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    RuneScape Silly Question Sunday - 12 January

    RuneScape Silly Question Sunday - 12 January


    Silly Question Sunday - 12 January

    Posted: 11 Jan 2020 04:09 PM PST

    Silly Question Sunday is a bi-weekly thread in which you can ask your RuneScape-related silly questions:

    • "Newb" questions from new players
    • Questions from returning players
    • Silly or nonsensical questions
    • Questions you feel stupid asking elsewhere

    Of course, a question thread wouldn't make much sense without answers, so please help out with any answers that you have!

    Past Silly Question Sunday threads

    submitted by /u/AutoModerator
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    At least he can get a scythe now without worrying about dying...

    Posted: 11 Jan 2020 08:14 AM PST

    New computer for Gaming =]

    Posted: 11 Jan 2020 12:17 PM PST

    My buddy made and sent me 3D printed Noxious weapons (ice-dyed) for my birthday!

    Posted: 11 Jan 2020 12:05 AM PST

    Not a fish btw

    Posted: 11 Jan 2020 05:06 AM PST

    10:56 Duo Aod

    Posted: 11 Jan 2020 12:30 PM PST

    Comparing & Reviewing Priest in Peril in OSRS & RS3

    Posted: 11 Jan 2020 01:13 PM PST

    Hello all I've been working on doing every quest in both OSRS and RS3 and decided to review the quests I play. I'm playing through the quests in the timeline order per RS3.

    I did Priest in Peril today, and honestly it wasn't as great as I remembered.

    The Good: Adding in new lore is always good. I love that River Salve now has a backstory. The statues in OS had fun little quotes on them. The King of Varrock's dialogue was funny, and I love how stupid the player's character is in this quest. Badass rewards. Morytania is my favorite area in the game, so it was of course rewarding to be able to go there afterwards.

    The Bad: Why did you need 50 essence in OS? Making a bank run just to pick up more sucks. Lots of running back and forth in general with this quest. Why was it such a big deal for me to kill the guard dog? If my low ass level character could kill it, the Zamorak priests could have.

    The Different: The church had a major redesign. They expanded the graveyard and added in a long beginning staircase and a patio. The statues in the underground area were changed in RS3. They had all their unique quotes removed for some reason. The Zaromak priests all had the same levels in RS3, as opposed to OS where they had a little bit of variance between the different models. Once Drezel escape from his cell he moves to a slightly different room in RS3. In OS your character is the one to suggest using Rune Essence to purify the evil from the river, but in RS3 Drezel suggests it first instead. In RS3 he also only needs 25 pure essence to finish the quest instead of 50.

    The Discussion: What's your thoughts on this quest? Does it do a good job of introducing Morytania?

    If you want to watch the video click here. Overall I preferred the quest in RS3. Not having to make the second bank run plus the graphical updates sealed the deal. The fuck up with the statues definitely knocks it down a peg though. 6/10.

    submitted by /u/Bluedude588
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    I find happiness in the simplest of things ��

    Posted: 11 Jan 2020 02:37 AM PST

    Can Primal Pulp fruit please get a higher buy limit?

    Posted: 11 Jan 2020 10:57 AM PST

    It's only 100 per 4 hours when Primal Extracts have a 10k limit. It's also a decent way to train herblore to 120.

    submitted by /u/CalfightKing
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    Haven't gotten anything in 90 laps and then this happens

    Posted: 11 Jan 2020 01:51 PM PST

    Shared Boss (New) Rare Drop Table

    Posted: 11 Jan 2020 02:21 PM PST

    I thought it'd be an interesting addition to the game to give a shared tertiary drop table to all bosses, described as follows.

    Drop Mechanic

    Access to the drop table is based on the combat Level of the boss. Each time you fight a boss you gain Boss Points (BP) equal to that boss's combat Level. BP add up over time until you receive a drop from the Shared Boss RDT, then BP resets to 0 again. Your chance to access the Shared Boss RDT is:

    (CL * BP) / 25,000,000,000,

    where CL is the combat level of the boss you are fighting and BP is your current Boss Points. As an example, you are fighting Nex and have defeated her 200 times, accumulating 200,200 BP. If your combat level is 138, you have a 27,627,600/25,000,000,000 chance, or approximately a 1 in 904 chance of each kill accessing this Shared Boss RDT.

