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Range 2

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Range 2 last won the day on December 9 2017

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  1. Range 2

    NEW WILDERNESS BOSS/BOSSES

    @Elseve I chose not to attack some people that I knew were getting the Imbued Magic capes because I didn't want to just start killing everyone the instant the new mini-quest came out. I also wanted to stay off of players I did not recognize because I did not want to kill them, and thus discourage them to keep playing the server if they were new. Usually if I PK someone I will give them their items back to make sure they don't just quit. I definitely will go for people in the Wilderness now that are doing the mini-quest since the cape has been out for awhile. I have also had personal experience on past servers I have played that placing things in the wilderness does in fact bring about more PKing. These other servers made it so all the dragons (unless you were a donor) were in the Wilderness. This forced people to kill dragons in the Wild for their dragon bones if they wanted to gain their prayer levels, which greatly increased the wilderness activity (And also gave a prominent market for dragon bones). On a past server that both I and @ryanheinz played on, custom wilderness bosses were made and I had a blast trying to kill them with my friends hoping to get a very good drop, and PKers would frequently come and we would either have to try and fight back or escape. If you're dismissing the idea about adding another boss altogether now, then I think that really is the wrong move, because to me that content made a big difference in past servers which kept me interested and having fun playing the server. (which is also why I killed the Wild Krab, and PKed people killing the Wild Krab many many times when it was released). Another issue with the wilderness in my opinion is the Bounty Hunter system. @Mr Krabs I have meant to send you a message on this, but having this Bounty Hunter system pairing players together as targets also makes it hard for people to PK in the wilderness. If known PK'ers enter the wild and get paired with a target, most of the time the people that get that known PKer as a target will get out of the wilderness as fast as possible because they know that the PKer is out and possibly going to come and try to kill them. I have witnessed this so many times, it's like my cover is blown. I have also had multiple occasions where people will PM me if I get them as a target asking me not to kill them, etc. etc.
  2. Range 2

    NEW WILDERNESS BOSS/BOSSES

    Bump. If anything, with the new additions of Demons you need to kill for the Imbued God Capes (which I love by the way, GREAT JOB GUYS!) I was thinking adding Flambéed as a custom boss in Location 2 (55 Wild, west of the Wilderness agility course) with important pking drops that are already in the game (see my drop list table above if we don't go the route of including custom weapons as a drop) would be a great addition to the wilderness!
  3. Range 2

    Server Updates 1/1/18 - 1/30/18

    Awesome content and as always incredible response time to issues and requests. Thank you for an awesome job well done!
  4. Range 2

    NEW WILDERNESS BOSS/BOSSES

    Thank you @Sixty I have made the modifications to the stats of "The Darkness" sword to be not as strong as the Shadow Sword (it is also slower, it would hit the same speed as the whip). And @matias the point of this update is give risk to reward, which is why the bosses will be there. While you're out in the wilderness there is much more risk in these areas to try and kill them and that is why the new items I'm proposing would be very good. Killing the Giant Krab is easy and practically safe because you can quickly get to the mage bank level to escape a PKer. People more than likely won't like to risk their gear as much farther from safe spots in the wilderness, and these bosses will be stronger than the Giant Krab as well, I was only hoping to make their attack styles similar, but their damage output will be higher and their health will also be increased. The time it would take to get out there, the amount of kills possible per trip, and less damage due to weaker gear will mean these bosses won't be killed nearly as much. The drop rate hasn't been discussed either, but I would advise Krabs to give them a more difficult drop rate to obtain too.
  5. Range 2

    NEW WILDERNESS BOSS/BOSSES

    Also, since there is no available way in the Equipment Interface for me to check the Range Strength of a weapon, these values to determine Max Hit etc. might need to be worked out with @Mr Krabs if he is on board with the idea
  6. Range 2

