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14th Jan - Kalphite King


Sylpheed

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The Kalphite King (members only)

 

The Kalphite King is here, and he's by far the toughest boss ever seen in RuneScape. He has a combat level of 230; three forms, each requiring different tactics; and an array of devastating attacks, including an ability that can one-hit kill anyone who doesn't avoid it!

 

The Kalphite King's too much to handle alone, so you'll need to bring friends. You can face him in groups of up to 20, and you'll need to have mastered the full breadth of EoC combat tactics to survive. You'll need to cycle tanks using threat-generating abilities, take careful note of the king and his minions' vulnerabilities, and co-ordinate your group to avoid deadly area-of-effect attacks.

 

With this in mind, you'll most likely want to face him in a group of friends, with whom you can practice and develop strategies. The Kalphite King's Chamber is instanced, and we've introduced a new grouping system for the area that lets you determine how and with whom you want to undertake this monumental combat feat. When you enter, you'll be asked whether you want to create a new instance or join another, and instances can be locked to a specified number of players; to a minimum combat level; and to those with a pass code of your choice. It's also possible to determine the spawn rate of the king within your instance.

 

Head into the Exiled Kalphite Hive, if you dare. It's going to take all of your skill and concentration, a group of staunch comrades, high combat levels and the very best gear in the game to take down this mandibulate monstrosity.

 

Drygore Weapons (members only)

 

Speaking of gear, the Kalphite King brings with him the first level 90 equipment: the grotesquely powerful drygore weapons. Rare drops from the Kalphite King himself, they comprise a rapier, longsword and mace - as well as off-hand equivalents - and are wrought from nightmarish arthropod appendages. They're the very best dual-wielding melee weapons in the game - requiring level 90 Attack - and are sure to lay waste to whatever stands in your way.

 

 

 

 

Drygore weapons degrade with use, and can be repaired with chitin gathered from enemies in the new Exiled Kalphite Hive. This will drop in the form of untradeable damaged chitin, but a smith of level 60 or higher can break this down into chitin scraps at an anvil. This will render it tradeable, and ready for use in repairs.

 

Alternatively, speak to Bob in Lumbridge to repair your weapons in exchange for coins, or do so at an armour stand in your player-owned house.

 

Exiled Kalphite Hive (members only)

 

Zoologists, desert travellers and entomophobes alike are bewildered by the emergence of a new Kalphite Hive in the Kharidian Desert. Home to a new strain of 'exiled' kalphites, it has been theorised that these creatures have broken away from the original hive, and even that they are preparing for war against their former home.

 

No-one knows for certain why this new hive has been founded; why there are newly-evolved breeds of magic-using kalphite within; or why it is presided over not only by the Kalphite King, but also another Kalphite Queen. For now, those venturing into the hive can expect to find fierce opponents on which to train combat or Slayer, a source of chitin with which to repair drygore weapons, and the entrance to both the Kalphite King's and the Exiled Kalphite Queen's lairs.

Drops from kalphites - both regular and exiled - have been improved to make them much more appealing as a combat target, and the original Kalphite Lair has been graphically updated to bring it in line with the quality of the new one, as have all kalphite NPCs, with the exception of the Kalphite Queen.

 

 

 

 

 

 

Where to fight the Kalphite King:

 

Enter the Exiled Kalphite Hive, found to the south of the Jaldraocht Pyramid in the Kharidian Desert. The Kalphite King's Chamber can be found deep within.

Upon entering the Kalphite King's Chamber, you will be given the choice to either begin a new instance, with parameters defined by you, or to join an existing instance.

 

Requirements:

 

You must be a RuneScape member.

While there are no level requirements, it is strongly suggested that you have at least level 80 in both your primary combat skill and your Defence skill (for a combat level of at least 160) before you attempt to fight the Kalphite King.

We also suggest a group of at least 10 players, as well as the very best gear that your skill level allows you to wear.

Wielding drygore weapons requires level 90 Attack.

If you wish to break down damaged chitin for sale or weapon repairs, you will need at least level 60 Smithing.

 

 

 

Enjoy!

 

Mod Hunter

 

 

 

Behind the Scenes Video

 

If you haven't already, take a tour of the Kalphite King's Chamber in our recent Behind the Scenes video:

 

 

 

 

 

In Other News

 

Hati and Sköll are terrorising the Fremennik Province once again, and there have been a raft of awesome combat updates focused around high-end gear - including a way to convert dragon claws into new chaotic claws! Take a look here for full details.

There are some insect-actular new kalphite outfits available in Solomon's General Store!

Enjoying the Construction XP from God Statues? Build on these new foundations with Construction Training Packs - appearing more frequently on Squeal of Fortune this weekend! Details coming soon.

