See

Visitors

Website counter

Saturday, February 13, 2010

How to Get Free RuneScape Membership. Free

I’ll tell you how earn money online which you can use to pay for runescape membership. Is 100% safe and don’t need to give out runescape username or password. I’ll tell you how earn money online which you can use to pay for runescape membership. Is 100% safe and don’t need to give out runescape username or password. What you need: a paypal account. You can make one www.paypal.com/ or just google paypal. When you are at the home page of paypal just go sign up and fill your personal information. Paypal is a trust site. You can ask people about it. Once you u have a paypal account. You can start to earn money, which will then be use to pay for runescape membership. Now go to neobux (http://www.neobux.com/?r=moneysection1)

Want effect u earning in anyway. And SIGN UP and use the paypal account as a payment. Once you sign up. Log in and on the top of the page you see view advertisements. (Each day you get 4-5 ads to view and you earn 0.01$ if u click on the ad. so click on the ad and wait for the bar on the as site say you earned 0.001$ then close and view the next ad.) Neobux is a PTC =paid to click site. Is a trust site which I use? This will take a wile to earn around $5 to pay for member ship. But you can cash out $2.so wile you play RS or whenever just view the ads. Everyday. They are other site like neobux. Join them also to make money fast. And you should be able to pay for runescape membership in no time. 

 Neobux – (http://www.neobux.com/?r=moneysection1)

 

REMEMBER TO ADD REFERAL AS "  moneysection1 " ( if referral option is provided while you register). SINCE YOU GET LOADS OF EXTRA BENEFITS UNDER THIS SECTION. YOU ALSO GET PAID FASTLY IF U ADD "moneysection1" or simply visit

http://www.neobux.com/?r=moneysection1

and u get the benefits. Don't Forget and YOU LOOSE NOTHING IF U ADD

Monday, February 8, 2010

Pvp- the guide

[http://runescape.rpgstash.com/rs_guide/]


Introduction

Taking on other players is a tricky business and in this Runescape Guide guide we will shed light on the approach that has proven most viable through the years. The information presented here has been derived from numerous interviews with some of the most prominent Player Killers or PKers in the game and it is without doubt a recipe for success. Bear in mind that this Runescape guide is only meant as a tool for beating players that are minded to beat you. Tricking other players into following you out in the wilderness and robbing them there with the help of this Runescape guide is an act of cowardice. We believe in honour among players.






A History of Violence

Runescape Player Killing or PKing has always been about beating your opponent with various tricks rather than relying on brute force and straight forward attacks. This is the way it was in old days of Runescape classic and it is even more so in Runescape2 - the Runescape we play today - which replaced the classic version in early 2004. Some things have changed since the old days though. In Runescape Classic you could not run so combat was almost always to the death and there was no auto-retaliation meaning that cheap shots would decide the outcome most of the time. The Runescape we play today offers easy escape routes via teleporting and running but on the other hand it also invites many new ways to ensnare your opponent. Most notably due to the new Combat level system. In the old Runescape you would raise your combat level continuously regardless of what skills you chose to practice, while the current Runescape is much more sophisticated in this respect and allows you to raise your skills a great deal before it is reflected in your Combat level. You can hide a lot of power due to this complex advance of combat level and that makes player vs player an elusive masquerade of skills. The builds that define this art are known as Pures.






The Pure Concept

Being pure is about dealing as much damage as possible relative to your Combat Level. The one thing that all pures have in common is Defense lvl of 1. Defense does not have any advantages in PKing and the same goes for Prayer with one possible exception which we will get to later. There are many PKers who equip Rune Armor and chant mighty prayers but they don't even get half the kills of a true pure. Walking the path of Pures is all about specializing in attack skills and keeping Combat level relatively low. You can use this Skill simulator to see how much you can push your skills before your Combat level rises. The ideal Pure would have 99 Magic, 99 HP, 99 Strength, 60 Attack & 99 Ranged at an approximate Combat Level of 76. Nobody has managed to build this ideal Pure so far due to the enormous time it takes to get there but nevertheless it should be your goal.






Where to PK

The Duel Arena is pretty self explanatory so we will focus on the Wilderness here. The Wilderness level decides how big Combat level difference there can be between you and those you fight. In Level 1 Wilderness you can fight players that are 1 Combat level above or under you. In higher level Wilderness the possible combat level difference will increase accordingly but these areas should be avoided unless you are very high level with all skills properly trained. The most frequented places are lvl 1 Varrock, lvl 1 Edgeville or PK Castle & Dragons at lvl 14 just north of Edgeville. Most players are afraid of losing their items so they want an easy way out and that is why they hang around at such locations. Still these places are the best for PKing seeing as there are so many players around. So it all boils down to fighting players of similar Combat level and this is child's play when you are pure.






General Strategy

Runescape PKing is a risky business and you must always be prepared to lose the items you carry. Don't draw first blood and get a Player Killer Symbol above your head unless you are prepared to lose all your items. You will keep your 3 most expensive items - based on general store value - if you don't have the symbol when you die. Your equipment costs should still be kept at a minimum due to all the other expenses in PKing such as potions, runes, arrows and food. Out-eating the opponent is the most basic strategy in the game and if you stumble upon someone loaded with food you should simply avoid him. Remember to always go for the fast kills if you are in it for the money. Nevertheless, you will need food to make it out there and it is sharks that give most bang for the bucks if you are a member, otherwise you should go for lobsters.






Free Play Pures

Free Play Training

Free play training - Ranged: Begin by killing rats in Varrock's sewers with bronze arrows. When you hit 20 at around Combat lvl 10 you can move on to ranged guards in Edgeville. Hide Behind the walls to avoid their attacks. These guards will serve as target practise for the rest of the leveling. You should know that Magic and Melee is much better than Ranged for PKing at higher Combat levels but you will deal more total damage when you train Ranged skill meaning that Combat level will be kept at a minimum relative to the Hit Points. This makes Ranged training vital for a Pure.

Free play training - Melee: Training melee is really simple. You start out with low level monsters and move onto higher level ones as you grow stronger. Always use the best weapon you can equip. Rune scimitar is best because of its speed. The Giants in Edgeville dungeon are good for training once you are powerful enough to face them. Use accurate attacks until you reach Attack lvl 40 and then use aggressive attacks exclusively to increase your strength while keeping your attack level locked. You don't want any more than 40 in attack so you must avoid the accurate attack entirely after that. This applies when fighting both monsters and players. Strength lvl 40 is enough for PKing but the higher the better. You must never use controlled attacks because they raise your defense level and you don't want that.

Free play training - Magic: Go to the Jail at Port Sarim. Make sure you are equipped with Full Iron Armour and Green Dragonhide vambraces. This way you are unable to cast your spells so you can target the same monster again and again. The experience gain will be the same so it is very time saving. Start out with confuse at lvl 3 and when you hit lvl 11 it is time for Weaken; at lvl 19 you continue with Curse which should be used all the way up Magic lvl 59 which is your goal. Make sure you have plenty of Water runes, Earth runes and Body runes at your disposal.



