We return to the Wilderness to discuss the newest quest: Daughter of Chaos. From new stories and characters to new combat systems we ask, can this quest stand on its own? Then more than 300m RS accounts have been created and we dip into the celebrations.
Let's talk about the wilderness!
The wilderness started as a universal PVP area where players could mess around, fighting each other for all the loot and glory. The higher level you went, the more dangerous it was, but the more cool stuff you could get. For a time, it was the only place to fight greater demons, and at one point, you could get some super-powerful and ridiculously expensive magic spells by braving the wilderness and its relentless player-base. If you wanted to be safe, you brought equipment, but the better stuff you brought, the more you risked, so it became a balance of many different factors. What you were wiling to risk, what sort of contingency plans you had, was whatever you were venturing into the wilderness worth it, and, most importantly: did you feel lucky?
For a time, it was moderately balanced, and then a few new spells came out. Spells that included tele-block and ensnare, which prevented you from teleporting and moving. At all. And there was no way to freedom yourself. And it could be cast on you every few seconds, which means that you were effectively screwed. This changed the ballgame as it was no longer about honor and glory, it was about the loot. You could trap folks, unload a huge barrage on them, and wipe them out without a hope and a prayer. With such a horrid threat, the wilderness became a no-man's land.
But then, things took a turn when folks realized that they could lure noobs into the wilderness for easy kills with such methods. Not just that, but this was also a time where real-world trading was a serious threat to the game's integrity and legality. So the folks at Jagex took a gamble: they nerfed trading. Players could only (moderately) trade if they knew each other for months, the Grand Exchange was made to allow for a much more controlled economy, and the Wilderness, because one could merely make a money-mule account and have it butchered by the client, was effectively abolished and turned into Revenant-Land.
And I loved it. Revenants didn't teleblock or ensnare. I could run in there with my best gear and obliterate them, and if things went south, escape was feasible (if not still pretty darn difficult). They had some rare, good drops as well, but ultimately, it felt like a whole new place to explore because I wasn't too afraid of the hopeless slaughtering of my character.
Then, they incorporated better detection methods and nuked bots, and the wilderness returned to its former... ahem, glory. Evolution of Combat made things a lot more fair with freedom, and the death system ensured you knew what you were risking.
... and now the wilderness has been obliterated again. And I LOVE it!
Up front, I'm not a PKer. Never was, except when I tried it with a noob account with high magic. It was alright. So, as you can imagine, this post is super opinion-based. But I love what they did to the place.
First off, being a PKer is optional. You need a skull to be a PKer, which means no more luring folks to click you with shadow-robe accounts following you around (seriously, I bore witness to this, and I would've been disgusted were I not impressed by the ingenuity). You accepted the risk of being whacked by a PKer, and you voluntarily got that skull because you were there for freakin' glory. If you didn't have the skull, then you were in for a ride of your life, because the wilderness has been completely reworked to include all the actually high-level enemies. You got living wyverns, you got kal'garian demons, you got a freakin' volcano shooting fireballs at you, and you even got random mass mob spawns that, if you didn't run right that moment, you were straight-up dead. It was super dangerous!
But death's got your back now. You die, you shell out a couple million coins and all's well again! The risk is mitigated, turning the experience into a more tactical and attentive one rather than luck-based.
You can fight whatever you want in there, go for that revenant pet, and even do special slayer contracts in there for some extra exp and cash! It's awesome!
Oh, and did I mention it's been graphically reworked as well? Seriously, check out the wilderness volcano now; it's freakin' NUTS!
Whew! Alright, let's talk about the new quest now. Spoiler alert:
You are sent off with Trindine (I knew it right when I read her fake name. "Anne Dimitri"? Come on, she's not even trying at this point!) to spy on Moia and see what's going on in the wilderness civil war against Zamorakians and demons. You enter her memories, play as her, and discover that she's gone full berserk mode and wants to effectively become the new Zamorak, maybe even the new Lucien. Also she captured one of the Twin Furies in a bottle.
That's the whole quest. It's fun, though; I really love the mechanic of playing as another character and having access to whole new abilities. Makes you come up with tactics on the fly and improvise a lot. Good fun!
Adrasteia and Moia, successors to Saradomin and Zamorak. That's right, with the majority of the banished Gods having been male, the age of the powerful ladies is now upon us! Woo! And thumbs up for that move, I really like the idea because these two characters are just so much more dynamic than Saradomin and Zamorak. Feels like being Gods, they've already developed themselves and all we were seeing was their pasts played back like an old video tape. Now, we are effectively tying ourselves with the fates and choices of these two women and developing their stories alongside them. Much more engaging and involving!
