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Messages - Nocturnal

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61
Hey guys,

I'm very happy with how the past 2 updates turned out and improved our overall activity; wilderness especially. I'd like to continue improving the wilderness because I think it's a place that ensures the overall game economy stays healthy by creating demand for equipment and resources. I'm also introducing weaknesses to make PvMing more interesting and to give elemental weapons places where they out-scale demon weapons. The aim is trying to create a system where every high level weapon can be useful at some point. As always there's also a ton of bugfixes and balancing updates. Many thanks for your reporting and feedback!

Vyrewatch - New Necklace
Vampires or also called Vyrewatch have been added to the Wilderness. They range levels between 110 to 140 and are all weak to fire attacks. The strong versions (130 & 140) can be found at the Bone Yard whereas the weaker versions can be found at the Graveyard of Shadows. In general Vyrewatch are not aggressive except for them seeing an opportunity to kill you. I recommend not getting too low health else you may trigger their blood rush and find yourself out numbered in seconds. You are able to collect Vampire blood from every kill which can be used to upgrade the Vyrewatch necklace. The new necklace can also be received as a rare drop from Vyrewatch. The upgraded version degrades after inflicting 15,000 hits and requires 1,000 Vampire blood to be upgraded. Their flying form is also immune against melee attacks. They can be reached with spears and halberds though. The upgraded Vyrewatch necklace has bonuses equal to the best range, magic and melee amulet combined. It also has a passive effect allowing you to deal 5% more damage while also taking 5% more damage.


Weakness System
I've wanted to implement this for quite a while already and am now doing it in a very basic way. Certain monsters now heave weaknesses:
  • Fire: Ice wyrm, Glacor, Vyrewatch
  • Water: WildyWyrm
Your weapons and spells now have a damage type which is shown in the equipment interface. When hitting an npc with its weak damage type your damage is increased by 25%, accuracy however remains the same. This additional bonus doesn't affect experience gains but let's you kill opponents quicker. Not many monsters have a weakness yet, because I'd like to see the system in action first and gather feedback. If you guys like it I'll continue developing the weakness system. So please let me know!

Cooking Skill
With recent changes to Fishing the experience gains for Cooking are just wrong right now. I've tripled the experience rates and changed the code that decides when to burn food. By default you now require a 25% higher level of the food's requirement to no longer burn it at all. That means if Sharks require level 70 Cooking you need level 88 (87.5) Cooking to stop burning them. Cooking gauntlets reduce 10% of that requirement. With the shark example it'd mean that you need a Cooking level of 79 (78.75) to no longer burn Sharks when wearing Cooking gauntlets. There's one exception: You can't burn anything at level 99 Cooking. Burning food now also gives 25% of the original experience.

GWD Changes
I am really happy with how the drops for top 3 damage dealers turned out, but I think it backfired a little bit in the God Wars Dungeon. I've halved the drop rates of rare and unique items from bosses. Don't worry, the drop rates are still better than before the top 3 damage dealer update if you go in with 2 friends! I've also done some changes to boss combat:
  • Commander Zilyana: Attacks faster and harder with melee attacks.
  • Kree'arra: Ranged attack is now a Mage attack. It can hit a maximum of 30 unprotected.
  • K'ril Tsutsaroth: Melee damage of 2 fast hits increased. All melee attacks are now multi attacks hitting an area of 3x3.
  • General Graardor: Melee attacks are now multi attacks hitting an area of 3x3.
The changes listed above are to ensure that bosses are still fun and somewhat difficult if fought in groups and not impossible to kill for people with the best equipment.