Free Play Ranger Pure

Skills: Ranged 40
Concept & training: A pure Ranger is rather useless at higher levels so this is a low level build. Remember to simultaneously train your melee skills as high as you can without raising your combat level. Use the Skill simulator as guidance.
Equipment: Yew shortbow, Adamant arrows, Green Dragonhide vambraces & chaps, Leather body, Coif, Leather boots & Amulet of Accuracy.
Extras: Cooked Lobsters.
Strategy: -



Free Play Melee/Ranger Pure

Skills: Ranged 40; Attack 40; Strength 40
Concept & training: You start out as a pure Ranger but when you hit Ranged Lvl 40 it is time to get your Attack skill and Strength up to useful levels. When Attack is lvl 40 you must train strength exclusively. Make sure to simultaneously train Ranged skill but never push it high enough for gain in Combat Level. Use the Skill simulator as guidance.
Melee Equipment: Rune scimitar, Anti-Dragon shield, Amulet of Strength & Wizard's robes.
Ranger Equipment: Yew shortbow, Adamant arrows, Green Dragonhide vambraces & chaps, Leather body, Coif, Leather boots & Amulet of Accuracy
Extras: Strength potions & cooked Lobsters
Strategy: Always start out with Ranged attack. If your opponent comes close you switch to Amulet of Strength, Rune Scimitar and Anti-Dragon Shield and take him out with agressive attacks. You might need the magic defense from Wizard's robes if fighting a mage. Remember to boost your strength with potions and eat lobsters continuously.



Free play Mage/Melee/Ranger Pure

Skills:Ranged 40+; Attack 40; Strength 40+; Magic 59
Concept & training: This is the best and most all around build for free play. Basicly you just combine the builds outlined above. You begin as pure ranger, then you raise your melee skills to 40 attack & Strength and finally you train Magic. Remember to simultaneously train Strength and Ranged to ensure that they always are as high as possible relative to your combat level. Use the Skill simulator as guidance.
Mage Equipment: Staff of Air, Wizard's robe, Wizard's hat & Amulet of Magic.
Melee Equipment: Rune scimitar, Anti-Dragon shield & Amulet of Strength.
Ranger Equipment: Yew shortbow, Adamant arrows, Green Dragonhide vambraces & chaps Leather body, Coif, Leather boots & Amulet of Accuracy.
Extras: Strength potions, cooked Lobsters, Fire runes & Death runes.
Strategy:With this build you have the luxury of adapting your equipment to your opponent. Use magic/melee equipment against melee, ranger/meele equipment against rangers and mage/ranger equipment against mages. Always start out as Mage; cast Fire Blast on your opponent and if he gets too close you switch to Rune Scimitar, Anti-Dragon shield and Amulet of strength. Throw in ranged attacks if fighting a mage. Remember to boost your strength with potions and eat lobsters continuously.





Member Pures

Member Training

Member training - Ranged: Begin by killing rats in Varrock's sewers with bronze arrows. When you hit 20 at around Combat lvl 10 you can move on to Rock Crabs north of Camelot and Seer's Village. If you don't mind paying a little extra you can start using Iron knifes at this point to speed up the training. You can go all the way to Ranged lvl 99 against these Crabs. You should know that Magic and Melee is much better than Ranged for PKing at higher Combat levels but you will deal more total damage when you train Ranged skill meaning that Combat level will be kept at a minimum relative to the Hit Points. This makes Ranged training vital for a pure.

Member training - Melee: Training melee is really simple. You start out with low level monsters and move onto higher level ones as you grow stronger. Always use the best weapon you can equip. Dragon scimitar is best because of its speed. The Rock Crabs north east of Camelot are just as great for training melee as ranged. Use accurate attacks until you reach Attack lvl 60 and then aggressive attacks exclusively to increase your Strength. You don't want any more than attack lvl 60 so you must avoid the accurate attack entirely after reaching lvl 60. This applies when you fight both monsters and players. You must never use controlled attacks because they raise your defense level and you don't want that either.

Member training - Magic: Go to the Jail at Port Sarim or the Zoo by the Clock Tower in Ardougne. Make sure you are equipped with Full Iron Armour and Green Dragonhide vambraces and you are good to go. This way you are unable to cast your spells so you can target the same monster again and again. The experience gain will be the same so it is very time saving. Start out with confuse at lvl 3 and when you hit lvl 11 it is time for Weaken and at lvl 19 you continue with Curse which should be used all the way up Magic lvl 45. Make sure you have plenty of Water, Earth and Body runes at your disposal for this. You can buy a Mystic Mud Staff for infinite supply of Earth and Water runes. You should use Camelot Teleport once you reach lvl 45. Buy a lot of law runes and you are good to go. When you reach lvl 55 it is time for High Level Alchemy which is the most efficient way to train Magic. Yew longbows are the best items to work with. Buy Yew logs, Flax, Nature runes and a Fire staff for all your Fire rune needs. If you don't have the time and energy to do the fletching you can simply buy the Yew longbows strung and ready but this will be more expensive.

Member Training - Prayer: Get yourself a large amount of Dragon bones and you are good to go. It is costly but well worth it.



Member Ranger Pure

Skills: Ranged 70
Concept & training: You can start PKing at lvl 40 just like with free play ranger but 70 should be the goal. Remember to simultaneously train your melee skills as high as you can without raising your combat level. Use the Skill simulator as guidance.
Equipment: Magic shortbow, Rune Arrows, Black Dragonhide vambraces & chaps, Leather body, Coif, Leather boots, God cape or Obsidian cape, Amulet of Glory & Ring of Recoil.
Extras: Ranging potions & cooked Sharks.
Strategy: -



Member Melee/Ranger Pure

Skills: Ranged 70; Attack 60; Strength 60
Concept & training: You start out as a pure Ranger but when you hit Ranged Lvl 70 it is time to get your Attack skill and Strength up to useful levels. When Attack is lvl 60 you must train strength exclusively. Make sure to simultaneously train Ranged skill but never push it high enough for gain in Combat Level. Use the Skill simulator as guidance.
Melee Equipment: Dragon scimitar, Dragon dagger (s), Wizard's robe, Wizard's hat, Unholy book of Zamorak, God cape or Obsidian cape, Amulet of Strength & Ring of Recoil.
Ranger Equipment: Magic shortbow, Rune Arrows, Black Dragonhide vambraces & chaps, Leather body, Coif, Leather boots & Amulet of Glory.
Extras: Super Strength potions, Ranging potions & cooked Sharks.
Strategy: Start out with Ranged attacks and try to get your enemy close to you. When he is close enough you switch to your poisoned Dragon dagger and pull off the special attack. Then finish the job with Dragon scimitar. Wizard's robes might be necessary protection against mages. Remember to drink your potions and eat your food.



Member Mage/Melee/Ranger Pure

Skills: Ranged 70+; Attack 60; Strength 60+; Magic 85+
Concept & Training: This is the complete Pure. Build the Melee/Ranger outlined above and then add Magic training to that. Make sure to train Strength and Ranged skill simultaneously but never let them raise your combat level. Use the Skill simulator as guidance.
Mage Equipment: Zamorak staff, Wizard's robe, Wizard's hat, Unholy book of Zamorak, God cape or Obsidian cape, Ring of life & Amulet of Glory.
Melee Equipment: Dragon scimitar, Dragon dagger (s), Amulet of Strength & Ring of Recoil.
Ranger Equipment: Magic shortbow, Rune Arrows, Black Dragonhide vambraces & chaps, Leather body, Coif, & Leather boots.
Extras: Super Strength potions, Magic potions, Ranging potions, cooked Sharks, Blood runes, Fire runes, Water runes, Earth runes, Air runes, Law runes, Chaos runes & Death runes.
Strategy: Start out with your Mage setup. First cast Teleblock on your opponent so he can't teleport away from you and then Entangle so that he becomes frozen on the spot for 15 seconds. Now you cast Charge to enhance your attack spell Flames of Zamorak which easily should hit your entangled foe. When your opponent breaks free you cast entangle again but be careful because he will become immune to it after a while. When the opponent's life is down to about 50% it is time to bring out your melee weaponry. Run up to him when he is entangled and pull off the special attack with the poisoned Dragon dagger. Finish the job with Dragon scimitar aggressive attacks.