    NEW WILDERNESS BOSS/BOSSES

    @Sixty Thank you for the feedback, I don't know the stats of the Shadow Sword, could you post them here? The plan for the "The Darkness" weapon was to make it somewhere between the stats of a Shadow Sword and a whip. As "The Nightmare", I will edit this in my post, I meant to make it the best in slow crossbow, not better than the Twisted Bow. From what I have found on the Twisted Bow, it give a Range Bonus of +70, however that does not factor in the algorithm that basis max damage off of the magic level, which is what makes the Twisted Bow the best range item. The Armadyl Crossbow gives a Range Bonus of +100, so I could be wrong here, but the +125 Range bonus I believe would allow "The Nightmare" crossbow to hit slightly higher than the Armadyl Crossbow, but still not as strong as the Twisted Bow. If anything this Range Bonus can be lowered to maybe +115 to +120. I really do appreciate the feedback to help tweak things to make it fair and balanced.
  7. On the topic of increasing activity in the wilderness, along with introducing a boss that has good/better weapons into the game, here will be some suggestions I have on a new boss/bosses. As the topic goes on, the idea on the drop table can either come from existing items in the game, or custom items that Krabs would introduce. Before people make a comment about how they don't want a server ridden with custom items, I'm not saying I want something like an orange partyhat, or purple h'ween mask. These items would be something unique to the server, almost as if we are receiving an update that is brand new content, introducing a new dynamic that differs from the updates that OSRS rolls out on a monthly basis. Of course, the custom items for simplicity would be something that already exists in Runescape, but it would be tweaked to be re-colorized, buffed stats, and a new name. NEW BOSS NPC: I have picked out a couple NPC's that could be decided on that I think would be good bosses to have out in the wilderness. Just like the custom items, these could have their names changed, stats buffed, and resized larger or smaller to fit the needs of a "boss look." (Similar to how the Inadequacy and Giant Krab have been added) 1) Treus Dayth 2) Flambeed 3) Dessourt 4) The Untouchable LOCATION(S): Ideally I would like for two bosses to be added. These are the two locations I think would be good places for them. Location 1: Level 42 Wilderness, EAST of the Lava Maze. This spot is in between the Lava Maze and Lava Dragon Teleport spot. (Due to my initial log in when I took the picture, you can't see it, but this area is MULTI COMBAT.) Location 2: Level 55 Wilderness, WEST of the Wilderness Agility course. (This area is SINGLE COMBAT) NPC ATTACK STYLE/LEVELS/HEALTH: Both bosses would have either all attack styles, Mage/Range/Melee, or Magic/Melee where the Mage attack will hit through prayer. LOCATION 1 BOSS: 500HP, all three attack styles, and similar damage to that of The Inadequacy and Giant Krab. LOCATION 2 BOSS: 400HP, magic and melee attack styles where the magic attack will hit through prayer. DROPS: A lot can be considered for the boss drops to ensure that they won't be introducing too much into the game. My thought process on these bosses for the drops has been compared based on the drops of other wilderness bosses. I will go into detail talking about CUSTOM ITEMS that I have included in the drop table in the next section. The custom items will be in BOLD. LOCATION 1 BOSS: ALWAYS: 100K COMMON: 200 Blood Runes, 400 Chaos Runes, 400 Death Runes, 400 Soul Runes, 800 Water Runes, 800 Fire Runes, (Useful for Ironman) (maybe lower these x2 if need be) UNCOMMON: Mysterious Emblem, 100 Dragon Darts, 100 Dragon Bolts (e), 7 Prayer Potions, 7 Super Restores, 7 Saradomin Brews, 2 Rune Bars, 50 Crushed Nests, 50 Red Spiders Eggs, 50 Limpwurt Roots, 50 White