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06-23-11

Mage Arena (Members)

Posted by runescape

Prove yourself worthy to this bloodthirsty wizard by surviving the trials of the Mage Arena and he will teach you spells capable of summoning the power of the gods themselves!

Location

Mage arena location

The arena is located in the Deep Wilderness. You will need a slash weapon to get into the starting area. This generally includes weapons such as daggers, although a knife can be used on the webs to slash through them.

Please be aware that due to the depth of the Wilderness, monsters may be waiting for you to arrive. Also remember that this far into the Wilderness, you are more likely to be attacked by other players.

From the Ardougne teleport lever:
The first method of traveling to the Mage Arena is by using the teleport lever in Ardougne. The lever is two-way (you can use it to get back to Ardougne) and it will teleport you to the Deep Wilderness, not far from the arena. When you are here, you will need to head north and use your slashing weapon to cut the spiderweb that blocks the way. From here, head west past the top of the arena.

On foot from the Wilderness:
The second method is walking. Long as the journey may be, the area surrounding the lever is dangerous. You will need to walk all the way to the gates in deep Wilderness. There are two gates; one near the greater demon area and another on the Ice Plateau. If you are coming from the greater demons, you will need to head west once through the gate. If you are coming from Ice Plateau, you will need to go east once through the gates. Again, locate the arena (a short walk).

Teleports:
Finally, you can use teleport spells, such as the Ancient Magicks, to teleport you to certain depths of the Wilderness. From here, follow the above advice for walking.

The safe area

When you get to the small building with spiderwebs blocking your way, use your slashing weapon to cut them and enter. Continue slashing the webs until you are at the teleport lever. Pulling this lever will teleport you to a safe area, the Mage Arena bank. From here locate and talk to Kolodion. There is also a rune shop and bank here.

Please note: As there is a bank here, it is strongly advised you save withdrawing all your runes/magical equipment until you get to the arena bank. This will mean if you are attacked on your journey to the Arena, you will not lose vital items if you die.

Requirements

To fight in the arena requires 60 Magic. You must also be able to fight and kill increasingly difficult monsters with Magic only.

To cast the god spells, 60 Magic is required.

Also, a Prayer level of 37 is recommended so that you can use Protect from Magic.

Recommended Items

To fight in the Arena, you should take runes of your chosen spells.

Prayer potions are also recommended if you are using Protect from Magic.

After beating Kolodion, you can choose your god spell, so it is advised you bring runes to cast the spell 100 times to unlock it (explained below).

Unlocking the Power of the Gods

Firstly, withdraw your chosen mage items and don’t forget your runes.

Speak with Kolodion, and challenge him to fight in the Arena.

You will then be teleported (with Kolodion) into the heart of the Arena. From here Kolodion is to be destroyed in all of his forms. If, for some reason, you decide to run away or are defeated by Kolodion then on your next attempt you will start at the form you retreated from.

When you have killed him, you will discover he can shapeshift into a tougher, ogre giant.

After defeating the ogre giant, you will find the fight is far from over, as he will shift into the form of a giant spider. Depending on your method of fighting (if you have food supplies or Prayer), it may be advisable to use Protect from Magic.

As the giant spider dies, Kolodion will continue to shift forms. This time he will change into a large wraith-man. The fight gets tougher here, so make sure you eat and top up your Prayer if you take damage.

There is power left in Kolodion yet. As the wraith dies, Kolodion shifts into his final guise – a massive level 112 demon. Stay focused and continue to unleash your Magic spells.

When you have defeated all of his forms, you will be teleported out of the arena and Kolodion will congratulate you on a fight well fought.

He will then explain the god spells and the need for you to choose your god. To do this, head into the nearby ‘Sparkling pool’ and you will come out near a staff merchant.

Head past him into the room with the three god statues. Now you choose your god and pray at the relevant statue. You will then receive a cape of the god you have just prayed to.

Head back with your cape and speak to the merchant. He will then give you the staff of your chosen God. To unlock the god spells and use them outside of the arena, you must cast them 100 times inside the arena.

