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Posts posted by Ben

  1. Price Increase: June 4th 2018

    mod_sween

    April 10 2018
     
    Price Increase: 4th June 2018
     

    On 4th June 2018 we will be increasing the price of membership for new members and those who’ve been unsubscribed for more than 14 days. The price of Bonds will also be increasing. This decision is the result of a rise in development costs, as well as an increase in operating fees. The Old School RuneScape model is entirely subscription-based, and so to continue delivering great content we have to increase membership fees. The cost of Old School RuneScape's subscription fee still remains more than competitive when compared against other online games.

    This will not affect those of you who are already subscribed. Any existing subscription agreement will be honoured for as long as it remains in effect. If you're a member and you don't lapse out as a member for more than 14 days, you're eligible to keep your current rate of membership. Subscribe now to secure access to all of Old School RuneScape's members' content at current prices.

    We are committed to giving you the very best value for your membership, and with Dragon Slayer II already delivered, and Theatre of Blood currently undergoing development, we are confident that 2018 will be the the best year yet for Old School.

    The prices shown below will come into effect on 4th June 2018.

     
    Currency
    1 Month
    3 Month
    6 Month
    12 Month
    AUD
    $13.49
    $36.99
    $66.99
    $124.49
    CAD
    $11.99
    $32.99
    $59.99
    $112.99
    EUR
    €9.49
    €25.99
    €47.99
    €88.99
    GBP
    £6.99
    £18.99
    £34.99
    £62.99
    USD
    $10.99
    $29.99
    $54.99
    $99.99



     
    hr.png



     
    Currency
    1 Bond
    3 Bonds
    5 Bonds
    10 Bonds
    AUD
    $7.99
    $23.99
    $39.99
    $79.99
    CAD
    $7.39
    $22.19
    $36.99
    $73.99
    EUR
    €5.69
    €17.09
    €28.49
    €56.99
    GBP
    £3.99
    £11.99
    £19.99
    £39.99
    USD
    $6.99
    $20.99
    $34.99
    $69.99



     

    Thank you for your ongoing support. Please visit our FAQ if you have any further questions.

     
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    Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
    The Old School Team

     

    Article Linkhttp://services.runescape.com/m=news/price-increase-june-4th-2018?oldschool=1

  2. April 05 2018
    After last week's Easter frolics, this week's update brings the F2P PvP world, plus some bugfixes and under-the-hood maintenance while we gear up for the oncoming iOS mobile beta, more Theatre of Blood development, the game integrity changes we pitched, and your requests from Poll #58.

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    F2P PvP World
     

    World 117 has been brought online as a PvP world for non-members to use.

    The standard rules of PvP worlds apply to it; combat is permitted across the game world, outside of safe zones like banks, with players whose combat level is within 15 of your own.
    In the Wilderness, that combat level range of 15 is increased by the Wilderness level where you're standing.

    A "PJ timer" is in effect in single-way combat areas, preventing attacks against players who've attacked another player in the last 10 seconds.

     
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    World Rota
     

    Last month, we asked how you felt about us switching certain activities between worlds so that players could share them more fairly.

    The most popular restricted activities, the standard PvP world and Bounty Hunter, have both always been hosted in the UK, giving a persistent disadvantage to players in North and South America due to the increased ping. Similarly, the High Risk PvP world has always been hosted in the USA.

    Our proposal was to switch the world themes every two weeks, giving more equal access to those restricted activities across the Atlantic.

    Period A
    On the east of the Atlantic, host the Bounty Hunter world (W18, UK) and the High Risk PvP world (W43, Germany).
    On the west of the Atlantic, host the standard PvP world (W24, USA) and the F2P PvP world (W117, USA).

    Period B
    On the east of the Atlantic, host the standard PvP world (W25, UK) and the F2P PvP world (site to be confirmed).
    On the west of the Atlantic, host the Bounty Hunter world (W19, USA) and the High Risk PvP world (W37, USA).

    We waited a couple of weeks to see how you all felt about this. There were reasonable concerns that players would log into a PvP world by mistake and get killed. However, as PvP worlds are highlighted in red on our world lists, and our client always forces you to accept a warning before letting you use one, we feel we've made reasonable provision to prevent such accidents.

    pvpw_warning_login.png

    Some players also objected on the grounds that they'd always had low-ping access to the standard PvP world, and they'd prefer this not to change now. This is understandable, but we would really prefer that benefit to be shared more fairly than it is at present. We'd also rather not spread the limited traffic across multiple worlds by leaving them all enabled at the same time.

    So we'd like to give it a try, starting today, with Period A. For the next two weeks, until Thursday 19th April:

    • The standard PvP world will be W24, in the USA.
    • The High Risk PvP world will be W43, in Germany.
    • The new F2P PvP world will be W117, in the USA.
    • The Bounty Hunter world is still W18, in the UK.
    • ... and on Thursday 19th, we'll switch to Period B; the standard & High Risk PvP worlds will return to their original homes, while the Bounty Hunter activity moves to the USA, as described above.

