K on this stat. Not only are Charms annoying to come by (which I entirely understand) the creation of these "creatures" is downright expensive. Ex: Using the table I've created below. Let's figure out how much it would cost getting from 20-21. That's only 497 xp. Now lets assume you're going to use the best XP/cost method, the Granite Crab. So 497 divided by .0617 = 8055 Gp. That's how much it would cost to get lvl 21. Food for thought: (Note: I have not even included the cost of acquiring the materials [iron ore for example].) The ones in Green require a Green Charm The ones in Red require a Crimson Charm The ones in Blue require a Blue Charm Rest are Gold/normal Charms. The ones in BOLD are the MOST COST EFFECTIVE ONES. [i used a calculator! Don't contradict me on this![size=75]I felt I had to say that because someone would come along and say that I was lying. :P[/size]] Lvl -Familiar -Cost of Shards (total) - XP -- XP/Cost (amount of XP per GP spent) 01~Spirit wolf ------------ 350 ---------- 4.8 ------ .0137 04~Dreadfoul -------------400 ---------- 9.3 ------ .02325 10~Spirit Spider ---------- 400 ----------- 12.6 ---- .0315 13~Thorny Snail --------- 450 ------------12.6 ---- .028 16~Granite Crab -------- 350 ----------- 21.6 ---- .0617 18~Desert Wyrm -------- 2250 ---------- 31.2 ---- .0139 19~Spirit Scorpion ------- 2850 ---------- 83.2 ---- .0292 23~Albino Rat ----------- 3750 ----------- 202.4 --- .054 25~Spirit Kalphite ------ 2550 ---------- 220 ------ .0863 28~Compost Mound ----- 2350 ---------- 49.8 ----- .0212 31~Vampire Bat --------- 4050 ----------- 136 ----- .034 32~Honey Badger ------- 4200 ---------- 140.8 --- .0335 33~Beaver --------------- 3600 ---------- 57.6 ------ .016 36~Bronze Minotaur ----- 6000 --------- 316.8 --- .0528 40~Bull Ant -------------- 550 ----------- 52.8 ------ .096 41~Macaw ---------------- 3900 ---------- 72.4 ------ .0186 42~Evil Turnip ----------- 5200 ----------- 184.8 ---- .0355 43~Spirit cockatrice ------ 4400 ---------- 75.2 ----- .017 46~Iron minotaur ------ 6250 ---------- 404.8 ---- .0648 47~Magpie ---------------- 4400 ---------- 83.2 ----- .019 49~Bloated Leech -------- 5850 ---------- 215.2 ---- .038 52~Spirit terrorbird ----- 600 ---------- 68.4 ------ .114 54~Abyssal Parasite ------ 5300 --------- 94.8 ------ .018 55~Spirit Jelly ------------- 7550 --------- 484 ------ .064 56~Ibis ---------------------- 5450 --------- 98.8 ------ .018 56~Steel Minotaur -------- 7050 --------- 492.8 ---- .07 58~Karamthulu Overlord -- 7200 ---- 510.4 ----- .071 61~Smoke Devil ------------ 7050 ----------- 268 ------- .038 62~Abyssal Lurker --------- 5950 ------------ 163.2 ---- .027 63~Spirit cobra ------------- 5800 ----------- 276.8 ----- .048 64~Stranger plant ---------- 6400 ----------- 281.6 ----- .044 66~Barker Toad ------------ 500 ------------- 87 -------- .174 66~Mithril Minotaur -------- 7600 ----------- 580.8 ----- .076 67~War Tortoise ----------- 50 -------------- 58.6 ------- 1.172 - This is the most Amazing "hidden" bonus to slayer. Now you should do this task. 68~Bunyip ------------------ 5500 ----------- 119.2 ------ .022 69~Fruit Bat ---------------- 6500 ----------- 121.2 ------ .019 71~Arctic Bear ------------- 700 ------------- 93.2 ------- .133 74~Granite Lobster -------- 8300 ------------ 325.6 ----- .039 75~Praying Mantis --------- 8400 ------------ 329.6 ----- .039 76~Adamant Minotaur ---- 7200 ------------- 668.8 ----- .093 More to come, colors are still in the works for what is there, I just need to leave a few blank so I can keep my bearings. I just need a little break.
