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4th March - The World Wakes


Sylpheed

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The World Wakes (members only)

 

Orlando Smith's made a big discovery just west of the Legends' Guild: ruins dating from the First Age, which he believes once belonged to Guthix himself. It's the sort of find that makes careers, but breaks the hasty and the unprepared, so he needs your help to safely uncover the lost knowledge and artefacts within.

Make your way past the ruins' defences with strength and cunning, and you'll discover secrets that could shift the world's balance of power forever. There'll be one mother of a battle before the quest is through, so you'll need a combat level of at least 140 and your very best combat gear, along with plenty of food.

Ultimately, you'll have to make a choice, and your decision will set the scene for the events to come and feature in future story content. One thing is certain, though: once you're through, you'll become a whole new breed of hero, and the woken world will need you more than ever.

 

Completing the quest will earn you over 800,000 XP in lamps (in a variety of skills, with minimum levels ranging from 65 to 80), five new ultimate combat abilities (usable at level 85 in their related skills), and cosmetic torso gear. In addition, there's a trove of post-quest rewards - including a powerful ring, a title, and new Slayer targets that can drop level 85 gloves and a pet - that can be claimed once you've finished the quest and met certain high-level requirements, listed here.

Please note: as of next week's update, all future game content will work on the premise that this quest happened in the past. So, if you want to play the quest with no spoilers, we recommend doing so this week!

 

Enjoy!

 

Mod Ana

How to start The World Wakes:

Speak to Orlando Smith at the excavation site to the west of the Legends' Guild.

Requirements:

There are additional, post-quest rewards on offer for completing the quests and reaching the skill levels listed below.

 

Please note: these can be met and their rewards claimed at any time following the completion of the quest. You won't miss anything if you don't meet these requirements when you complete the quest:

 

In Other News

  • The latest batch of Evolution of Combat updates is here! Dual wielding has been brought onto the level of two-handed weaponry in raw damage, and mages can now auto-cast a different spell from each hand! We've also made changes to the way that Player-Owned Ports armour degrades, bringing it in line with Nex armour.
  • There's been a big change to the free game today. We've opened up Burthorpe and Taverley to free players, as well as the first five levels of most members' skills, as a replacement for our existing free trial!
  • We've made some changes to the way run energy works, so everyone can run for longer and recover their energy more quickly.
  • Solomon's General Store is now offering all-new god robes and teleports, tailor-made for followers of Guthix, Saradomin, Zamorak and Zaros.
  • There's a new World Wakes Medley available for your listening pleasure on ourSoundcloud page.
  • Along with today's changes to the free game, there have been some tweaks to the naming conventions for ranged and magic style-specific potions. Existing potions of this type are now prefixed with 'super' - so what was previously called aranging potion is now a super ranging potion. New, low-level potions have been implemented for the 1-5 Herblore level range, and these have adopted the non-prefixed name (e.g. ranging potion).
  • You may now pay your weekly anagogic orts for Clan Avatar buffs at your Citadel Quartermaster.
  • Hati and Sköll have been removed from the game.
  • There have been a batch of usability improvements made to the Customisation Interface:
    • It is now possible to purchase a duplicate of certain functional prestige items if they're held in a keepsake box. Note that the duplicate will automatically be destroyed if the item in the keepsake box is withdrawn.
    • It is now possible to select weapon overrides of different types simultaneously, so there is no need to switch them when changing weapons.
    • It is now possible to select multiple skill animations at once. Where they affect the same action, a random animation will be played.
    • Weapon overrides now work correctly with off-hand weapons.

    [*]Support for Software mode has been removed in preparation for future updates. For more information, click here.

 

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:

  • The old Massacre animation has been 'massacred' and given a new beastly animation.
  • Cosmetic overrides for the woodcutting animations will now be used when chopping trees in fruit tree patches.
  • An issue with the fire cape on female avatars has been fixed.
  • Farmer's mouths no longer stretch.
  • Elemental body boots no longer clip when worn with monk robe bottoms.
  • A clipping issue with the musketeer's hat has been fixed.
  • Cyrisus now wears the new style dragon helm.
  • A Monkey minder chat head has been updated to show the correct skin colour.
  • You can no longer perform the Sleuth emote when your magnifying glass is sheathed.
  • It's no longer possible to perform the Lightning Staff emote when the staff is sheathed.
  • The afflicted in Morytania now have the correct colour skin.
  • Dark beasts’ magic attacks now display hit splats at the correct point in the animation.
  • The dragon square shield no longer stretches when performing certain actions.
  • The glassblowing pipe crafting animation is now correctly aligned for female characters.
  • The highlight outline on the rune platebody has been adjusted.
  • The rune full helm (t) will now look correct on male characters.
  • Masked earmuffs now renders correctly on male characters.
  • The adamant kiteshield and boots from the Mage Training Arena have been graphically updated.
  • The carnival headdress will now display a colour change on the player immediately.
  • Imiago in Shilo village will no longer have patches of light coloured skin.
  • The Ardougne fountain has been given a newer water animation.
  • Urn Collector Ernie's lips will no longer stretch.
  • Players will now hold staves securely in their hands while playing the high-alchemy animation.
  • Vigroy in Shilo Village will no longer have odd coloured skin patches.
  • Jimmy's skin texture had become a bit blotchy, so his makeup has been reapplied.
  • An issue with the star on the Entrana altar has been fixed.
  • The bellows in Lumbridge no longer clip with the surrounding scenery.
  • Warrior women are now holding their swords correctly.
  • The clan cape colours should now render correctly on both genders.
  • The buckles on the pirate boots have been fixed so that they no longer stretch when smelting at a furnace.
  • Some labelling issues with Osman have been fixed which were causing him to stretch and bend wildly.
  • Players with bloom on in the Shadow Dungeon will no longer experience an extremely bright white screen.
  • Mayor Hobb's neck should no longer stretch.
  • The fox mask no longer shows the back of a players head as bald.
  • Polar kebbits no longer appear brown when caught.
  • Ranis Drakan's chathead is no longer distorted when he is laughing.
  • A stretching issue with the fungal visor and its degraded forms has been fixed.
  • Skeleton Fremennik have had their torsos reattached to their legs.
  • Honour guard attacks no longer show their axes and shields intersecting.
  • The male Trader crewmember model has been fixed.
  • Reese in the Lumbridge Catacombs no longer stretches wildly.
  • An issue with Eluned's appearance has been fixed.
  • Carn's face no longer stretches at the conclusion of the Three's Company saga.
  • An issue with Kay's head stretching at the conclusion of the Vengeance saga has been fixed.
  • An issue with stretching on some models in the Nadir saga has been fixed.
  • The Arctic bears in the Three's Company Fremennik saga have been reminded how to walk.
  • An issue with the Sock/Buskin masks not updating properly when flipped has been corrected.
  • The female Circus shirt has been fixed.
  • Tentacle has had her shell bikini recoloured to appear more visible.
  • A bug where the bare hand fishing animation would play during the Depth Charge cosmetic override animation.
  • The skin colour on the female feline outfit legs has been corrected.
  • The underside of the feline tail now changes colour in line with your hair.
  • The dragon crossbow can now be used with crossbow cosmetic overrides.
  • A tree has been removed that was blocking players' views in a Druidic Ritual cutscene.
  • Two tiles in the Slayer Tower now work correctly with “remove roof” on.
  • Closing the shipyard interface no longer causes the minimap to display the top floor of the buildings in the port.
  • The Black Marketeer event map icon will no longer appear twice after using the stairs in the bar.
  • The Saradomin's hiss amulet no longer stretches when players perform emotes.
  • Players can no longer see the an untidy edge in the Brimhaven Dungeon.
  • The glowing eyes from the harmony aura should now be aligned correctly.
  • Equipped weapons no longer disappear when the harmony aura is activated.
  • The animation no longer clips when fletching magic shieldbows.
  • All three Monks of Zamorak now have a casting animation and shoot fireballs.

 

Quests, Challenges & Achievements:

  • Char has had an overhaul for Evolution of Combat.
  • Ned's chat in Dragon Slayer has been tweaked to inform players when they have discovered the secret passageway.
  • The penguin greeting emotes have been added to the quest journal for Cold War.
  • Corrected the quest requirements of Spirits of the Elid.
  • The Fishing Contest quest journal now has narrative text greyed out.
  • The level recommendation for killing the Queen Black Dragon has been updated.
  • The task system has been updated to remove references to the old Rune Mysteries quest.
  • Studded chaps are now recognized as a valid item for the Studded Leather Armour daily challenge.

 

Skills & Minigames:

  • The Sunfreet Dominion Tower battle has been rebalanced.
  • Some more quickchat options have been added to the Runespan minigame.
  • Pyramid Plunder room 7 no longer has a random empty tile that was blocked.
  • The rules for the special Dominion Tower match "You'll Never Defeat Me" have been adjusted.
  • Castle Wars flags no longer appear on character models once the flag has been scored.

