05-Jul-2011 – Salt in the Wound
“Though few questioned it, the unnatural sluggishness of that littoral settlement was an omen of vile significance. Never did I witness a more harrowing affair than in Witchaven, by the cruel water’s edge.”
The Temple Knights have long been at war with Mother Mallum and her mind-controlled minions, but after a recent breakthrough a solution is within sight. Somewhere within the labyrinthine chambers of Daemonheim a creature dwells, whose very essence is capable of disrupting the Slug Queen’s powers... but this isn’t a mission that can be faced alone.
With a more grown-up outlook on life and greater control over his abilities, Kennith will eagerly add his magic to your arsenal. The hygienically challenged Ezekial also returns, this time with a bit more bang! Finally, we have the fresh face and strong sword-arm of the Temple Knight Eva Cashien, who is keen to live up to the family name and to prove herself in battle.
Join forces, issue orders and work together with these heroes, taking the fight from the fishing platform where it all started to the slimy doorstep of the sea slugs. Infiltrate the newly surfaced Slug Citadel, and come face to face with Witchaven’s dreadful puppeteer.
If you can successfully achieve resolution in this, the last quest in the Sea Slug series, you’ll gain access to an increase in bound ammo storage within Daemonheim... as well as the XP, of course.
Runescape Content Developer
Where to start Salt In The Wound:
Talk to Kennith in the east of the Daemonheim peninsula.
Requirements to start Salt In The Wound:
In other news...
Members will have the opportunity to acquire their very own Dwarven Army Axe, a marvellous article of dwarven engineering that can serve as a needle, a chisel, a pickaxe, a hatchet, a tinderbox and even a weapon in a pinch. It’s the accessory of choice for the eclectic, low-levelled adventurer with a range of interests and scarce free inventory space. Switch seamlessly between mining that stubborn copper vein, swatting that irksome goblin and darning your socks. Current members will be informed of how to obtain one of these upon logging in, so get your Dwarven Army Axe today!
The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website).
Falling into a spike pit in Isafdar no longer puts the player into a black space if they lag when falling.
Mahogany wardrobes no longer stick through the upper floor of a player-owned house.
Karil's skirt (broken) no longer has a large clickable area when dropped.
Thurgo and Ramarno's chatheads have been updated.
A chameleon in Zanaris now more closely matches the colour scheme used in Zanaris.
Some flickering on the edges of the cliffs in the Brimhaven dungeon has been fixed.
The lederhosen top once again has sleeves.
Some fire in the Rocking Out prison no longer clips through the floor above.
Flags at the Drill Demon random event now wave correctly.
The colour has been returned to the robe of elidinis.
A flickering tile near the Keldagrim entrance has been fixed.
Aggie and a man will no longer walk through chimes on Aggie's house in Draynor Village.
Larger Evergreen tree trunks are now using newer tree trunk graphics.
The farming patch during My Arm's Big Adventure has had its colour returned when it's full of rocks.
The Jatizso dock no longer flickers.
Some heightmapping in the Daemonheim terrain has been fixed.
The camera no longer jumps around when climbing down Trollheim agility shortcuts.
The ‘Blast and Hellfire’ task no longer states that it can be unlocked on training dummies.
The torn paper interface during the Slug Menace quest has had the tooltips updated.
The quest journal for Blood Pact no longer mentions Kayle's Bow.
A grammatical error in Horror From the Deep has been fixed.
Some confusing dialogue in the Legacy of Seergaze quest has been tidied up.
It is no longer possible to enchant crossbow bolts or humidify during Castle Wars. It is also not possible to do anything involving ‘Make-X’.
Emotes performed in the Circus are no longer considered repetitive.
Lunar spells no longer give experience during minigames which offer free runes.
The Mining boost gained during Lava Flow Mine now persists over logout.
Ozan and Owen no longer hold their weapons when home teleporting during the Fremennik Sagas.
The aura slot has been added to the bank's equip screen.
Some Loyalty Programme-related phrases have been added to the Quick Chat system.
The Dungeoneering party tab now remains upon completing a Dungeoneering floor, instead of half-reverting to the Quest tab.
It is no longer possible to set up a dwarven cannon at the Grand Exchange.
The ‘yawn’ and ‘beckon’ emotes are now the correct way around.
The ‘laugh’ emote is now listed on the Treasure Trails emote filter.
The bonecrusher now works correctly with monkey skeletons. The respawning code has also been tidied up to not rely on players being in the area.
A group gatestone now functions correctly when traded.
The required level dialogue when selecting a Dungeoneering floor now tells the correct level needed.
Spam-clicking the advisor button no longer causes players to disconnect.
All Faruq's Tools now correctly output to Friends' Chat channels instead of Clan Chat.
A typo has been fixed upon speaking to Hans about Veteran capes.
A tree resource in certain Dungeoneering rooms can now be accessed.
Mahogany pyre logs are now named consistently with other kinds of pyre logs.