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yes, as mentioned get to 16 by chickens. From there, the best (and maybe only) way up is by the Granite Crab. This is simply because those Charms above Gold are much harder to come by. (In the time that I got about 50 Gold Charms, i got a total of 8-10 other Charms combined.) Giants (as mentioned by Jagex) seem to have the best drop rate of Charms, so go to wherever you like. :D
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In the Abyss on the cosmic/nature rift corner (this is on the inner loop), the area to run in has been enlarged. Before you had to make constant 90 degree turns for about 4-5 spaces and now you can run smoothly through. I believe that they have not changed the other side where you have to turn (next to the law rift.)
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Firstly, it took me 6 tries to do. [Note] When I did it (80 ranged, 65 prayer) I also had 6 sharks in my inventory. They are better than Saras because they heal more in 1 dose. This is important when you're on Jad. Another way to heal would be to get Sweets, a stackable healing source (1-3 each time). When the healers are out, turn on Piety or Chivalry or the +15% def one, because the extra def added really helps. If you can try to get them in a line so only 1 hits you but remember to pay attention to Jad's attack, since that's the most important thing. As for bows, I personally like the Rune C bow. Firstly, it's cheaper than using 2 C bows, and you don't have to break them again if you die. Second, on Jad, if you use Ruby (e) bolts, you can hit up to 20% of his life, at the cost of 10% own. That's about 40 damage to your measly 7-8 damage taken. Also, use of a Rune C Bow allows you to bring a zammy book, which adds +5 prayer.
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Don't know slayer since I don't train that much. (I mainly use the Jade Vine.) Of what I do know though, is that Max Strength suit (fighter torso, fire cape, etc.) in combination with Guthans and black mask is pretty much the best. [And of course use a cannon wherever possible.] Smithing - Gold ores to bars with gauntlets. Depending on how much money you're willing to spend, Mith platebodies are really good xp as well. If you're looking to not lose much or break even, arrowheads are the best best (and then you have to fletch them into arrows.) [i personally train at aviansies and then smith the addy bars that drop from them into more arrows that I use, but it's not fast xp.] Fishing - As said before by others, Shilo Village, or Monkfishing at the Pictoris Fishing Colony.
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You'll probably need to get your range much higher (at least double in xp is my best bet, so 7 levels?) Other than that, it's possible for you to get it.
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For all of you who asked about what bow to use, the Rune Crossbow is the best. It is the best because you can wear the accumulator to collect for you, and not feel bad about it because you don't sacrifice any prayer. You get to wear a Prayer book (preferably the Zammorak one) which adds a nice +5 bonus. Also, the "prayer stopping trick" no longer works, where you open a skill menu or use an emote/prayer you don't have. (my bad if some has mentioned this.) Thanks for this guide, as I used it. (Although I modified it after trying a few things. :D) Took me 6 tries!
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Guide to your FIRST fire cape even lvl 60s can get it!!!