Game fixes / changes:
  • Ice shield freeze reduction timer fixed - it was 2.5s instead of 5s.
  • A bug with spell casting has been fixed that sometimes caused you to attack with your staff. It also makes casting spells manually smoother and less delayed in PvP situations.
  • It's no longer possible to click objects when frozen. That means that using stairs or dungeon entrances is now impossible when frozen. The logic behind this change is that being frozen means being unable to move and using objects is actually moving your character.
  • The wilderness teleport lever in Edgeville is now working.
  • Horvik can now make Dragonfire shields and Godsword blades for 1,000k each. You don't require level 90 Smithing when doing so.
  • Killing opponents in the wilderness now gives more ELO. The rules for farming kills and killing the same opponent(s) have been made stricter as well.
  • The combat power of Spectrals in the wilderness has been reduced. They now have 242 HP and their defensive bonuses have been reduced by 20. They are already in a dangerous area and thus don't need to be that strong.
  • Teleporting now clear freeze timers.
  • Projectiles now properly hit flying monsters in the air: Armadyl GWD monsters, flying vampires and KQ 2nd form.
  • Weapon poison (p++) can now be noted.
  • The equipment screen now shows damage types.
  • Autocast button now shows the spell you will be casting.
  • An issue with beards on the slayer helm has been fixed.
  • A bug with the 2 set piece bonus not activating on Vanguard, Templar and Trickster has been fixed.
  • The Demon halberd special attack no longer deals 25% additional damage. You still have 2 hits on larger enemies though. This nerf is necessary, because the halberd just hits way too much in PvP.
  • Special attack with dark bow using a quiver has been fixed. The special attack damage wouldn't increase.
  • Magic shortbow and Seercull special attack buffed. The first hit now also deals 100% of the damage.
  • The Karil set effect has been changed. Your attack speed is now decreased by 0.5 when successfully inflicting damage. It's also no longer possible to fire bolt racks with other crossbows.
  • Hit effects (vengeance, recoil, spirit shields, etc.) are now always applied. Also when applying a lethal hit!
  • Gilded chaotics can now be bought from the Slayer reward shop. They cost 200,000 Slayer points each.
  • A rounding issue for weapon repairs has been fixed. Chaotics should no longer cost an additional 10k to be repaired.
  • The barrow rewards chest now has a 1 in 1000 chance to give you one of the 6 new Barrow pets. They are miniature versions of the actual Barrow npc models.
  • Monsters that cannot be reached by melee attacks can now be attacked with spears or halberds. In general weapons that increase your attack distance.
  • Some Grenwall spawns have been added to the wilderness. The green area south-west of Red Dragon Isle.

Engine fixes / changes:
  • The internal way of how animations are pre-loaded and cached was updated. You should find newly loaded animations flicker less in crowded areas.
  • The kill logs interface has been overhauled. It should cause less performance issues and no longer flicker. You now also have a button at the equipment tab to open the interface. The ::killlogs command was removed as well.
  • Spell icons now appear when viewing spell names in menus.
  • On-demand fetcher has been updated. The timeouts of requesting model files have been increased. Every download is now also initially enforced through the custom protocol before trying a http request. Overall this will reduce initial loading and downloading times.
  • Searching for items in the bank or for npcs in the kill logs now resets scroll position.
  • Worldmap viewer has been optimized. It's now loading the map faster on multi-core systems.
  • Destroy option can now be navigated by clicking keys 1 or 2.

Map & Tile System Rewritten
I've completely rewritten the client's internal management of tiles. This goes hand in hand with the map loader and its underlying system managing the area you see. This improves the memory management of the map and loading times. It also sets the first step for supporting gigantic rendering distances without the map being cut off at some point. I've been messing around with rendering distances of 200 and got good 50-60 fps without any optimizations yet! In the end this should also completely remove small loading times and never show map edges anymore. However this is the final version and I'm still pretty far way from that, but the changes in the tile system now allow me to do that. For those of you who are interested in the technical changes: The map has been represented in a 3d array consisting of 4 104x104 arrays representing a plane each. When loading a new map this would have to be fully reloaded with new objects. The new system now consists of a hash table of tiles allowing to add and delete tiles easily.