Check out the new Monster Weaknesses page: your one-stop reference for the weak points of your nastiest nemeses.

A great number of untradeable objects can now be noted, and many of those can also be traded to a familiar. We've also granted the following items additional functionality while noted:

 

Elf crystals can now be recharged while noted.

Special teak and mahogany logs can now be exchanged at the sawmill while noted.

Eligible Dominion Tower rewards can now be exchanged for Dominion Factor points at a reward box while noted.

Untradeable potions can now be decanted while noted.

 

Patch Notes

 

The following fixes and tweaks have now been implemented. As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game.

 

Graphical:

 

An animation has been implemented for adding feathers to bolts and arrows.

God Statues interface buttons highlight on mouse over.

Equipping a greegree whilst being punched by a monkey guard will no longer disfigure the player.

Fixed a stretching issue with Eduard's head in Canifis.

The Oracle's neck no longer stretches.

Bloom has been removed from the beer glasses during cutscenes in The Forgettable Tale of a Drunken Dwarf.

Stealing Creation harpoons will no longer look like swords while sheathed.

Fixed a minor stretching issue on the rune kiteshield (t).

The animation for flying carpets has been tweaked.

Fixed a small section of wall kit at Varrock castle.

Red and black snelms no longer cause players heads to stretch.

Fixed an issue with Lord Daquarius' appearance.

The Falador archer guards now draw back their bows correctly.

The mithril shield no longer stretches when performing emotes.

Made a slight change to the appearance of the zaryte bow while worn sheathed on back to correct differences with the held version.

Falador shield emotes can no longer be performed while the shield is sheathed.

A D&D map icon has been removed near the Wizards Tower.

 

 

Quests, Challenges & Achievements:

 

The Rag and Bone Man wishlist will no longer tell the player that they have received 2 extra Squeal of Fortune spins.

All dagganoths encountered during Blood Runs Deep have been updated in line with EoC.

Made a tweak to In Aid of the Myreque to allow a certain player to continue the quest after getting stuck due to a server crash.

Players can now progress through What's Mine is Yours if they mine more than one rock in the Dwarven Mines.

F2P players who lost membership while a pet cat was following them, should no longer have issues getting Ozan to follow them during Stolen Hearts.

Players can now complete the achievement Let Fate Decide if they're at a certain point in the tutorial and they already have the baby troll.

The task 'Plenty - Potion-Entiary' will now work correction inside the Range Guild.

The fountain and the furnace have been made easier to target with spells during Enakhra's Lament.

Kolodian is again attackable once he changes form.

Char has had an overhaul for Evolution of Combat.

 

 

Skills & Minigames:

 

We've fixed a typo in the God Statues chat.

Players can now close the God Statue building interface while in Open GL, minimum settings, resizable mode.

The Hybrid Armour rewards interface will no longer appear twice for some players.

Players hairstyles are no longer altered when entering and leaving a Fremennik Saga.

The hint arrow in Impetuous Impulses no longer persists when leaving the game.

Hybrid gear will now show stats on the worn equipment interface once a minigame has started.

Your allies will no longer continue fighting during the end cutscene of the Three's Company saga.

Fixed an issue with the Dungeoneering token rewards for some Fremennik Sagas appearing twice.

Walking into certain places during Troll Invasion - Defend the Gatehouse no longer breaks the D&D.

Using emotes from the action bar now correctly counts for circus performance.

It is no longer possible to bypass upgrading your wand at the Mage Training Arena.

The Mobilising Armies resource locators now function correctly.

NPCs throughout Temple Trekking no longer regenerate health when out of combat.

The factory outfit Herblore bonus now works correctly with weapon poison potions.

Trap, snake and scarab damage in Pyramid Plunder has been increased.

 

 

Other:

 

The Barbarian Notes will now only drop when they have not already been copied into the "My notes" journal.

Lootshare now works correctly when a single player deals all of the damage against an NPC with lootshare enabled.

Bork and the Jade Vine now award combat XP.

The rock-throwing trolls on Trollheim's northern slope are now aggressive again.

Players can no longer kick/punch enemies from a distance.

The flameburst defender now has matching stats to its bound version.

The ranging scrimshaw has now correct bonus listed in Captain's log.

Using abilities on Vyrewatch now works as intended.

We have updated all arrows and bolts to have level requirements.

The feedback message when using an Omni-talisman on an altar in F2P has been updated to reflect the item being a members' object.

Corrected several minor typos in Player Owned Ports.

Mighty banshees now deal an appropriate amount of damage.

Updated fire giant combat levels in line with the Evolution of Combat.

Corrected the kill counter in Ancient Prison area of God Wars to give only one count for each kill.

The door to the Ancient Prison can now be opened after 40 Zarosian kills instead of 41.

Fixed an issue with making sanfew serums with the new Make-X interface.