       

      pvpw_warning_switcher.png

      As always, if it doesn't work out, we can stop doing it.

       
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      Looting Bag
       

      If you destroy a Looting Bag in the Wilderness, its contents can now be dropped rather than always being destroyed, so that other players will have more opportunity to loot it.

      Food and potions will still be destroyed; we don't want a convenient new way of caching edible supplies on the ground.
      The other items will fall to the ground; if another player currently has 'kill credit' for damage done to you, only that player can see the items for the first minute. Otherwise, everyone can see the items immediately.

      Outside the Wilderness, all items will still be destroyed as before.

      looting_bag.png

      We did look into alternative ways of going about this, such as adding a blanket rule against destroying the bag after combat, though we've started with a less intrusive version in this update. However, more disruptive changes can be applied if necessary.

       
      hr.png
       
      In other news...
       

      When we added the PJ timer from PvP worlds to the Wilderness on Bounty Hunter world, as requested in a recent poll, we overwrote the special exceptions that had been made to the single-way combat rules on that world to let players steal their Bounty targets from combat against other parties. We've now restored these - apologies for the inconvenience there.

      bounty_target.png

      The stone buttons at the bottom right corner of the fixed-size gameframe were misaligned, following a sizing error in a recent update to the gameframe.

      The Volcanic Mine now has a chat-channel on the Grouping side-panel, to help you find other miners with whom to share the peril and rewards. This channel doesn't have a teleport, though we would be open to polling one in future.
      The change to the Volcanic Mine's requirements, offered in poll #58, will come in another update this month with other features from that poll.

      fossil_mine_channel.png

      Some typos have been fixed in the quest journal for The Fremennik Isles.

      The lure cave in Barbarian Assault no longer has an option to click; that information is now given by Examining it.

      The grammar in the description of the dodgy necklace has been fixed.

      The size of the Slayer helmet has been reduced on female characters to better match their usual proportions.

      slayer_helm_size.png

      A typo has been fixed in Cap'n Hand's dialogue.

      A typo has been fixed in Rashiliyia's tomb.

       
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      Forthcoming Changes
       

      Under the hood in this update, we've got some engine changes in preparation for the iOS mobile beta that's due next week, based on the learnings from the last beta round. Have a read of the recent mobile blog to see what the team's been working on. In the forthcoming beta, we'd like to try out the improved mobile handling of the bank and shops, among other things.

      Watch out for invitations in your runescape.com inbox on our site from Tuesday 10th April. Remember, even if you get an 'invitation' email claiming to be from us, or a pop-up on Facebook, but there's no invitation in your inbox on our site, that means it's a fake. Please be careful what you click on the internet - especially links in unexpected emails!

      We regret we're not seeking more volunteeers to test this beta.

      We've also spoken recently about a wide variety of changes we're planning for the game, including game integrity work to help Support keep on top of cheats & bots, and also a proposal for redesigning Old School's death mechanics. We've had an abundance of feedback about these, some positive and some negative, and are taking a bit longer to trawl through it before confirming our next steps. You can imagine it takes some time to review literally tens of thousands of responses to the death mechanics survey! To help guide our decision on that point, we've got some extra tracking code going into the game to help us see just how much people are dying, and where.

      Finally, our sysadmins are preparing some heavy maintenance to our network and hardware at the various hosting facilities. This is going to require them to take numerous worlds offline for several hours at a time, doing different hosting sites on different days, starting later in April.

      They'll post their schedule in advance, as it's confirmed, to help you plan your activities accordingly, and they'll give ample countdowns before the worlds go offline for the day. Please keep an eye out for announcements on our site.

       
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      New Merchandise
       
      AngelsScapesBanner.png
       

      And finally, we're pleased to reveal that the merch store offerings from AngelsScapes have been restocked! You'll have to move fast, the Infernal cape and the Max cape in particular sold out at an incredible speed when we first launched the store back in February.

      New items have also been added, with all three God variants of the Max cape, and a very special limited edition homage to Easter in the form of a Rubber chicken. There are only 99 Rubber chickens up for grabs, so make sure you check back for their launch!

       
      max_capes.jpg 
      rubber_chicken.JPG 

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      Discuss this update on our forums. 

      Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
      The Old School Team

     

    Article Link: http://services.runescape.com/m=news/f2p-pvp-world--world-rota?oldschool=1

  3. mod_ayiza

    March 22 2018
    Upcoming Changes and Fake XP Drop Improvements 

    This week we release more of the outstanding QoL Month updates that came from the PvP week. In addition to this, we'd like to discuss some changes to content and how some of the current PvP worlds are allocated.
     
