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How would you rate this update?
1 - Terrible 19%  19%  [ 5 ]
1 - Terrible 19%  19%  [ 5 ]
2 - Bad 0%  0%  [ 0 ]
2 - Bad 0%  0%  [ 0 ]
3 - Average 12%  12%  [ 3 ]
3 - Average 12%  12%  [ 3 ]
4 - Good 8%  8%  [ 2 ]
4 - Good 8%  8%  [ 2 ]
5 - Excellent 12%  12%  [ 3 ]
5 - Excellent 12%  12%  [ 3 ]
Total votes: 26
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 Post subject: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 1:49 pm 
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We’ve taken a careful look at the extreme Herblore potions we released a few weeks ago and have now reintroduced them to safe PvP minigames – that includes Castle Wars, Soul Wars, safe Clan Wars, TzHaar Fight Pit, and the Duel Arena (but not ‘no-potion’ fights or Tournaments).

As part of this, we’ve slightly changed the way in which the extreme magic potion works – it now provides a visible Magic stat boost of 7, which decreases over time as with other stat-boosting potions. The normal magic potion’s level boost has been increased to +5. We have, however, also made a change to the Magic skill itself, so that if your Magic level is boosted by any means, you will inflict +3% magic damage per boosted level. This is on top of the +10% magic damage you inflict when wielding certain staves.

Part of the reason for these changes is that we’ve added four new high-level elemental battle spells to the standard spellbook. The Wind Surge (level 81), Water Surge (level 85), Earth Surge (level 90) and Fire Surge (level 95) spells each require one blood and one death rune, and some air runes (and some water, earth or fire runes for those respective elemental spells).

The max hit of Fire Surge is:
28 without boosts
30 with a magic damage-boosting staff
33 with extreme magic/overload
37 with both extreme magic/overload and a magic damage-boosting staff

With those updates, you’re going to need some more runes, so, to top it all off, Runecrafting also gets a tweak. As of today, crafting multiple runes out of one essence has changed for the better. Before, you would only gain the ability to craft an extra rune at specific Runecrafting levels (e.g. 2 air runes at level 11, 3 air runes at level 22, 4 at level 33, and so on). Now, there is a ‘chance’ of getting an extra rune on ‘some’ of your essences if you are between those set levels, with that chance increasing as your level increases (e.g. at Runecrafting levels 12-21, you will gain 2 or 3 air runes per essence). If you want to imagine it visually, what used to be a step graph has been smoothed out into a curve. This is explained in a little more detail in the Game Guide, but the bottom line is that you’ll receive more runes for your hard work.

Mod Chris L (potions/Magic), Mod Rathe (new spells) and Mod Nancy (Runecrafting)
RuneScape Content Developers


In other news...

Your run mode setting is now stored between logins.

You can now take Ava's Attractor and Accumulator to Lanthus and you will be able to retrieve dropped ammo while in Castle Wars. There's also a toggle option on both items to allow you to stop receiving junk.

The pharaoh's sceptre now displays its remaining charges in the name of the item.

The Summoning skillcape now has a boost option to match other skillcapes.

Cannons will no longer waste cannonballs on NPCs in the process of dying. You can now also top up the ammo when it's already firing and there’s an auto-setup feature.

Bones to Peaches and Bones to Bananas can now be used to convert any bones up to and including big bones.

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: November 17th, 2009, 1:49 pm 
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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 3:12 pm 
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Did some runs of nature runes at 71 rcing and i should, under the old system get 40 odd, under the new system i was averaging 55 and at times was bagging 60 odd.

Natures are going to bomb in price rather badly. Not that i care. I care however that Jagex has done what they typically do; Rewarded the lower level (in this case the skill being runecrafting) and saying up yours to the higher level (in this case those with 91+ rc) now I've got 70 odd rc as i said, so I'm in no way ***** cause my nature runes are going to bomb in price but i know exactly how most of those 91+ rc'ers feel right now.

They worked hard for that reward and jagex has pretty much made it worthless. They gain nothing from this update but a skill they worked for becoming just another time sink without any real payout. They've done this time and time again with skills and i do not understand it. You can make the game easier for lower levels without buggering the higher levels as well.

Seems to me over the last year there priorities have shifted more to pvp and they see that as "end game" for high levels and frankly, that turns it into every other mmog out there.

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 3:26 pm 
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only good thing about this is when natures bomb i can horde them to raise my magic.

but i think it was a dumb update (the rc'ing part)

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 3:33 pm 
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Yet another failed attempt by jagex to fix things up.. When in reality they are making things worse..

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 3:42 pm 
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Nature bombing = everything that people alch crash? Like are yew longs going to crash?


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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 3:44 pm 
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rs josec78 wrote:
Nature bombing = everything that people alch crash? Like are yew longs going to crash?


Would of said the demand for them would rise if anything. Magics going to get a lot cheaper to train..alching is still a fast way to do that and if it's cheap more people are going to want to buy up yews because they turn a bigger profit.

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: November 17th, 2009, 3:44 pm 
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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 7:27 pm 
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Hmm... decent update except I'm very worried that nature rune crafting is going to lose it's profitability which is really bad for me.

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 9:08 pm 
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Excellent - I can one click the Slayer Ring now. ;)
Sold 8k Nature Runes, everyone says they're going to crash so I figured I'd cash in.


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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 17th, 2009, 10:27 pm 
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yeah new magic spells
makes me happy now magic is more stronger muhahahaha

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 18th, 2009, 4:50 am 
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Sounds like a pretty good update, haven't tested the spells out yet though. Ooh =5 for magic potion, so I can cast the level 95 spell. ;)

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 18th, 2009, 8:41 pm 
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The spells are a much needed update. On the other hand, I don't think the Runecrafting update was well thought out whatsoever. First of all, why did nature runes even get an update seeing as the new spells don't even require them? Second, why didn't that add the possibility of making 3 nature runes per essence after level 91, with the chances getting better the closer you are to 99, to a maximum average of 2.5 nature runes per essence? I think that this update was pushed out too early, because of all the people making thread on the forums asking for a Runecrafting update. This makes high level Runecrafting much less desirable. I really hope that Jagex will reconsider the update to Runecrafting :(

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 19th, 2009, 3:24 pm 
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I feel sorry for the Runecrafters who spent their time getting 91+


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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 20th, 2009, 9:18 am 
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Reventon42 wrote:
I feel sorry for the Runecrafters who spent their time getting 91+

Thank you and everyone else here who understands that the RC update was a very bad decision on Jagex's part. I'm glad there are high level smart players here that see this. Not a bunch of low level noobs telling us high level RCers to stop whining.

This update is terrible. I wrote an article for the informer giving an overview and my perspective of it.

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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 21st, 2009, 10:53 am 
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In my opinion, nature runes bombing, doesn't effect anyone in a negative way...nature runners don't make as much profit. But Go run Laws.


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 Post subject: Re: 17-Nov-2009 - Potions, Spells and Runes
PostPosted: November 21st, 2009, 12:45 pm 
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Gray Jade wrote:
In my opinion, nature runes bombing, doesn't effect anyone in a negative way...nature runners don't make as much profit. But Go run Laws.


It effects the highlevels. Lessens the value of the skill, makes 99 magic seem less an acheievement and really just screws over another skill in what i can only presume is an effort to make runes easier to obtain for combat. Once again pushing the game into that and making all other skills secondary. Like every other mmog out there.

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