Berries, 20 Cooked Dark Crabs, 20 Cooked Angler Fish, Crystal Key, Tier 2 Mysterious Emblem RARE: Tier 10 Mysterious Emblem, Dragon Chainbody, Dragon defender (t), Golden Key, Mystery Box, 200 Dark Crab Fishing Bait, 200 Red Vine Worms, Lava Battlestaff, 50 Clean Torstol, 50 Rune Ore VERY RARE: Armadyl Godsword (Full sword, this one might be a stretch, but since it is available in Wilderness Shop I figured why not) Imbue Scroll ANCIENT HELMET (Would be best melee defense helmet) ANCIENT PLATEBODY (Would be best melee defense platebody) ANCIENT PLATELEGS (Would be best melee defense platelegs) THE DARKNESS **MINIATURIZED VERSION PET OF NPC? (I think a custom mini Flambeed, or Treus Dayth pet would be awesome) LOCATION 2 BOSS: ALWAYS: 100K COMMON: 10 Diamonds, 10 Rubies, 10 Sapphires, 10 Emeralds, , 10 Dark Crabs, 10 Ring of Recoil, 3 Super Restores, 3 Super Combats UNCOMMON: Mysterious Emblem, 50 Dragon Darts, 50 Dragon bolts (e), 7 Prayer Potions, 7 Super Restores, 7 Saradomin Brews, 2 Rune Bars, 50 Wine of Zamorak, 50 Dragon Scale Dust, 50 Limpwurt Roots, 20 Cooked Dark Crabs, 20 Cooked Angler Fish, Crystal key, Tier 2 Mysterious Emblem RARE: Tier 10 Mysterious Emblem, Dragon defender (t), Golden Key, Mystery Box, 200 Dark Crab Fishing Bait, 200 Red Vine Worms, 50 Clean Torstol, 50 Rune Ore VERY RARE: Dragon Claws: (Remove Dragon claws as a drop from Ancient Gorilla and make him drop full heavy ballista, zenyte shards, onyx) Bounty Teleport Scroll THE NIGHTMARE (Would be better than the Armadyl Crossbow, but still not as powerful as the Twisted Bow) **MINIATURIZED VERSION PET OF NPC? (I think a custom mini Flambeed, or Treus Dayth pet would be awesome) CUSTOM ITEMS: ANCIENT HELMET: Re-colorize the Dwarven Helmet from the Grim Tales quest to white and eggshell white colors. Attack Bonus Stab: +0 Slash: +0 Crush: +0 Magic: -5 Range: +0 Defense Bonus Stab: +65 Slash: +70 Crush: +55 Magic: +0 Range: +60 Other Bonuses Strength: +2 Prayer: +2 ANCIENT PLATEBODY: Re-colorize the Achievement Diary 2 Set Platebody to white and eggshell white colors. Attack Bonus Stab: +0 Slash: +0 Crush: +0 Magic: -15 Range: +0 Defense Bonus Stab: +125 Slash: +130 Crush: +115 Magic: + 0 Range: +145 Other Bonuses Strength: +3 Prayer: +3 ANCIENT PLATELEGS: Re-colorize the Achievement Diary 2 set Platelegs to white and eggshell white colors. Attack Bonus Stab: +0 Slash: +0 Crush: +0 Magic: -15 Range: +0 Defense Bonus Stab: +90 Slash: +85 Crush: +90 Magic: + 0 Range: +100 Other Bonuses Strength: +3 Prayer: +3 THE DARKNESS Re-colorize black, dark grey, dark blue colors. Multiple options, in order: Dark Light, Anger Sword, Harry's Cutlass, Lucky Cutlass, Brine Sabre Attack Bonus Stab: +80 Slash: +88 Crush: -2 Magic: +0 Range: +0 Defense Bonus Stab: +0 Slash: +0 Crush: +0 Magic: + 0 Range: +0 Other Bonuses Strength: +88 Prayer: +0 Speed: 2.4 seconds THE NIGHTMARE Re-colorize the Hunter's Crossbow black, dark blue, dark green. Attack Bonus Stab: +0 Slash: +0 Crush: +0 Magic: +0 Range: +125 Defense Bonus Stab: +0 Slash: +0 Crush: +0 Magic: + 0 Range: +0 Other Bonuses Strength: +0 Prayer: +0 Speed: 3.0 seconds MY IDEAL OPINION ON THIS: Create 2 new bosses and add the custom items for them to drop to their drop table. Add the NPC "Dessourt" or "Treus Dayth" in Level 42 Wilderness (Location 1) and make him larger to look better and more like a boss, Combat Level 450 and rename him something we decide on. Add the NPC "Flambeed" in Level 55 Wilderness (Location 2) and rename him. If custom items are introduced, we could remove the Dragon Claws and Armadyl Godsword from the drop table. OTHER OPTIONS: Don't include customized items and make these bosses drop the items that are not my custom suggestions and add anything else that seems like it would be a good drop to increase incentive for people to kill them. Let me know what you guys think. --Range--
  8. Range 2