To get back into the arena, head back out of the sparkling pool to the safe area, then pull the lever to return to the Wilderness hut. If you decide it is safe to go for it, use your slashing weapon to get out of the hut, and head east to the entrance where you will need to slash webs again. In the small room past the web, pull another lever to teleport you the other side. Here, run south-west around the outskirts, and into the arena ramp entrance.

 When here you will see level 54 battle mages. The battle mages of your chosen god will not attack you if you do not attack them (i.e: If you are wearing a Zamorak cape and using a Zamorak staff then the Zamorak battle mage will not attack you). As you will find out, the battle mages that do not fight for your god will attack you, so it is advised you train your god spells on them.

Be careful as they retaliate in style – using their god spells! These can be very damaging, so Protect from Magic Prayers are advised for the whole encounter. When you have cast the spell 100 times, you will have unlocked the chosen spell and be able to use it outside. You will be shown a message to confirm this.

As a side note – if you take the exact number of runes to cast the spell 100 times, then you can see from the runes remaining how many more spells you need to cast.

After all this is done, you can head back to the staff merchant and buy the other two staffs to begin unlocking the other spells. You may only obtain one cape at a time, so the current cape must be dropped for you to pray at your new statue. With this, you can then cast the other god spells 100 times and unlock all three for outside use!

Rewards

Of course the rewards come from unlocking the extremely damaging god spells, which can hit up to 200 points of damage.

Further to this, if your Magic level is 80 or more, you can use the spell ‘Charge’ which will increase the damage even more (hitting up to a possible 300) for a period of approximately seven minutes, provided you are wearing one of the Mage Arena god capes.

03-28-11

Mobilising Armies

Posted by runescape

Mobilising Armies is a new multiplayer combat minigame, but instead of controlling your avatar you’ll be controlling a whole battalion, deploying your squads with tactical precision and trying to second-guess the intentions of your opponents. There are four different scenarios to play in: Conflict, Siege, Hoard and Rescue. Each presents its own set of challenges, such as building catapults, collecting resources and stealing from your opponents, to name just a few. Don’t worry about finding three other players, though: when you turn up at the command centre the officers will arrange your match for you.

As we all know, war isn’t cheap, so with Mobilising Armies we are introducing a commodity-exchange system. If, after training a skill, you’re left with a lot of commodities that you don’t need yourself (e.g. a surplus of jewellery after training Crafting), you’ll be able to trade them in at the command centre for investment credits, which can then be exchanged for squads and special units, such as cannons, barricades or exploding chinchompas. You can also choose to stake investment credits in an impending battle for a larger payout of reward credits, which can in turn be spent on additional items.

There are a variety of rewards for victorious commanders, including quest kits that let you hold much-needed questing tools in one inventory slot, resource locators that’ll teleport you directly to resources such as mining spots and trees, and “spoils of war”, which are a selection of resources, gold and items that will allow you to train your skills further.

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01-20-11

The Tower of Life

Posted by runescape

Over near the Necromancer’s Tower, south of Ardougne, a new tower of ambitious design is under construction.

You see, over the ages, alchemists around Ardougne have worked on many bizarre experiments, encouraged by the kings of the region. Now their experimenting has brought them to their ultimate goal… only to be stopped short by a builders’ strike. The builders claim the project was not what they first expected and so it seems the tower’s future is up to you!

With a mix of illogical magic and logical construction, you can expect to be working those builders’ hands to the bone just to understand the tower - let alone get it into working order.

This is a one-of-a-kind quest involving: the culmination of magic and logic, the most fashionable construction outfit you ever did see, learning the all-important rituals of the builder and having somewhere to store sarnies from the sandwich lady…

Then, as if that wasn’t enough, you’ll earn the opportunity to create strange creatures to battle. Using alchemy and the Tower’s marvellous properties, there are a wealth of strange opportunities! Oh, and when we say ’strange’, we honestly mean strange - ever wondered what happens if you cross a jubbly with a lobster? Probably not, but like we said, alchemists have worked on some very bizarre experiments! The items dropped from these monsters should prove useful for all those resource-gathering-addicts!