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    Corporeal Beast Cave & God Wars Dungeon

    Last week we released an updated revision of the Protecting Game Integrity news post which highlighted a number of content changes we wish to make. We're still in the processes of gathering and reviewing your feedback before making any changes. In the meantime, there are other areas of content we wish to look at too. The next section of this post is aimed at addressing those. 

    God Wars Dungeon 
    A common frustration for many Ironman players is within the God Wars Dungeon. It is more often than not where they will spend time gaining 40 Kill Count in order to enter a boss room, to only find they are starting a kill which has already been hit by a previous player that has since left. This means they are left high and dry, and have to waste their time either re-banking and getting more Kill Count, or waste their time killing a boss they will get no loot from. 

    Because of this, we're looking to make some slight tweaks to the God Wars Dungeon bosses so that they will reset when the room becomes empty. This will mean that after a few seconds without any players in the room, provided that the boss has taken some damage, it will reset and spawn again at the usual respawn rate. 

    Corporeal Beast Cave 
    We get many reports of Ironmen being griefed by other players whilst at the Corporeal Beast. The griefers intention is to prevent Ironmen from gaining loot from the Corporeal Beast. The griefers will run in, deal damage and then leave. Because of the time it takes to kill the Corporeal Beast, it's extremely frustrating for Ironmen to not receive the drop. 

    In addition to this, the best method for Ironmen to kill the Corporeal Beast is to heavily reduce its stats down with various weapons so it can effectively be solo'd. The Dragon Warhammer in particular is incredibly useful for this, but can be time consuming to obtain. Many players have been benefitting from other accounts to do stat lowering because of the way the cave works. When this is done, the Corporeal Beast still resets its health to 100% when everyone leaves the cave, but the reduced stats remain. 

    To best combat both of the above, we'd like to incorporate a new Corporeal Beast cave. This new cave would only be accessible by Ironmen accounts with a combat level of 50 or higher. Ironmen below level 50 combat will still use the same cave as regular players. 

    This means any Ironmen with level 50 combat or higher will no longer be able to enter the same Corporeal Beast cave as regular players, however all other cave functionality, including teleports, will remain the same. 

    Whilst the above are particularly common areas of frustration, we're aware they're not the only places that could benefit from similar changes or tweaks and so we may consider more changes similar to these in the future. We're aiming to have these changes implemented as part of next week's game update. These will not be polled, but we welcome any feedback on the subject. 
     
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    Bounty Hunter and PvP World Schedules

    A common discussion point we see is regarding restricted activities that are locked to specific worlds. For many, this isn't a problem. However, activities such as PvP can depend on good ping, making the location of the world more important. 

    Bounty Hunter is on W18. 
    - This is a UK world. 
    The standard PvP worlds are W25 and W92. 
    - These are in the UK and Australia respectively. 
    High Risk PvP is on W37. 
    - This is US-East. 
    A new F2P PvP world is coming soon. 

    The two most popular of these worlds are W18 (Bounty Hunter) and W25 (PvP), both of which have always been in the UK. This is a source of irritation to the many players in countries like the USA and Canada, since the higher ping they experience can at times put them at a disadvantage. 

    We'd like to propose a change to the world that these activities are restricted to, so that every two weeks, their location changes. We're proposing the following: 

    On a two-weekly period, change the Bounty Hunter world between W18 (UK) and W19 (USA). 
    On a two-weekly period, change the standard PvP world between W25 (UK) and W24 (USA). 
    On a two-weekly period, change the High Risk PvP world between W37 (USA) and W43 (Germany). 
    On a two-weekly period, change the F2P PvP world between the UK and USA (world numbers to be decided once the new world becomes available). 

    For example... 

    Two-weekly Period A: 
    Bounty Hunter is on W18 (UK) and High Risk PvP is on W43 (Germany), on the east side of the Atlantic. 
    Standard PvP is on W24 (USA) and F2P PvP is in the USA, on the west side of the Atlantic. 

    Two-weekly Period B: 
    Bounty Hunter is on W19 (USA) and High Risk PvP is on W37 (USA), on the west side of the Atlantic. 
    Standard PvP is on W25 (UK) and F2P PvP is in the UK, on the east side of the Atlantic. 

    By alternating between Two-weekly Period A and B, in any two weeks, one side of the Atlantic has better access to Bounty Hunter and the other has better access to the standard & F2P PvP worlds. 

    We believe that with these changes, there will be a much better distribution of activity restricted worlds for all players. We intend to create a new page on the Old School RuneScape website homepage that will clearly highlight which world will correspond to each activity at any given week in the year. 

    We'd like to trial the world restriction schedule next week, so as with any changes like these, your feedback is very much welcomed and appreciated. 
     
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    QoL Improvements

    The PJ timer used on PvP worlds has now been applied to Bounty Hunter worlds. 