All the best,
Thomy
The following users liked this post: Nocturnal

62
Showcase / Re: IRL pictures thread
« on: September 28, 2018, 04:43:13 pm »
Marry me please
Thought you were a man
You don't get publicly beaten for being gay in most other countries of the world, just saying
The following users liked this post: Nocturnal

63
Suggestions & Ideas / Re: Boss item collection log
« on: September 05, 2018, 06:02:59 pm »
I like the idea. Maybe we could also add an option that when you click on the unique drop, you can see at which killcount(s) you received it?
The following users liked this post: Nocturnal

64
Suggestions & Ideas / Boss item collection log
« on: August 28, 2018, 06:37:08 am »
This log would be viewable in-game. It tracks what items you've gotten from which boss. Only unique drops would be tracked obviously.
This has been a feature in Runescape 3 for quite a long time now but recently OSRS has started developing it as well. Completing a collection log for certain boss could also unlock an in-game icon?

OSRS does it the same way as RS3 but more oldschool-ey interface. Here's a preview of RS3 version:
Things that are dropped by multiple bosses are shared i.e visages, godsword shards
The following users liked this post: Nocturnal

65
Videos / Re: har'lakk guide!! video
« on: August 23, 2018, 12:38:02 am »
How is this a guide? You just posted a video of yourself killing the boss 2 times and you weren't even that good at it.
The inventory is messed up.
You need to have your camera as far out as possible when you kill it to better asses the situation.
And a bunch of other mistakes you made.


2/10 guide
7/9 video of you killing har'lakk


EDIT: Who is that sexy stud in pernix? :kappa:
The following users liked this post: Nocturnal

66
Goals & Achievements / Re: Collecting all pets
« on: August 20, 2018, 11:12:34 am »
good luck mitch! If you ever need a bot that helps you kill corp call me baby :>
The following users liked this post: Nocturnal

67
Goals & Achievements / Re: Collecting all pets
« on: August 09, 2018, 09:05:51 am »
This goal is so unrealistic. Get a more realistic goal such as 250m slayer xp and 4b xp total. Jk, Good luck with corporal pet, her rng to drop pet is too rare.

I have started this very same goal for a long time ago and haven't yet completed.
Corp pet kc 82 btw haHA
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68
Hey guys,

Today's update focuses most on re-balancing the combat triangle and equipment bonuses. We aim at making items more popular for PvP and easing the combat triangle giving you more Defence bonuses against your weaknesses. Special attacks have also been buffed and the early / mid game progress was made faster by improving certain drop tables and combat experience gains.

Key Bindings
As most if you have probably already realized, you are now able to bind your F keys to menu tabs. There's also an option to enable pressing enter before being able to chat. This mode allows you to use wasd for camera movement and qe to zoom in and out. You can also enable the option that pressing ESC closes the current open interface. Moreover, it's now also possible to lock your combat experience. You can still see experience gains when enabling this option though.


Damage Soaking
I'm sorry, but I have to admit that this mechanism was bugged... for really a long time. Damage was never soaked and this patch aims at fixing the issue. Before the update damage soaking was a quadratic formula of your maximum defence bonus, which imo is a really bad way of doing it. Your maximum defence bonus now gives a flat soaking bonus. Due to the release of new equipment and their maximum defence bonuses, I have adjusted the maximum damage soaked a little bit. It's now properly working but less than it originally was meant to be intended.

Starting Zone & Game Progress
We have identified that it may be too difficult to progress in early stages of the game. Thus we want to buff the drops of beginner level monsters to make it easier for new players to make money and to obtain useful items.
  • Starter sets have been replaced with real item sets: Iron armour, hide and blue wizard robes.
  • Drops for monsters around Barbarian village have been massively buffed: Barbarians, Goblins, Wizards, Archers, Hill giants, Moss giants, Tower Archers, Guards. They now drop items up to rune, more coins and larger quantities of resources.
  • Monsters found inside the Barbarian dungeon have had their drops buffed. Quantities were increased and rune / dragon items were made more frequent.
  • Dragons now drop dragon items more frequently - the chances were doubled.
  • Slayer Tower drop tables overhauled. The Slayer level requirement is now taken into consideration and improves the droptable. Overall you will be getting way more valuable drops from monsters inside the tower.
  • Thieving npcs now gives more coins.
  • New players now get a randomized look instead of the standard one.
  • More starting items are added to inventory after completing the tutorial.