Bodito replied to Danton's topic in General Guides
Firstly, I want to say, great, great guide. I did this without guthans so you'll have to forgive me since i'll be looking at this guild from a slight perspective of doing it without guthans. I did caves and there are a few things you're missing, minor things, cause this is a great guide, but none the less missing. Sara brews also add to defense. Not only are they amazing for healing, but the added +15ish to defense stat is amazing. Purple sweets are good, Stackable healing source. Crossbows, as mentioned above, are the best. I did caves with 1k Diamond (e) bolts, and an attractor, and only lost about 250 of them. Additionally, Ruby (e) specs on Jad are a godsend. (Since it does 20% to opponent and 10% to self, that can be up to 50 damage, if Jad is at max life, and only 7-8 damage to yourself. [And if you drink 2 saras going into Jad, you should be about 15 or so hps over your max health anyway.] Crossbows are also best b/c of prayer book. Use an Unholy one cause you'll be praying and not taking damage anyway. Also, on Jad, it might be worth noting that bringing a few sharks (I found 6 did the trick) because they heal more than saras, which is important when the 104s come out. As for movement, because of the new update I found that it was best to go to the North West corner and hug the wall to the East (in that corner) when the 180s were out (note that only one of the 2 360/90 can be out for this to work). Generally the 180 will get to you first there, and then block all the 22 and 45 behind him, thus easy range kill. And I don't know if you've added this (or originally had this), since it's pretty recent, but opening a stat window or clicking on an emote/prayer you didn't have won't stop your pray from going down anymore. -
Yes. I have all four pouches and am getting 800+ xp (about) per run. Haven't timed how long each run takes or how many you can do in 1 hour, but if someone has, (and if you have all 4 pouches) they 800 xp is a good rough value to use. [i have 79 rc.] Additionally, I've been getting about 5-6 bloods, 5-7 deaths, 4-8 chaos, 5-8 laws and 3-4 astrals (and an occasional soul) per run (among all the other normal runes.) I've figured that I break even/make a little profit each run. Now...Compared to Nat/Abyss running.... Rough estimate would be that the xp is about 1.5 times what you get with abyss, but there is a significant decrease in profit. With abyss, I can make 10k per run, but with this, I generally break even or maybe 1-2k profit. Also note that if you have 4 pouches, that means you have to use the Ourania bank 3x per run, which is 60 runes. (even if you use airs/fires, they add up)
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I have always wanted to get my ranged up to the mid 80s so that I can attempt to get a fire cape, however, I have always loathed it since it was one of the slowest (IMO) stats to level up. However, with the addition of the dark bow and the revamping of crossbows, I really want to work at getting my ranged up (and i feel that it will go more quickly than before.) The question: Which then, is better to level with? Assuming I use iron arrows/bolts respectively, which would give me more xp in less amount of time. The Dark Bow has +95 ranged bonus, and can fire 2 arrows, BUT at a slower rate. (But that's still a lot of damage.) While on the other hand, the new Rune Crossbow has +90 bonus, and fires much, much faster. So less damage would be dealt, but you would attack faster. I'm just trying to figure out which has the better DPS, because (while i can) I don't see a reason to use 3.5M+ on a bow, when a rune crossbow can deal just as much, and only costs 40K (however with update, that's bound to change.) Seeing as how I don't level ranged that much, I wanted to see what other people think/know about the 2 styles.
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Assuming that you've talked to the Mage in the center... you have to get the previous pouch to get the next one. So, PICK UP the lowest level pouch and then the next one will come eventually. Also, while fairy rings are nice and everything (can tele you to non wildy abyss and single combat), if you're willing to risk it, take a cannon into the wild abyss with you, and set it up near the northern end of the abyss. [The lvl 41s spawn up there, and the higher lvl ones spawn toward the Southern end of the abyss.] I can get 2-3 pouches in 20 minutes usually (although i haven't died running in a very long time thankfully.) Also, a ring of Wealth does increase the speed in which you receive the pouches. (Although, if you're carrying a lot of expensive items, you may want to have a ring of Life, it's up to you.)
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The Abyss: A complete runecrafting guide (AoW Disccusion)
Bodito replied to mario_sunny's topic in General Guides
For gp/hour, at level 59 you can craft double cosmics. If ess costs 100ea and each cosmic costs 180ea you can make 260gp per ess used. Now, with 3 pouches, that means 42 ess will be used each run. The abyss takes about 1:30-2:00 per run, so that's at least 30 trips so that's... 260(profit per ess) * 42(# of ess crafted) * 30(# of runs per hour) = 330K per hour profit. -
Updated the Balloon requirements (i forgot to put the Entrana one when i made guide.) Updated requirements for using the Death Altar. Thanks for all the feedback!
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Thanks for the bit on the astrals. When i look at the map of the abyss, for some odd reason, Souls and Astrals always blend together for me!