Member Whip Pure

Skills: Attack 70; Strength 65+; Prayer 52
Concept & Training: Prayer is a very useful skill but it raises your Combat level sky high which is why you need to keep the other skills at a minimum. Get Attack to 70 and then put everything into strength. It is an expensive build but very hard to kill due to the Prayers and maintainance cost is low compared to other builds.
Whip Equipment: Abyssal Whip, Monk robes, Unholy book of Zamorak, God cape or Obsidian cape, Climbing boots, Amulet of Glory & Ring of Recoil.
Extras: Super Strength potions, Prayer potions & cooked Sharks.
Strategy: At Prayer lvl 52 you have all protection prayers and Smite which will subtract from opponent's Prayer in case he uses any. Use the appropriate Prayers and take on the opponent with the whip. Vary between the special and aggressive attack. There is not much you can do against teleporting but all other opponents should be possible to take out. Remember to drink the appropriate potion prior to using the skill in question and eat food when HP goes down.

Do You KNow to use G.E?-Merchanting

Merchanting is one of, if not the best way to make and lose money. This guide will show you how to merchant with the Grand Exchange. There is more to it than just buying items for the minimum price, and selling them for the maximum price four hours later. Merchanting is an art, and when done correctly can make you rich. This guide will not show you what to merchant, mainly because of the fact that prices fluctuate all of the time, but I will give you tips on how to merchant. Not a member? Not a problem! Even if you are not a member, you can merchant too, but being a member helps, as you get six Grand Exchange slots instead of two.

Note: This guide does not show you items to merchant. The items and pictures below are a reference so you can find an item to merchant. Yes, these still may be good items to merchant, but be aware: They are just examples.

The Basics

First, if you don't know what an abbreviation means, check out the Rune Dictionary guide for info on what the most common abbreviations are! And, if you have absolutely no clue what you are doing at the Grand Exchange, check out the Grand Exchange Guide!

Awesome! Now that you know what you are doing (If you didn't before) we can get started!

Let's start off with some basic merchanting rules.

Rule 1: Never Merchant Static-Price Items

Never ever merchant something that's price never increases or decreases! Unless you wish to make no money, of course.

Example:


As you can see the price doesn't move at all. This would make it a difficult item to merchant. 

A good item to merchant would be the death rune. As seen below it goes up and down. Sell when the price goes up, buy when the price goes down.


If you are experienced at watching the Grand Exchange charts this shouldn't be a problem. If you aren't don't worry! You will get better over time.

Rule 2: Keep Track of What You Buy

Since you will be buying and selling a lot, it is a good idea to have a pencil and a piece of paper to write down what you bought, how many you bought, the cost per unit and the total cost. This way if you forget you will know, to make sure that you don't lose money.

Rule 3: Never Sell For the Maximum Price

Never ever sell for the maximum price! Nobody except desperate people buy things at maximum price. The trick is: A lot of people sell for maximum price, so beat them by selling lower than the maximum price. This way, you will beat everyone selling for maximum price, and it will probably sell faster. But, you can only buy a certain amount of items every four hours, to keep RWT's from Real World Trading"
100 Weapons/Armor
10k Arrows
10k Food 
100 Jewelry
10k Feathers 
25k Herbs 
25k Ores 
25k Logs 
25k Runes 
10k Potions



Short-Term Investments

Short Term Investing is exactly how it sounds. You make an "Investment" for the market price or less (market price is best, so you are almost guaranteed to get the item instantly) and then put it back up on the market for a little less than the maximum price. 

So for example: Buy an item (not of a high price, so you can buy more) like a rune full helmet or a rune scimitar. Buy 100 (Or the most your money can buy you, don't worry you will be able to buy more later) at the market price, then put it right back up on the market for just below the maximum price. If a rune scimitar's maximum price was 18k, then you would probably want to sell it for 17.5k. 

This way, you beat the competition. While that is waiting invest in other things, or log out and do something else. If you invest before you go to bed, that would be good because you can just pick up the money in the morning.


Although the price doesn't change much you can still buy for about 500-1,000 lower than the regular price. This way you will beat everyone buying for the lowest price, and be closer to the regular price. Then once that is done re-sell it (4 Hour delay) for about 500-1,000 below the maximum price. You will beat everyone selling for maximum price and be closer to the market price.



Long-Term Investments

Long term investing is a little more complicated. You must use the Grand Exchange charts. To get to the GE Database, Go to the RuneScape homepage and click Game Guide and then Grand Exchange. Once there it is recommended that you choose an item that is decreasing by using the charts on the Grand Exchange. Or you can choose an item that you think is going to go up due to a future update.

Currently (Jan. 2009), rune armor is about 140-160k for a set. Due to PvP worlds where you can pk anywhere, rune armor sets are likely to increase in price, because you lose all of your items. So I invested in 15 sets, and now I wait until at least one of the updates comes out. This isn't the best way to do it, but if you have evidence that a price will rise soon, jump right on it! This isn't the "Right Way" to do it, but it can be very profitable. 

The "Right Way" to do it, would be to use the charts like I said. 


As you can see Coal has gone down a bit here. You see how the line is beginning to thin out. This is the perfect time to jump right on it. Buy 1-2k coal depending on how much money you have. Don't spend it all so you can invest in other things. The price started at 192, but now it is around 181. If you don't jump on it now, the price will go back up, as you can see from the flattening line. Now wait a few days or weeks depending on how the market is, for the price to go back up and sell it for a little more than the market price for a nice profit! 

As complicated as it sounds, once you do it a few times, you will be an expert at merchanting!

Here is another example: 


As you can see, the price is going down, so at the time, I bought 5,000 Chaos Runes and sold them when they went back up to above 105gp ea. Like I said, it is just a game of reading charts, clicking buttons and waiting.



"Dangerous" Merchanting

Now that you are rich you can either enjoy being rich, buy a bunch of rares or great armor to kill people with in Bounty Hunter... or you could double the danger and use "Dangerous" Merchanting. Why is it called "Dangerous" Merchanting? Because it is dangerous. In this kind of merchanting, you will either lose a lot of your money or make a lot more money. Remember this is only if you are a pro at reading and understanding the charts and how prices move. 

Dangerous investing is simple. Invest in a high price item that's price is going down. Say that a Bandos God Sword's price fell to about 25 million. This is when you would buy one (only one - if you lose your money, it's your own fault!) and then wait for the price to go back up. Since the item is worth more than other items, it will take longer to go back up. Now this is where it gets dangerous. As the price goes back up:
People may lose interest in the item.
People may want to buy it for the minimum price.
People may just not want the item anymore, and buy a better item.


This would be the time to buy. The Grand Exchange goes up and down more on higher priced items. Therefore, it will take about a week or two for the price to go back up. Don't wait for the line to even out at the top, because that is when It will crash again. The Bandos GodSword usually stays between 30 mil and 25 mil when it goes down. This is the best item to merchant (currently, Jan. 2009) because it is high in demand and the price keeps going up and down at a consistent pace. If you want to merchant others, you can -- just no party hats!


Another example here is the Saradomin GodSword. It is going down heavily. If you ever see an offer like this, never hesitate. When you buy it, it will keep going down yes. Then it will start to even out and bounce back up. You MUST be patient. If the line is steadily going back up, don't sell it. Wait until the price starts to even out at the top again, then sell it for maximum profit.

The point is, it is dangerous, but if you play your cards right, you could make an easy 10% profit. 

Warning: If you decide that you want to buy an item that's prices doesn't change, be warned you will not make money, and will most likely lose money. Do not blame anyone except yourself if you lose or make no money from this. We are warning you right now that you will not make any money from doing this. Things like party hats and Christmas Crackers, that are rarely traded and whose prices don't move will not make you money!