So what are you waiting for? Grab that hammer and saw, and practice your best builder slang because, as the title suggests, this is no standard building, but the legendary Tower of Life!

——————————————————————————–

In other news…

Pets may no longer be taken into Pest Control or Castle Wars.

On non-members’ worlds, the Magic spellbook interfaces now ignore members’ items, such as blood runes or battlestaves, when deciding which spell icons should be lit up. This should make it easier to see which spells you can cast if you’re on a non-members’ world.

A level 25 Defence requirement has been added to the new Fremennik shield.

When you fletch a yew shortbow, you used to get ~66 experience for carving the bow and ~68 experience for stringing it. However, for all other shortbows, the carving and stringing give the same amount of experience. We have adjusted the yew shortbow to give ~67 experience for carving and the same amount for stringing it. The total experience you get for making the completed bow has not changed.

01-19-11

Prince Ali Rescue

Posted by amber

Start: Begin by speaking with Hassan in the Al Kharid Warrior Castle.
Skills: None!
Quests: None!
What You Need: 7 Balls of Wool (or 3 Balls of Wool and a Rope), 2 onions, ashes, flour, water, red berries, a pink skirt, some soft clay, a bronze bar, 3 beers and about 50gp.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

——————————————————————————–

Getting Started

Talk to Hassan in the Warrior Castle, located in Al Kharid. Ask him if he needs any help, and it turns out that he actually does, and that Osman can fill you in on the details. Usually he can be found wandering around just outside the castle. When you speak to Osman, he tells you that Prince Ali is being held captive by Lady Keli, and that you need a plan to get him out.

Osman says that you need to tie Lady Keli up, and that you must disguise the prince as her by getting a skirt, a blonde wig and something to color his skin. His daughter Leela may be able to help you out, and she can be found near Draynor Village, standing next to the wheat fields.

Leela tells you more about a disguise, mentioning a woolen wig, a rope, and a witch that may be able to help with the coloring part. She says that you will also need a key, and that something must be done about the guard.

The Rope & Wig

Talk to Ned, a nice old man that can be found a short distance from Leela. Tell him that you need rope, and he says that he will sell you some for 15gp, or he will make you some for just 4 balls of wool. If you don’t want to pay, you can shear some sheep by using a pair of shears with a wooly Sheep.

As for the wig, Ned can make you one for 3 balls of wool. Just ask him what else he can make, and then tell him that you need a wig. So, it would be best to get 7 pieces of wool and then spin them on a spinning wheel so that Ned can make you both a Rope and Wig.

Wig & Skin Coloring

Back in Draynor Village, you can find a witch named Aggie. She knows about making dyes and skin coloring, so ask her if she can make you some Yellow Dye for the wig. For this, she needs 2 onions and 5gp. Onions can be found in a garden just east of Rimmington, or behind the Farmer’s house in Lumbridge, near the windmill. After having the dye made, use it with the wig to make it a Blonde Wig.

You can also ask Aggie to make some Skin Paste, which changes the color of skin. She needs some ashes, flour, water and red berries to make this. Red berries can be found east of the Stone Circle near Varrock.

Hint: A pink skirt can be bought from the Varrock Clothes Shop for 2gp, so to avoid an extra trip, buy one while you’re collecting red berries.

The Jail Key

First, make some Soft Clay by using some water with clay, which can be mined. You can also mine a tin and copper ore and smelt them into a bronze bar. Head over to the jail, located just east of the Draynor Market bank, and speak with Lady Keli.

You can choose any option except for the one about Katrine being better than her. Ask her about her plan, and then ask her if she can be sure that they won’t try to get the Prince out of jail. Ask her to see the key, and then ask her if you can see it. Your character will put some clay in their hand and make an imprint of the key.