    Fake XP drops will now appear for Ironmen when attacking other players. We've also made the fake XP drops respect the 'Grouping' toggle from the XP drop setup menu, which they previously didn't do.
     
    IronmanPvP.png

    Any damage received during the Lunar Isle cutscene is now cleared when the cutscene ends. 

    Upon completing the Chambers of Xeric, loot notifications are now able to support longer messages, so they can now describe a triple loot - if you're lucky enough to get that at least. 

    Using the Tip jar in a player owned house now once again lets the owner know how much was tipped. 
     
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    Friends List Sorting

    Previously, players with Friends and Ignore lists longer than 200 entries could not use the Sorting buttons on the side-panels. While the Clan Setup screen did allow sorting, it would freeze your client while doing so. 
     
    FriendsList.png

    All the lists can now be sorted regardless of how long they are, and without causing your client to freeze like that. 

    An additional sorting option has been added, allowing you to sort the Friends and Clan lists according to when the player last changed worlds. The old Legacy sort options took this into account, so we've now given it an extra Sorting button of its own. 

    If you sort the list by something that isn't unique - such as 'world number', since many of your friends may have the same world number - the list will take into account the previous sorting option you'd chosen. 

    Friends who are online, or on the same world as you, will tend to appear nearer the top of the list for convenience, regardless of your other options. 
     
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    In Other News
     
    • The render order of platebody pauldrons has been adjusted to prevent clipping issues.
    • The Mystic robe bottom no longer attaches itself to the Heavy ballista when equipped on a male character.
    • The description of the great Telescope in the Observatory has been changed to a famous quote from the late Stephen Hawking, as a tribute to the beloved Cambridge professor.
    • The Chambers of Xeric previously required party leaders to have 'Kick' rank in the channel. This has been changed to always require the rank of Recruit instead, similar to the requirement for initiating a fight at Clan Wars, so that members of a channel may start a raid without necessarily needing to be entrusted with 'Kick' privileges in the channel.
    • Cave worms will now tend to appear lower down the minimenu when picking up items in the Chambers of Xeric.
    • Collectors in Barbarian Assault will now have their horn put in their inventory before their bag, rather than the other way around.
    • Bird nests will now tend to appear above bird meat in the minimenu when picking up items.
    • In Deadman Mode, the Wilderness Hard diary task of killing a Lava Dragon and burying its bones on Lava Dragon Isle now only requires killing a Lava dragon, as they do not drop bones in Deadman.

       
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    Discuss this update on our forums.

    Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf 
    The Old School Team

     

     

    Article Link: http://services.runescape.com/m=news/upcoming-changes-and-fake-xp-drop-improvements?oldschool=1

  4. mod_ayiza

    March 07 2018
    Dev Blog: Theatre of Blood
    Dev Blog: The Theatre of Blood 
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    The purpose of this blog is to detail as much as possible prior to the poll going live in-game to allow for player feedback. 
    Whilst there's a lot of detail to be found, we're purposefully not saying much about the how The Theatre of Blood and its surrounding areas will play out as we don't want to ruin the surprise!


    "The Theatre of Blood was created with one thing in mind, Lady Verzik's entertainment. She commanded her followers to create this challenge, in the hopes of watching many a willing citizen of Meiyerditch or travelling warrior perish" Do you have what it takes to defeat the Theatre of Blood? Are you the hero the Myreque need? 

    It's showtime.
     
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    Theatre of Blood

    Towards the east of Gielinor, located within the Sanguinesti region, is Ver Sinhaza. Once the home of Queen Efaritay, it is now ruled over by Verzik Vitur, head of the Vitur family and one of the few true-born vampyres on Gielinor. For millennia, Lady Verzik has commanded an army of vampyres whom she has not only used to do her biddings, but also provide her with on-demand entertainment. It didn't take long before this became tiresome, and so she instructed her followers to create a gauntlet filled with some of the strongest warriors, creations, creatures and puzzles. This is what we call today the Theatre of Blood. 
     
    tob_interior.png 
    tob_interior_gathering_area.png 
    The above WIP images detail some of the interior of the Theatre of Blood.

    When the vampyres still lived on their home world of Vampyrium, they were near enough the apex predator. However, there was one species that even the vampyres feared, the Yarasa. 

    Like bats, these large flying predators are visually impaired. However, that does not make them any less dangerous, as they have heightened senses of smell and sound. Their ability to attack in unpredictable ways makes them a deadly foe to the vampyres for it renders their immunities useless. 

    While the Yarasa are already a deadly foe, there is none more dangerous than their king, Xarpus. When the vampyres were united under the eight tribes, they hunted down and defeated most of the Yarasa, driving them to near extinction. However, they were unable to defeat Xarpus, with him surviving their hunts until they finally left Vampyrium many years later. 

