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03-7-09

Runescape Accounts

Posted by amber

Free Runescape Accounts - Runescape Success
One of the things that differentiates Runescape from most other MMO games is the sheer fact that it was built off its success as a free online game first, and still to this very day offers players a free Runescape account option, where there is no initial or ongoing payment involved with playing. These free Runescape accounts is where Jagex built this loyal following to their game and many believe it will sustain its foothold on the MMORPG market. Runescape were the first to introduce the two style play of both free account and paying account version of their game where a large proportion of the game is able to be played with a free account yet if players are willing, they are able to pay a small monthly fee of $5 to receive all the benefits of being a member.
Free Runescape Accounts versus Paying Members
So what are the perks of being a member rather than just having a free Runescape account? Well the biggest difference is the sheer amount of things to do as a member. There are more skills, loads more quest more ways to earn Runescape gold and many more lucrative item and gold drops from many of the creatures that are found in the member’s version of Runescape.

Offering Free Runescape Accounts for How Long?
Is the creation of the pay to play Runescape account option a sign of the inevitable future of Runescape going completely commercial? Whilst most MMO are based on some form of pay to play model Runescape seems to have successful marketed their subscription version such that it can both cater for both free account users and member accounts whilst still offer a relatively continual flow of updates and developments for paying customers. In addition to this Jagex has used this model of two style of play successful for three years now without ever hinting of a complete removal of the free version of the game and as such it would be expected that they will continue to offer free Runescape accounts for the foreseeable future.

How to get your Free Runescape Account
So if you are looking for you free Runescape account all you have to do is signup and register your account over at www.runescape.com the signup process only takes a few moments, and after completing Runescape’s tutorial island you will be well on your way to understand the complex game of Runescape.

Buying Unwanted Runescape Accounts - Accounts for Sale
In the last year or two there has been increasing demand for Runescape accounts and Runescape gold, and with anything in life, if there is demand and it can be supplied at a profit people will more than likely be willing to oblige by selling their product or service. In this case of Runescape accounts there seems to always be Runescape accounts for sale on eBay along with Runescape gold and items, but be warned not only are the majority of such auctions fraudulent attempts to scam buyers of their money they are also against Runescape usage policy which stipulates that there is to be no real world trading for Runescape accounts or in-game gold or items. So even if you were able to purchase an account Jagex itself would most likely be ban that account if it managed to work out that it was purchased illegitimately. So whilst many of the offers may seem tempting you are much better off just to create your own free Runescape account and play the game for fun and enjoyment whilst developing your character along the way.


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There is only one way to get a Santa Hat in Runescape, and that is to get it from another player. It was a drop during the Christmas event from when Runescape was just breaking through back in 2002. Now they are worth millions. The Runescape Santa Hat, along with Runescape Party Hats, is basically just a show of wealth. If you own one of them, people know you have big bucks. You will see Pay to Play members with Santa Hats more than you will Free to Play, as the Pay to Play members usually have more money. Often players will wear their Santa hats when they play in mini games such as Castle Wars or the Duel Arena. You can find on this blog, Runescape santa hat and all other items guide articles.

Runescape how to get Santa Hat?

It will make the defeat of their enemies all the more cruel, because not only will they be dead, but also they will be jealous. (Unless of course they have a Santa hat as well, Haha.) The Runescape Santa Hat sells for no less than 14 mill. There is really no reason to have one; it gives you no stat boosts what so ever, all it is wanted for is its collectable value. The Santa hat is wanted by all, I am sure. If you were offered a Santa Hat, you would take it, right? Anyone who would not accept a Santa hat is insane. It’s amazing, something that gives you no gain what so ever is worth so much. This is because there were not many dropped, and they are out of circulation. Happy Playing!

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11-7-08

get free runescape gold

Posted by coco

I think the best Money make skill in runescape is woodcutting (wc). Some people think that woodcutting doesent help you at all. Well i mage at least 8M in 4 weeks with lvl 1 woodcutting. But you have to be ready to do some serious woodcutting.
ok getting from lvl 1-30 is easy… just cut regualt logs until lvl 15at lvl 15 there a good spot for oaks at lumbrige genural store when you get a full invitorty just sell it.

cut oaks till lvl 30…. then ur able to cut willows, which should make you pretty good money, if ur a non member, then cut willows till lvl 60( it may seem like alot but it will take you maybe 3 days) if your a member then you COULD switch to cutting maples. But i dont reccomend it, it is alot slower xp but sellign for about 5 times the amount of willows(20gp-50gp) But if you wana make more money fast then go for maples until lvl 60.