    The weight of each item on the drop table is divided by 256 to decide the chance you receive that item when you successfully roll on the Shared Boss RDT.

    Items on the Shared Boss RDT

    Old stuff - each has a Weight of 32. Rocktail (50-300), Saradomin Brew (150), Super Restores (150), Overload (4) (150) [If you do not have Level 90 Herblore and have made an Overload before, you'll instead receive 150 Saradomin Brews.]

    Angelfish - Weight: 32. Dropped noted 100-500 at a time. A new food that requires Level 70 Constitution to heal maximally. Heals 1600 LP and drains 20 Prayer Points, and further heals 200 LP every 3 seconds for the next 30 seconds. (Total healing: 3200 LP) Cannot be eaten if you do not have 20 Prayer Points to consume. Tradeable.

    Balanced Cordial - Weight: 32. Dropped noted 10-50 at a time. A 1-dose potion whose effect is to boost your damage output by 35% but ensures that every 4th hit will be a 0. (Balances out to a 1.25% dmg boost.) Duration is 3 minutes. Tradeable.

    Guthix Essence - Weight: 32. Dropped 10-50 at a time. A stackable object that can be consumed. Once consumed, it heals 50 LP and 50 Prayer Points, then restores LP and Prayer Points at a rate of 10 every tick for the next 12 seconds. (Total healing and Prayer restoration of 250.) Tradeable. Max of 200 can be placed per stack.

    Dragon Minotaur Pouch - Weight: 16. Dropped 10-50 at a time. A new Summoning pouch, requiring 96 Summoning to use. Lasts for 4 hours upon summon. 14,000 LP. Passive effect: Absorbs 10% of damage you take, depleting 10% of that from its own LP. Scroll: Dragon Bull Rush - 4 quick attacks that can inflict poison (similar to DDS++). Tradeable.

    Judicial Robes - Weight: 4 each, Hood, Top, Bottom. Dropped 1 at a time. A new Level 88 Hybrid armor set. Set effect: Food/potions that restore LP and/or Prayer Points will restore 20 more, also all combat stat boosts while worn have +1 added to them. Degrades over 30 hours of combat, must be repaired with 1000 Guthix Essence. Tradeable in non-degraded form.

    Prayer Scrolls - Weight: 1 each (4 different Prayers). Dropped 1 at a time. Consume to unlock the respective Prayer in the normal Prayer book. Tradeable.

    1. Reform - Level 83 Prayer. Increases maximum hit by 1.5%. Drain rate: 1 / tick.
    • 2) Inequity- Level 88 Prayer. Every 0 damage attack you would've hit re-rolls; can still hit a 0, though. Drain rate: 2/ tick
    • 3) Desperation - Level 93 Prayer. Overhead. Increases max hit by 0.2% (rounded down) for every 1% of maximum LP you've lost. Drain rate: 4/ tick. (This effect is a weaker version of Dharok's effect.)
    • 4) Blessing - Level 98 Prayer. Overhead. With each hit, chance to receive double drops from a Monster killed, as long as the Prayer has been active at least 3 seconds. Chance of effect activating is YC / (200 + [TC]^2), where YC is your combat level, and TC is the target's combat level. As an example, if you're Level 138 fighting Nex (Level 1001), this would have a 1 in 7,262 chance of activating with each hit you inflict. So while fighting, if the effect activates, it'll read "You receive a Blessing from the gods, and this kill will result in double the drops! Good luck!" Drain rate: 8 / tick.

    Why do we need a Shared Boss RDT?

    The main reason to add such a drop table is to improve the gp/hour of low and mid tier bosses and make them a more desirable target for more players. A secondary reason to add this drop table is that it adds an interesting new drop mechanic to bosses throughout the game because the drops here become more likely as you kill more bosses. This adds an exciting new dimension to bossing.