 

 

Combat:

  • The damage boost the Ferocious ring provides has been reworked.
  • The "poisonous" indicator on the combat interface now works correctly after logging out and in again.
  • The bananas found in Daemonheim now no longer heal only 20 life points.
  • Iron gauntlets have had their Defence requirement fixed to level 10.
  • Corrected the levels required shown in mouseovers for black and mithril boots.
  • The Dungeoneering Skill Advance Guide now correctly lists the extra requirements for gravite equipment.
  • Stat inconsistencies between the Saradomin sword and the lucky Saradomin sword have been corrected.
  • An issue with generic weapons causing damage to Turoths and Kurasks who should otherwise be immune has been fixed.
  • Third-age druidic robes, cloak and wreath now all apply prayer bonuses when worn.
  • Ghast familiars are now able to hit their opponents.

 

 

Other:

  • Players can choose to have an uncoloured version of the upgraded Balmung.
  • Players can now craft hard leather boots and gloves.
  • Right-click additions have been added to the following: collecting sand off of Bert, starting a delivery from Aluft Gianne Jr, and entering Keldragrim via the Dwarven ferryman.
  • The Teleport option on farmed Spirit Trees has been moved higher up the list of options.
  • You are now able to check the charge of your camulet while it's equipped.
  • We've upped the amount of ecto-tokens the Ghost disciple holds to 2,555.
  • The Nex banker now has a collect option.
  • Added a collect option to the Player Owned Port bank.
  • Farming leprechauns can now swap clean erzille herbs for the noted variant.
  • Bound Dungeoneering armour added as cosmetic overrides using the dragon keepsake box have been prevented from being removed when the player leaves a dungeon.
  • The Slayer shop rewards interface no longer has the tooltips sticking in place.
  • "Gatestone Teleport" spell within Dungeoneering will no longer remain lit while no gatestone is present.
  • The items to make a small map are now listed correctly in the Skill Advance Guide.
  • You can no longer purchase a Shantay Pass from Rasolo.
  • The "talk" option has been removed from the glider gnome Captain Errdo after completing The Grand Tree.
  • Corrected a voice acted line of dialogue for the Partner during a Player Owned Ports cutscene.
  • Creating Illuminated god books is now using the correct amount of prayer points per step.
  • References to longbows when crafting magic logs into shieldbows have been removed.
  • Several grammatical errors in Irwin Feaselbaum's dialogue have been fixed.
  • A no longer necessary square of walk restriction has been removed from outside the TzHaar Fight Pit.
  • Players are now prevented from moving off of the stool while playing the Wizards’ Tower organ.
  • A minor typo in the malleus daemoniorum book has been corrected.
  • You can no longer light a stack of multiple logs in Dungeoneering.
  • Several places that used to mention "certs" or "certificates" have been updated to "banknote".
  • Quickly switching items in the Runespan rewards store will no longer display a different item, when attempting to select 'purchase'.
  • The message 'Your money pouch is inaccessible in Daemonheim' will now only appear once.
  • The spelling of "Barbecue" is now consistent in clan citadels.
  • Iron no longer appears in the Smithing Skill Advance Guide twice.
  • Ice spells now consume blood runes when cast on Chimp Ices.
  • The reference to old combat levels on the Wilderness kills noticeboard has been removed.
  • You will now try and catch a butterfly with your hands if you have your butterfly net sheathed.
  • The Make-X interface for death runes and law runes in Dungeoneering has been adjusted.
  • Players can no longer open the Equipment Stats tab when transformed as a goblin.
  • An issue with Ignatius Vulcan's haphazard fire lighting has been fixed.
  • A typo with the purple Christmas kennel flea has been fixed.
  • Evil Bob's dialogue now refers to him by name correctly.
  • An area in the Slayer Tower where you could not stand to collect loot has been fixed.
  • Players can no longer walk inside the rock to the South East of the Slayer Tower.
  • Some typos in Player Owned Ports upgrade interface have been fixed.
  • The voyages interface in Player Owned Ports will no longer incorrectly show mouse hover tooltips when on the wrong tab.
  • A minor display issue on the Ports Voyages interface has been fixed.
  • Fletching potions are now listed as giving a boost in Fletching, not Agility.
  • The production progress interface now updates correctly when fletching blisterwood polearms.
  • The production progress interface now correctly shows crafting when spinning black wool.
  • A small typo has been fixed in the stalker notes book 4.
  • The demon horn necklace at the rewards trader will now correctly show the amount of prayer points it restores.
  • A reference to the enchanted Excalibur's old special attack has been removed.
  • The Attack Skill Advance Guide now clarifies that the requirements for Daemonheim weapons don't apply to mauls.
  • The Achievement Diary reward no longer states the wrong properties of the enchanted Excalibur.
 