    It is unknown how they managed it, but eventually the vampyres brought Xarpus to Gielinor. They trapped him in the Theatre. There, he now fights any who enter, desperate to escape and enact vengeance upon the vampyres. 
     
    Xarpus_2.png 
    Xarpus is one of the many bosses to be found within the Theatre of Blood. This image in WIP and is subject to change.

    The citizens of Meiyerditch often go to the Theatre to fight against the various experiments and abominations contained within, providing entertainment for the vampyres. To encourage them to do this, the vampyres promise them freedom if they survive. With the aid of the Myreque, it's down to you to complete all its challenges and emerge as the victor. 
     
    hr.png 
    Theatre of Blood: The Basics

    The Theatre of Blood is a linear progression raid challenge located in the Sanguinesti region, East of Meiyerditch, that emphasises on the need for teamwork. The Theatre can be accessed via a boat north of Port Phasmatys for a small fee, alternatively you can walk there, but it's quite the journey and not something we'd recommend. 

    There is no skilling involved within the Theatre, and all rooms are generated in the same order each time you enter. Throughout the raid, you'll have a few opportunities to receive a small amount of loot and supplies, but your success will heavily depend upon the equipment and supplies you take with you, alongside how well you can work together as a group. 

    The maximum group size allowed to enter the Theatre is 5, and has been balanced for group sizes of 3-5 players. There are multiple challenge rooms that contain difficult to defeat monsters, bosses and puzzles, that eventually lead up to a final epic boss challenge like nothing ever seen in Old School RuneScape. 
     
    tob_lobby_notice_board.png 
    A new lobby system is being implemented for the Theatre of Blood, allowing players to form groups of up to 5 players.

    The Theatre of Blood will have a unique wiping system. Dying in a challenge room means you as an individual must sit out the rest of that room whilst your team carries on. Once the room has been completed, you will be able to re-join your group for the rest of the raid. If a 'full wipe' occurs, for example the whole team dies, the raid is failed completely and you must restart from the beginning. A failed raid is not considered safe and any lost items will go into the gravestone system, like that of Torfinn's, with a gold fee required to retrieve them. Whilst a single death during a challenge room doesn't end the raid, any death within the Theatre of Blood will cause a Hardcore Ironman to lose their status, reverting them to a regular Ironman. 

    The number of deaths reduces the players chance of obtaining a unique reward, which will only be awarded after killing the final boss of the raid. All other bosses throughout the raid will offer a small reward to compensate you for your time, but will have no chance of uniques. 
     
    Poll Question #1
    Should we add a new multiplayer raiding experience, The Theatre of Blood, to Old School RuneScape? If this question passes we will also expand the Meiyerditch region.
     
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    A Taste of Hope

    For many years, the Myreque have fought back against the reign of the Drakans. To many, they act as a glimmer of hope in an otherwise miserable existence. In recent times, the Myreque have been beset by disaster, with numerous members meeting a gruesome end at the hands of Vanstrom Klause, the brutal henchman of the Drakans. However, while the Myreque may be in their darkest hour, hope still remains. Thanks to a recent discovery in the laboratories deep beneath Meiyerditch, the Myreque may have finally found a way to take the fight to the vampyres. They will do just that in the latest instalment in the Myreque questline, A Taste of Hope. 
     
    myreque.PNG

    A Taste of Hope will be a brand new experienced level quest available to players who have completed Darkness of Hallowvale. Players who manage to complete this quest will be rewarded with the following: 
     
    • 1 Quest Point.
    • A Tome of Experience (this grants 2500 XP in any three skills of 35 or above).
    • A new unlimited teleport that takes players directly to the Theatre of Blood.
    • A new weapon for killing vampyres.

       
    Poll Question #2
    Should we add a new experienced difficulty quest called A Taste of Hope? Completing the quest will rewards players with 1 Quest Point, a Tome of Experience with 3 uses which gives 2500 XP in any skill of 35 or above, a new unlimited teleport that takes players directly to the Theatre of Blood and a new weapon for killing vampyres.
     
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    Theatre of Blood Rewards

    The Theatre of Blood is anticipated to be the next big challenge coming to Old School RuneScape and will offer a gameplay experience like nothing else in-game. With something as challenging and exciting as this, you can be sure that you'll be rewarded well. 

    All rewards detailed below, other than the potions and Judgement Prayer, will be available for testing in Tournament worlds, going live on the 8th of March for all members. As with prior releases you'll be given the freedom to select your own stats, and you'll have a wide range of equipment to choose from in addition to the new items listed in this blog. Things will be a little different than normal though, as you'll be able to travel anywhere in Gielinor. No content is being locked on these worlds, meaning you'll have plenty of opportunities to test each item fully before they're polled. We've made things a little more convenient for testing purposes too, such as adding teleport tabs to the supplies chest and being able to give yourself a new Slayer task free of charge at any Slayer Master by right clicking them and selecting "Assignment" (cancelling tasks will still cost points, so make sure you right-click and select Assignment to avoid any charges). 

