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Messages - Mr Dharoks

Pages: 1
1
Videos / Re: pk vid 1 mr dharoks
« on: February 28, 2016, 08:47:35 am »
Uhmm..kk maybe im sucks but this was my bad day in pk
Mr dharoks....let me see u in pk
U gonna diee dump.
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2
Screenshots / Absolute BONK was made.
« on: February 17, 2016, 10:35:17 pm »
Ags & bcp are from a HNS, everything else is pee kay'd. First ever rod pk :D
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3
Screenshots / Re: very nice loot
« on: February 16, 2016, 08:46:33 pm »
Honestly, a GA is a waste here because it's so easy to run back, or an even faster route would be using the Ferocious ring. Don't waste GA on Td's, I never do :P
Anyways, sorry for the bad luck on drops:/
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4
Guides / Re: Emps script: Write your own quest!
« on: January 27, 2016, 02:20:43 pm »
Code: [Select]
d = quest_options
opt | 159 "Begin quest" | gnomechild

d = gnomechild
if $q_gnomechild == 0 gnomechild_begin
if $q_gnomechild == 1 gnomechild_check

d = gnomechild_begin
npc "Got any of that good shit, yeah?"
plr "Hhhhhhhhhhhhhhhhhhhhhhhh???"
npc "Bring me 12 guam leafs."
qst "Help the gnome child in his dank quest?" "Ok" | gnomechild_cont "Ok" | gnomechild_cont

d = gnomechild_cont
npc "Ty m8." $q_gnomechild = 1

d = gnomechild_check
npc "You brought the good shit?"
if hasItem({249, 12}) gnomechild_finish else gnomechild_scam


d = gnomechild_finish
delItem(249, 12)
npc "Yeah thats the shit. Good shit m8. Ty." $q_gnomechild = 2

d = gnomechild_scam
npc "You tryin to foken scam me m7?"
plr "Cheeky little shit m8 I'll bash ur head in I swear on me nan."
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5
Resolved Bug Reports / Switching spellbooks bug
« on: December 24, 2015, 03:10:05 am »

His palms are sweaty
Knees weak code spaghetti
There's spaghetti in his code already
All spaghetti
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6
Guides / Magic training guide
« on: November 23, 2015, 03:42:36 pm »


I see a lot of people alching to 99 magic, it annoys the hell out of me because there are ways to level magic that are much faster and much more entertaining than just sitting there and clicking the same pixel the entire day. This guide will contain all viable ways of training magic, some are cheap, some cost a lot and some even make you money. Pick whichever suits you best.

Why train magic?

Some people wonder why you should bother training magic in the first place. I'll just list some benefits training magic has.
  • Popular spells for pking such as barrage, entangle, teleblock and vengeance
  • Spells that make skilling or PvM more convenient such as superheat, humidify and alchemy
  • Magic can be quite effective for long boss trips, a high level magic set and blood barrage can be used for really long trips
  • Enchanting your own jewelry and bolts
  • Teleports to locations such as god wars, the abyss or even the deep wilderness

Runes

Most methods of training magic involve runes, you'll get some upon creating your account. These aren't enough to get you to a high magic level though, you'll need way more of them. There are three ways of getting them: Buying them from players, buying them from the shop and runecrafting them. If you are gonna buy runes, I recommend you buy them from the shop, they are much cheaper there. I've provided maps of where all the rune shops are below. If you'd like mass amounts of runes, runecrafting or buying from players become more favorable options. If you don't like using runes, there are methods for training magic without runes as well.