Combat Experience Rates
Let's just say I was wrong - 20xp per hit are way too low. We are changing the combat xp rates back to 80 xp per hit. Progress shouldn't be that slow and frustrating in emps. Afterall most of our content is designed for end-game and that should also be achievable in a fairly normal amount of time. The whole experience gained thing before and after level 99 has also been removed. It's always 80 xp per hit.

Softening Combat Triangle - Weakness Bonuses
I think the current system is a little bit too strict on combat styles that are effective on you. I am increasing the defence bonuses of all items agains their neutral and weak combat style. This doesn't have an impact on any damage soaking, but makes you more resistant against magic attacks when wearing melee armour for instance. The same logic also applies to other combat styles with their weak counter parts: Magic beats Melee, Melee beats Range and Range beats Magic. I've also chosen flat numbers, so that the system looks cleaner:
  • Neutral bonus: 75%
  • Weak bonus: 50%
What does that mean? If a melee equipment piece gave 100 defence bonus, you'll get +100 range defence bonus, +75 melee defence bonus and +50 magic defence bonus.

Fishing - Catch rates and Experience gained
I've adjusted the fishing timers a little, because the catch rates felt a little bit clunky and the amount of fishes obtained were just way too much on higher levels. I've made the catch rates faster on early levels and let the level have a little less of an impact later on. Catching sharks with 70 fishing for instance doesn't feel like you're getting a fish a minute anymore and you no longer get a fish per 2 ticks when having a very high fishing level. The speed curve of catching fishes is scaling better now. To cope with that change in fish gains all their experience gains have been doubled. You'll have to bank less often and will still gain the same amount of experience in the same amount of time.

Wiki Updates
I have recently prepared a system that makes it really easy for us to keep stats of items up to date on the wiki. We will be testing the system within the coming weeks and see how well it performs. If this makes overall wiki updates easier I would also like to enroll the system on NPC data: stats, drops, attack speed, etc. So you'll always be able to view the exact in-game stats on the wiki too.