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~~ A RuneCrafting Guide Without the Abyss ~~ Now, I personally love the Abyss, and have made over 100,000 natures through the Abyss. However, I've leveled my combat level so that I can wear the coveted Barrows armor, and I've found that it's becoming harder and harder to find a suitable world where there are no PKers around my combat level. Thus, I went in search of an alternate route, and came up with facts that make the Abyss not so valuble anymore for mid level crafters. For instance, I can craft Cosmics as fast as Abyss runners can Without using the Abyss. Hope that sparked your attention! The Abyss. To give a frame of refrence, most Abyss runs range from 1:30 - 2:00 minutes, depending on how much of the total distance is being run/walked. An Abyss runner who runs the entire time will, for the most part, be able to hold a 1:30 trip time. A person who only runs in the Abyss and the wildy will have about a 1:50+ trip time. They will also have to put out food to heal themselves and will often lose time to world switching to avoid those peksy Abyss PKers. (Hah, I'm destroying that business, I hope!) But Let's begin with the basics. REMEMBER TO WEAR YOUR TIARAS! BECAUSE YOU ARE NOT GOING THROUGH THE ABYSS YOU MUST BE ABLE TO ACCESS THE ALTAR! Basic Picture Guide 1. The Yellow (this hardtosee color) Box will (for the most part) represent the altar that does not appear on the minimap. 2. The paths leading off of the altars are the possible routes that can be taken to reach your destination, the altar. 3. The running times will be listed from fastest to slowest. I will be listing the times as well. ***4. All times listed will be if you run CONSTANTLY. 5. NOTE: Due to the fact that Yellow is a hard color to read, I will not be using it, when I color code the routes in the text here. SECTIONS 1.1 - Air Running 1.2 - Mind Running 1.3 - Water Running 1.4 - Earth Running 1.5 - Fire Running 1.6 - Body Running 1.7 - Cosmic Running 1.8 - Chaos Running 1.9 - Astral Running 2.0 - Nature running 2.1 - Law Running 2.2 - Death Running 1.1 Air Running The Yellow path ~ 1:00 min ~ Time From Falador East Bank to Altar, then Fally Tele back. ~ 1:18 min ~ Time From Falador East Bank to Altar, then Run Back The Blue path ~ 1:26 min ~ Time From CW to Balloon, to Crafting route, to altar, then teleporting back to CW. -----Requirements: Completion of An Enlightened Journey Quest. Also, an Oak log must be burned each trip (along with a tinderbox to burn it.) Additionally for air crafting, if you go to world 16 (see a Post on the Runescape forums for details) you can craft many airs very quickly and profit, and is even used by some players to achieve 99 runecrafting. 1.2 Mind Running The Yellow Path ~ 1:20 min ~ Start at Edgeville, Run to Wildy (must go through level 5 Wildy) and head west until you reach the spot in the picture. Craft, then Glory back. -----Requirements: Enough Glory Amulets. The Purple Path - (I prefer this path, as it uses less energy to Edgeville run) ~ 1:20 min ~ Start in Goblin Village, go north, WEST from where you teleported to get to the wilderness (you will pass a chaos altar.) Then Run East a little until you see Altar. Teleport to somewhere there's a bank, preferably Edgeville. -----Requirements: Completion of Another Slice of Ham. Tele orbs (from ASoH quest.) The Cyan Path ~ 1:35 min ~ Walk from West Falador Bank to Altar, then Tele back to Falador. ~ 2:20 min ~ Walk from West Falador Bank to Altar, then Walk back. 1.3 Water Running NOTE: Sorry they are the same color, just refer to what I typed for reference. The Right Path ~ 1:05 min ~ Teleport to Lumbridge, walk through the graveyard, past the Lost City Shed, and to the Altar. Tele using Glory(Edgeville)/Dueling Ring (CW) The Left Path (wrong, har har har.) ~ 1:20 min ~ Start in Draynor, walk SE to altar, craft, Glory back to Draynor -----Requirements: Glory Amulets ~ 2:00 min ~ Start in Draynor, walk SE to altar, craft, then walk back. 1.4 Earth Running The Cyan Path ~ 1:00 min ~ Start in CW, use balloon to Varrok, Craft, Tele to CW. -----Requirements: Completion of An Enlightened Journey (tinderbox and Willow log also required). Dueling Rings. The Blue Path ~ 1:05 min ~ From Varrok East bank, head East to Altar, Tele back to Varrok, and run to East bank. ~ 1:20 min ~ From Varrok East bank, head East to Altar, run back to bank. 1.5 Fire Running ~ 