Staves

A key to lowering the cost of training magic is using the right staves. Some staves provide infinite runes of one or multiple types, some staves have a chance to save your runes when casting a spell and some staves don't use runes at all. Using one is important, knowing which one to use is even more important. A lot of staves can be bought at Zaff's shop in varrock. These are all the staves you need to know about for training:
  • Basic staves
    Provide infinite runes for their element. Obtained from Zaff's shop. No requirements.
  • Mystic staves
    Provide infinite runes for their element. Has decent magic bonuses. Obtained from Zaff's shop. Requires 30 magic to use.
  • Mystic mud staff
    Provides infinite water and earth runes. Has decent magic bonuses. Obtained as a drop from black demons. Requires 30 magic to use.
  • Mystic lava staff
    Provides infinite earth and fire runes. Has decent magic bonuses. Obtained as a drop from basilisks. Requires 30 magic to use.
  • Slayer's staff
    Is required to cast the slayer dart spell. Obtained as a drop from infernal mages. Can autocast crumble undead, slayer dart and wave spells. Requires 50 magic and 55 slayer to use.
  • Ancient staff
    Has good magic bonuses. Obtained from Zaff's shop. Requires 50 magic to use.
  • Dragon staff
    Bonuses scale with magic level, up to 70. Obtained from the donator store. No requirements.
  • Ahrim's staff
    Has great magic bonuses. Has a special effect with the full ahrim's set that increases the effect of a spell. Obtained as a drop from the barrows brothers minigame. Degrades and is repairable at Bob. Requires 70 magic to use.
  • Elemental staff
    Provides infinite air, water, earth and fire runes. Has great magic bonuses. Obtained as a drop from chronozon. Requires 70 magic to use.
  • Master wand
    Has great magic bonuses. Obtained as a drop from KBD. Requires 72 magic to use.
  • Staff of light
    The best magic bonuses for a staff without a built in spell. Obtained as a drop from saradomin gwd. Requires 75 magic to use. Has a special attack that will reduce the amount of damage you take.
  • Rod of invandis
    Has great magic bonuses. Obtained as a drop from smoke demon champion. Can not autocast any spells but has a built in spell that costs no runes. Degrades and is repairable at Bob. Requires 80 magic to use.

Equipment

It's important you wear the best magic equipment possible for your level. Your spells will become more accurate and a bit more damaging. This in turn will give you more exp per hit, cost less runes per exp and it will be generally faster. It doesn't really matter what you use, as long as you use the best gear that is available to you. If you don't have any magic gear, you can get some mystic from a shop in falador, it requires 40 magic and 20 defense to wear.


The beginning (1 magic)

You'll start off with the runes you get from your starter kit. 1000 mind runes, 700 air runes, 350 water runes, 350 earth runes and 350 fire runes. The first thing you do is cast the strike spells. Just cast the best one available until you run out of runes. Purchasing an air and fire staff will get you the most out of the starter runes. If you can afford it things like magic amulet (t) or a god cape will help a lot as well. It is recommended you do this during double exp to avoid the lower levels as much as you can, you can get up to about 45 magic with just your beginner runes.

Recommended monsters:
Goblins



Crumble undead (39 magic)

One of the very old ways of training magic, crumble undead still is a cheap and efficient way of gaining exp. The extra damage crumble does to undead creatures is huge, especially if you pair it with a salve amulet should you have one. If you are 50 magic and 55 slayer you can use the slayer's staff to autocast this spell as well, making it a lot easier to train with.

Recommended monsters:
Zombies, skeletons, ankous


Astral runes (43 magic)

I have a seperate guide on this as it was worthy of a guide on it's own. You can find it here. You can gain about 500k exp per hour with this method without dxp!

Alchemy (21 and 55 magic)

Alchemy spells are non combat spells that give quite a bit of exp. Low alchemy requires 21 magic and gives 312 exp per cast. High alchemy requires 55 magic and gives 736 exp per cast. While they are non-combat spells, they don't interrupt combat. This makes them great for gaining additional exp with a fairly low rune cost. You can alch additionally to any other magic training method, it is favorable with ones that use a fire staff of any kind. It makes magic a lot faster. Do not use alching on it's own as a training method however, without combat spells the exp rates suck.

Slayer dart (50 magic and 55 slayer)

This spell has a higher maxhit than air wave, it's really good for it's low level requirement and should be used until earth wave can be cast. The downside is you have to have 55 slayer. It is a great way to train towards the higher levels cheaply as it has a really low rune cost to it. You can use this spell to train to 99 if you want to, there are stronger spells though.

Recommended monsters:
Moss giants, giant champions


Earth and fire wave (70 magic)

You're probably thinking 'Why on earth is he recommending these spells? They have such a high rune cost.' Well they do, but not if you have an elemental staff. All the wave spells only cost one blood rune per cast if you're wearing an elemental staff, that makes them really cheap. I recommend doing this until 99, it's cheap and pretty fast. The ele staff is quite expensive but the money can be made from the astrals method. Alching along with this method will also cost you no fire runes.