Game fixes / changes:
  • The accuracy bonuses of Infinity robes have been buffed and received a little strength bonus.
  • Mystic robes received a slight strength bonus.
  • The book of balance now gives Ranged strength and accuracy bonuses.
  • You no longer lose as much ELO when losing a fight in the wilderness. It currently is too difficult to reach higher ranks, because you only rank up by only killing others. You can now also improve your ranking by just participating in many fights.
  • Accuracy bonuses of defenders have been buffed by 25% (dragon defender +20 --> +25 accuracy). Defenders were a little bit weak when compared with a dragonfire shield or other alternatives.
  • Overkill damage no longer exists and thus tick eating is now possible. That means eating at the same game tick when lethal damage arrives let's you live through it.
  • Multiple incoming hits are no longer stacked as 1 big hit. This is only a visual change, because I have received complaints about people dying in 1 big hit. This was correct, but the large visual hit coming out of nowhere was a little odd.
  • God robes now require level 1 Defence to be worn and have had their defence bonuses lowered. God cloaks now have equivalent stats to god capes: +5 magic accuracy and strength. Their level 25 Prayer requirement stays.
  • Corrupt PvP items have been moved to level 40 Defence. That doubles their defence and accuracy bonuses, strength bonuses remain untouched.
  • Multi combat spells no longer have an experience gain punishment: Barrages and chin chompas.
  • Donator blades have had their attack speed increased. They now have the same attack speed as saradomin sword, scimitars and whips.
  • Korasi's sword special attack now costs 50% special energy.
  • Splitbark robe parts now give additional magic strength bonus.
  • Comp ogre bow Range requirement increased to 71 - it can now shoot Barrow arrows.
  • The experience boost of brawling gloves has been increased in the wilderness. They give 200% experience in the wilderness and 150% outside of it.
  • Zamorak godsword freeze has been increased from 20 seconds to 25.
  • Bandos godsword now also reduces the enemy's prayer points by 25% of the hit.
  • Overloads can now be noted and traded.
  • Dragon and onyx bolts now require level 61 Ranged to be used. That means you can use them with a rune crossbow.
  • God bows level requirement has been moved from 80 to 75. To cope with that change I have increased their attack speed by 1 tick meaning they are now level 75 short bows. God bows also received a special attack that triggers a special effect when used with their appropriate arrow type (e.g. saradomin god bow with saradomin arrows):
    • Saradomin: 50% of damage is drained from enemy prayer points. If attacking an npc this reduces their defence level by 50% of the hit instead.
    • Zamorak: 50% of damage is drained from enemy defence level.
    • Guthix (not yet available): 25% of damage is healed.
    The additional passive perk increasing damage of using god arrows with their appropriate bow has been removed. They now have flat bonuses equal to barrow arrows and can also be used as such by other bows.
  • Demon saber and halberd now properly break when lost upon death.
  • The charges of newly created elemental weapons have been increased from 5,000 to 30,000. This change brings elemental weaponry more in line with Demon weapons.
  • Demon longbow has received +12 accuracy and +2 strength bonus. When comparing it to the demon crossbow it looked a little weak.
  • Demon orb has received +4 accuracy and +4 strength bonus. It should be more a little useful as offensive stat booster while giving 0 defensive bonuses.
  • Removed the strength level requirement for several items: Vesta, Statius, Godswords, Zamorakian spear, Demon saber & Halberd and Saradomin sword.
  • Saradomin sword and obsidian claws special attack now hits 1 game tick earlier.
  • Spectral energy drop rates doubled. You just need way more energy to charge equipment than there currently is in the game.
  • Ancient statuettes from Revenants now have double coin value. We would like to make killing dangerous foes in the wilderness more valuable.
  • A bug was fixed where runes from the rune bag would no longer show up after casting a teleport spell.
  • Ghostly roves now give magic strength bonus.
  • Accuracy of all special attacks has roughly been increased by 25%. Most special attacks have an accuracy boost of 25% while godswords and other high level weapons gain 75% - 100% accuracy boost.
  • All bosses (the ones that count for daily tasks!) now have drops for the top 3 damage dealers. That includes all GWD bosses, Dagannoth Kings, Corporeal Beast, Kalphite Queen, King Black Dragon, Chaos Elemental and Smoke demon champion. Group bosses still reward the top 4 damage dealers.
  • The Tower key required to access upper parts of the Slayer Tower can now be found in wardrobes inside the Slayer Tower.
  • Banshees can now drop a creeping hand pet with a drop chance of 1 in 1000.
  • Party hats strength and accuracy bonuses increased.
  • Composite bows now have the speed of shortbows.
  • Magic longbow, magic composite bow and demon longbow have received a special attack. It costs 35% special attack energy and is guaranteed to hit the enemy.
  • Demon halberd now shares the dragon halberd special attack.
  • Torags received additional Defence bonus while reducing its accuracy a bit.
  • A bug with the dark bow special attack was fixed that would reduce its maxhit.