    My Inferno Guide! - By Range

    The Inferno is possible on a 1 defense pure with 44 prayer
  9. Range 2

    Server Updates 11/1/17 - 11/30/17

    Awesome as always. Thank you Krabs
  10. Range 2

    My Inferno Guide! - By Range

    WELCOME TO MY INFERNO GUIDE! (No Twisted Bow needed!) The Inferno takes place inside the normal fight caves with the full length of all 69 waves. It is necessary to give up one Fire Cape to begin the Inferno the first time you do it, and after that you have unlimited tries. This can take anywhere from 3 hours or more, so be prepared! You are able to log out during the caves and resume the wave you were on once you log back in. Suggested Levels: Max Combat (Or atleast 99 Range, 99 Mage, 99 Hitpoints, and whatever Attack level necessary for your best in slot Magic Staff/Wand) 99 Prayer I feel like is a must for this, as I went through 12 Super Restores to complete the caves. The only other option would be to use a Saradomin Godsword to replenish you prayer points. GEAR: The gear you want to use is your best in-slot magic gear that you have, along with a switch for your best in-slot range gear. It is necessary to have a high mage bonus for ice barrage and blood barrage, which I will go into more detail on using those later. Magic Gear used: Ahrims hood, Ancestral robe top and bottom, Toxic Staff of the Dead, Arcane Spirit Shield, God Cape, Eternal Boots, Amulet of Fury, Seers Ring (i) and Barrows Gloves. (This gave me a +154 mage bonus, though an Occult Necklace would be a better amulet than a Fury, I just didn't have one) Range Gear used: Karils leather top, Karils skirt, Ava's accumulator, and Toxic blowpipe switch. (This will be shown below in the inventory set up.) INVENTORY: The gear brought in the picture is: 14 Super Restores 4 Saradomin Brews 1 Range potion 4 Range Armour slots for a switch 1 Elysian Spirit Shield (This was used in case I needed it to tank some hits on a wave. I utilized it once, but it is not necessary. I would bring another Super Restore in place for this if you do not have an Ely) 4 Rune Slots (I would bring at least 15k-20k of Soul Runes, Blood Runes, and Death Runes, along with 50k Water Runes, just to make sure you don't run out. If you have a Kodai Wand, it can save you an inventory slot on Water Runes) I would recommend as many Super Restores as possible, I finished the caves with 2 Restores and 1 Sara Brew left, and I had 99 Prayer. I would suggest maybe even bringing 16 Super Restores and 3 Sara Brews, because prayer on the last 3 waves is absolutely necessary. METHOD: Upon entering the cave, run directly to the WEST side of the cave. This spot is OPPOSITE of the Italy Rock that has been used in many guides for defeating Jad in the original Fight Caves. This area is known as the "Long Rock". You will want to run to the farthest SOUTH corner of the rock which is circled in yellow below (Ignore the green and blue arrows, I got this picture off Google lol). This spot is almost necessary to defeat the caves, because it allows you to take on the monsters one at a time. As you get into the higher waves, you will have multiple monsters that can range or mage you. The tactic is to stand in the corner as the wave begins and allow the monsters to get trapped behind the walls: As you can see, the monster (Jal-MejRah) gets trapped along the wall while in the mini map you can also see the 3 yellow dots of the other monsters that get trapped along the northern side of the wall, allowing you to take them on one at a time. IMPORTANT TIP: Once the monsters are trapped, you can move one square south to move them over 1 more square south as well while they still remain trapped along the wall. This is important because that way when you attack them, you can still stay along the wall and only get hit by the