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Please note: as of next week's update, all future game content will work on the premise that this quest happened in the past. So, if you want to play the quest with no spoilers, we recommend doing so this week!

 

Interesting.

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Bonus reward for level 90 Prayer?

Oh wow.

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Dragon Drops : 5 Dragon Medium Helmets, 3 Dragon Claws, 3 Dragon platelegs, 2 Dragon plateskirts, 2 Dragon Hatchets, 2 Dragon Spears, 7 pairs of Dragon Boots, 1 Dragon pickaxe, 10 Dragon defenders, 3 Dragon 2h swords, 1 Dragon armour Slice, 1 Dragon armour Lump, 1 Dragon chainbody, 1 Dragon kiteshield, 1 Dragon hasta, 1 Dragon ward, 25 Dragon knives pairs
The Warrior's Blog , Herblore Habitat - Efficient and profitable

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.:Adventurer's Log:.

[/hide]

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Dungeoneering theme still in log-in? Come on!

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40,919th person to access Turmoil. 21,559th person to access Overloads.

 

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Are there any hidden bonuses here?

 

No bonuses

 

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If I complete these:

 

the giant dwarf

another slice of ham

land of the goblins

the chosen commander

in aid of the myreque

darkness of hollowvale

legacy of seergaze

branches of darkmeyer

the firemakers curse

 

I've got all req's for full reward! Let's get questing -_-

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[spoiler=DW fixes, free game and run energy changes]

Evolution of Combat: Both Hands are Better than One

Shields are great if you're playing it safe, but if you're looking to kick out maximum damage, you should be willing to get both hands dirty. Our latest batch of Evolution of Combat updates is themed around this simple premise.

First up, we've rebalanced both dual wielding and two-handed damage to bring them onto a level plane. Whether you're a dual-dagger dervish or a maul-wielding marauder, you should be doing around 150% of the base damage you'd be doing with an equivalent one-handed weapon and shield. This means that both styles are equally valid ways of pumping out damage, leaving the choice down to your tactical needs and personal preference.

We've also implemented full dual-wielding capabilities for magic users, meaning that you can now auto-cast a different spell from each hand: just right-click the spell's icon to find the option. Have fun coming up with cruel cocktails of Ancient spells to blast and debilitate your foes! You can also wield magic-oriented weapons alongside cross-class weapons. You could wield a crossbow and a book, a wand and an off-hand sword, or any other combination you can come up with.

Alongside the above changes, we've also switched the degrade system for the Player-Owned Ports armour sets to the one used for the armour sets available from Nex. Your top-end armour will now last much longer in battle.

Look out for brand-new magic and ranged abilities, coming soon!

Changes to the Free Game and Membership Trial

From today, free players can train almost every members' skill up to level 5! This permanent expansion to the free game replaces the old two-week free trial previously offered on new accounts, and is a great way for free players to get a taste of the amazing content that membership brings to the game.

Free players must still log on to free-to-play worlds, but on those worlds it is now possible to train every members' skill (with the exception of Construction) up to level 5. On top of that, we've opened up Burthorpe and Taverley to everyone. These two towns make up the Troll Warzone - which is an excellent introduction to the members' game - and contain all the training spots and items you'll need to sample the first 5 levels of the members' game.

The skills on offer are as follows:

You'll also have access to four members' quests:

The Troll Warzone contains all of this, and more. If you haven't tried out our members' game yet, then wait no longer: head north-west from Falador and through the gate to Burthorpe and Taverley, and get stuck into the members' content! You'll be summoning spirit wolves, slaying gelatinous abominations, and quaffing potions until they come out of your ears. Thirsty for more? Take a look at the full range of content available to RuneScape members here.

Run Energy Changes

Run energy's important to think about when you're engaged in PvP, but it's the last thing you want to be worrying about when exploring Gielinor, or just heading over to the Grand Exchange. Despite the introduction of musicians a few years back, we felt that run energy drain was an obstacle to the joy of discovery and exploration, and meant that getting from A to B was much more of a chore than it needed to be.

Today, we have made the following changes to help players of all levels travel around Gielinor on foot far more easily:

  • Reduced the run energy drain rate across all levels.
  • Increased the restore rates across all levels while standing/walking.
  • Reduced the penalty caused by weight to run energy drain rates.
  • Added an “auto run” feature, where the player's state automatically switches to 'run' once run energy restores to 40% after resting, standing or walking (unless explicitly toggled to 'walk').