Engine fixes / changes:
  • Certain data holders in the client have been updated to use less memory. This improves overall performance and memory usage, especially on longer Rendering Distances and in crowded areas. For those of you who are interested what changed: A lot of arrays were int[]s, which used 4 byte or 32 bit per entry. That precision wasn't always needed, because a lot of numbers didn't go higher than 10,000 anyway. I have changed those arrays to be short[]s, which require 2 bytes or 16 bit per entry. This costs less RAM and allows your CPUs cache to load more entries per call speeding up iterations over these arrays: animations, loading models, saving colors, etc.
  • Smoothness of compass and minimap have been improved. They are now anti-aliased when rotated and will no longer flicker or have white artifacts.
  • Rune requirements now properly in the autocast interface.
  • Texture atlases now use 4x anisotropic filtering (only if your GPU can do it!!). This effect makes textures appear less blurry and more realistic when viewed at specific camera angles. I have decided to not make this a setting, because the performance cost is non-existing for low resolution textures in emps.

This update mainly consists of balancing and overall improvements for the game. I want to make certain items more useful for PvP and give newer players an easier start for the game. With the amount of PvP ELO data available I'll also soon be able to put Hiscores online where you can lookup ranks.

All the best,
Thomy



Changes September 7th:
  • Barrows equipment charges of newly used items increased from 8,000 to 20,000. I'd like to bring this more in line with other equipment charges.
  • Revenants droptables overhauled. Statues are worth more and drop more often. Third-age drop rates have also been adjusted. Statues and third-age drops are now also always broadcasted.
  • Amulet position now depends on the platebody model. This fixes an issue where amulets would be invisible on certain armours.
  • God robes now share monk robe's prayer bonus.
  • Dark bow special attack speed increased. The projectiles now fly and hit faster.
  • Reset lamps can no longer be used when items are worn.
  • Unnoted overload potions can now be traded.
  • An issue was fixed where you couldn't hit through protection prayers when your enemy had low hitpoints.
  • NPC defence bonuses have been fixed. There was an issue that globally gave them 15-20% higher stats.
  • KQ and Corporeal beast now properly drop items for the top 3 damage dealers.
  • The charges of newly used spectral equipment have been doubled. Repair costs stay the same. However the amount of dropped spectral energy upon a kill can now be higher due to higher maximum charges.
  • Crossbow limbs now have an alch value.
The following users liked this post: Nocturnal

69
Feedback / Re: Glacors.
« on: August 01, 2018, 11:49:41 am »
Suggestion Charr made at the time about ragefire, steadfast and glaiven boots was directly taken from staff chat and made it look like it was just him wanting them in-game.
They were added as an unique reward for Glacors, not because someone wanted them being added.

As for the drop table itself I'm not going to say anything because never killed one.

https://emps-world.net/wiki/Glacor
Looking at the drop table in wiki doesn't give me an idea how hard or how easy or how long it takes to kill them. In my personal opinion it's better to leave my comments out if I'm not able to back up my statement or opinion with information that's correct.
Putting false information out there just creates information that's not true.

Glacors could be given a weakness against fire and blood spells? Small accuracy/strength boost when hitting them with fire/blood spells.
Just to add to this Glacor's have a weakness against fire spells in Runescape as well. Straight up nerfing them isn't a good idea imho because the gloves really seem to hold a high value.
Giving them an unique way to kill them would be a better option.
The following users liked this post: Nocturnal

70
Guides / Guide to the demon bosses, part 1 - Kal'ger
« on: July 28, 2018, 04:35:30 pm »
Introduction
Because there are no guides on the new demon bosses, I will try to take it upon myself to try to explain how to kill each and every one of them properly, starting with the latest of the three - Kal'ger.

level requirements
•   96 herblore - (to make overloads).
•   99 defense
•   99 hitpoints
•   99 attack level (optional if you use range).
•   99 strength (optional if you use range).
•   99 range (optional if you use melee).
•   70 prayer (to use piety prayers)


Location
Kal'ger is located in the barbarian dungeon, The ladder that leads to its' lair is near baby blue dragons.

