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Messages - Hazerofdoom

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1
Debates / Re: Religion
« on: September 13, 2015, 08:58:39 pm »
Let's lighten the mood :-*

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2
Debates / Re: ISIS In Europe
« on: September 10, 2015, 06:14:15 pm »
Yes it's true, i live in fear and terror, i always hide when i see black people on the street. They once tried to steal my bread and i ran as fast as i could.
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3
Guides / Revenants guide by Emps Loover
« on: September 10, 2015, 12:46:37 pm »
Revenants guide by Emps Loover



I Who/What are they?

Revenants are ghosts of minions that have fought in God Wars. Revenants can be found in Revenant Dungeon, located in wilderness. All revenants can attack with all three combat styles and they will restore their hp when they are weakened. There are 9 variations of them, each with a higher combat level.


II How to get there

There are 2 ways to get there, one by teleporting, the other one by walking.

1.   If you have a game necklace, you can teleport to revenants dungeon. You will be teleported in front of the cave.




2.   This way is more dangerous, you have to walk through wilderness. If you want to have a short cut, simply teleport to Dark Warriors Fortress with ancient magic.



This is how the cave looks like :

Entrance :



Inside :





III Variations of Revenants

1.   Revenant Vampyre





2.   Revenant Werewolf





3.   Revenant Cyclops





4.   Revenant Hellhound





5.   Revenant Demon





6.   Revenant Orc





7.   Revenant Dark Beast





8.   Revenant Knight





9.   Revenant Dragon






IV Which armour to wear + inventory

1.   If you don’t want to risk much, I would suggest this armour :




2.   If you want to risk a little bit, but not that much, I would suggest this armour :



NOTE : Never go kill revenants with high risk armour. Revenants dungeon is multitarget, so you can easily get killed without any chance of escaping. If you get killed, don’t forget to go back and pick up your salve amulet.

NOTE : Don’t forget to wear a salve amulet, it is very strong against undeads.

Inventory :

-   1x super potion set + 2x pray pots / super restore pots

-   SGS ( for restoring your hitpoints + healing your prayer )

-   Teleport tablet for teleporting away ( NOTE : Revenants dungeon is wilderness level 20+       so you have to go to the beginning of the dungeon to teleport away )

-   Food ( manta rays, sea turtles or sharks )



NOTE : You don’t need to use any protections with prayer, piety should be enough to kill them easily.



V Droptable

How higher the combat level of the revenant, the higher the chance of getting a good drop. Some of the low level revenants don’t drop third age top + legs . More information of the drop table of each revenant can be found here : https://emps-world.net/wiki/Revenants

NOTE : Revenants drop artefacts which are worth a lot. Watch out if you have one of them, because they will be protected over other high valuable items. If you alch those artefacts, be sure that they are unnoted!

Special thanks to the Emps-World wiki where I have found a lot of information and images. Any suggestions for making this guide better are welcome!
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4
Debates / Re: ISIS In Europe
« on: September 09, 2015, 07:26:34 pm »
>people traveling from around the world to join isis
>refugees fleeing from isis to europe
>refugees must be isis

seems like some dank detective work there sherlock.

I wonder if the jews got the same treatment when they were fleeing Nazi Germanohwaityestheydid. Its fucking disturbing to see the same fucking cycle repeating. Please view the people who are fleeing as fellow humans. Don't automatically assume if someone's a Syrian refugee then they're automatically ISIS. Don't be dicks.
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5
Update Notes / Re: Updates 09/09/2015
« on: September 09, 2015, 06:34:18 am »
Requirements for the new capes:
Arcanist cape: 99 Magic, 99 Runecrafting
Artisan cape: 99 Crafting, 99 Fletching
Botanist cape: 99 Herblore, 99 Farming
Forester cape: 99 Woodcutting, 99 Firemaking
Monster hunter cape: 99 Hunter, 99 Range, 99 Slayer
Prospector cape: 99 Mining, 99 Smithing
Skirmisher cape: 99 Attack, 99 Strength, 99 Hitpoints
Survivalist cape: 99 Fishing, 99 Cooking
Templar cape: 99 Defence, 99 Prayer
Vigilante cape: 99 Agility, 99 Thieving
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6
Goals & Achievements / slayer master
« on: September 07, 2015, 05:14:35 pm »
meet the new slayer master boys  8)
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7
Suggestions & Ideas / Corporal beast
« on: September 06, 2015, 08:16:18 pm »