When ur lvl 60… this is when you make some serious money. Your able to vut Yews now. Wich sell for 200-300 each.If ur a non-member, well then ur outa luck theres no really good yew spots.But id you a member theres a great place south of the flax feilds. Also if ur a member ur gona be really rich. Cut about 5k yews. which should get you to lvl 75. You should make a minimum of 1 mil and a maximum of 1.5 mil outa those yews.This should take you about 2 weeks

When ur lvl 75 ur home free you can cut magic logs now, which sell for 1k each.Yes! 1k each. If you cut about 500 a day for 1 week you should make 6.5M. Theres a really good place to cut south of seers village and west of flax feilds.

Now i cut about a maximum of 300 magic logs a day and a minimum of 100 logs a day. make 100k-300k a day.

Heres the prices of all the logs…
Normal-nothing there worthless sell em at genural store of drop them
Oak-Worthless do same a normal logs
Willow-20gp-100gp(if ur really lucky) each
Maple-100gp-200(if ur lucky)each
Yew-200gp-300gp each
Magic-1k each
*Note* a lvl 75 woodcutter can cut magic logs just as fast as a lvl 99 woodcutter.

You still can choose the other payment options like Google Checkout,Western a day ready to power up your runescape accounts with cheap runescape gold,

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As ever, there are strange occurrences afoot in the slug-riddled town of Witchaven. Kennith, the odd little boy with a (justified) aversion to sea slugs, is convinced that the townsfolk are up to no good in the caverns beneath the town and he is looking for a brave adventurer with a talent for Mining to investigate.

Could it be that the sea slugs are looking to get revenge for the events of Slug Menace? Or is there some new threat looming large over Witchaven? How does Kennith’s new friend, Kimberly, fit into all of this? You will need all of your wits, digging talents and sneaking abilities to find out.

Along the way, players can expect to reunite with Ezekial Lovecraft, all round man-in-the-know, in an effort to outwit the horde of secretive villagers who are determined to keep their great ‘work’ a surprise. You may even be introduced to an extremely volatile new kind of ore. One thing is for certain: not everything is what it seems in Witchaven…

10-14-08

Basics of Magic

Posted by amber

A Primer in the Mystical Arts

This primer has been collated from years of our research into the metanatural arts commonly known as ‘magic’.
All those wishing to set forth upon the Astral Path should read this primer until the concepts within are fully understood so that their potential may be fully realised.

Chapter 1: Myths and Misconceptions

Those Familiar with the history of our people will know that the source of ‘magic’ has always been a contentious issue.

Our Fremennik forefathers believe ‘magic’ to be a possession of the gods, and that our use of it risks far more than any benefits it may bring;
We of course take the more enlightened view that we should use all tools at our disposal for our own betterment.

Beyond any ethical or moral issues surrounding magic however, lies the key question:
What exactly is magic?
The other obvious question that presents itself then would be:
Where exactly does it come from?

I intend to explain here how both of these questions are actually the same question phrased differently.

The first major misconception relating to magic is that the stones we use for our arts somehow contain magic within them.

Although roughly correct, to believe this is how magic works limits your understanding of our own potential, and will prevent you ever achieving the feats which we are all capable of.

Rather, the ‘rune stones’ that we shape to our purposes serve to focus your own power, rather than containing the power themselves.

A short history of how the runes were first discovered will serve to illuminate this point to you more fully.

As we all know, from the tales told to us in the Secret Tounge, ‘magic’ was first discovered in these lands by V——- when he accidentally stumbled upon the Stone of J–.
The stone was clearly not of this world, and the mere touch of it unlocked something within the mind of V——-.
As we know, the stone was instantly removed by those powers who walk a higher Astral Path than ourselves, but its very existence showed V——- possibilities that had never occurred to our kind before.