    Isn't X Reward Over/Underpowered? Or would Y be a better reward?

    Feel free to give feedback! I'm happy to update as it goes. Or suggest something new, and I'd be happy to add it! This is meant to be a living, breathing suggestion. Even if you think this is a silly update, let me know. I'll happily take on your feedback.

    submitted by /u/facetiouspeep
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    May have stumbled across why Jagex client downloads were blocked in Texas

    Posted: 11 Jan 2020 02:33 PM PST

    https://www.pacermonitor.com/public/case/26389076/ArtCraft_Entertainment,_Inc_v_Jagex_Ltd

    Seems like the Texas based developers of wizard 101, Artcraft Entertainment and Jagex got into a diversity-breach of contract legal battle, perhaps related to Jagex's failure to follow a previous court order related to other litigation between these parties. One theory I have is that Jagex may have been sued for infringing on Artcraft's Wizard101 patent with their electronic card game, Runescape Chronicle Legends, and was subsequently forced to block client downloads in the state of Texas as part of a restitution agreement. This more recent lawsuit then could perhaps be related to their failure to go far enough in limiting access to their games in Texas but without the pdfs of the court documents from the link above it's impossible to say. Unfortunately I need a Pacermonitor account to read the documents but if any law student further along in their education than me can access them and let me know if my theory has merit I'd certainly be interested to know.

    submitted by /u/VeganMasterRace
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    2.2k dry on kbd pet but I got Flo :o

    Posted: 11 Jan 2020 06:03 AM PST

    In the Games Industry - An interview with Mod Ramen! (Part 1)

    Posted: 11 Jan 2020 04:10 PM PST

    Would it be possible to go into combat stance the minute you hit something instead of clicking on it?

    Posted: 11 Jan 2020 01:35 PM PST

    It is real annoying when you missclick an npc or player and move your character in time before you hit them, but you still have to wait 10 seconds to lobby or teleport or something because you entered that combat stance.. Eventhough you didn't even enter actual combat yet

    submitted by /u/mastercamo123
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    Can the duel arena get a tax

    Posted: 11 Jan 2020 07:42 AM PST

    OSRS got one quite a while ago and it has been quite successful, considering the value of RS3 gp and the state of the duel arena I think it would be quite good for the game. The only draw back is less profitability for those that stake as a full time job, which isn't the worst thing in the world. It can be really minimal but its such an easy thing to do that improves the games health by so much.

    Another thing that the duel arena should be looked at for is the fact that you need to go through and ignore 10 scammers before you can find somebody that is willing to stake you normally. Maybe be a bit tougher and find out ways to determine if somebody is saying poly 500m and turns mage attack options off automatically consistently, then they should get some form of ban.

    submitted by /u/Bentoki
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    One update giveth, One update taketh

    Posted: 11 Jan 2020 12:41 AM PST

    A suggestion, Randomized PVM dungeons

    Posted: 11 Jan 2020 02:05 PM PST

    we've got a few randomized dugneons in RS3, but if i had to evaluate them and place them? we've got great but tedious (DG), Uninspired and rushed (shifting tombs) and Fun but limited reasons to come back (shattered worlds). so what we need is something group and solo oriented pvm fun that doesn't run out of reasons to come back easily, but isn't a horrific grind with few if any viable rewards.

    Contents

    1. The idea in brief
    2. a more in depth look at basic proposed mechanics
    3. variables
    4. end of round rewards system
    5. purchasable post game rewards & unique rewards

    The idea in brief

    I'm thinking we call it "The Depths" an offshoot tear in space and time located beneath say, Ardougne with the entrance being a new sewer entrance in the middle of Ardy Square. Players would then be tasked, either solo, in pre made groups or matchmade groups to clear between 5-50 rooms of enemies varying in level, and at the end being given the monsters drops + reward currency for the game as well as additonal loot based on variables that can be toggled on or off pre match that would also define your matchmaking preferences.

    ________________________________________________________________________________________________________________________________

    A more in depth look at basic proposed mechanics

    before you ask ,yeah that was the only title i could think of at the time, anyways Mechanics.