Everyone should see a marked improvement in running time before needing to rest. All items that restore run energy work as they did before, and the Leech Energy curse still drains and restores run energy at the same rate.

We're also looking into a big update to the Agility skill in the future, to introduce benefits beyond the run energy drain and restoration rates, shortcuts and other content it currently unlocks.

 

 

 

The whole "extra magic and range abilities coming soon" annoys me.

 

We all know "coming soon" is a good 6 months of so for jagex =/ Still, hooray for dual wielding!

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Pneumatic Gloves

- These gloves have a strong mechanism to increase the power of your hits.

 

LP bonus - 194

Armor bonus - 255

 

 

 

 

 

 

Do they possibly have a passive damage increasing effect? I guess we will have to wait to find out.

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Pneumatic Gloves

- These gloves have a strong mechanism to increase the power of your hits.

 

LP bonus - 194

Armor bonus - 255

 

 

 

 

 

 

Do they possibly have a passive damage increasing effect? I guess we will have to wait to find out.

 

You sure those aren't the other way round?

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Pneumatic Gloves

- These gloves have a strong mechanism to increase the power of your hits.

 

LP bonus - 194

Armor bonus - 255

 

 

 

 

 

 

Do they possibly have a passive damage increasing effect? I guess we will have to wait to find out.

 

You sure those aren't the other way round?

 

I guess they are backwards. I just did that from memory lol. The point is they aren't much better than current gloves unless they somehow boost damage like their description kind of hints at.

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If we do not have the required prayer or slayer levels for the experience lamps, will they be placed into our inventory automatically once we reach the required level or will we need to remember to claim them somewhere?

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[hide]

I'm stuck on the puzzle room, how the hell do I get top right into the green hole thing?

4vSajKN.jpg

HALP ME

[/hide]

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^^My blog of EoC PvM, lols and Therapy.^^

My livestream- Currently: Offline :(

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Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.

Dag kings drops: Lost count! :wall:

4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide]

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[hide]

I'm stuck on the puzzle room, how the hell do I get top right into the green hole thing?

4vSajKN.jpg

HALP ME

[/hide]

 

I'm stuck on this too :(

 

[spoiler=So far I figured...]Make the bolder stop ON the first pressurized track...

 

 

Actually that may not work.

Edited by Veiva

ozXHe7P.png

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[hide]

I'm stuck on the puzzle room, how the hell do I get top right into the green hole thing?

4vSajKN.jpg

HALP ME

[/hide]

 

I'm stuck on this too :(

 

[spoiler=So far I figured...]Make the bolder stop ON the first pressurized track...

 

 

Actually that may not work.

 

But the next time you release one it just resets again...

 

This is such a mind [bleep]

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[hide]

I'm stuck on the puzzle room, how the hell do I get top right into the green hole thing?

4vSajKN.jpg

HALP ME

[/hide]

 

I'm stuck on this too :(

 

[spoiler=So far I figured...]Make the bolder stop ON the first pressurized track...

 

 

Actually that may not work.

 

But the next time you release one it just resets again...

 

This is such a mind [bleep]

 

[spoiler=maybe!!!]Look right after the conveyor belt. I had a derp moment not noticing that.

 

Yes, rotate the corner at the end of the conveyor belt and you'll be able to guide it in.

 

Edited by Veiva

ozXHe7P.png

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[hide]

I'm stuck on the puzzle room, how the hell do I get top right into the green hole thing?

4vSajKN.jpg

HALP ME

[/hide]

 

I'm stuck on this too :(

 

[spoiler=So far I figured...]Make the bolder stop ON the first pressurized track...

 

 

Actually that may not work.

 

But the next time you release one it just resets again...

 

This is such a mind [bleep]

 

[spoiler=maybe!!!]Look right after the conveyor belt. I had a derp moment not noticing that.

 

Yes, rotate the corner at the end of the conveyor belt and you'll be able to guide it in.

 

 

Not working for me, can you screenshot your current set-up?

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[hide]

I'm stuck on the puzzle room, how the hell do I get top right into the green hole thing?

4vSajKN.jpg

HALP ME

[/hide]

 

I'm stuck on this too :(

 

[spoiler=So far I figured...]Make the bolder stop ON the first pressurized track...

 

 

Actually that may not work.

 

But the next time you release one it just resets again...

 

This is such a mind [bleep]

 

[spoiler=maybe!!!]Look right after the conveyor belt. I had a derp moment not noticing that.

 

Yes, rotate the corner at the end of the conveyor belt and you'll be able to guide it in.

 

 

Not working for me, can you screenshot your current set-up?

 

 

U3mlAir.jpg

 

ozXHe7P.png

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