Now bring the imprint and a bronze bar to Osman and he will make you a bronze key, but you need to get it from Leela. She tells you that there’s a guard inside the jail that will be a bit of trouble. After speaking with Joe, you learn that he likes to drink. Speak with Leela again, who says that 3 beers should be enough to get him drunk. You can buy beers from the Port Sarim pub, or take them off the tables in the Barbarian Village.

Rescuing the Prince

Go back to the jail, speak with Joe and ask him if he wants a drink. He’ll take a beer, and then you should give him the rest to finish him off. Now use your rope with Lady Keli to tie her up, and use the key with the cell door. Speak with Ali to disguise him, and then go back to Hassan in Al Kharid to get your reward.

Quest complete!

Rewards

700gp
The ability to pass through the Al Kharid Toll Gate for free
3 Quest Points

——————————————————————————–

Fast Quest Walkthrough

[^] Speak to Hassan
[^] Speak to Osman
[^] Speak to Leela
[^] Give Ned in 3 Balls of Wool to get a Wig
[^] Use Yellow Dye on a Wig
[^] To get Skin Paste, give Aggie Ashes, Flour, Water and Redberries.
[^] Buy Pink Skirt
[^] Speak with Lady Keli
[^] Ask Lady Keli to see the key; Soft Clay needed
[^] Give Key Imprint and Bronze Bar to Osman
[^] Speak with Leela
[^] Speak with Joe
[^] Speak with Leela
[^] Give Joe 3 Beers
[^] Use Rope with Lady Keli
[^] Use Bronze Key with the Cell Door
[^] Speak with Ali
[^] Speak with Hassan
[^] Quest Complete!

It would, of course, be improper to leave out the other important updates for this week. As if the Hunter skill weren’t impressive enough! That’s right, the imps have had their impending makeover early, as a special treat for the impudent little blighters. Little do they know that weeks of being imprisoned in magical boxes lie ahead of them.

Fairy rings

Keen-eyed adventurers may find two new fairy rings that can transport them to two of the more remote Hunter training areas. The codes to access these rings will be published in our Knowledge Base in a few days - we’re not doing all the work for you!



A message from Juna

Juna, the ancient snake who guards the Tears of Guthix, wishes it to be known that Guthix, in his wisdom, will not award Hunter XP to adventurers who drink his tears so soon after this skill is released. Anyone who would normally expect to gain Hunter XP as their reward will instead receive the bonus in their second-lowest stat.

When Guthix removes this restriction in early December, it will be announced in a news post.



In other news…

Certain random events that give costumes as rewards will no longer hand out items that players already have stored in their houses’ costume rooms.

The attack animations of metallic dragons have been adjusted to fix the glitch that made their chests stretch incorrectly when they attempted to breathe fire.

Before the new year, we asked you to pose questions to Betrayal at Falador author, T.S Church. He’s found time to reply and his responses can be found in the Forums.

Find out how the story will continue, how TS Church worked out the distances in the novel, and even uncover a few tips for aspiring writers. Answers to these and other intriguing questions can be found in the forum thread.

To read the answers, please visit the Jagex Store Feedback forum in the official Forums. The quickfind code for this thread is 73-74-975-58210180.

12-24-10

Morytania Expansion

Posted by runescape

The waters of Morytania have begun to receed, opening up a few new paths through the swamps. There are now a number of new enemies to be found in these swamps.
Blood sucking leeches abound near the waters, ghouls can be found lurking near graveyards and there are sightings of some of the lower ranked vampires, the race said to rule over Morytania.

Also, reports of a Blamish Snail infestation in Mort Myre have been confirmed by the villagers of Canifis. Highly prized for the blamish snail oil which can be made from their slime, these huge, acid spitting molluscs also bring a splash of colour to the swamps with their brightly coloured and functional shells. Enterprising (and style conscious) armourers are already planning a new autumn range of ‘Snelms’ (Snail Shell Helms) for the discerning adventurer.

Another report today comes from a slightly eccentric man who claims to have seen slimey things swimming in the swamp waters of Mort Myre. Apparently these strange creatures have extended bodies, a slimey appearance, narrow eyes and go down well with lots of strong flavoured drink.