Set Merchanting

Set merchanting is an interesting concept indeed, though it is very profitable. Set merchanting sounds complicated, but in execution is very simple. If you were to go to the Grand Exchange and buy all the pieces of a rune armor set individually, put them into a set and sell them for market price, provided the buyer isn't purchasing for more, you will make no money. But if you go to the Grand Exchange and buy each piece of a rune armor set for a little less than the market price, put them into a set (to make profit and to avoid four hour trade limit) and sell for the market price you would make a profit. 

For example, suppose the following items were on the market:
Rune Full Helmet: 23,000gp
Rune Platebody: 54,000
Rune Kiteshield: 43,000
Rune Platelegs: 46,000

If you were to buy each for 500gp less than the market price, put it into a set and sell it for the market price, you would make a 2,000gp profit:
4 items * ( Market Price - 500gp ) = 2,000gp

Now if you were to buy 5 sets of rune armor, you would make 10,000gp, as a 2,000gp profit per 1 set X 5 = 10,000gp profit. All you have to do is buy 5 of each item for lower than the market price. Do not buy for the minimum price, as nobody sells for minimum price. For the higher priced items like the Rune Platebody, try buying for 52,000. For the Rune Kiteshield try buying for 42,500. It isn't that complicated. Just make sure that you don't buy each piece for the market price, or you wont' make a profit!

Note: Remember, these prices may not be accurate - this is only an example! Check the Grand Exchange for the latest price info.



Conclusion

Well that is about all there is too it! Don't buy items that's prices don't change, don't buy for minimum price when short term or long term investing, and don't sell for the maximum price when selling something. When you get enough money to "Dangerous" Merchant go for it! I hope this guide has helped you make money.

Happy Money Making!

Soul Wars - All about it

[http://runescape.wikia.com/wiki/Soul_Wars]

Soul Wars (abbreviated as SW) is a members-only minigame that was released on 10 February 2009. The entrance portal to the game is located in the south-west area of Edgeville. Similar to Castle Wars, it is a team-based minigame that lasts twenty minutes per game and can be played on any world. In Soul Wars, two opposing teams compete against each other to gather soul fragments and offer them to the Soul Obelisk in order to weaken and defeat each others' Avatars, using a combination of combat and Slayer skills. This is a "Safe" minigame; if you die, you will keep all of your items. Players will respawn in a graveyard that is controlled by their team and can rejoin combat after 15 seconds. Hitpoints, Prayer points, Summoning points, special attack energy, and run energy are restored when a player dies and at the end of each game. 

Introduction

Far to the west, upon an island long isolated from the rest of RuneScape, two great creatures vie for control of a powerful obelisk but without any clear victor. Recently, a curious man upon a strange pilgrimage found the island and, for his own obscure purposes, has opened the field of battle to any who wish to pit their mettle against the smaller creatures of the island, other adventurers, or even the mighty avatars themselves. So you can be the ultimate fighter.


Official worlds are 143, 44 and 145. Although these worlds can be populated, the far more populated world is 44 (in peak times), which might have more than 500 players playing at once, and these worlds tend to be laggy and harder to get into as the "freeloader" population increases.

Location

To get to Soul Wars, one must enter the Soul Wars portal in Edgeville. It is located south-west of the bank, and west of the abandoned mausoleum. The portal looks similar to the Pest Control portal. After going through the portal, the player will arrive at Nomad's camp, where players can exchange Zeal points for rewards, learn how to play Soul Wars, or join one of two teams to play Soul Wars. They can also watch Nomad poke fun at his assistant, Zimberfizz.

Getting there


Glory amulet - Teleports outside of Edgeville bank. 
Combat bracelet - Teleports to the Monastery near Edgeville. 
Canoe - Canoe from Lumbridge, Champions' Guild, or Barbarian Village. 
Edgeville Home Teleport - The Home Teleport from the Ancients spellbook will take a player just outside Edgeville bank. 
Paddewwa Teleport - An Ancient Magicks spell that teleports the player into the Edgeville Dungeon, just a few steps away. 
Skull sceptre - Teleports a player inside Barbarian Village, just south of Edgeville, via the Invoke option. 
Fairy ring - Code D-K-R gets the player to the other side of the river, where it is a 15-second walk from there. 
Varrock teleport gets players a fair distance away. Players will walk for about a minute. However, if the player has completed at least the Easy level Varrock Diary, they can talk to Rat Burgiss (for the Easy Diary) and when the player casts Varrock Teleport they will teleport to the Grand Exchange, where they can use the level 21 agility shortcut and walk to the portal from there. 
Players who have completed Nomad's Requiem can change their respawn point to Soul Wars, and then die. 
Walk 

Please note that you CANNOT get to Soul Wars via Port Tyras.

Requirements

Soul Wars does not require any levels or quests in order to be played. Players should note the following things, however: 
They will need to battle other people and monsters; higher Combat levels are advantageous, though not absolutely necessary. 
Fighting the avatars and monsters is easier with higher Slayer levels; and a decent Slayer level is recommended (level 30). 
Players will be under attack by other players and NPCs; a higher Defence level is beneficial. 
This is a combat-based minigame, so it would be a good idea to have at least level 43 Prayer for Protect from Melee. It could also be useful to have Redemption or Retribution activated when one is about to die. Furthermore, it is useful to have Smite to bring strong players (with high Defence and Prayer) using Protect from Melee to the ground. At 71 Prayer, with the completion of The Temple at Senntisten, it may be beneficial to use the Deflect Melee curse.

Objective

The objective of Soul Wars is to defeat the opposing team's avatar more than they defeat yours in 20 minutes. The avatars begin each battle with a Slayer requirement of 100, making them impervious to everyone. (Note that Slayer capes, Wild pies, and Slayer's Respites cannot be brought to the battlefield.) 

In order to reduce their Slayer requirement, players will have to kill some of the smaller Slayer creatures to gather soul fragments and offer them to the Soul Obelisk, which can only be done if the team controls it by having more people there.

Recommended items

Please note that players are unable to take capes, food or non-combat items into any part of the minigame besides the central lobby. 

Because this is a combat-based minigame, players should consider bringing the following: 
The best armour that the player has and is able to wear. Players may consider bringing multiple sets; for example, one with a high melee defence bonus, another with a high magic defence bonus. 
The best weapon that the player has and is able to use. Players again may want to bring a selection of weapons, some melee, some ranged, etc. 
Jagex has made an update that allows players to have Nomad enchant their capes to work in the same way as Ava's device if they have completed Animal Magnetism. 
A Summoning familiar, if the player has the ability to summon one that could assist him or her in combat. 
Level 30 Slayer or higher is recommended for killing pyrefiends.

Items available during the game

Players will be able to obtain the following items during the game. These items will be lost upon death, along with soul fragments and bones (Soul Wars). 
Bandages 
Barricades 
Explosive potion 
Bones 
Soul Fragments

Waiting Rooms

When players first arrive on the island, they will encounter Nomad and his imp familiar, Zimberfizz. Nomad will offer players a tour of the battlefield along with a short explanation, or a book that explains fighting in the Soul Wars. 
When players feel they are ready to battle, enter one of the portals to the south 
Waiting for a new game to start

of Nomad. The blue barrier will align the player with the Avatar of Creation; the red barrier will align the player with the Avatar of Destruction; and the green portal will attach the player to the team with the least players. 

The barriers are entrances to the waiting rooms of each team. Each waiting room is a 10x9 rectangle with a torch on each corner. There is nothing to do in the waiting room, but some players are found advertising a Soul Wars clan, most doing it between games. After every minute that a player is inside a waiting room, the player's priority is increased along with the message, "You now have a higher priority to enter a game of Soul Wars." When a new game starts, a lot of players (up to several hundred) get in, based on priority. Those with higher priority will get into the game first. However, many will be left out. If players are keen to join in, they may wait; and once per minute, a few new soldiers with the highest priority will be added to the battle, provided the number of players on each team remains equal. 