His lifelong search for the stone did reveal its eventual fate, and the myths suggest that the stone may yet still lie somewhere within this world, but he did discover something of great importance in the caves where first he found the stone; the very rocks that had surrounded it had been subtly changed by its presence. The rocks in their contact with the Stone of J– had gained a yearning to be something they were not, and V——- discovered that by focusing thought upon them he could transform them entirely for short periods of time into the very elements of the universe.

This is a mere parlour trick, as many of our young have done the same thing with essence as children, making the cold-burning fire in their hands on summer nights, and V——- knew that should be able to affect a permanent change upon these stones, he could have access to the very powers of the gods themselves!

And so was created the Astral Temple.
This was the first, and to this day we honour those who walked before us on the Astral Path, and prevent it falling into the ruin that this dimension has caused to its counterparts.

By regular concentrated effort of will upon a large dolmen of essence, by a number of people simultaneously, the dolmen was finally convinced that it had become something which it was not. The Astral Rune, symbol of our very way of life, it is a testament to what is possible if we seek understanding.

Troubleshooting your AMCE Lift-In-A-Box

‘My lift doesn’t work!’

1. Have you added the pulleys? Make sure you have a long top beam with a pulley, and pulleys on the two crossbeams. We recommend AMCE Pulley-Beams-In-A-Box.

2. Have you attached a rope? Wind one of your AMCE Ropes-In-A-Box through the pulleys.

3. Is the platform broken? Repair it with one of your AMCE Beams-In-A-Box.

4. Have you added the engine? The AMCE Lift-In-A-Box does not include an engine.

5. Have you added coal to the engine? All compatible coal engines have a maximum load of five chunks of coal.

(AMCE Lift-In-A-Box, Pulley-Beams-In-A-Box, Beams-In-A-Box and Ropes-In-A-Box are all registered trademarks of Ali Morrisane Commercial Enterprises (AMCE) Ltd.)

Item Name: Lift manual Zybez RuneScape Help's Book Image
Author: Myst
10-14-08

Abyssal Research Notes

Posted by amber

A Compendium of Research Into Chaotic Space.

The strange dimension that we have named ‘Abyssal Space’ is something of an enigma.

It was first discovered during a routine teleportation experiment that seemingly went wrong.

We are still not sure as to what caused this teleportation failure, but the discovery of a previously unknown dimension led to a flurry of research from the Zamorakian Magical Institute (henceforth known within this document as the Z.M.I.). Under direct orders to examine this dimension, I feel I can accurately state the following conclusions
Conclusion One
Abyssal Space is not a dimension in a way that we understand the term from examples such as Zanaris or Feneskrae.

Rather, it is the name we have given the dimension that exists between other more developed dimensions - the ‘glue’ that keeps each dimension together yet separate, if you will.

The Abyssal space’s existence at the ‘fringe’ of reality, means that it does not conform to the same guidelines of space and time as Gielinor does; you may enter it and then leave it from an identical spot, yet reappear many hundreds of miles at your target destination (the ‘teleportation’ phenomenon that we use daily).

From this basic concept, I have extrapolated that all teleport magics in fact use Abyssal Space to make the passing of great distances occur in a very short space of time, from our perception.

What is actually happening, is that the spellcaster is entering abyssal space, and then immediately leaving again with certain values as to speed and direction being taken care of in our spellcasting to allow some degree of precision in these teleports.

More worryingly, it seems apparent that the barriers between our dimensional space and abyssal space have become somewhat weakened through excessive use.

There have been isolated reports within Z.M.I. that creatures not native to our dimension have entered Gielinor through abyssal space, as well as the teleportation malfunction that first resulted in our discovery of this dimension.

I strongly recommend that further research is taken - if the barriers between these dimensions are sufficiently weakened, there may exist the possibility of an alternative method to proceed with Operation: Transient without alerting the other deities to our plans.
Conclusion Two
When we have accepted that Abyssal Space is somewhat of a tesseract or hypercube with a direct relation to our dimension, then the benefits of exploiting this resource become more obvious.

Certain creatures of the abyss contain unnecessary surplus organs that may be harvested to provide carrying pouches for various magically-unstable objects.

I ran some experiments with Sample XJ13 (also known as ‘rune essence’) and managed to place six parts in a space that would seemingly only hold one.

Continued experimentation with these stolen samples showed that moving items between our dimension and abyssal space degraded the use of these pouches, but a simple transfiguration spell when cast within the abyss upon these pouches restored their usage back to the original results.