    Basics

    this activity takes place on an instance shard world accessed as soon as the player enters the special manhole in ardy square. Upon entering the depths Players will be put in the middle of a hub containing a bank, rewards booth, Large chest containing any loot players may have been unable to claim (say you get dced) or unable to bank, as well as a large archway leading into the depths proper, players may then begin matchmaking once they've talked to an npc (maybe we could reuse feng from the heart eh?) about the basics.

    • players have no time limit in the depths run, take as long as you need or till you need to bail
    • max number of rooms is decided before the game begins, you could get an ultra short, super easy run of low level enemies, or an ultra tough slog of a fight with lots of high level enemies
    • Each run starts in a "pre game room" with a bank chest, you have 3 minuets before the chest deactivates to get any last minuet supplies, weapons, etc, before you're teleported to the first room to begin the run.
    • each room will have an "emergency exit" sign next to a rope they may use to leave the run at any time, note, you will take a penalty if you leave any other way beyond victory or total party wipe
    • half way through the run will be a guaranteed "bonus room" with a resupply chest that will provide food, as well as an altar for prayers, and obelisk for changing spellbooks if desired
    • Each room will feature similarly to clan wars a "Safe area" that can not be entered again once exited, with a dispenser on each side of the barrier (in case you forgot required to kill items) and an entrance (Allowing you to flee at the start of the match) emergency exit, a "jail cell" for dead players, and a proceed on tunnel. the barrier can not be passed until either everyone is in the room, or a 30 second countdown has progressed, you must be in the room at least and contribute to receive a cut of the rooms loot.
    • Rooms will spawn between 5-30 monsters depending on monster type (so for instance if the room spawned primarily with ripper demons, you'd get maybe 2 rippers and 3 other monsters of lower difficulty, without variables)
    • players will be tasked with slaying at least 85% of the rooms inhabitants before moving on to the next room, with a bonus for every room 100% cleared
    • Monsters with slayer requirements normally can appear based normally on the teams median slayer level (see variables for more), but may be attacked without requirements preventing a room full of say 109 slayer required monsters but only one person can attack them
    • Monsters requiring special items to kill them will have nontradeable, removed on exit items provided by dispensers at the start of the room
    • lastly, players may take their own gear in, or be supplied "starter" gear similarly to shattered worlds, being a set cosmetically of rune armor with stats that are hybrid that actually go to t60 with a staff that's a hybrid t60 2h weapon, who's special attack is to swap between 2h range mage and melee. Food & potions may also be provided (hp cap at monkfish and potion cap at supers in stats) at a cost of 2% of your run's profits.
    • If a match is lost all players are transported to the end treasure room, you may either claim your treasure there or move on to the lobby, players may wait to claim their treasure as long as they like!

    Matchmaking

    Matchmaking is determined by 3 factors; level range, stat range, and variables (to be covered in a later section)

    • players who enter in pre made groups will have no matchmaking restrictions or calculations, however because of this many monsters with slayer requirements will be set at the highest members level meaning you may encounter slayer monsters you've never seen before or know how to battle (like rippers)
    • Players in matchmade groups will see monsters roughly around their parties median (if certain variables are off), as before slayer requirements are temporarily waved for the match
    • level ranges are + or - your level by 20, so 138s can match anywhere from level 110 to 138 combat wise
    • further calculated in is stat range, say i'm 138 comped, i'll tend to be matched with players in a similar combat skill range of mostly 99 combat and mostly 80 or higher support skills like slayer
    • lastly variables, players with certain variables active will never match with players without those variables

    skill preferences and monsters requiring special equipment

    Players may pre matchmaking set preferences to skill range and type to further refine their MM experience, for instance, i can set it so i only match with maxed level players, or i can set it so i can match with players i'd normally never see (like level 80 cb few support stats).

    Further monsters that normally require special worn equipment such as aberrant specters will have their passive stat drains/negative effects turned off for this minigame. That being said, if they require a special item to kill like a feather of Ma'at or a crystal chime, a special non tradeable version is provided each room as stated above so you can complete the room, these items are removed upon leaving, clearing the room, or death.