Players in the waiting rooms try to trick others out in an attempt to increase their own chance of getting in the game. They do this with several ways: by manually typing untrue Quick Chat in, a player can lie that "the blue team's avatar level is 22" when in reality the blue team is winning and the red team's avatar is weaker; this may trick someone into joining the red team. Other ways involve pretending a famous player is in the other team, saying the door is stuck (to trick people into clicking it, leaving, and losing their priority), and telling everyone that someone outside the waiting room is lending a rare item (e.g. Dragon claws, Armadyl godsword) for a low price or free. However, the trickery rarely works. 

Games last twenty minutes, with a minimum three-minute waiting period in between, so players may have to wait for the previous game to end before they can get in. 10 players per team are needed for the game to begin.



If you can't see image, right click on the image and select "show image"






Avatar of Creation's Base 
Players on the blue team will begin here. None of the locations in this area can be captured by the red team. 
Avatar of Destruction's Base 
Players on the red team will begin here. None of the locations in this area can be captured by the blue team. 
Main Battlefield 
There are a number of locations here, the most important of which are the Soul Obelisk and the two graveyards. 
These can be captured by having a greater number of your own team within their bounds for a short period of time. 
Jellies and pyrefiends can also be found wandering in the ruins around the battlefield.

Base

The base is composed of three main features: 
The avatars 
Avatar of Creation (level 525) 
Avatar of Destruction (level 525) 
The avatar cannot leave its enclosure, but the enemies can enter it to attack the avatar. 
Supply area 
The supply area contains bandages (which may be used to heal), barricades and explosives. See "Supply areas" below. 
Graveyards (East Graveyard and West Graveyard) 
The graveyard is the location where players will be resurrected when they die. See "Graveyards" for more information about this. 
The avatars
 
The Avatar of Creation
 
Facing the avatar.
To kill the avatar players must collect soul fragments/shards. Each fragment that goes in the obelisk gives a  
Players battling the Avatar of Creation.
 
Pyrefiends.
deduction of 1 point  
Players battling the Avatar of Creation.
 
Pyrefiends.

In order to kill the opponents' avatar, players must first weaken it to enable as many of the team-mates to fight it as possible. As noted above, this is done by killing the jellies (2 shards per kill) and pyrefiends (1 shard per kill) around the main battlefield and offering the resulting soul fragments to the Soul Obelisk. The more fragments that are offered, the lower the Slayer requirement will be to kill the avatar. This is stated in the "Avatar Level" entry in the top-right of the window. Players should note that they can offer shards to the Soul Obelisk only if their team controls it. 

Players may attempt to restore the avatar's Slayer requirement by burying the bones of the defeated foes while in a graveyard controlled by the team. Each time this is done, there is a chance that the avatar's Slayer requirement will rise up 1 level. 

Both Avatar of Creation and Avatar of Destruction have a Combat level of 525 and should not be underestimated. They can also drain a lot of prayer. It is reported that Enchanted Ruby bolts are very effective against the avatars, hitting up to 200 Hitpoints. Due to a recent update of Soul Wars, the max hit of ruby bolts (e) has been decreased to 70 Hitpoints. Protect from Melee prayer is also helpful, although prayer becomes drained very quickly if the avatar is attacking the player. 

Note that Summoning familiars are unable to harm the avatars, but are useful for killing off the smaller Slayer creatures and opposing players. 

Death and graveyards
 
The ghost form.
 
A player's chat head when a ghost.

Dying in a game of Soul Wars will result in being temporarily transformed into a Ghost. This state lasts for 15 seconds, after which time the player may participate in the game again. 

If a player puts on the equipment stats interface, they will stay a ghost until closing the interface, when they will change back. This only works if the player waits the seconds before going back, so it cannot be used to quickly play again. 

When players are killed in Soul Wars (either by one of the creatures of the battlefield, or by another player), Nomad will protect the player from the hunger of the Soul Obelisk and ensure that they are resurrected in the graveyard closest to where they died, provided that the team controls it. 

For a few moments, the player will be a purely spectral form and unable to interact with anything, but they will soon be restored to the usual state, along with any equipment they were carrying, with the exception of bones, supplies from the tables, and soul fragments. Note that the soul fragments will be won by the enemy who killed you; it will be visible to the other team. 

Because the two graveyards in the main battlefield can be captured, they are especially valuable resources for getting access to the smaller Slayer monsters, the Soul Obelisk, and the opposing base. 

Also, there is/was scam in which a player would claim he dug up valuable items by digging in the graveyard in the waiting area. In truth, there are no valuables in the graveyard. People would sell spades for up to 10k each. 

Supply areas


Each base's supply area contains bandages, barricades, and explosive potions, all of which are useful for ensuring the battle favours a particular team. 

Players cannot trade in Soul Wars using the traditional method, but they may use bandages on their teammates to heal some of their lost Hitpoints; though, they may also use the bandages on themselves by left-clicking them. Furthermore, players can give bones, barricades, soul fragments, and explosives to their allies by using each respective item on them. Players can carry as many bandages as they have inventory space. They also restore run energy which helps the player get around the battlefield. You cannot take bandages if you are under attack; the message "You're too busy to be taking bandages now" appears when you attempt to do so. 

Along with the bandages, players will discover that each supply area contains a table of barricades. Players can only carry one barricade at a time, and the team may only have ten barricades set up at once. They may set up a barricade in many places to hinder the opponents by simply left-clicking it in the inventory. If a barricade is blocking a path, players on both teams cannot walk past it, but they can click manually to walk around it. They may also attack the barricade(s), or use explosives, to remove the obstacle(s). Saboteurs (see below) often set up barricades in their own team's supply area for no good. Barricades do not give experience to attackers. 

Explosive potions can be used on the barricades to destroy them in a single blast. Players can carry as many explosive potions as they have inventory space. 

It should be noted that each of the tables, excluding the barricade table, has a "take-x" option, allowing players to quickly take a certain amount of items. 

Players may also use the other team's supply area as well, which helps if there is a need to restock before fighting the avatar. This feature may be changed by Jagex in the near future, similar to what was done with the bandage table in Castle Wars. 

 
Information about the current game.

To help players keep track of all of the useful information, there is a display in the top-right corner of the screen. 
West Graveyard (left) - which team controls the graveyard (none, red, or blue) 
Soul Obelisk (centre) - which team controls the obelisk (none, red, or blue) 
East Graveyard (right) - which team controls the graveyard (none, red, or blue) 
Avatar deaths - The number of times the avatar has been killed. 
Avatar level - The current Slayer level of the avatar. Starts at 100. 
Avatar health - The current health (Hitpoints) of the avatar. 100% is 1000 Hitpoints. 
Time left - The time left for the game to finish. Each game lasts 20 minutes. 
Activity bar (far right of display)- Shows the player's level of activity. The bar diminishes and changes from green to orange to red over time, but can be replenished when a player fights, uses soul fragments, buries bones, uses bandages on teammates, or dies during the game. When the bar is completely depleted, the player is removed from the game without zeal, and cannot rejoin the waiting lobby for 10 minutes. Recently, Jagex changed it so that players do not receive activity for using bandages on teammates that are already at full health. 

Controversial Players

There are many players in Soul Wars who don't help the team win; instead, they either do many things to make them lose, or simply don't do anything at all. 
"Freeloaders"
 
A crowd of freeloaders standing around to earn zeal without effort. The freeloaders helping more people get into the game.
In every Soul Wars game there used to be a very large group of people standing around their bases. The act of doing that is called Freeloading and are frowned upon by almost everybody playing the game. Freeloaders are usually players at a fairly low level who wish to take advantage of the fact that they can perform the equivalent of "afk training", as they only need to click once every three minutes or so to earn experience in combat skills. This strategy of doing nothing has caused large outcry among the community, and in the official forums, as many believe the freeloaders take the places of people who actually want to play the game. 