0:33 min ~ Start in CW, use Duel Ring to Al Kharid, run north, craft, use Duel Ring to get back to CW. Repeat. -----Requirements: Lots of Dueling Rings, depending on how many you make. ~ 2:00 min ~ From Al Kharid bank, go to altar, then run back. 1.6 Body Running ~ 0:45 min ~ Start at Edgeville bank, run to altar, Glory back. -----Requirements: Glory Amulets ~ 1:10 min ~ Start at Edgeville bank, run to altar, run back. 1.7 Cosmic Running - This is where the money really starts Map of Lost City (credit to tip): http://tip.it/runescape/index.php?page=lost_city.htm NOTE: I am going to assume you know how the fairy rings work, and where to go to access the rings. I only assume this because when you do Fairy Tales Part 2, you gain some knowledge about them. NOTE2: As you can see on Lost City map, there are 2 agility shortcuts. You must use, at least, the lower level agility gap (level 46.) NOTE3: I do not have the requirements for the level 66 agility gap (my agility is 62 at time of writing this :( ) so, I do not know if that is faster. Try it on your own if you can! NOTE4: The lower agility level on my picture is wrong. Sorry about that, but I say 46 many times, so just ignore the wrong one. ~ 1:33 min ~ Start in Edgeville, run east across the bridge, and south a little until you see the Fairy teleport ring. Use it. Then go south, through the level 46 agility shortcut, and down to the altar. Then Glory back to Edgeville. -----Requirements: High Agility (46 bare minimum). Glory Amulets. Started Fairy Tales part 2 (to use Fairy ring network). ~ 2:00 min ~ Use of the bank in Lost city. Go past Fairy ring hub, and south to altar, then run back north to bank. 1.8 Chaos Running I am sorry to say this, but I find crafting Chaos completely worthless. However, I do have some good reasons. 1. If you wanted, you can go to a rune shop and buy them for about the same as pure essence costs. 2. You can make more money crafting other runes. (especially if you can craft natures/double cosmics.) 3. Because each higher level rune only gives .5 more xp per rune made, it is not a valid arguement to say that "I'm making them because it gives more xp!" 4. The reason why that arguement isn't valid is because it takes forever to make them without the abyss. The maze that you have to navigate completely destroys the purpose of runecrafting for a profit. 1.9 Astral Running Without the completion of Lunar Diplomacy, I can't really give much info here. However, I do feel that there is not a large market for these runes, as lunar magic is a non-combat (for the lower levels) oriented skill, resulting in a very small group of people who will buy the runes. - Matok 2.0 Nature Running Credit to tip for map (taken from world map) The Red Path ~ 2:00 min ~ Start in Edgeville. Use the Fairy Ring east of Edgeville. Then use it in the Lost City with the combination, CKR, walk along the path above to the temple. -----Requirements: At least started Fairy Tale Part 2 to use rings. Glory Amulets. The Blue Path ~ I do not like the Walking Strategy, although I drew it in above. This is mainly because there is no bank to refresh your supplies. Now, you can say, "well, you can note anti poisons and super energy pots!" - But then you just lost 2 additional spots that could be for crafting natures to noted items. ~ If you use Shilo Village bank. Just stop now and go craft something else. It's so slow, the profit is almost not worth the time spent getting it and better xp and profit can be found elsewhere. 2.1 Law Running Again, thanks to Tip for the World map. The Green Path ~ 1:30 min ~ Start in CW, use Balloon to go to Entrana, run to altar, craft, dueling ring back to CW. (This path uses considerably less run energy as compared to the other one.) -----Requirements: Completion of An Enlightened Journey (also requires tinderbox and normal log to use balloon). Completion of Troll Stronghold. The Red Path ~ 1:45 min ~ Start in Draynor, walk to the monks to sail to Entrana. Go to altar, craft, Glory back to Draynor. -----Requirements: Completion of Troll Stronghold. ~ I did not time the walk to altar and walk back because i believe that if you're doing that, you shouldn't have level 54 rc, and therefore should not be crafting them to begin with. 2.2 Death Running That picture is of the Underground Pass. The quickest route therefore is, use a Lletya seed teleport, walk to the Underground pass "exit" to the elven