Should we ever locate the source of these ‘essences’ that the Wizards Tower seem to have an endless supply of, I would recommend the harvesting of these creatures for their organs so as to maximize the efficiency of our rune manufacturing process. Some degree of caution will be necessary, as the creatures of the abyss are seemingly very aggressive.
Conclusion Three
Our first discovery of Abyssal Space was somewhat of a fluke - and a not easily repeatable fluke at that.

It proved exceedingly difficult to find the correct mystical resonance for this dimension, due to my original belief that Abyssal space is not a fully fledged dimension of its own, so we have had to resort to unusual measures to gain permanent access to this realm.

We took a large number of initiates, and gave them each supplies to cast a portal spell. We then had them repeatedly teleport to various locations, seeking to replicate the original error that caused the first entry into Abyssal Space.

Once one of our initiates had managed to ‘fail’ his teleport and appear in Abyssal Space, he was then charged with remaining there and holding a portal spell open, so that the more senior members of the Z.M.I. could gain entry via his portal.

This initiate is still there, and due to the intense concentration required to keep the portal open, it is my recommendation that we leave him there holding the bridge open for us.

As an initiate, he is always expendable should something go wrong, and the slow passage of time within Abyssal Space means we don’t need to worry about feeding him or anything.

At the time of writing, this portal is still active, and will allow us to teleport people at will into Abyssal Space.

The only downside to this method of teleportation is that we are using magic provided to us by our Lord Zamorak himself, so anybody who uses this teleport will inevitably be marked by him - or become ’skulled’ as the common folk put it.

An interesting side-effect of this portal, is that various teleports within Abyssal Space were opened up by its casting. These teleports seem to lead to mysterious temples dedicated to various magical elements, which I believe are directly related to the rumours we have intercepted of the rediscovery of RuneCrafting by the Wizards Tower.

Sadly, we must conclude from these temples that the rumours are indeed true, and that the destruction of the Wizards Tower had been in vain, as was the sacrifice of those who died to try and prevent the meddling Saradominists from getting access to the creation of magical runes.

I have detailed my findings to RuneCrafting in a separate document, and passed it on to my superiors, along with my recommendations on how best to thwart their research further.

Until a final decision is taken, I suggest we make the best of a bad situation, and increase our own rune production to full manufacturing capabilities.

I have already ordered buyers to purchase as much Sample XJ13 as can be bought, and to hire some mercenaries to sabotage the research efforts of the Wizards Tower, or failing that to provide us with some insight into where their steady supplies of these essence are coming from.

Until my next report, I remain as ever a loyal servant.

Strength Through Chaos!

10-14-08

A History Of The Goblin Race

Posted by amber

Goblin tradition holds that their race was created by a war-god in order to fight a war against other gods.

(They never name their god, so whether it is the same as any of the gods worshipped by the other races is unknown.)

The legends also speak of goblins fighting against goblins during the wars, so it is likely that gods other than their creators used them as footsoldiers.

Although goblins are still warlike, it is probable that in earlier ages they were more organised than they are now, espescially if they were under the direct control of one or more gods.

This is corroborated by finds unearthed at various archaeological sites, including the large excavation east of Varrock.

Armour and weapons have been found, obviously made to fit goblins but far more well-made than their current equipment.

Almost every piece of ancient goblin equipment has one of a number of symbols on it, and by correlating these symbols with the sketchy records that survive from the Third Age it has been possible to identify twelve distinct goblin tribes or regiments.

The separate identities of the tribes have long since dissolved and no goblins remember the symbols, although their generals may still recognize the ancient tribal names.

In the following pages I present a list of the tribes and their symbols
Thorobshuun
Goblins of the Hills
Garagorshuun
Goblins of the Sea
Rekeshuun
Goblins of the North
Ekeleshuun
Goblins of the East

Idithuun
Goblins of the South
Narogoshuun
Goblins of the West
Drogokishuun
Goblins of the Fierce Blades
Huzamogaarb
Live-Flesh Eaters of the Chaos God

Saragorgak
Footsoldiers of Holy Wrath
Dorgeshuun
Goblins of the Strong Spears
Horogothgar
Eaters of Manflesh
Yurkolgokh
The Flatulent

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