This tactic is similar to players exploiting the fast experience gain in Pest Control when it was first released, with players saying that it was far too easy to train skills within the minigame, a similar complaint made by critics of Soul Wars. Ironically, they are able to provide large experience gain, provided one's team is winning-several players have found that going into enemy bases and killing lower levelled freeloaders yields large amounts of experience, and when combined with the 3 zeal gained from winning the game, makes for relatively fast training. 

As of 19 May 2009, Jagex added an "activity bar" to the Soul Wars minigame. If a player does not take part in the game the bar will go from green to orange, and finally to red, where a player will be kicked from the game. This may have been added to combat players who freeload. 

Because of the activity bar, there are no more freeloaders near the base and the amount of Soul Wars players has significantly decreased. Before, few freeloaders still stay in the supply area and use bandages on team-mates, which Used to replenish half of the activity bar; However, an Update was Introduced that removes the Ability to Heal Players with Full Hp. Players are still able to conduct freeloading however by simply running to an opposing area to get killed, thus replenishing the activity bar. However, these methods of freeloading are not fully a "freeload" and players still have to attribute activities into the game. 

Saboteurs
 
Saboteurs in a Soul Wars game.

In the supply areas there are often some low-levelled players (similar to freeloaders) who hinder their team by setting up many barricades in the entire supply area, mostly in front of the explosive potions, bandages, and barricades. These saboteurs then proceed to start attacking the barricades with Magic, Ranged, or Melee, claiming that they gain experience. Barricades do not give any melee or ranged experience, and only give the base experience for casting Magic as if no damage had been done. 

Saboteurs are often looked down upon by "real" players who are trying to win the game. The barricades block and frustrate other team members that are trying to get bandages. Other players trying to set up barricades in strategic locations may not always be able to do so because of the 10-barricade limit. 

There is also a type of Saboteur that lures a player into a corner and traps them with barricades, only to have the player be kicked out for inactivity while (s)he tries to hack the barricades. This is considered extremely low-class, as it not only withdraws the player from the game but also imposes the five minute ban, and is a bannable offence. 

The fastest way to counter saboteurs is to use explosive potions on the barricades; however, it may take some time to destroy a barricade that's already in front of the potion table. This will require one person continually taking potions and using them, as the saboteur(s) will be likely to persist. 

Strategies for winning the game
 
A typical score for the end of a Soul Wars game.

Whichever team defeats their opponents' avatar the greatest number of times in the time limit will be declared the victor. If both teams have the same number of kills, it is declared a draw. 

The most effective strategy to win the game is to simply take control of the graveyards. The opposing team will be unable to bury bones to increase the avatars level making it way easier to kill., and therefore the controlling team is free to lower the level of the enemy avatar. However, this requires many high-levelled players guarding the obelisk because the other team will probably attempt to take it. 

A good way to buy some time for your team to take control is by taking a barricade and placing it in front of the other team's entrance to the obelisk. The other team will also probably know about this, so it's best to bring a few explosives with you. 

Lately the winner team is decided during the first 2 minutes by the first team that takes control of their graveyard, due to the fact that many people decide to rush the obelisk instead of claiming their graveyard, therefore making the graveyard control slower, while the other team is wise and immidiatly take their graveyard then rush the other teams graveyard and taking it over, doing this causes a great impact at the rate players the foolish teams players arrive a the obelisk therfore causing the loss of the obelisk, after that it is better to leave the game unless you want the 1 zeal you get for losing. 


Rushes

Some players attempt "graveyard-" or "obelisk-" rushes to take control of the opposing team's grave or the soul obelisk. Most of the grave rushes on a crowded world fail, since the opposing players still in the sanctuary zone will spill out once they lost control of it and will quickly retake it. If they are successful, the other team is crippled for the rest of the game, since they aren't able to get people quickly in the front lines. Successful obelisk rushes will lose the enemy's control of the obelisk and the bar will slowly change colour and the rush's team takes control. 

To start a "rush", usually a single player spams "grave rush!", "obby rush!", "g rush!", or "fall in for grave/obby rush!", etc. at their graveyard and tries to get as many players to follow them as possible. Those players often spam "fallz", "fall in", "grave rush", etc. and attract more and more players. When there are enough players following one, the rush leader takes everyone to their team's supply area and everyone gets bandages, then follows the leader again as they all run to the area they try to take over. 

Along the way most players scream "fall in for grave/obby rush!" or spam @ signs many times to fill the screen. The players in a particularly massive rush may cover the screen with their @ signs, causing much lag. When everyone reaches the grave or obelisk they start to attack the enemies, hopefully killing enough (or having enough people to outnumber the enemy) to make the enemy lose control of the area being rushed. 

After the activity bar was added, it is hard to organise a rush because those involve large amounts of time doing nothing except spamming. Players who don't help the team are removed in a few minutes. 

Defence 

Defence is often overlooked in Soul Wars with an emphasis on controlling resources in the game through such tactics as rushing. This strategy can be used against the enemy by making them "run the gauntlet" when approaching your team's avatar. 

Rangers can be positioned close to the main battlefield as a first line of defence. This starts reducing enemy hitpoints, can poison the enemy, and helps to prevent mages from being attacked due to the need for more bandages. 

Mages can then use bind, snare, entangle, or ice magic to prevent further access to the base. Rangers can continue to do damage while the enemy is prohibited from moving. Both mages and rangers have the advantage of attacking over obstacles, which can greatly assist in storeroom rushes. 

Melee acts as the last line of defence. Warriors should be positioned between the entrance to the storeroom and in the corridor leading to the team's avatar. Rather than relying on mages and rangers, warriors should make use of barricades to keep their opponent within melee distance. An effective front line of mages and rangers is responsible for slowing and weakening the enemy enough for fast, effective kills. 

Strategic barrier placement allows rushers to be attacked by all sides of the combat triangle including familiars. It is suggested that familiars use an alternative attack to its master according to the combat triangle. 

E.g. A mage may use a melee familiar to target enemies in magic-resistant armour, or a ranger may use a familiar with a magic-based attack on an enemy wearing metal armour. 

It is not recommended that you set out to pursue a defensive strategy right from the off, however; doing so runs a very high risk of being kicked for inactivity. You should fall back to defensive measures only when your team's Avatar is under threat, or if for any other reason a large amount of players are infringing on your territory (particularly your team's graveyard). 

Picking a team

The most important thing players can do to ensure a victory is to choose the correct team from the beginning. In almost all games, the final outcome is decided in the first five minutes. 

Once a team of high level players captures the obelisk, the other team will rarely succeed in capturing it. Players should scan both waiting rooms and select the one with more level 100+ players, as this team almost always wins. Additionally, Summoning familiars may be used as reference points when scanning a waiting area-if a team has many higher-level familiars (eg. titans) in the waiting area, that team usually ends up winning. Unfortunately by the time you've scanned a team, it will have become very full and you will have likely missed entering the next game. Clan chats can also be used to determine the winning team, as the leader and ranked people make "calls", or a prediction on the next team to win. Usually how they predict is by sending one clan member to join a high-levelled (Usually 120+) clan when there is 1 minute left, then wait for that clan's generals to tell what team to go to. Then the "scout" returns to his own clan and tells them the team that the stronger clan called. Just about every single time the team they joined wins. If you don't want to join a clan, for whatever your reason is, another way to know is look for which team has the most clan chat advertisers in it. This mostly tells which team they have predicted to win . 