lands. Go from middle of Underground pass to bottom left (if you don't fall on one of the agility jumps, the door is in the bottom middle of the wall) then go through a crevace in the wall to the runes, then into the altar room itself. Then teleport back to Lletya. Also as a minor note, the Underground pass scares the crap out of me, which is why I detest this walking method (that and it takes way too long.) -----Requirements: Mournings End Part 2, Mournings End Part 1 (where you get Lletya seed Teleport), Sheep Herder, Big Chompy Bird Hunting, Roving Elves, Waterfall Quest, Regicide, Underground Pass, and Biohazard. NOTE: Most of these quests are hard, and want to kill you, many times. To recap: The Abyss is only worth using if you are going to be crafting Deaths or Natures. This makes sense, because they, in turn, offer some of the best xp (except laws) and profit. Every other rune can be made in mass produce safely and just as fast (if not faster.) Thanks for reading! Hope you learned something from it! And thanks again to Tip for the wonderful world map that I utilize so often!
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Ugh, you people that didn't fail make me feel bad. I've personally gone through that first ledge about 15+ times with lvl 61 agility (64 potted) and was actually about to make a thread with this exact question! I guess tagging along with another question... Is it best to drop the mourner gear? Like, does weight effect the outcome? (I've been dropping with no luck. :( The reason i think about that is b/c of DT where going through the temple with a negative weight gives you a very high percentage of passing it.) Note that I've been trying to do this at -2Kg.
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The fastest way would be to buy in a large bulk from another player. There are many posts on tip (i know as a fact, being a smither) where people sell 10K+ emeralds among other gems. Also, with the profit you'd make from making laws, you would gain much more than you used to make all of the rings. And from my time at Shilo Villiage, I tended not to get emeralds, mainly Rubies (out of saph, emerald, ruby, diamond). I see how the Air Transport would be quite fast using this manner.
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RuneCrafting Nats through the abyss (combat 60-80)
Bodito replied to Alan_1134's topic in General Guides
Correct me if I'm wrong, but does your inventory + armor really weigh 43Kg? Cause...if it does, you won't be running very much. -
1-99 Hunter in Three Weeks! ::PICTURES UPDATED::
Bodito replied to Coandca5's topic in General Guides
Great guide, I'm bookmarking this one while I lvl my own Hunter. -
~~Newer Bank Of Runescape~~ **Updated again 05/15/09**
Bodito replied to Thagern's topic in RuneScape Suggestions
pls read top of page 89 if you are new in this. This idea has been sent to Jagex, and they didnt like it cause it would take up too much memory. Pls take that into account. -
~~Newer Bank Of Runescape~~ **Updated again 05/15/09**
Bodito replied to Thagern's topic in RuneScape Suggestions
wow, i just came into this conversation/debate and it amazes me. My bank is only 1/3 (or less) full, and i get items lost, so i completely support this. I do agree with some that this is not needed on F2p, there just aren't enough slots that they would have to fill, which then makes it so many things aren't lost. Also, (i did miss a lot, cause i didnt feel like going through all 90 pages, srry) for the locking items idea. It seems to me, that if you are already organizing it to that degree of armors/things you wouldnt really need to "lock" them in. My reasoning is that you wouldn't lose much anymore, if you store it in compartment "z" and if you know what kinds of things you have in there it should be easy to find/replace. Now you may argue that you could take out half of a set, and then it would be all scrambled, but if you only have to move...20 items? (4-6 sets of things) out of the way, then it wouldn't take long to get items into their original/wanted position. Personally, I think that just having compartments would solve a lot. Everything else to me is, while nice, not necessary. It seems like that that is just a lot of fluff to make it more special than necessary. In my opinion, Compartments are all that's needed. [Maybe this won't strain servers as well?] But all in all, this posts gets kudos.