    All of the rewards are subject to change and we're intending to leave these tournament worlds open for as long as they are necessary. In this time your feedback will be invaluable to us, so please let us know your thoughts via this forum post, which is also linked at the bottom of the blog, Reddit (/r/2007scape and /r/oldschoolrs) and Twitter using #TheatreOfBlood. 

    Vials of Blood & New Potions 

    The vampyres have long believed that there is great power in blood. A belief that has only increased with their recent experiments with Haemalchemy. These vials contain modified blood that enhances the power of potions and can be used to charge new weapons found from within the Theatre of Blood. 

    Initially when we discussed the introduction of the below potions, we intended for them to lower your HP by 10 with each dose. After some internal balancing of the potion effects and boosts, we determined it was not necessary. Whilst the potions do allow you to save some inventory space, you would likely be required to take additional food to compensate for the HP loss. We feel the bonuses of the potions do not warrant this, though it is something we will consider should any changes be required. 

    Bastion potion: This single potion boosts both Ranged and Defence levels by the same amounts that using a Ranging potion and Super defence potion would. Mixing this potion requires 80 Herblore and the following ingredients: Vial of blood, Cadantine & Wine of Zamorak. Completing the full potion grants 155 Herblore experience. 
     
    Poll Question #3
    If the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Cadantine & Wine of Zamorak to create a Bastion potion? This potion provides the same boosts a Ranging potion and Super defence potion would. Mixing the potion requires 80 Herblore and grants 155 Herblore experience. The potion is tradeable.

    Battlemage potion: This single potion boosts both Magic and Defence levels by the same amounts that using a Magic potion and Super defence potion would. Mixing this potion requires 80 Herblore and the following ingredients: Vial of blood, Cadantine & Potato cactus. Completing the full potion grants 155 Herblore experience. 
     
    Poll Question #4
    If the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Cadantine & Potato cactus to create a Battlemage potion? This potion provides the same boosts a Magic potion and Super defence potion would. Mixing the potion requires 80 Herblore and grants 155 Herblore experience. The potion is tradeable.

    Totality Potion: This single potion boosts Attack, Strength, Defence, Ranged and Magic levels by the same amounts that using a Super combat potion, Ranging potion and Magic potion would. Mixing this potion requires 96 Herblore and the following ingredients: Super combat potion, Range potion, Magic potion, Vial of blood & Torstol. Completing the full potion grants 180 Herblore experience. 
     
    Poll Question #5
    If the Theatre of Blood is added to the game, should it be possible to combine a Super combat potion, Range potion, Magic potion, Vial of blood & Torstol to create a Totality potion? This potion provides the same boosts a Super combat potion, Ranging potion and Magic potion would. Mixing the potion requires 96 Herblore and grants 180 Herblore experience. The potion is tradeable.

    Vigour potion: This single potion restores Prayer points (7 + 25% of Prayer level), as well as applying a weak Stamina potion effect that lasts for 1 minute instead of 2. Mixing this potion requires 88 Herblore and the following ingredients: Vial of blood, Amylase crystal & Ranarr. Completing the full potion grants 110 Herblore experience. 
     
    Poll Question #6
    If the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Amylase crystal & Ranarr weed to create a Vigour potion? This potion restores Prayer points (7 + 25% of Prayer level), as well as applying a weak Stamina potion effect that lasts for 1 minute instead of 2. Mixing the potion requires 88 Herblore and grants 110 Herblore experience. The potion is tradeable.

    Super Prayer potion: This potion would restore Prayer points (7 + 25% of prayer level) and add a renewal effect, restoring an additional 6 Prayer points over 30 seconds (at a rate of one point per 5 seconds). Mixing this potion requires 91 Herblore and the following ingredients: Vial of blood, Ranarr weed, Snapdragon & Snape Grass. Completing the full potion grants 120 Herblore experience. 
     
    Poll Question #7
    If the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Ranarr weed, Snapdragon & Snape Grass to create a Super Prayer potion? This potion restores Prayer points (7 + 25% of prayer level) and restores an additional 6 Prayer points over 30 seconds at a rate of one point per 5 seconds. Mixing the potion requires 91 Herblore and grants 120 Herblore experience. The potion is tradeable.

    Infernal Defender 

    During the Second Age, infernal weaponry was common amongst the forces of the Empty Lord. These weapons, crafted in the liquid fires of Infernus, were some of the most powerful around. 

    Today, infernal weapons are incredibly rare, the secrets behind their creation having long since been lost. Lady Verzik's Infernal Defender is one of the few to still remain and is a relic from her time in the service of the Empty Lord. 

