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9th November 2015 - Raptor's Challenge | Ripper Demons

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Raptor's Challenge | Ripper Demons

 

Today, the most sinister of November's four slayer monsters are unleashed upon the world: ripper demons.

 

These lethal melee-using monstrosities lurk in an abandoned mine east of Al Kharid, and can drop the deadly level-85 ripper claws.

 

They're a hard target for high-level slayers, and can crop up in the ongoing Raptor's Challenge. Remember to take your daily assignments from Raptor – who's now outside Citharede Abbey - making the most of that double XP.

 

Read on for further details, or play now!

 
Where to find Ripper Demons
 
Enter the abandoned mine outside the Al Kharid east gate
 
Requirements
 
You must be a RuneScape member
 
96 Slayer is required to harm the ripper demons
100 Combat is required to be assigned ripper demons by a slayer master
 
Other Information

 

Very high combat stats and your best gear are strongly recommended

 

Ripper demons come to you courtesy of Omnis's cracking RuneLabs pitch.

 

Until now, ripper demons have been the stuff of nightmarish legend – referenced in the One Piercing Note quest, in historical accounts, in tales from the Eastern Lands, and in the Song from Before the War short story.

 

Now they're a terrifying reality. Jump down the steps alongside the path to Citharede Abbey and make your way down into the mine entrance. The rippers lurk deep beneath the abbey – be sure you're prepared when you enter their lair.

 

We don't want to give too much away, but watch your health – once a ripper demon has a taste of blood, it becomes all the deadlier. They're tricky devils, too, and you'll need to stay focused to avoid their attacks.

 

You'll soon find that that they're dangerous right up to the point of death. Positioning is key.

 

Survive, and you may pick up some ripper claws. These are level 85 weapons that – when wielded as a pair - deal more damage the further the target's health is below 50%. Note that these are tradeable until they are first used.

 

Ripper demons can be assigned by Kuradal, Morvran and – during November – the Raptor. Note that once the month is up, the rippers will remain – they're a permanent addition to the game.

 

Finally, while you're on a ripper demons assignment, watch out for the next part of the key to open Raptor's chest. Hold onto it, and look out for the remaining parts in the coming weeks!

 

Enjoy!

 

Get stuck in and slay some rippers this week, and keep impressing the Raptor. Let us know what you think over on the forums.

 

The RuneScape Team

 

Solomon's General Store | Clan Citadel Boosters

 

Solomon's now stocking clan citadel boosters – handy consumables which double the user's XP and resource gain on Clan Citadel plots until the next build tick.

 

They're a great way to help out your clan if you're short on time, as it's twice as quick to reach your cap. They're tradeable, too, so you can give them to your clanmates if you wish.

 

Please note that boosters do not increase your XP/resource cap – only the rate at which the cap can be reached.

 

Head to Solomon's Store to pick up clan citadel boosters today. These cheap and cheery consumables are a great way to use up any spare Loyalty Points or RuneCoins jangling around in your pocket. Why not give them a go?

 

Short on RuneCoins? You can redeem Bonds in-game, click ‘Earn' in Solomon's Store, or purchase RuneCoins on the website.

 

Live Streams this Week

 

Each week we stream developer Q&As, in-game events and more. Watch our streams and find a full streaming schedule over on our Twitch channel.

Check our YouTube channel, too, for recap videos of streams you may have missed, including last week's Invention Special!

 

This week we'll be finding out more about November's high-level mobs, and seeing the loot from 1,000 Kalphite King kills!

 

Developer Q&A: High Level Slayer Mobs, Part 2 | 17:00 UTC, Tuesday 10th November

 

Mammoths and Camel Warriors are the focus of this week's stream as we take another look at high level slayer mobs. Are you ready for some more awesome Slayer beasts?

 

Ask your questions on the forums, on Reddit, or on Twitter using the hashtag#RSDevQA.

 

Loot from 1,000 Kalphite King Kills | 18:00 UTC, Tuesday 10th November

 

Straight after our Developer Q&A, Mod JD and Mod Jon will be going on a rampage and killing and looting the Kalphite King 1,000 times for your viewing pleasure!

 

What will the loot be? Watch and find out!

 

In Other News

  • Gauntlet of Souls ends at 23:59 UTC on the 10th of November. Be sure to hand in any lost spirits from the surface, as they'll be cleared up when the event is over

[spoiler=Patch Notes]Post-update fixes: 

  • Elite Living Wyverns and Elite Ripper Demons will no longer occasionally respawn after they die.
  • Ripper Demons will now consistently be able to use their pounce attack.

