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New updates quests, tweeks, and fixes.

#1 {lang:macro__useroffline}   Jarik C-Bol {lang:icon}

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Posted 21 December 2004 - 11:21 PM

QUOTE(runescape.com 12/21/2004)
Recent forays into Morytania by some of Saradomin's more fanatical supporters have unearthed murky rumours concerning a vast abandoned mine in the south.

Legend speaks of an unusual material, hidden in the depths of the mines, that is somehow linked to the desolation and fear that now surrounds the place. Do you have the nerve to find out more, and enter the haunted mines of Morytania?

The mine is located to the southwest of Mort'ton and there is a lot to explore there. To start the haunted mine quest speak to the zealot outside

Start point:    Mines in Morytania
To start:        Speak to the Zealot
Quest length:  Medium

Minimum requirements:
 Level 15 Agility
35 Crafting
Able to defeat 95 enemy

Members only


eeeenteresting....

QUOTE(runescape.com 12/21/2004)
Flax

We have now made flax easier to pick again. It no longer blocks. You can get a random number of flax  from the flax plant before it disappears (It works in a similar way to the oak trees). It now  regrows more than twice as quickly too.



Castle Wars Changes

Many people have pointed out to us that the rewards for Castle Wars are too easy to get. It hardly  takes any time to get the tickets for a full set of Castle Wars armour. We agree, the ticket prices  were too low. In actual fact it was a little too easy, and risked devaluing mithril armour for new  players. To avoid unbalancing the game we have therefore changed the current decorative armour to be  equivalent to steel. But don't worry, to compensate we will be putting a variety of higher level  goodies to buy with your tickets, into Castle Wars next year (including decorative armour equivalent to adamant and mithril). For people who have the current castlewars armour and are wishing they'd saved their tickets for better future Castle Wars rewards, we will give them the opportunity to trade  their armour back in and get their tickets back when new rewards are added.

We have been receiving reports that players are getting their own teams flag and then running up and down stairs in their own castle so people can't follow them. This makes them virtually impossible to kill and protects the flag till the end of the game. This wasn't in the spirit of the game and could lead to some very unbalanced results.  To fix this, when going up and down stairs, you can no longer take your own teams flag AWAY from it's starting area.

We have now fixed it so that you can no longer take the castlewars equipment and flags out of the gaming area. We have also fixed a bug which let you be a imp, sheep or bunny outside of the gaming area.  Be warned that taking advantage of a bug to remove equipment intended only for castlewars into other areas (such as the wilderness) to gain an unfair advantage there is bug abuse. If you find a bug, report it to customer support - Don't try and abuse it to your advantage.  If you deliberately abuse a bug it can lead to a permanent ban (see rule 4).


this seems good.
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#2 {lang:macro__useroffline}   Zoo {lang:icon}

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Posted 22 December 2004 - 05:51 PM

Hmm. . . the flax is better than the first change, but not as good as its original self.
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#3 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 22 December 2004 - 09:08 PM

The new quest, I have done. The first leg of it wasn't that hard, just find your way around the place and pull some levers. However... the battle with the level 95 guy was a lot harder than you might expect. After about two hits on him, he goes into ghost-form and floats to the other end of the room, while you're being hit with flying pickaxes, crazy mine carts, and cranes that hit for 6-10. Took me at least 2-3 minutes, 13-15 lobs and one prayer pot. Gaaaaaah! angry-smiley-019.gif
Senior Member / Intellectual Crusader
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#4 {lang:macro__useroffline}   vietpryde {lang:icon}

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Posted 22 December 2004 - 09:51 PM

The ghost was somewhat easy if you have protect from range and a pray pot (energy pot is also useful). All you need to do is predict where he's going to go next and get there before he becomes visible. He only goes to like 3 places in the room and there's a yellow arrow above him all the time, so it's very easy to predict.
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#5 {lang:macro__useroffline}   Final F8 {lang:icon}

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Posted 22 December 2004 - 10:38 PM

what's the reward for the quest?
Runescape:
Final F8 - Member of 'Dark Slayers'(inactive)

WoW:
Thrall Server (US) Alliance (sometimes-active)
Luu - 90 Warlock
Lion - 85 Druid
Crikey - 85 Hunter
Deathknut - 88 Death Knight
Mindbullets - 85 Priest
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#6 {lang:macro__useroffline}   Bodom {lang:icon}

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Posted 23 December 2004 - 12:38 AM

ditto ^^

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#7 {lang:macro__useroffline}   Master Of Stuff {lang:icon}

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Posted 23 December 2004 - 12:41 AM

A bunch of strength exp (I got a lvl up and was 20k away)
a salve ammy(crafted an amulet to fight the undead - from quest log)
access to mineral vanes (basically more mine areas, up to addy ore)

...umm... dunno if more.

Edit-from examine ammy: Ammy gives 15% str and att bonus when fighting undead... W00T!!! Something to use for shades!! ... I hope.
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#8 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 23 December 2004 - 10:42 AM

15%?? eek4.gif

Whoa, that's going to be a must-have...
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