We have also made some changes to the following areas of the game;

Agility Changes

A lot of the agility areas in the game have been reworked slightly, and we have reduced a lot of the annoying delays, especially on some of the pipes.
Agility now works a lot more smoothly in general.

As you will now be able to get around some of the agility courses slightly quicker, we have therefore reduced the experience slightly for completing some of the courses. This means that because you can get round the course more quickly now, you won’t be gaining experience any slower than before, and may in some cases actually be gaining it slightly quicker.

Gnomeball Changes

Gnomeball has been given a much needed polish.
We have gotten rid of the old interface and replaced it with a much more intuitive system. Now you can shoot by just clicking the goal net, pass by clicking on another player or gnomeballer, and tackle is now an option on other gnomeballers too.

Cooking Experience Changes

We have been more generous on the amount of cooking experience given on some of the less popular aspects of cooking. You should find this increase in experience when cooking all pies, cakes, pizza, curry and stew.

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Music playerRunescape 2 now has a music player in addtion to the default music for each area.
In the bottom right corner of the game screen select the musical note to use the music interface.
As you go into new areas in Runescape you will unlock the pieces of music being played there.
Click on them in the music interface and you can play each tune whenever you like, so long as you have unlocked it.
Click the auto button to go back to playing the default music for each area you walk into.

Anti FireBreath potion

This is a new potion for use when fighting dragons. It requires level 69 herblaw, a blue dragon scale and a Cadantine herb.
Using a combination of the anti dragon breath shield, the protection from melee prayer and this potion means you will not be taking any damage from dragons (except the king black dragon)

Other features added include:

When you gain a level there is now a visible animation so other players can see you just got a level.

Various of the inventory graphics have been improved, most notably the worn versions of the halloween mask and the capes.

Mithril seeds can now be planted to grow flowers which you can pick, and give as presents. The flowers are random colours, some colours are rarer than others.

We have also fixed the following bugs:

  • Fixed:The legends guild sold the wrong half of the dragon square shield
  • Fixed:It was possible to walk on some areas of water near Karamja
  • Fixed: Some players doing the Legends quest could not get Yommi tree seeds
  • Fixed:It was not possible to get into the Kharazi jungle once you had completed the legends quest
  • Fixed:The mulicannon quest was going back to yellow on peoples quests list when they purchased cannons
  • Fixed:It was possible to restart the digsite quest after you had completed it.
  • Fixed:The training dummies in King Lathas’s training area did nothing
  • Fixed: It was possible to walk on the water at the fishing guild
  • Fixed: Casting hold spells didn’t work on characters who were moving by following another character
  • Fixed: It was possible to skip the character appearance screen and as a result your character became a bearded lady
  • Fixed: You could die by drinking the potion of Zamorak on low hitpoints
  • Fixed: The potion of Zamorak didn’t give any boost to prayer
  • Fixed:The fishing spots south of Rimmington spent most the time out at sea where they then couldn’t be fished
  • Fixed:You could swap a cat for death runes, log out, log back in and you would get your cat back
  • Fixed: When you were given a gnome ball by the referee it still told you that you had the weapon stats from the weapon you had been wielding beforehand.
  • Fixed:Unlike the other gems mining diamonds did not give a message to say you had just mined a diamond
  • RS2 is very nearly complete now. So as the final test before we go for the full launch we’ve opened it to free users as well as members for one big final test!This means all the free users who have been waiting to try out RS2 finally can. Just two important thing to remember.

    1) The beta is played with a test account, which is a copy of your RS1 account. Nothing you do on the beta will affect your main character in any way. Everything you do on the beta will be forgotten when the beta ends, so bear mind any items or levels you gain here are non permenant.

    2) If you are playing the beta with a brand new account you just created, you MUST log it into RS1 at least once, before it will let you use it in RS2. Of course there is no need to create a new account anyway, as you can use your normal character safely. Obviously once we go to the full real launch this requirement will go away .

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