one monster you are attacking. If you try and attack them before they are there, your character will try and run forward around the wall, thus allowing anything else that is trapped, to hit you. ANOTHER TIP: Magic has a farther damage radius than range does, so if using something like a blowpipe on a monster moves you closer to it, it might put you close enough to get hit by another monster that could be trapped behind the one you are trying to attack. If that is the case, you will have to mage it so you won't be getting attacked by something like the high level magic monster and the high level range monster at the same time in the later waves. (If you have a Twisted Bow, I believe you will be able to hit things with long range, but using a crossbow will move your character too close, allowing everything to attack you, so that is not an option.) MONSTERS (And how to kill them): Jal-Nib (Attacks with melee, no need to use prayer on these, just use Blood Barrage on them to regain your health) Jal-MejRah (Attacks with range, just take the hits from these to save prayer or use protect range and Blood Barrage to regain health on these) Jal-Ak (BE CAREFUL! He attacks with RANGE and MAGE! Use Protect Range when attacking him, and once he dies, 3 smaller blobs come out to attack! And they all hit with different attack styles) ("Xil" mini blob attacks with RANGE) ("Ket" mini blob attacks with MELEE be sure to Ice Barrage him to keep him from getting close to you) ("Mej" mini blob attacks with MAGE) I use my range switch and Toxic blowpipe to kill these guys quickly to try and not take too much damage (Remember, if need be, the Toxic blowpipe special also re-heals you), then switch to Mage to Ice Barrage/Blood Barrage the 3 mini blobs that come out. I would also keep on Protect from Magic while killing these guys and focus on killing the one that ends in the name "Xil" first since he ranges you. Jal-ImKot (Attacks with melee, keep him trapped on the wall and Blood Barrage him to regain health) Jal-Xil (Attacks with range and melee (can hit through prayer), use protect range and a blowpipe to kill him quickly) Jal-Zek (Attacks with mage and melee, use protect mage and a blowpipe to kill him quickly) JalTok-Jad (Same as Tztok-Jad, when he stands up use protect magic, when he slams his front legs down, use protect range and a blowpipe to kill him) TzKal-Zuk (The Final Boss! Just use protect Magic and don't get too close!) WAVES: (Codenames for inferno monsters) Nibbler - Jal-Nib Bat - Jal-MejRah (similar to Tz-Kih) Blob - Jal-Ak (similar to Tz-Kek) Melee - Jal-ImKot Ranger - Jal-Xil (similar to Tok-Xil) Mage - Jal-Zek Jad - JalTok-Jad (similar to TzTok-Jad) Wave 1.) 3x Nibbler, 1x Bat Wave 2.) 3x Nibbler, 2x Bat Wave 3.) 6x Nibbler Jal-Ak (Blob) will start to appear in the next round. Wave 4.) 3x Nibbler, 1x Blob Wave 5.) 3x Nibbler, 1x Bat, 1x Blob Wave 6.) 3x Nibbler, 2x Bat, 1x Blob Wave 7.) 3x Nibbler, 2x Blob Wave 8.) 5x Nibbler Jal-ImKot (Melee) will start to appear in the next round. Wave 9.) 3x Nibbler, 1x Melee Wave 10.) 3x Nibbler, 1x Bat, 1x Melee Wave 11.) 3x Nibbler, 2x Bat, 1x Melee Wave 12.) 3x Nibbler, 1x Blob, 1x Melee Wave 13.) 3x Nibbler, 1x Bat, 1x Blob, 1x Melee Wave 14.) 3x Nibbler, 2x Bat, 1x Blob, 1x Melee Wave 15.) 3x Nibbler, 2x Blob, 1x Melee Wave 16.) 3x Nibbler, 2x Melee Wave 17.) 5x Nibbler Jal-Xil (Ranger) will start to appear in the next round. Wave 18.) 3x Nibbler, 1x Ranger Wave 19.) 3x Nibbler, 1x Bat, 1x Ranger Wave 20.) 3x Nibbler, 2x Bat, 1x Ranger Wave 21.) 3x Nibbler, 1x Blob, 1x Ranger Wave 22.) 3x Nibbler, 1x Bat, 1x Blob, 1x Ranger Wave 23.) 3x Nibbler, 2x Bat, 1x Blob, 1x Ranger Wave 24.) 3x Nibbler, 2x Blob, 1x Ranger Wave 25.) 3x Nibbler, 1x Melee, 1x Ranger Wave 26.) 3x Nibbler, 1x Bat, 1x Melee, 1x Ranger Wave 27.) 