    Death penalties

    When you die in this game mode, you'll be transported to a jail cell in the current room, each death will reduce that rooms reward gain by 50% minimum, you may exit the jail cell after 1 minuet of waiting to respawn so to speak, preventing suicide rushes, if you die 5 times in a room you may not exit till the floor is cleared (Variables permitting) if all players die the 5 maximum allowance or all die before someone can respawn, a 20 second countdown will begin, if no one re enters the battlefield in that time, the match ends. After match end by death, all players are teleported to the end room to either as stated above, claim their loot, rematchmake, or go to the lobby to prepare.

    ________________________________________________________________________________________________________________________________

    Variables

    Variety is the spice of life they say, variables are modifiers players may toggle on in their preferences for MMing, groups may also vote on variables pre round. some variables are helpful some are detrimental, all variables affect loot gained at the end of a run, here's the variables i thought up. Also only 3 variables may be active maximum at any given time.

    • Iron - one life, and one life alone all enemies are also beefed to 138 combat and have 2x health death in a room forfeits that rooms loot, all loot gains are also increased by 200% to account for this difficulty. This variable can not be activated with other variables.
    • I can't let you do that Dave - at least 2 rooms during your run will be replaced with a random pvm boss, they will be simplified versions of that boss, and will have accuses to their loot table (for instance telos might spawn but only have his beam mechanic). Naturally however, these bosses will not count for reapers but, can still drop their pet potentially.
    • Saving grace - no death mechanics active, players who die still have to wait to rejoin, but there is no 5 life max, and no party wipe penalties, however, loot received is cut by 90%.
    • Like attracts like - monster spawns are the same in rooms (for instance if the room spawns black demons first, it will only be black demons in that room) loot increased by 30%
    • no where left to run, nowhere left to hide - no emergency exits, no way back each room is win or die and no safe area to start, adds 20% loot.
    • Umbral panic - adds a mechanic similar to araxxors 3rd path, creating shadow spots and light spots, where you need to stand in the light to not take damage adds 40% extra loot
    • Dragons! - all enemies spawned will be dragon species - adds 20% extra loot
    • Smite! - all enemies spawn with a smite overhead prayer - adds 20% more loot
    • a good oll stomp - enemies are lowered by default to level 1, you still receive reward points but no enemy dropped loot at the end.
    • something i ate - food heals 50% less, adds 15% more loot

    Personal variables - these variables do not affect matchmaking, instead these apply to you alone, and do not count for your 3 modifier maximum, however you may only have 2 of these maximum.

    • Salvage party - sacrifice reward points for more loot, can not be activated with show me the money! or with civic duty.
    • show me the money! - sacrifice rewards converting them to their high alchemy value, can not be activated with civic duty
    • civic duty - sacrifice loot for reward points, can not be active with show me the money!
    • spare parts - auto dismantles any loot obtained for invention parts as your reward at the end, may not be activated with civic duty or show me the money!
    • civil engineering council - subtracts from your loot what the cost of degradation would be for your armor
    • Genie magnet - sacrifice reward points and loot for guaranteed + extra xp lamps (see rewards for more details) may be activated with any loot modifier EXCEPT for civic duty.

    ________________________________________________________________________________________________________________________________

    End of round reward system

    At the end of the round, win, lose, or run screaming for mother, you'll be transported to the reward room, at the end a large instanced chest (similarly to ED's) will await you, with three screens like a trade window im thinking, the left containing all monster loot (after withdrawals for loot modifications) the middle stating the %'s added or subtracted + your reward points (if you earned any that is) and on the right hand side, any extra loot money and xp lamps you've earned during the run.