Not much else to say about the whole thing. The quest was fun, was a great introduction to the new wilderness, and the wilderness itself is just a treat to explore once again after such a long time of staying the heck away.
... yes, I have full globetrotters. I would change wilderness clues without even thinking about it. That's how much I hated the place. If the folks at Jagex want to just tweak back that little randomness patch that made clue scrolls less likely to be wilderness clues, I wouldn't mind.
Until next time,
The wilderness is reborn with new Slayer rewards, a graphical rework, and the addition of opt-in PvP. We run through rewards, what a wilderness skilling D&D would look like, and the practicality of the graphical rework.
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Caution; there will be spoilers ahead, but if you didn't avidly do quests to begin with, I don't know how on Earth you are reading this right now.
You know that absolute best part of a quest is? When they throw those sudden random curveballs. Like V's quest, for example, where we are promised a quest featuring the Fremennik and their deity, only for him to suddenly get slain by the dragonkin in the first real Dragonkin-lore heavy quest in RuneScape. And at the time, they were always eluded to as an immensely powerful, shadow-hidden species starting to rise again. Nobody sees it coming, it was never advertised in the updates, and nobody teased it in the video docs. All we knew was that it was a Fremmenik quest, and that was it! It was nuts!
And I loved it! It was like me going into a Dairy Queen for a sundae and they surprised me with a parfait at the same price. Not what I asked for, but undeniably better, so I really cannot complain.
We have seen a number of quests do this, like the
But now, with the Twilight of the Gods quest, coming so shortly after the finale of the Elder Gods series (or so we thought), I didn't think there was going to be any more big surprises in store. Sure, I expected that we were gonna be fighting Zamorak for a bit of vengeance against what he did during said series, and quite frankly he's had it a long time coming. But how we are going to do it, and all the in-between stuff... holy smokes, I was NOT prepared for it!
I'll summarize, and again, spoilers. After some investigation into an incursion of demons, it starts off by chatting with Naressa, who's personally been my favorite dragonkin so far as far as they go, and holy fudge she stars in a quest so hype! But she's not alone; we've got Gregorovic there too!
And that's not all! And he's been so absent in all of this compared to other pivotal boss characters like Helwyn, Vindicta and Gorvek, and even the Twin Furies. Part of me imagine that, since the other three bosses pulled out, he'd have the Heart of Gielinor to himself, so why wasn't he capitalizing on it? The answer; he's not actually Gregorovic, but an abyssal demon merged with his soul!
And that's not all! After investigating the demon incursion, we end up doing a side quest where we help out kalgerion demons and abyssal lords, who end up revealing to us that they were the missing dragonkin tribe all along who had traded bodies just like the yellow salamanders!
We haven't even gotten into the meat of the quest involving Zamorak, and already all this crazy stuff is going on involving some really cool characters and revealing so many cool things! SO HYPE! I'M STOKED!
You complete the puzzle, which is just the right level of tedious and complex, yet relatively straightforward, and you finally actually complete the quest's first step; figuring out where these demons are coming from. Surprise surprise, it's Zamorak. He's replenished his forces from the Elder God Wars and is striking Gielinor hard in full opportunist fashion. Saradomin just can't keep up, and he's getting chastised by the Godless in the process.
The world needs the World Guardian. It needs Guthix. And since he's not around, you as the World Guardian will have to do. And thus, in order to defeat Zamorak, you'll have to fulfill your destiny:
Restoring the Edicts of Guthix. The spell that broke with Guthix' death that allowed the Gods to return to Gielinor. After some experimentation, you determine several things about this method. While it is possible to perform, you will need to make a sacrifice. Not only will this spell banish ALL the Gods (sorry, Armadyl...), but it will also consume your World Guardian powers.
With the edicts back up, the Gods will be banished again, and you will return to a regular human adventurer.
That's right. The questline has come full circle, resetting Gielinor back to the state it was in during the Fifth Age.
... say it with me now...
I mean, what a way to end it! An actual conclusion to the entire questline that returns us back to the regular Runescape timeline ,thus allowing us to not only carry on with other cool questlines, but also give way for a whole new epic quest series! The potential of a 7th Age, the threat of a whole new force of destruction even scarier than the Elder Gods (Erebus and Zaros), and the freed-up resources and development potential for telling whole new stories and lore is just way too hype for me to handle! It's like we're heading right into Runescape 4 after this next event, and by golly, we're going in with a bang!
I'm excited. I loved this quest because it was crazy with the reveals and it has left me so excited. Way to go, folks at Jagex; you've become absolutely phenomenal at telling stories.
Until next time,