3x Nibbler, 2x Bat, 1x Melee, 1x Ranger Wave 28.) 3x Nibbler, 1x Blob, 1x Melee, 1x Ranger Wave 29.) 3x Nibbler, 1x Bat, 1x Blob, 1x Melee, 1x Ranger Wave 30.) 3x Nibbler, 2x Bat, 1x Blob, 1x Melee, 1x Ranger Wave 31.) 3x Nibbler, 2x Blob, 1x Melee, 1x Ranger Wave 32.) 3x Nibbler, 2x Melee, 1x Ranger Wave 33.) 3x Nibbler, 2x Ranger Wave 34.) 5x Nibbler Jal-Zek (Mage) will start to appear in the next round. Wave 35.) 3x Nibbler, 1x Mage Wave 36.) 3x Nibbler, 1x Bat, 1x Mage Wave 37.) 3x Nibbler, 2x Bat, 1x Mage Wave 38.) 3x Nibbler, 1x Blob, 1x Mage Wave 39.) 3x Nibbler, 1x Bat, 1x Blob, 1x Mage Wave 40.) 3x Nibbler, 2x Bat, 1x Blob, 1x Mage Wave 41.) 3x Nibbler, 2x Blob, 1x Mage Wave 42.) 3x Nibbler, 1x Melee, 1x Mage Wave 43.) 3x Nibbler, 1x Bat, 1x Melee, 1x Mage Wave 44.) 3x Nibbler, 2x Bat, 1x Melee, 1x Mage Wave 45.) 3x Nibbler, 1x Blob, 1x Melee, 1x Mage Wave 46.) 3x Nibbler, 1x Bat, 1x Blob, 1x Melee, 1x Mage Wave 47.) 3x Nibbler, 2x Bat, 1x Blob, 1x Melee, 1x Mage Wave 48.) 3x Nibbler, 2x Blob, 1x Melee, 1x Mage Wave 49.) 3x Nibbler, 2x Melee, 1x Mage Wave 50.) 3x Nibbler, 1x Ranger, 1x Mage Wave 51.) 3x Nibbler, 1x Bat, 1x Ranger, 1x Mage Wave 52.) 3x Nibbler, 2x Bat, 1x Ranger, 1x Mage Wave 53.) 3x Nibbler, 1x Blob, 1x Ranger, 1x Mage Wave 54.) 3x Nibbler, 1x Bat, 1x Blob, 1x Ranger, 1x Mage Wave 55.) 3x Nibbler, 2x Bat, 1x Blob, 1x Ranger, 1x Mage Wave 56.) 3x Nibbler, 2x Blob, 1x Ranger, 1x Mage Wave 57.) 3x Nibbler, 1x Melee, 1x Ranger, 1x Mage Wave 58.) 3x Nibbler, 1x Bat, 1x Melee, 1x Ranger, 1x Mage Wave 59.) 3x Nibbler, 2x Bat, 1x Melee, 1x Ranger, 1x Mage Wave 60.) 3x Nibbler, 1x Blob, 1x Melee, 1x Ranger, 1x Mage Wave 61.) 3x Nibbler, 1x Bat, 1x Blob, 1x Melee, 1x Ranger, 1x Mage Wave 62.) 3x Nibbler, 2x Bat, 1x Blob, 1x Melee, 1x Ranger, 1x Mage Last appearance of Jal-MejRah (Bat). Wave 63.) 3x Nibbler, 2x Blob, 1x Melee, 1x Ranger, 1x Mage Last appearance of Jal-Ak (Blob). Wave 64.) 3x Nibbler, 2x Melee, 1x Ranger, 1x Mage Last appearance of Jal-ImKot (Melee). Wave 65.) 3x Nibbler, 2x Ranger, 1x Mage Wave 66.) 3x Nibbler, 2x Mage Wave 67.) 1x Jad Wave 68.) 3x Jad Last wave before TzKal-Zuk. Wave 69.) 1x TzKal-Zuk The most notable waves are 67, 68, and 69. Before that, it is important to remain patient and take each wave on one monster at a time. There is a monster spawn next to you on that southern corner of the Long Rock, so always be prepared to put on Protect Magic or Range if necessary. (At one point, I had to run to the northern side because I had a Mage and Range monster spawn to both attack me at the same time, at that point I ran for it, used my Sara Brews, and completed that wave from the Northern Side of the Long Rock, but then went back to the Southern Side once that wave was completed). Wave 67: 1 JalTok-Jad, take him on like you would a normal Jad. (Save your Range Potion for these last 3 waves) Wave 68: 3 JalTok-Jad's, this is the most difficult wave, hopefully you get a good spawn, try to trap them behind walls, and take them on one at a time. Wave 69: FINAL WAVE TzKal-Zuk, use protect Magic, take him on with your best range armour, and don't let him get to close! If you can do all this, then CONGRATULATIONS on your INFERNAL CAPE! Tatskaaa also created his own guide, which may have information that I may have forgotten! Be sure to check it out! GOOD LUCK EVERYONE!
  11. Incredible update. Great work Krabs. Having a blast playing it man!
  12. Range 2

    Fastest Kraken Kill Times

    Since we have a thread dedicated to the fastest Zulrah times, I figured I would start one with pictures of the fastest Kraken times! I got 38 seconds earlier, lets see if anyone can beat it.
  13. Range 2

    Abyssal Monarchs, A Guide

    Awesome guide! Can't wait to see more to come!

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