Recommended monsters:
Giant champions, black demons


Multi target spells (68 magic)

The burst and barrage spells from the ancient spellbooks hit multiple targets, it is pretty much the fastest way of training magic. It does cost a lot of runes however, and potions are recommended. You'll need 68 magic for blood burst, only use blood burst because it keeps you alive when being attacked by loads of monsters. At 92 Switch to blood barrage. If you do this at a location where you can hit multiple mosters with your attacks you will get the best exp rates possible. This does cost a lot of money and you will need both food and prayer potions. If you use the abyssal demons spot you will need 85 slayer and active membership.

Recommended monsters: Zamorak gwd, abyssal demons


Rod of Ivandis (80 magic)

The best staff in the game in my opinion, great dps, fairly low cost repair wise. The issue for some people might be the price of the staff itself, but if you have the money for that you should go with this staff. Be sure to kill something that will give you a bit of money so you cover your own repair costs, frost dragons are a good choice if you have the levels to wear a dfs. High level slayer creatures are all good to train on with this staff, you do need their slayer requirement and active membership to kill them though.

Recommended monsters:
Pest control, dark beasts


Pest control (1 magic)

Despite bonus exp getting a nerf, pest control is still good if you want to level magic. It is the only thing you should use magic brawlers on. It's also one of the few ways to level magic without using actual magic. If you really hate using spells, go with pest control. You can get well over 30k exp per 100 tickets. Just make sure it's double exp and use brawlers when spending your tickets.

Dragonfire shield (1 magic, 75 strength and 75 defence)

It's not all that great anymore since dragons have become resistant to the spec but it does deserve a mention. After absorbing dragonfire 5 times your shield will become charged, if you then operate the shield it will release those charges into a magic attack. It gives magic exp for what you hit. On other monsters and players that maxhit is 70, dragons resist it. It can be a great way to go through the early levels, charging the dfs and running to another monster close by and using the spec.


That'll be all for this guide. If you have any other methods you want me to add or have some feedback on the guide feel free to post it.
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7
Update Notes / Re: Updates 05/10/2015
« on: October 05, 2015, 12:22:14 pm »
this update is a joke to me , specially when it comes to the GA ? why should i pay 200 DP just to get it? if paying 1m is too good to protect myself , then make it 5m? i honestly dont care. but 200 DP? i mean , not everyone can do that and if we can pay for it then im guessing its going to be expensive.
this is my point of view , if people will lose their items cause they boss and do other things cause they cant manage to get a GA , then they will stop bossing.. the will not do anything just to keep their bank , and then if they dont do anything like bossing , they're going to be poor at the end. which puts us in a bad situation. so simply , i think emps is going down.
i respect your ideas but i think you should also read our opinions and suggestions.
thank you. 
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8
Thanks for the time you put into this.

All I have to say is that god bones should also be added to the GWD bosses.
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9
This took me a long time to finish, I await you feedback!
If you support this post no need to spam, just click that "say thanks" button. Thanks!
I'll try to release a video of the event in action, that I hosted on my private server, ASAP!

---

Name: Ragnarok the Nordic Armageddon
Location: Trollweiss Mountain

---

Stats:
Phases - 3
Phase Levels - One = 3, Two = 666, Three = 963
Phase Health - One = 3, Two = 666, Three = 1080
Phase Armor - One = 3, Two = Medium, Three = High-ish(Near the end of medium/middle of high values, whatever they are, some suggested values are written below)

---

PHASES, BEHAVIOR and ABILITIES

Abilities in Phase One:
Life Drain Aura - If fewer than 3 players approach him, 12HP/second (unavoidable) will be drained, with 3 or more players the drain reduces to 0-6HP/second (avoidable).  The aura can't kill, but it will leave players with 10 HP if they don’t heal.
Chained – When this NPC is chained, it can’t attack and is invulnerable; you need to break the chains to initiate phase two.