An alternative method is to find "tie worlds" for two zeals per game. On these worlds, players intentionally draw the game by refusing to attack the avatar and placing all barricades in front of it. A tie is not guaranteed, as players may "crash" tie worlds, and kill the enemy avatar to break the tie and get 3 zeal for their team. This often fails, as tie worlds usually have very few people willing to kill the avatar. 
Leaving the game

Should players wish to leave the game they will not receive any Zeal points. Unlike Castle Wars, however, players will not be able to join a game, and still receive Zeal points until the current game has ended. This ensures that players on the losing team cannot swap teams to receive more points. They used to be able to join with 1 minute left in the game, but Jagex changed it because it was unfair for quitters or freeloaders to have more priority than the people who finished the game. 
Rewards

Players will receive a number of Zeal points based on their performance in the game, unless the player joined the waiting area after the game was half over; then no zeal points are awarded. (Only occurs if the player had not been waiting in the waiting area before the game is half way done): 
3 zeal for a victory 
2 zeal for a draw 
1 zeal for a defeat 

Players may trade these in with Nomad for a variety of rewards such as experience, charms, and other items. Players can store a maximum of 50,000 Zeal points. This is equivalent to playing and winning over 16,000 games at 23 minutes per game cycle, which is equal to just over 266 days of continuous gameplay


How to Play Bounty Hunter

[KIndly note that this is taken from http://runescape.wikia.com/wiki/Bounty_Hunter ]

Bounty Hunter is a player-killing minigame for both P2P and F2P players on specific worlds. Bounty Hunter was released as a replacement for the removal of old-style player killing. It has been revamped and modified a few times since its release back in 10 December 2007. 

Bounty Hunter worlds are restricted to Edgeville, the Grand Exchange, and the Wilderness only. To enter a Bounty Hunter world, one will need to be in the designated area.

Bounty Hunter

Attacking 

In the Bounty Hunter minigame, you are able to fight throughout the Wilderness (when you have crossed the ditch); you cannot attack someone if their combat level is out of range from yours, based on the Wilderness level band system (see Wilderness). For example, a level 40 player can attack players with a level of 39-41 in level 1 wilderness, and 10-70 in level 30. This is to prevent higher level players from taking advantage of lower levels.

Targets 

Jagex: "After you have spent 30 minutes in a dangerous area on a Bounty World, the system will start looking for suitable ‘bounty targets’ for you. After 60 minutes, the chance of being assigned a target increases further. (Note: this doesn’t have to be all in one go, and isn’t reset by leaving.) Your target will always be a similar level to you, and you will also be your target's target. If you kill your target, it will add 1 to your ‘bounty kills’ hiscore, and you will receive a generous boost to your drop: the average size of these drops is boosted by an extra hour of drop potential (just as if you’d spent an hour in a hot zone), on top of the drop you would receive normally. " 

Fact Untold by Jagex: There are only 2 ways to obtain a target. 

1: Your target bar searches for a target 

2: You are searched by someone elses target bar. 

To qualify for 1: 
You must be in hot zone. 
You must have 8/8 likelihood. 

To qualify for 2: 
You can be anywhere in the world 
You must have at least 4/8 likelihood 
Someone else must have 8/8 likelihood. 


Priorities: 

1: Close combat level priority (over rides 2,3) 

2: Targ bar priority ( only applies for 4/8-8/8): If you have a higher targ bar you have a higher chance being targ when more than 1 person are searched. (overrides 3) 

3: No previous targ priority (weakest priority) 

Explanation: After 30 minutes you would have 1/2 target bar filled. From this point on, if someone else has a full bar, is around your level, and you have priority over others, you will get him/her as target. When you have 60 minutes (full target bar), as soon as you step in the hotzone, system will look for a target for you. Your target may or may not be in safe zone. The system will not look for target if you are in safe zone, however. Nonetheless you may still be "looked for" by other people's systems. 

Priority of target is given as the closest combat level with half or more bar. If 2 or more people have the same bar, then the one with higher bar gets priority. Target levels may be +5 to -5 of your combat level. If no suitable targets are in the world then the system waits. 

Note: Target Likelihood is not mathematical fractions. 

Example: A level 50 just has 7/8 bar. a level 49 has 5/8 bar, and a level 52 has 6/8 bar. 

Nothing will happen until the 50 reached 8/8. 

Then if he goes in safe zone, nothing will happen, until the 52 gets 8/8 and stays in hot zone. 

If he stays in hot zone, then the 52 will get him as target, instead of the 49. 

The spell Bounty Locate was removed and thus you can not teleport to your target. 

It is common to get a drop worth 50K+ even if you and your opponent are risking nothing, as long as they are your target. 

If another player attacks your target and removes more than half of their health and they happen to die from the damage, it will not affect the fact that they are your target. They will remain your target until they die with most of the damage dealt by you.

Safe spots 

The south side of the ditch is safe. On the north side of the ditch, there is a small safe area, but moving any further into the wilderness will mean you can attack or be attacked by someone within your combat range. If you have been attacked or have attacked someone, escaping to a safe spot will still allow your opponent to attack you for an additional 10 seconds if they have the same combat as you. 

You can leave the dangerous area by jumping over the Wilderness Ditch or by going into a safe spot in the Wilderness, such as the Stealing Creation Lobby, the Wilderness Volcano lobby, the Mage Arena bank, and the Fist of Guthix Lobby (Please note: If you are attacked while you're heading to Fist of guthix you will have a 10 second wait when entering the place). You can also use Jennica's ring to teleport to the Spirit Realm using the Spirit Portals scattered around the Wilderness. The rules of teleblock applies when teleporting to the spirit realm and so you won't be able to use the portals if you have been teleblocked.

Teleporting 

In a Bounty Hunter world, using any teleport will take you to Edgeville. In the Wilderness, you can only use a teleport up to level 20 Wilderness. Past level 20 wilderness you won't be able to teleport. However, a Ring of Life is capable of teleporting you until level 30 Wilderness, past level 30 Wilderness not even a ring of life can teleport you. Due to a recent update an amulet of glory can teleport you up to level 30 wilderness as well. 

The only exceptions of teleporting in the Wilderness are safe zones. In Safe zones, you will be able to teleport regardless of where in the Wilderness you entered. You can teleport from the Wilderness Volcano Lobby, the Stealing Creations Lobby, the Fist of Guthix Lobby and the Mage Area bank and even the Spirit Realm. 

Some Ancient Magick teleports will teleport you to a certain point IN the Wilderness. 

If you have been teleblocked, you will not be able to teleport at all, even if you are within level 20 wilderness. 

A recent update made it so that you will lose ep (earn potential) when teleporting out of a hot zone if you are in combat.

Banking 

Players can bank in five places throughout Bounty Hunter worlds. 
Edgeville 
The banker near the volcano (Maximillian Sackville) 
The Mage Arena bank 
The Fist of Guthix bank. 
The Grand Exchange bank. 
There is also a deposit box in the Stealing Creations Lobby (Note, you will not be able to take items out of your bank here)

Death 

You will respawn in Edgeville upon death. If you die while you are skulled in Bounty Hunter you will lose all of your items, unless you are in a Bounty World (+1 Item) world, in which case you will keep your most valuable item upon death. You are not able to use the protection of item prayer in bounty worlds. You will become skulled if you enter a Bounty Hunter world. 

Although, due to recent additions to certain worlds, there are now "Bounty World (+1 Item)" worlds. These will always let you keep your most valuable item, regardless of being skulled.

History 

Bounty Hunter was formerly limited to the "Wilderness Volcano" craters north of Stealing Creation. As of the 6 May revamp, the game of Bounty Hunter was expanded to take place in the entire wilderness, and only on specific worlds. On other worlds, there are Revenants in the wilderness, and the ability to attack other players is no longer there. It was released on 10 December 2007. 