    The Infernal defender is an upgraded version of the Dragon defender, requiring 70 Attack and 70 Defence to equip. Due to its age, the full defender has been destroyed, leaving behind only the hilt. To create the Infernal defender, you must combine the Infernal hilt with a Dragon defender. The Infernal hilt is tradeable, but once combined with a Dragon defender the Infernal defender is untradeable. You can dismantle the Infernal defender to retrieve the Dragon defender that was used, but the Infernal hilt is destroyed in the process. 
     
    Infernal%20defender.png
     
    Poll Question #8
    Should the Infernal hilt be a potential reward from the final boss of the Theatre of Blood? The hilt can be combined with a Dragon defender to create the Infernal defender, requiring 70 Attack and Defence to equip. The Infernal hilt is tradeable but the completed Infernal defender is not.

    Judgement Prayer Scroll 

    During the God Wars, Armadyl granted his followers great power so that they may defeat his enemies. Judgement was one of these many powers, one that has since been lost to history. However, when Armadyl left Gielinor after the God Wars, his abandoned fortresses were raided by Lady Verzik's vampyres. Within one of these fortresses, they found a scroll containing the hidden knowledge of Judgement. 

    Judgement is a new overhead prayer, requiring 85 Prayer to use. It is unlocked via a tradeable scroll which can be obtained from within the Theatre of Blood. Use of the Prayer boosts melee attack by 10% but lowers your own defence by 50%. Whilst Judgement is active, 1/6th of any damage dealt by the user is removed from their Prayer. Use of Judgement stacks with combat prayers such as Piety, but as it is an overhead prayer it cannot be used with similar prayers such as Protect from Melee. 
     
    Poll Question #9
    Should a scroll that unlocks the new overhead prayer "Judgement" be a potential reward from the final boss of the Theatre of Blood? Judgement boosts melee attack by 10% but lowers your own defence by 50%. Whilst Judgement is active, 1/6th of any damage dealt by the user is removed from their Prayer. The Judgement prayer scroll is tradeable.

    Sanguinesti Staff 

    One of the more recent additions to Lady Verzik's collection, the Sanguinesti staff is a powerful weapon that was crafted by Lord Lowerniel Drakan himself. The staff was given to Lady Verzik by Lord Lowerniel Drakan as a reward for assisting him in their fights against the Seven Priestly Warriors. 

    The Sanguinesti staff is a new tradeable Magic weapon requiring 75 Magic to wield. It is identical in terms of stats and damage to that of the Trident of the swamp, with the added effect that it has a 1/8 chance to heal you for 50% of the damage dealt when attacking an NPC. It is charged with Blood runes and uses 4 runes per cast. The staff does not degrade. 
     
    Sanguinesti_staff2.png
     
    Poll Question #10
    Should the Sanguinesti staff be a potential reward from the final boss of the Theatre of Blood? The staff requires 75 Magic to wield and costs 4 Blood runes per cast. It is identical in stats and damage to the Trident of the swamp, with the added effect of a 1/8 chance to heal you for 50% of the damage dealt when attacking an NPC. The Sanguinesti staff is tradeable.

    Ghrazi Rapier 

    Of all Vampyriums tribes, none were more vicious than the Ghrazi. These vampyres took pride in their combat abilities and would regularly bait their prey into battle so that they could test their prowess. 

    The rapier in Lady Verzik's vault was once wielded by a fearsome Ghrazi warlord. It was given to her by her father who came to possess it after the warlord challenged him to a battle, one that he did not survive to tell the tale. 

    The Ghrazi rapier is a new tradeable stab weapon that requires 75 Attack to wield. It is not charged and does not degrade. The attack speed of the rapier is the same as the Abyssal tentacle and it also has the same attack bonus, but with the focus being on stab and a slight slash bonus, as you'd expect with a sharp blade. 
     
    Ghrazi_rapier.png
     
    Poll Question #11
    Should the Ghrazi rapier be a potential reward from the final boss of the Theatre of Blood? The rapier requires 75 Attack to wield. The attack speed of the rapier is the same as the Abyssal tentacle and it has the same attack bonus, but with the focus being on stab with a slight slash bonus. The Ghrazi rapier is tradeable.

    Justiciar Armour 

    The justiciars were elite warriors in Saradomin's army during the God Wars. Unlike the rest of his forces, the justiciars operated alone, often working as assassins and saboteurs. Selected from a variety of races, they were all chosen by Saradomin himself who granted them great power. 

    When the vampyres invaded Hallowvale, some of the last remaining justiciars fell in battle. The Justiciar Armour found in Lady Verzik's vault was taken from one of these fallen warriors. 

    The Justiciar armour is a brand-new set of tradeable tank orientated gear requiring 75 defence to equip. Each individual piece of armour offers defensive stats slightly higher than that of Torag the Corrupted's equipment, with the addition of some Prayer bonus. 