First Phase:
Ragnar is chained down to the ground and is in a weakened state (Spiritual Form).  Ragnar is immune to all attacks; approaching him will drain your HP.
There are a total of five chains holding Ragnar down.  The chains can be destroyed only by using a Dragon/Rune/Adamant Pickaxe, if a lower tier Pickaxe is used the player will be stunned for 5 seconds.
Each chain has 270HP and 9 Defence.
Chains' weakness is Smash style of attack.

---

Phase between 1 and 2:
If all the chains are broken, he will start to grow; he will be untargetable for 1 second.
In that one second Rengar will grow slightly (1.2-1.5x larger) also grow wings (or he could just float) and start to fly so that you can't reach him with melee weapons.
He also puts up a forcefield so that he can't be damaged with ranged weapons; this is to prevent safespotting.

---

[Ragnar enters his Magical Form]

---

Abilities in Phase Two:
Life Drain Aura - If fewer than 3 players are in the vicinity, the drain will be 9HP/second (unavoidable), if 3 or more players are in the vicinity, then it only drains 0-3 (avoidable).
Chain Attack - Chains do 3-21 melee damage to a single target and chain to nearby players (in a 3x3 area around the players that are hit) for the same damage.  This attack can be dodged by moving away from the hit area that will be marked (1x1); targets nearest the player in a 7x7 AOE (or a random player if all players are the same distance away), has 1 second delay.
Burning Breath - Olaf breathes fire and burns players hit for 7HP/Second for 3 Seconds with Magic Damage, the ability should have a 3 tile long frontal AOE (area of effect).
Fireworks - Shoots a slow moving projectile that targets the nearest player (or a random player if all players are the same distance away).  The projectile impacts on the location after 3 seconds and then explodes; the location will be marked after 2 seconds have passed whilst the boss charges the ability; (projectile and explosion can both be avoided by moving away from the marked location, will explode both on impact with a player and ground; impact with a player does 30 Magic Damage, explosion does 39 Magic Damage to everyone in the 3x3 AOE, the boss will stop moving and attacking to charge and will gain 99 Defence during it).
Wings/Ghost - Ragnar can fly.  No melee weapons you scrubs.
Evasion - Ragnar is so agile that no marksman could ever hope to hit him with a bow, no matter how skilled! (Guns not included).  You can’t damage him with range.

Second Phase:
Weakness(es) in this Phase are Ice/Water Spells.
Ragnar will ignite the chains that were attached to his hands and attack you with them (if possible, chains or Ragnar should have a burning effect).
Ragnar can also use his fire breath to ignite players with a damage-over-time effect and throw projectiles of fire that explode on impact and deal AOE damage.

---

Abilities in Phase between 2 and 3:
Titanfall - Ragnar falls to the ground and deals Melee Damage in a 5x5 AOE, damage is highest below him and lowest 2 tiles away from him: 69 damage is directly below him; 36 is in 3x3 area around him; 18 is in 5x5 area around him; damage is also blocked by terrain(e.g - trees, rocks, water, etc).

Phase between 2 and 3:
When Ragnar falls below 333 health, he will fall to the ground with a huge explosion.  The chains also start to crumble and will disappear in 9 seconds; during that 9 seconds, he will gain Very High (~210) defence and can still attack and be attacked.   He can now also be attacked with melee weapons, but ranged weapons are still blocked.
If he can’t be killed during those 9 seconds, Phase Three will initiate.
If he is killed during those 9 seconds, he will die like in Phase Three and drop extra loot.

---

[Ragnar is englufed in flames; when he comes out of the flames, he has the face of a lost demon "Teemo the Satan"]
[Ragnar enters his Physical Form]

---

Abilities in Phase Three:
Spell Block - Ragnar puts up a shield against what hurt him most the last time he fought; the more damage that he took, the more resistance against that that damage type he gains.
Swing It! - Ragnar attacks players with his mighty axe! The axe deals 18-30 melee damage in a frontal AOE, 3 tiles in front of him in a cone shape.
Battle Charge - Ragnar raises his shield and runs to a location, dealing Melee Damage and a stun to anyone in the way (stuns players for 1 second and deals 18-36 melee damage).
Trembling Quake - Ragnar smashes his weapon/shield into the ground dealing damage in a 3x3 AOE; players in the AOE take 6-24 ranged damage.
Boulder Smash - Ragnar picks up a boulder and throws it at the farthest player, dealing 9-39 magic damage in a 3x3 AOE; then the boulder will roll for 2 tiles and damage anyone caught in the way for 6-21 magic damage.