If you have any constructive feedback, please post it below. If you simply agree with the suggestion you can thank the post, no need to spam.

With spirit shield prices crashing and crashing and crashing, and more and more people doing corp. I think it's time for some changes. Corp is too easy to solo or kill in small groups and may just be too easy in general. Someone in full void with an anger weapon can get 2-3 kills solo pretty easily. There are a few things I'd like to talk about.

The phases
  • Currently, corp has 2 phases, the first prays range and magic and does mostly melee damage, the second doesn't pray and does mostly magic damage. These phases are acceptable but the time you get in between is not. It gives people too much room to breathe, people could teleport out and the fight would literally pause for them. It's a boss fight, literally giving people a break mid boss fight isn't good boss design.
  • A solution could be to merge the phases into one and having corp switch prayers much like Astrea Frostweb. This would encourage players to use multiple attack styles or varying special attack weapons on corp, more strategy is never a bad idea. (Note: if possible make zgs and dscim specs work on corp)
  • Another solution would be to have a group of monsters spawn to keep the player busy while corp is changing phases. Tormented wraiths could be a very good idea for this. They could steal away prayer points on hit and would be very troublesome throughout the fight if left alone.
Boss mechanics
  • 2nd phase magic attack is a joke, you could pretty easily tank a few of these without having trouble finishing up your kill. Getting hit should be more punishing, increase the damage and possibly make it teleport you away from corp. Making it hit through prayer could also be a solution.
  • The dark energy core; for some reason it's not there. This is what made corp the pain it was to solo in RS, and it should be added to our corp. It's basically something that will drain your health if you stand close to it and transfer it to corp. Move away from it to stop it's damage, it will jump to you every now and then. It could also be added as a pet drop from corp, which I think a lot of players might like.
Aside from all that, the droptable is perfectly fine for corp and so are the droprates. One thing I would like to see is a little buff to the operate option for spirit shields, as people rarely seem to use it in combat. I know some people might think this is a bad suggestion due to the fact that it slows down their moneymaking, but it's probably better to save the method by making it a bit harder than to let the prices crash.

Opinions?
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8
Suggestions & Ideas / Re: Swamp tar
« on: September 05, 2015, 08:21:54 am »
Swamp tar is already ingame, you can pick it up in lumby and canifis swamp. (not sure if there are more places)
That's the point honey, he doesn't want to be bored picking them up, but would rather obtain them as a drop from monsters.
Could be added as high quantity (theyre stackable right?) drops to varrock slayer cave monsters and as a fairly regular drop from moss giants
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9
Suggestions & Ideas / Herb Farming
« on: September 02, 2015, 03:21:28 pm »
I believe this already exists in osrs but I'm not 100% sure.

While picking the herbs when they are fully grown your inventory will be filled like 3x, so you have to bank 3x. I know running to the bank is not that much of an issue at Catherby, but as for the Falador herb patches, the run is pretty long.

So my idea is, if you use any herb on the Tool Leprechaun, all those specific herbs will be noted in your inventory. Which will make picking those herbs much more efficient.