    When the full set of Justiciar armour is equipped, all incoming damage taken is reduced by x/3000, where 'x' is your equipment's defence bonus. This is based on the style of attack being used against you. For example, if an enemy was using a Crush style attack and you had a defensive bonus total of 450 against Crush then 450/3000 = 15% damage reduction. The Justiciar armour does not degrade and does not require charging. 
     
    Justiciar_full_set3.png
     
    Poll Question #12
    Should the Justiciar armour set be a potential reward from the final boss of the Theatre of Blood? The armour set requires 75 Defence to equip and has defensive stats slightly higher than that of Torag the Corrupted's equipment with the addition of a slight Prayer bonus. It offers a new damage reduction effect based on your defence bonus when all 3 pieces are worn. The Justiciar armour is tradeable.

    Vampyrium Vambraces 

    The Vampyrium vambraces are amongst the oldest items in Lady Verzik's Vault. They were crafted back when the vampyres still lived on Vampyrium. Their original use was to assist the vampyres in their fight against the Yarasa. 

    Vampyrium vambraces are a new tradeable ranged hand slot item that require 75 Ranged and Defence to equip. Due to their age, when you first obtain them they are broken and require repairing - this is done by combining them with a pair of Ranger gloves, just as the Pegasian crystal is combined with a pair of Ranger boots to create the Pegasian boots. 

    They offer a slight offensive bonus when compared to Barrows gloves, at the expense of some defensive stats. 
     
    Vampyrium_vambraces.png
     
    Poll Question #13
    Should Vampyrium vambraces be a potential reward from the final boss of the Theatre of Blood? The vambraces require 75 Ranged and Defence to equip and are made by combining broken Vampyrium vambraces with Ranger gloves. The Vampyrium vambraces are tradeable.

    Scythe of Vitur 

    Of all of Lady Verzik's possessions, one of the most valuable is the Scythe of Vitur. This legendary weapon was once wielded by the founder of House Vitur, a vampyre now worshipped as a god. 

    The Scythe of vitur is an extremely slow but hard hitting tradeable 2-handed weapon. It has no special attack but can hit up to three enemies once in a 1x3 arc in front of the player. Similar to the special attacks of the Dragon and Crystal halberd, each swing can also hit large creatures up to three times in the same attack. The scythe can only hit a maximum of three NPCs and can only hit a maximum of three times. The first hit deals 100% damage, the 2nd deals 50% and the 3rd deals 25%. Each attack, regardless of which enemy is your primary target, is rolled independently based on your attack bonuses versus the NPCs defence bonuses. 

    The scythe requires 75 Attack and 75 Strength to wield and has two variants, and uncharged and charged version. The uncharged version has relatively low stats, but once charged, gains additional bonuses. Charging the scythe costs 1/100th of a Vial of blood and 3 Blood runes, meaning 100 charges would cost a full Vial of blood and 300 Blood runes. 
     
    Scythe_of_vitur_uncharged_6.png Scythe_of_vitur_6.png
     
    Poll Question #14
    Should the Scythe of vitur be a potential reward from the final boss of the Theatre of Blood? The scythe requires 75 Attack and Strength to equip. It is charged with 1/100th of a Vial of blood and 3 Blood runes. It has no special attack but can hit up to three enemies in a 1x3 arc in front of the player. Each swing can also hit large creatures up to three times in the same attack. The scythe can only hit a maximum of three enemies and can only hit a maximum of three times. The first hit deals 100% damage, the 2nd deals 50% and the 3rd deals 25%. The Scythe of vitur is tradeable.

    Sinhaza Shroud 

    In the courtyard outside the Theatre of Blood, a mysterious figure watches. No one knows why he is there, but he takes a great interest in any who would enter the Theatre. Anyone who manages to survive the Theatre may find that this figure has a strange gift for them, a shroud of unknown origin. 

    The Sinhaza shroud is an entirely cosmetic cape that players will receive after completing the Theatre of Blood. It is possible to change the appearance of the cape after completing the Theatre of blood 100, 500, 1000, 2500 and 5000 times respectively. 
     
    Poll Question #15
    Should the Sinhaza shroud be awarded to all players who complete the Theatre of Blood? The shroud is an entirely cosmetic cape you can change the appearance of after completing the Theatre of blood 100, 500, 1000, 2500 and 5000 times respectively. The Sinhaza shroud is untradeable.
     
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    We're really excited for you to try out the rewards over the next few weeks. As well as discussing this Dev Blog on our forums, remember to use #TheatreOfBlood on Twitter so we can see all of your feedback!

    Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf 
    The Old School Team

     

    Article Link: http://services.runescape.com/m=news/dev-blog-theatre-of-blood?oldschool=1

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