    • reward points should be calculated based on; 1 x Rooms cleared + 1 if you made it to the bonus room X (monsters slain x .5) - (deaths x 4) ='s reward points gained. In practice as im terrible at writing equations in words, this would look like ((1x 20 +1) x (80x .5)) - (2x4) = 53 reward points for that run
    • Loot can be sent right to the bank, or may be "converted" to their low alchemy value on the spot or into additional reward points, or left to sit in their chest till you claim it later
    • players will be rewarded 1 small lamp for every 5 rooms cleared (including the bonus room) and 1 medium lamp for every 5 rooms cleared flawlessly (no deaths from anyone)
    • genie magnet will add 1 guaranteed lamp per run even if you fail, as well as 1 extra lamp for every 5 rooms completed, and every 5 rooms cleared flawlessly
    • runs with the modifier saving grace active will receive 1 small lamp period.
    • runs with i cant let you do that dave will receive 1 large lamp guaranteed if cleared successfully
    • runs with iron active will receive 1 huge lamp if they make it to the end successfully in addition to 2 large lamps win or lose if they clear to the bonus room.

    Further, players may simply ignore their chest and continue on and collect or view whenever they see fit.

    ________________________________________________________________________________________________________________________________

    Purchasable post game rewards & unique rewards

    now that the runs done, what next? well you can keep playing obviously but where's the fun in that if you're just hunting lamps or parts? well post game i had these in mind, also i'm not sure on prices as of writing, therefor i will leave it up to jagex/the community.

    Upgrades - an integral part of any minigame, these will boost your efficiency

    • provided gear upgrade - all provided gear is boosted by 10 tiers
    • minigame veteran - you may now use Vanguard, Battlemage, and Trickster gear inside the depths
    • Castle wars spokesman - you may now benefit from CW armor passives as if you were inside CW
    • Mutation - a mutated enemy may spawn now inside the minigame, stacks for each player with this perk, mutated enemies will drop either double loot, or an xp lamp for the end chest
    • insulated armor - passive antifire breath effects inside the depths (note not super antifire, you have to bring that yourself still)
    • qualified counterfit - bosses encountered from the "i cant let you do that dave" variable will count for reaper slayer tasks BUT will still not count for reapers crew achievment.
    • Alchemist's chest - the end reward chest can now high level alchemy 20 items per 5 runs
    • alchemist's chest mk2 - end reward chest can now high level alchemy 40 items per 5 runs

    Buyable rewards

    • Chaotic matrix - Upgrades chaotic weapons to T85, they will degrade till broken and revert to t80 on repair
    • Divination goodie bag - provides an assortment of divination energy, products, and even xp lamps just for divination
    • seed goodie bag - same as the above divination bag but for farming
    • herblore goodie bag -same as above but for herb
    • crafting goodie bag - same as above but for crafting
    • prayer goodie bag -provides a random assortment of bones
    • invention goodie bag - provides random invention materials
    • XP lamps - small - medium xp lamps (should be semi pricey)
    • Bonus Xp stars - small- large stars
    • Uncharged minigame enhancer - boosts rewards from other minigames, runs on charges
    • Minigame enhancer charges - literally charges the enhancer
    • substitutional pass - convert 2 parts of any minigame hybrid, or special reward armor into another (ie can use 2 trickster pieces to make another trickster part, or 2 rouge parts to make another rouge part. does not apply to minigame armors that can be bought)
    • Hunter's schematic scroll - All actions in big game hunter are now 5% faster
    • Caring Soul - passive, all xp from PoF is increased by 10% forever for that account
    • Good hunter title - a relatively cheap title reading "Good Hunter" in a light blue i'm thinking.
    • Opulent hunter title - a very expensive title, glittering gold reading "opulent hunter", because what's life without a little showing off?
    • Spinner matrix - catalyst to be combined with 1x superior elite void part and 1x Shifting mass, upgrades the void part by another 10 levels, however, at the cost this part will degrade back to the superior elite armor similarly to GWD2 upgraded gear. Must have 1 shifting mass to purchase
    • Memory of Domination - Catalyst to be combined with 1x dominion weapon and 1x trophy remains, allows the dominion weapon to be used outside the tower for 4 hours before turning to dust. must have 1x trophy remain to purchase

    Unique Rewards

    Upgrade materials & misc

    Shifting mass - a rare bonus reward sometimes gained during the minigame, used with a spinner matrix to upgrade SEV

    Trophy remains - particularly noteworthy remains of a dangerous creature, used with a memory of domination to make dominion weapons useable outside of the tower for a time

    Repair box - A rare reward, decreases the cost of repair at an armor repair stand by 10%

    unstable energy - can be transmuted in quantities of 50 into random resources (herbs, logs, fish, etc), an uncommon drop from the 110+ level range

    Rift energy - an uncommon reward - click to dismantle for more reward points.