Again, this is not an original idea I guess. Just something which could make the gameplay slightly smoother.
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10
Update Notes / Updates 09/09/2015
« on: September 02, 2015, 11:58:05 am »
Hey guys,

Following things have been updated:
  • Combination capes have been added to the skillcape shop in Falador. The level requirements should be pretty much self-explanatory. Two levels on 99 are required to wear one of the capes. Monster hunter and skirmisher cape require 3 levels on 99.
  • Skillcape animation timers updated. You can no longer equip/unequip any items while doing a skillcape animation. Moreover, you now have to wait for the skillcape animation to finish, before being able to do it again.
  • Mining rocks should no longer let them appear in wrong directions.
  • Pirate's hook has been removed, because we couldn't find a proper model for it. It has been replaced with a newly colored pirate's hat.
  • Ring of vigour received a hover description.
  • Shop interfaces updated. The first row of items is now properly clickable.
  • Bank searching should no longer bug with private messaging people.
  • Torag hammers fixed on female bodies.
  • Swamp trees in Lumbridge swamp can now be chopped down.
  • Moss giant variants added. You'll now find different types of moss giants (only visual change). Moss giant's hitpoints were also decreased to 70. There's now a level 84 moss giant variant too. Droptables have also been reworked, see the wiki for more details. Swamp tar item spawns were added around the moss giants east of Barbarian village.
  • Hill giant variants added and droptables reworked. Their hitpoints were decreased to 45.
  • Green, blue, red, black and frost dragon variants added.
  • Ice giant variants added.
  • Lesser, greater and black demon variants added.
  • Block animations for monsters and players will appear more often now.
  • When using the max cape's emote, there's now a 50% chance that you will turn into a gold dragon.
  • Obsidians are dropping a proper amount of tokkuls again.
  • Frost dragon variants added and more frost dragon spawns added to neitiznot island.

All the best,
Thomy
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11
Goals & Achievements / Re: Congratulations to our newest moderator
« on: August 30, 2015, 09:15:35 pm »
His firemaking level is 64, how can you even take him seriously..

congrats.

I got promoted(my first promotion) the day after I got 99 Firemaking. I support this statement.






Jk :kappa:
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12
Suggestions & Ideas / Master capes
« on: August 30, 2015, 12:48:16 pm »
Master capes

Currently, skillcapes to some skills have completely lost their 'impressive' factor. While an agility or slayer cape might be something that is impressive, a ranged or woodcutting cape is largely seen as something nearly everyone has. To give players a goal beyond 99 and give them something to show off for it I'm here to suggest master capes. These capes share their design with the 120 dungeoneering cape. The design itself might not be something most people like, but it's a cape that will fit with most outfits and won't clip with armour. These capes have particle effects in RS, I suggest not adding these as they would just take up too much time and cause too much lagg.

I've also got a nice item sink in mind for the capes. Making the cape requires a fire cape, ava, god cape and the original skillcape, of course having all these items as a requirement puts it on a similar level of stats. The master capes should have the same stats as a max cape, so that people can wear them without losing out on their dps. The requirement to wear should obviously be 200m exp in the skill. It might be a nice option to have an untrimmed version for 100m exp.

If we introduce a sink for god capes, we should also re-continue them. They could be drops from the monsters in the godwars dungeon outside the boss rooms, so that people could even get a nice drop before they're in the boss room. Infernal mages might also be a good destination for the capes. Regardless, these should be recontinued. Their accuracy should also be lowered by 5 to match max cape's accuracy.

Max cape would be quite the easy alternative to this cape, since it only costs about 3m. It's price should be increased, people that are maxed usually have plenty of money. Max cape should also get buffed to +5 strength just like fire cape, ava and god capes.





Note: these are the capes as they are in RS3, we'll need custom models for them.
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13
Goals & Achievements / Re: Congratulations to our newest moderator
« on: August 29, 2015, 09:42:28 am »
https://vid.me/e/lJSy
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14
Goals & Achievements / Re: Congratulations to our newest moderator
« on: August 29, 2015, 08:19:16 am »

I've been waiting to use this.
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15
Goals & Achievements / Congratulations to our newest moderator
« on: August 29, 2015, 08:15:23 am »
Hazerofdoom

He shall fit just fine.
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