Added a warning to the Ardougne teleport lever about losing all your items in the Wilderness.

The Kal'Ger the Warmonger music track will now unlock correctly.

Fixed an issue that was causing Living rock strikers to only hit for 1 damage.

Players can once again use High Alchemy with the greater runic staff.

Elite black armour now states the correct stats in the GE.

If you die to the Queen Black Dragon, your gravestone will now only appear outside the summoning portal, within Grotworm Lair.

Fixed an issue where Desert strykewyrms and cannons were not behaving as expected.

Players can now box in their PoH with boxing gloves.

Ships no longer complete the "No Voyage Selected" mission.

Bob in Lumbridge will now correctly repair Barrows items that are slightly degraded.

The Royal Crossbow and Crystal Shield now degrade as expected.

Crows no longer fly through the walls in Draynor.

Random Event emotes no longer refer to being unlockable whilst locked, as random events have been disabled.

Several "longbow" references have been updated to "shieldbow".

Corrected an issue where players in co-op slayer tasks against Strykewyrms could no longer fight back against the wyrm when the task was completed mid-fight.

Players no longer get logged out in certain circumstances when closing popups in the lobby.

Meg's reward lamps are no longer affected by XP boosting mechanics.

The warning that appears when sending a 4-trait captain on a trait finding mission has been updated to explain why this is a bad idea, rather than defaulting to a message about sending out a mission with a low chance of success.

Fixed an issue when selecting Call Pet whilst having a Clan Avatar out.

Players trying to 'Join' a friend in Runescape Classic will no longer disconnect, but instead be told this isn't possible.

The Fortune of the Sea effect now deactivates as intended, allowing further effects to be correctly activated.

The Ports Shipyard interface will now return player to the correct floor if they were not on ground level.

The Shipwright building no longer gives the tier 4 shipwright bonus to ships with a tier 1 or 2 shipwright building.

Fixed some issues with The Assassin random event at Player-owned Ports.

The 'mission successful' Voyage Completion interface now shows the correct NPC crewman unlock.

Having a full crew, right clicking a crew for hire and selecting 'recruit' will no longer use up a reroll.

The Make-X interface now updates correctly when Smithing whilst wielding Varrock armour.

Players will no longer make more summoning scrolls than intended.

The Social Slayer ability to heal your Slayer partner now works as intended.

Members weapons and armour now display their stats on tooltips while on free worlds.

The Queen Black Dragon's dragon breath now charges Ranged and Magic dragonfire shields correctly.

Giant rock crabs found in Waterbirth Island dungeons have had their combat level reduced down to 136.

 

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" Untradeable potions can now be decanted while noted. "

 

Sweet!

 

Edit: Decanting them gave me back 44 empty vials!

* Goal: all stats + *

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" I'm not proud of everything I've done but I have no regrets "

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The Fortune of the Sea effect now deactivates as intended, allowing further effects to be correctly activated.

 

Wait, does this mean FotS is not a permanent effect anymore?

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V9lgL.png

 

10 chaotic spikes @ 20k tokens each to make both claws. You lose the dragon claws when you make them.

From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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Noted untradeable items *cries tears of joy* bye bye light orbs, bye bye serum 207... Hello bank spaces :D

  • Like 4

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Mercifull <3 Suzi

"We don't want players to be able to buy their way to success in RuneScape. If we let players start doing this, it devalues RuneScape for others. We feel your status in real-life shouldn't affect your ability to be successful in RuneScape" Jagex 01/04/01 - 02/03/12

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Glad I didn't waste my money.

 

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Chaotic Claw stats?

 

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From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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5 min cooldown for rejuv is just too much, way to go for "increasing difficulty".

Also, they hyper buff the non-degradable amour with strength bonus, degradeables are next to worthless.

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wow... the tiers are now ridiculous... nex gear is about 50% better than t70 gear, what a (bleeping) joke....

 

On the plus side, port armor should be well worth it.

From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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Apparently dual-wield weapons still have bad dps, so the new weapons are useless on release.

 

Also, can anyone screenshot the Nex set effects? It appears void isn't displayed like barrows.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

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Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

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Solod it

The boss they said was going to take groups of like 6-10 people? It's been out for what, an hour? :wall:

 

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Solod it

The boss they said was going to take groups of like 6-10 people? It's been out for what, an hour? :wall:

 

I'm not so sure, but my sarcasm senses are tingling all over Karu's post

Yeah she showed a pic of no armour, almost dead with KK on full health...

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Oops. My mistake then. I'm at work so the pic isn't loading properly for me. :oops:

 

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THE place for all free players to connect, hang out and talk about how awesome it is to be F2P.

So, Kaida is the real version of every fictional science-badass? That explains a lot, actually...

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