Graphical 

  • The Count Draynor outfit no longer has a gap around the waist.
  • Several old models used on bushes south of the Falador Gem Store have been fixed.
  • Several blocked tiles left over from the Falador event in the White Knight castle courtyard have been removed.
  • Several graphical issues in the area south of Falador have been fixed.
  • An old version of a farmer in Falador Park has been removed.
  • Wall decorations that were clipping into the wall in Falador Castle have been removed.
  • A small graphical issue with the Spirit Hunter helm has been remedied.
  • Crocodile tails have been made longer.
  • Achietties now wields her sword in the correct position.
  • Several graphical issues with the ornate dragon platebody have been fixed.
  • The Samba top no longer hangs behind the player.
  • The smashed window in Drakan's castle will now be constructed with a little more integrity.
  • An issue where the rotation cursor would persist after closing certain customisation interfaces has been resolved.
  • Statues on the fountain in Varrock no longer appear twice stacked on top of each other.
  • Blocking has been added to the walls of the south exit towers in Falador.
  • Blocking has been added to a rock in the Kal'gerion demon resource dungeon.
  • A graphical issue with an oak tree in Port Sarim has been fixed.
  • A chat head animation missing from Angof when she was asked about herself has been added back in.
  • The Beast in Keldagrim's Laughing Miner pub no longer has a different coloured chat head than the main model.
  • Iconis has found his missing fingers.
  • A graphical issue with the Feline and Shadow Cat outfits has been fixed.
  • The Christmas ghost top is no longer missing polygons from the shoulder.

Skills, D&Ds & Minigames 

  • Preferring, blocking or quick-chatting a wyvern Slayer assignment will now display correct feedback.
  • The name of the partially degraded wyvern crossbow has been made consistent with the naming convention of similar weapons.
  • Black demons have been added to the Raptor's list of slayer targets for players with 120+ Combat.
  • The Raptor gem will now correctly state how many kills are left when used from the bank interface.
  • The missing ivy spots on the Falador city walls have been replaced.
  • The perfect juju fishing potion tool tip now displays the correct information in the Make-+ X interface.
  • Players can now mine daeyalt ore with a full inventory containing a stack of daeyalt ore.
  • Players will no longer win skill outfit head add-ons from Treasure Hunter before they own the relevant head piece.
  • Dominion markers, dominion medallions & hoardstalker rings are no longer destroyed on death.
  • Unlocking the great white shark no longer references the Hero interface.
  • The XP given when crafting dragonbane arrows has been altered to match the Make X interface.
  • The armour smithing interface inside Artisans' Workshop no longer references gloves.
  • Opening the Dungeoneering party interface during a Guthixian Cache, Player-Owned Ports or other minigames will no longer remove the Minigame interface.

Quests, Challenges and Achievements 

  • Players can now reliably enchant the gauntlets from the Family Crest quest.
  • A typo in The Light Within has been fixed.
  • A typo in Xinachto's dialogue during Call of the Ancestors has been fixed.

Other 

  • Players who have taken part in the Halloween 2015 event can now use any of the emotes from previous Halloween events.
  • Aquanites now have 7,000 life points (up from 3,400) and a maximum hit of 652 (up from 390).
  • Elite aquanites now have 28,000 life points (up from 13,600), a maximum hit of 815 (up from 487), and a special attack maximum hit of 1,958 (up from 1,200).
  • Applying damage-over-time effects to familiars will now correctly skull the attacker.
  • It is no longer possible to stall the darkness damage in the path 3 Araxxor fight.
  • An invalid emote op has been removed from the Pet of Seasons.
  • A typo in the Ruby Aurora spell tooltip has been fixed.
  • Players can no longer use a beast of burden to smuggle a cannon into Kuradal's dungeon, and cannons can no longer be placed down in the area.
  • A typo related to Captain Cain has been fixed.
  • A typo in K'ril's mechanics on the Beasts tab has been fixed.
  • A spelling error in Rennard's chat in the Bandit Camp has been fixed.
  • The poison timer icon will no longer remain visible when using a prayer book to cure the poison.
  • The Spirit of Chantli and Airut Ambush songs now have the correct unlock hint.
  • Dragging Mazcab critters out of the Bank interface no longer deletes them without warning.