Phase Three:
Weakness(es) in this Phase are Bows/Crossbows.
Ragnar will drain power from the ground for 3 seconds, gain a higher level, and heal himself fully with an extra  414 health for a total of 1080 health; he can’t attack nor be attacked during those 3 seconds.
Ragnar no longer drains HP.
Ragnar puts up a Spell Shield to prevent Mage attacks.
Melee and Ranged attacks can now be used against him.
Ragnar pulls out his giant axe and swings it at players in front of him.
Ragnar can charge towards a location, dealing damage and a stun to anyone in the way.
Ragnar can smash his shield/axe to the ground,. creating a shockwave around him.
Ragnar can pick up a huge boulder from the ground and throw it at players.

---

EVENT and DROPS
The death of Logan the Nordic Armageddon will trigger a mini event.
Upon death Ragnar says: "Until I'm awoken, I shall sleep again."
In the chat there will be a message: "The Egg of the King has been dropped!"
Somewhere on the map (random location, but still in Trollweiss Mountain) will spawn an Egg of the King, which must be destroyed in order to spawn Ragnar again in a few minutes.
The Egg of the King has 6000 health and is a passive object (like barricades). The Egg of The King has high armour.

---

Drops from the Egg:
rune items, high level herbs (noted), ores.
Rare Drops: 1-2 God bones, 1-5 Fury sharks.

---

Drops from Ragnarok:

Balmung
Level 70, 2-handed weapon, same attack speed as Zamorakian Spear.
Has the same attack range as a halberd.
Special attack costs 50% and deals Ranged damage, will be a good weapon against Mages.
This weapon will be tradable and dropped on death like normally.

Hybrid Armours -
Vanguard/Trickster/Battle-Mage sets.
LVL80 armour, hybrid stats, weak to the style it's missing.
Sets have helm, body, legs, gloves and boots.
Should be dropped as an 'Essence of the Warrior/Archer/Magus' Which can be used on GWD armour pieces to turn it into Hybrid Armour.
Using an Essence of the Warrior on Armadyl Chestplate would make Vanguard Body, for example.
It would have stats similar to 3rd age, but have no stats at all in the style it's missing. A vanguard set would have next to no Magic Defence.
Offensive bonus should be between GWD and 3rd age armours. All armours require a defence level of 80 and 80 in their combat styles (attack for melee) to be worn.
The armours will be untradable, the Essences will be tradable; if dropped on death the Essence will appear and the GWD item will be destroyed.
Stats will be similar to 3rd age and GWD armours, not much above that.

You can combine the Essences for a Hybrid Essence that can be used to craft Hybrid Armour(requires 99 rune crafting, mage and crafting levels to create).
You require 6 Hybrid Essences for body, 4 for legs, 3 for helm, 3 for boots and 2 for gloves for a total of 18 Hybrid Essences.
These sets will give bonus stats to all styles of Attack and Defence (+6%). It should be the strongest Hybrid Armour in-game.
The Hybrid Armour will be untradeable, but the Essences will be tradable; when Hybrid Armour is dropped on death, the Essences will appear and the armour will be dismantled.

Combinations:
(Requires 99 mage and 90 smithing)

Warrior Essence + Armadyl Armour pieces = Vanguard Armour (has good offensive and defensive stats in Ranged and Melee)
Magus Essence + Bandos Armor pieces = Battle Mage Armour (has good offensive and defensive stats in Melee and Mage)
Archer Essence + Battle Robe pieces = Trickster Armour (has good offensive and defensive stats in Ranged and Mage)
(Requires 99 mage and runecrafting)
Archer Essence + Magus Essence + Warrior Essence = Hybrid Essence

God bones:
Give 2100 Prayer EXP.

Drop in quantities of 1-2 from Ragnar directly, not from the Egg.

A big thanks to Charr for some drop ideas and Fate for (some)formatting and grammar/spelling mistakes!
I'd also like to thank my amazing crew for helping me!

EDIT: Topic is open. If you want to suggest any changes please feel free to do so.

This is how one of my crew mate thought Ragnarok should look like. Note that this is only an example.
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