 
Players fighting in a Bounty world

On 25 March, Mod Mark posted a thread in the future updates forum stating that when Bounty Hunter returned, it would take place across the entire Wilderness and Edgeville, using the current Wilderness levels to restrict the players whom you can attack, which is like how the Wilderness used to be before it was changed on 10 December [1]. In other words, the new "Bounty Hunter" is essentially an upgraded and modified version of the Old Wilderness before the December of 2007 updates, with the only difference being the drops. Bounty Hunter sparked PKing greatly and started a new era of pking. 

On 6 May Jagex released the New Bounty Hunter.here 

A few hours after the release of the New Bounty Hunter on 6 May, another update took place where more New Bounty Hunter worlds were added. 

Originally, you could not use any teleports other than teleports based in the designated area. This included some of the spells in the Ancient Spellbook which teleport you to a certain point in the wilderness. However, this was changed on 16 June where teleports cast in the wilderness will take you to the safe area in Edgeville. 

A new update on 16 June now means that Hellhounds, Lesser Demons, Greater Demons, Ankous, and a selection of Skeletons now reside in the Bounty Hunter volcanos. Player killing is now done in PvP Worlds and Bounty Worlds. 

On 15 July, 2009, an update was made which prevented the use of Protect Item on Bounty Worlds and skulled all players for the duration of their stay. This meant that "one-iteming" with a powerful weapon like a whip, dragon claws, or godsword is no longer possible. This set off a massive negative reaction, and sparked massive riots on the Bounty Worlds, as players could no longer safely use their best weapons to fight in player-vs-player combat. 

A 17 July update was put in place in response to the outcry of players regarding the previous update. Jagex introduced "Bounty+1" worlds, where there are skulls, but you always keep one item unless they are special items such as a Ring of visibility that is always lost on death. To counter the popularity of 1 Item-ers (people who carry only one piece of equipment to prevent any major loss in money) and the people named by Jagex as trickers (people who carry the exact amount of required value for an easy chance to receive high values of loot without the risk of losing a lot), Jagex stated that the player must risk at least 75k worth of equipment. This does not include his or her most valuable item, which is always protected. Those players who sold their Dragon Claws and/or Godswords due to the 15 July update suffered, as some struggled to buy them again (due to high demand). 

These events spurred a market cataclysm, with people frantically selling things like barrows equipment, dragon items, whips and more as prices took a nosedive for not entirely understood reasons. However, when the +1 worlds were introduced shortly after, demand picked up as players tried to re-buy their items.

Trivia 
If your target logs out, you are forced to wait 10 minutes before getting a new target, even if they only have 1 minute left to be in a safezone. 
It is possible to use a Ring of Life to get away safely. You will be teleported to Edgeville, and not lose any earning potential. 
It is possible to cast teleports that are on the Ancient Magicks spell book as long as they go to Edgeville or into the wilderness, you can also cast the Ice Plateau Teleport from the Lunar Spells. You can use items such as games necklace to teleport to Bounty Hunter bank or Clan Wars. Ring of duelling may also be used to teleport to Fist of Guthix. As long as one is below level 20 wild or in a safe zone. Due to a recent update, it is now also possible to teleport using normal runes. For example, the Varrock Teleport will now send you to Edgeville when using it, if below level 20 wild. 
On the day of release, the wrong worlds were accidentally designated as bounty worlds. This led to people logging in to play Bounty Hunter just to find that they could not attack other people. This started a minor riot in the old bounty hunter lobby. About 10 minutes after the minor riot started there was another system update in which the bounty hunter functions were activated, and the correct worlds were designated for Bounty Hunter. Additionally, a short while later there was another system update that added more worlds for Bounty Hunter due to the large demand. 
Due to a glitch, people could actually leave Edgeville by clicking on a forbidden location on the map and opening a skill guide or the house options menu. Certain locations in the forbidden locations, however, would teleport you back to the Wilderness Ditch if walked upon. Others would teleport you back to where you were standing before you moved. This glitch has since been fixed, and attempting to walk out now will result in a teleport back to the non-wilderness side of the Wilderness Ditch. One Seldom-known glitch found by players: Stuarto9 and Skiller Quin[1], was standing in a certain 3 spaces in a safe-zone, waiting there for about 5 seconds, and the game would oddly teleport you to Edgeville. This glitch was then abused by 30-40 players before Jagex patched the glitch, and permanently banned Stuarto9. 
Bounty World (+1 item) worlds were originally only available to Members, because World 32 (the only designated non-member Bounty World (+1 item)) was offline due to "server issues". 
You can now log into a Bounty or Bounty+1 world if you are in a random event, providing the location you were taken from originally is a valid location on these worlds as of 9 November 2009. 
There is a glitch in when right after you log into a Bounty Hunter world, your radar display, instead of saying 'None' or your target's name, will say 'Nnnnnnnnnnnnn'. This has not been fixed yet.




Thursday, February 4, 2010

Anyone Know who created the jagex?

Kindly noe that this was taken from http://runescape.wikia.com/wiki/Andrew_Gower

Andrew Christopher Gower[1] was born on 2 December 1978 and is the lead developer[2] and co-founder of Jagex Ltd, a Java-based game distributor and creator. One of his most famous creations is the MMORPG game RuneScape,[3] created during his time at the University of Cambridge.[3] He, together with his brother Paul, were the 654th richest men in the UK in 2007, worth £106 million (US$217 million).[4]

Gower has programmed a variety of games, often creating the graphics and music with the help of his brothers, Paul and Ian Gower. In 1995, he created a 3D platform game called Parallax Painter for the Atari ST.[5] This was followed in 1996 by a 3D first-person shooter called Destruction Imminent for the same system.[6] He then began programming in Java, and created a series of Java games from 1997 to 1999, most of which appeared on the website Games Domain. This included several single player games and a 3D castle (called Games Domain Castle with an interface similar to that of Wolfenstein 3D) with a variety of classic multiplayer games.[7] Games Domain was later bought out by Yahoo! and was eventually shut down. 

He then created an isometric RPG, again in Java, called DeviousMUD.[8] This game was the fore-runner to RuneScape, which he created from a similar concept, this time as an MMORPG, in 2001. The original version of RuneScape is now better known as RuneScape Classic, which is now kept online but only with limited access. With the help of the company he founded to develop and operate the game, Jagex, a graphical and engine rewrite was completed in 2004, which was named RuneScape 2 in development and is now commonly known as RuneScape.[9]

Wanna know the jagex overview?

Kinly note that the following information has been taken from

http://blogs.ft.com/techblog/2010/01/jagex-reads-runes-for-online-role-playing-games/

And

http://www.mechscapeworld.com/forums/index.php?showtopic=11443

I've just got hold of Jagex's latest financial information from Companies House for the financial year ending 31 March 2009. I've added it to my datasets for previous years to make updated graphs and comparisons, etc. If you want to see more details about the reports of previous years then check out last year's thread. Figures have not been adjusted for inflation.

please right click on image and select open image to see......


Profit margin (operating profit as % of turnover): 36.93% (2003-04); 51.94% (2004-05); 60.95% (2005-06); 53.45% (2006-07); 44.89% (2007-08); 46.77% (2008-09).

Donations made by Jagex as % of turnover: 0% (2003-04); 0.5272% (2004-05); 0.6316% (2005-06); 0.3665% (2006-07); 0.4521% (2007-08); 0.4989% (2008-09).

Advertising revenue as % of turnover: 9.40% (2003-04); 8.63% (2004-05); 6.54% (2005-06); 6.92% (2006-07); 6.84% (2007-08); 5.60% (2008-09).