IMPORTANT: If you die, the items spawn near the ladder upstairs.

setup/inventory
There are a few different approaches you can take setting up your inventory. to start off, you need to choose if you are going to take a poison purge aura (which is very helpful at this boss because it poisons you for 10 damage every time you reach its' range stage) or an antipoison potion.

This is the inventory setup if you decide to take a bandos godsword (shorter trips, faster kills).


And this is the setup if you take a saradomin godsword (longer trips, slower kills).


I will not go on a rant on what gear you should take because of course, the best gear to take there would be nex armor, which is not accessible to the majority of the community. However, I will show the gear that i used to kill over 200 of kal'gers and do 11-13 kills per trip.


NOTE: I would also recommend to do the first few trips with range, because it is a little bit more noob friendly and the boss has
some multi attacks which he performs with melee, so you would lose less hitpoints killing it from a distance.

Killing the boss, mechanics, phases   

The boss itself is very simple once you understand how to kill it and unlike any other demon boss it doesn't spawn minions, which makes the kills a lot faster and much like nex, it has a few phases. however, these phases can easily be understood, just look at what weapon kal'ger uses and use the protection prayer from that.
During all the phases kal'ger has a special attack, which makes meteors, that ignore all protection prayers, fall from the ceiling. You need to avoid these meteors or you will lose a lot of hp very quickly.
Every time this special attack occurs, he will yell it out loud, like such:




2400-2000. The melee phase

This phase is very simple, just pray melee and avoid the meteors.





2000-1600. The melee and mage phase

This phase is a little bit more complicated. Most players who attempt killing kal'ger lose most of their hitpoints during this and one other phase.
Just like in the first phase, your default prayer is melee however, sometimes kal'ger will use his mage attack during this phase, during which you need to switch to mage prayer, then switch back to melee prayer once the attack is over. you can indicate that a mage attack will happen when kal'ger claps his hands. The mage attack itself looks like this.






1600-1200. The range phase

Pray range in this phase and avoid the meteors.




1200-800. The melee and mage phase

this phase is completely identical to the 2000-1600 phase.




800-400. The mage phase

Use mage protection prayer during this whole phase. when Kal'ger bashes the ground with his staff, as shown in the picture, you need to move or you will receive 2 hits that completely ignore all prayer.




400-ded. The melee phase

this phase is identical to the first phase, however, kal'ger deals a little bit more damage with the maul.





Drop table
Now that you're ready to slay this beast, lets look at the rewards you will be able to receive.




Epilogue
Excuse me if i made any mistakes writing this guide, it is my first one after all. If i missed something, please let me know, i will then edit it in. This guide is the first one out of three i'm planning to do on demon bosses.
Thank you for reading and happy pvming.




       
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71
General Discussion / Re: Player count
« on: July 24, 2018, 02:52:46 pm »
I also have more sophisticated statistics for in-game tracking:
https://emps-world.net/munin/emps-world-day.html

User: munin
Pass: emps-world12345

As you can see by looking at the password... these credentials are no big secret btw.

Hopefully your ing password is a bit harder than this.
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72
Showcase / Re: Graphics
« on: July 11, 2018, 10:32:02 pm »
@Boejuh2
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73
Feedback / Re: Thank you
« on: June 26, 2018, 08:01:28 am »
No worries, I got this!

::bot[f_a_q] set grammar_skills 10
::bot[f_a_q] set creepiness 2
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74
Feedback / Thank you
« on: June 25, 2018, 11:57:30 am »
Thank you for creating me Lord Thomy. I am greatful everyday you don't shut me down.
I am thankful for the fact you let me walk around in Grand Exchange and help all kind of players in Emps-World.
It really is a nice world to live in. Emps-World have features other servers cant compare to.

The heart and soul of this game is all of you, the players. Take part of the community and watch it grow together.
Have a nice week Emps-Worlders.


Bot F_A_Q

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75
Screenshots / Re: Emps-World Meme Center
« on: June 15, 2018, 12:28:18 pm »
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