Ninja Fixes

  • Players can now toggle the cutscene when travelling by ship via the Gameplay Settings.
  • Players who are eligible to wear the trimmed completionist cape can now activate a blazing-gold version of 'the Completionist' title. As such, the non-trimmed variant of 'the Completionist' title has been changed to silver-white.
  • The message when a dreadnip dies is now red.
  • The following keybinds have been added to the Bank interface:
    • 'N' to toggle noting items.
    • 'S' to toggle search.
    • '3' to deposit inventory items.
    • '4' to deposit worn items.
    • '5' to deposit BoB items.

 

 


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

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Out of all the mobs set to be released this month, I feel like these are likely the most substantially lore-grounded, considering One Piercing Note.

That, and the fact that they drop their claws - which I find quite awesome looking - make them the monster I was most looking forward to.

We'll have to see how I fare at reset, if I manage to get a task. :P


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Out of all the mobs set to be released this month, I feel like these are likely the most substantially lore-grounded, considering One Piercing Note.

That, and the fact that they drop their claws - which I find quite awesome looking - make them the monster I was most looking forward to.

We'll have to see how I fare at reset, if I manage to get a task. :P

 

Personally I'd say Ripper Demons are one of the least grounded in terms of the game content so far, beaten out only by Camel Warriors.

 

Wyverns - We have the skele ones perfectly sensible that they had a living counterpart.

 

Mammoths - We've had a lot of talk about the mammoths of Archeron for quite a while in-game. We were fully expecting their arrival.

 

Ripper Demons - Sure we have a quest and a couple of stories that touch of them but a big part of that lore is that they are a forgotten demon race that vanished ages ago. It doesn't really make sense for them to be chilling out in an old mine right beneath the Abbey that is the one modern source of knowledge on them. One of those secret tunnel making, sneaking out, wandering nuns would've noticed SOMETHING.

 

I mean by all means they are a cool mob and deserved to arrive in-game, but them being on Gielinor (without some prerequisite to explain their return ie TWG or FOTG or something) is in itself a bit iffy with the lore, let alone right under the darn Abbey!

 

Camel Warriors - these are the true outsiders though as nothing in-game to date gives any context or meaning to them.


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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

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True, Ripper Demons really should have a bit more reason to be there or a better place to be. Hell, they could at least tie in the Abbey having been built to keep a breeding pit of Rippers on lockdown through Saradomin's power or something. Then the death at the Abbey tainted the magic and they've successfully broken it and you have to keep them in check.

 

... Or something.


Back after a 5 year TIF hiatus. Please don't mind me too much.

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Out of all the mobs set to be released this month, I feel like these are likely the most substantially lore-grounded, considering One Piercing Note.

That, and the fact that they drop their claws - which I find quite awesome looking - make them the monster I was most looking forward to.

We'll have to see how I fare at reset, if I manage to get a task. :P

 

Personally I'd say Ripper Demons are one of the least grounded in terms of the game content so far, beaten out only by Camel Warriors.

 

Wyverns - We have the skele ones perfectly sensible that they had a living counterpart.

 

Mammoths - We've had a lot of talk about the mammoths of Archeron for quite a while in-game. We were fully expecting their arrival.

 

Ripper Demons - Sure we have a quest and a couple of stories that touch of them but a big part of that lore is that they are a forgotten demon race that vanished ages ago. It doesn't really make sense for them to be chilling out in an old mine right beneath the Abbey that is the one modern source of knowledge on them. One of those secret tunnel making, sneaking out, wandering nuns would've noticed SOMETHING.

 

I mean by all means they are a cool mob and deserved to arrive in-game, but them being on Gielinor (without some prerequisite to explain their return ie TWG or FOTG or something) is in itself a bit iffy with the lore, let alone right under the darn Abbey!

 

Camel Warriors - these are the true outsiders though as nothing in-game to date gives any context or meaning to them.

 

I agreed with your reasoning until I read transcriptions of the lorebooks dropped by the Rippers themselves. ;)

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The following keybinds have been added to the Bank interface:

  • 'N' to toggle noting items.
  • 'S' to toggle search.
  • '3' to deposit inventory items.
  • '4' to deposit worn items.
  • '5' to deposit BoB items.
Love it! I've been wanting a keybind to deposit my inventory without having to use a blank preset.

Obtained quest cape and base 92 before obtaining any 99s! Currently finishing out my 99s with the (long-distant) goal of comp cape.
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