    Unique weapons

    Corrupted Iceyene bow - A bow of Iceyene origin corrupted with pureblood vampyre blood, this weapon is t82 and leeches health back with every strike, ultra rare drop obtained at random from iron runs.

    Bound Demon staff - A living demon transmuted into a staff, t82, and has a chance to "steal" an enemy attack (ie you do the damage just dealt to you in your next attack, capped against certain enemies such as bosses with instant kill attacks or who deal over 8k damage in a strike im thinking). same as the Bow ultra rare from iron runs

    Ancient Eastern Glave - A halberd from the eastern lands, t82 like the bow and staff, and has a chance to passively "master strike" an opponent, you take no damage on their next hit and counter with a critical hit (max 7k) while lowering their defense by 6 for 10 seconds, ultra rare from iron runs

    Unique armor

    Silhouetted hat - i'm thinking it be made close to feng's hat and mask, players with this unique hat will gain 3 benefits, the shadowsilk hoods effect, t4 luck booster (lotd level luck booster, not hazle's effects) and 3% boosted xp from all actions when worn. Unlike most "hero" items though this hat would degrade, repairable through normal means, but still degrades. ultra rare drop from irons only

    Shadowsilk hood- the one the only, hostile monsters will be unagressive while this is worn + the surface variant will also act as a t3 luck booster, it would degrade as well. ultra rare drop from any run

    Rift torn necklace - a unique necklace that can store charges of the pheonix necklace, forinthry bracelet, and ring of life in one unique necklace, this necklace would roughly be on par stat wise with a glory, and be more suited to lower levels/skillers but useful never the less, it is bound upon equip forever similarly to hydrix equipment. ultra rare drop from any run

    Alchemist's ring - A unique ruby ring that stores alchemy casts, useful for players who like the explorers ring but don't like how limited the uses are, players may store 1000 casts worth of either alchemy spell. Further this ring grants an additional 5% gold per use of alchemy through the ring. binds on equip, ultra rare from any run

    ________________________________________________________________________________________________________________________________

    And yeah that's about it, a randomly generated set of rooms of varying monsters for you and a team and at the end you get rewarded with their drops + reward points and an attempt at new great weapons, trinkets, and xp rewards. the idea still needs a bit of refinement but this is more of a WIP before i suggest it via that one email.

    submitted by /u/dark1859
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    My Farming skillcape noted 37 Toadflax in one go!

    Posted: 11 Jan 2020 01:00 AM PST

    Can Verac's old passive effect be returned so it can be used at kalphite queen?

    Posted: 11 Jan 2020 09:08 AM PST

    The new one isn't as good and it would be nice for easy KQ kills.

    submitted by /u/GOW_ADAM
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    What is asciatops street price?

    Posted: 11 Jan 2020 04:31 PM PST

    Title

    submitted by /u/Hipeep5
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    Ancient Invention

    Posted: 11 Jan 2020 04:13 PM PST

    With ancient invention coming up, should I wait till it comes out and then perk my gear up? Or will it not make too much of a difference. I dont have a lot of money so I can really afford to get the expensive perks once. With 9 slots instead of 5, I imagine the overall best perks will change.

    submitted by /u/fire380123
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    Can Jagex release all the OSRS/RS3 tracks on album/Spotify?

    Posted: 10 Jan 2020 07:17 PM PST

    I want to listen to some of my favorite music ever at work, and my workplace blocks YouTube T_T

    submitted by /u/DragonLadyoftheWest
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    Wrong Invention Machines image

    Posted: 11 Jan 2020 06:23 AM PST

    Runescape Ultra settings {comment other places that will look good}

    Posted: 11 Jan 2020 03:19 PM PST

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