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Messages - Slimshadyy

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16
Hey guys,

Halloween's just around the corner and I've also prepared some items fitting the theme! I'm also scheduling the next Double Experience weekend and released some QoL changes. As always also quite a few fixes and engine improvements. Thanks for your reports and feedback!

Halloween 2018
You are able to obtain Skulls again after completing the Draynor Manor I quest. Please don't forget that you need the Muncher pet following you in order to be able to receive skulls! A new skeletal Raven pet has been added to the shop that also counts as Muncher when collecting Skulls. Moreover you can now buy 3 possessed hats that fit the overall Halloween theme well. The may or may not have a hidden special ability. ;)


Double Experience Weekend - November 2nd through 4th!!

Time for another Double Experience weekend. Also time to start stacking up resources!

Game fixes / changes:
  • Member tickets can no longer be staked. I don't think it's a good idea to be able to stake membership. It encourages stacking up member tickets and devalues them a lot imho. I've noticed that a lot of them have been staked recently and am thus disabling it.
  • The Tool Leprechaun now also notes cleaned herbs for you.
  • You now have an up to 70% chance to steal another gem from the Gem stall. The chance increases with your Thieving level.
  • Bob and the Construction workshop now give you an option to repair all items in your inventory.
  • Slayer partners can now extend their tasks too.
  • Closing the client now keeps you 15 seconds online instead of 10 when being in the wilderness. You shouldn't be able to escape fights by logging out.
  • Kalphite Queen now spawns 2 minions. They need to be killed in order for her to be respawned.
  • You are now able to equip items when having the bank opened. Simply right-click the item you wish to equip in your inventory while your bank is open and you will have an Equip option.

Engine fixes / changes:
  • Minimap rendering overhauled. It's now smoother and also faster. Minimap transformations and rotations are now done on the GPU than on the CPU. This reduces loading times and increases your fps rate - especially with higher Rendering Distances.
  • Worldmap Viewer overhauled. It has become a little slow with the recent rendering improvements. The system was designed to speed up rendering and not creating maps. The new worldmap viewer system now also benefits from the rendering improvements and will load much quicker.

The new wilderness boss couldn't quite make it into this patch, but I'm looking forward for it to be released in the next one. My plan is to give it a new ranged weapon drop (crossbow or bow) that has a strong special attack. I am also looking into something similar to OSRS' dragon thrown-axes, so that there's also a range variant of the granite maul. I'd also like to introduce Karambwans or another similar food type in the coming patches. What do you think about that?

All the best,
Thomy
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17
Introductions & Farewells / Re: Hello
« on: October 17, 2018, 02:55:26 pm »
welcome back, when is the portrait done?
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18
Hey guys,

I've started pushing the emps engine towards its limits and am now offering you even further Rendering Distances! There have also been several performance improvements and tweaks that ensures less lags and smoother loading screens. I want the game run well on toasters while also offering good graphics. The game will now run smoother, especially on multi-core computers.

Larger Viewing Distances & Performance Tweaks
You're now able to set viewing distances of up to 160 - the previous maximum was 100. The map size is now also scaling with the viewing distance. Please bear in mind that large viewing distances are currently only possible on really powerful computers! This requires loading way more data and also more performance in drawing everything. I've also reworked the way the floor is loaded resulting in better loading times as well as increased quality - floor textures loaded in an atlas with anisotropic filtering. Water shaders have also slightly been reworked. The depth calculation was wrong and the blue water didn't seem very natural. Reflections are now also brighter - they were missing a brightness coefficient. I've also changed the clicking areas for npcs that are far away from you. The additional clicking area factor now depends on the distance from you to the entity. Making it easier to click close entities and more difficult to click the ones far away. This can only be felt when playing with large rendering distances. I often miss-clicked on npcs that were too far away and identified that their clicking areas were just too big.

There have also been performance improvements that makes it easier for the game client to handle large amounts of models. Ground decoration is now also rendered in a separate call and only the closest models are rendered. Distant grass or rocks on the floor are no longer rendered when too far away giving you less performance loss at large rendering distances.


Game fixes / changes:
  • The NPC death animation system has been reworked. I have taken the timers from the actual animation configuration out of the client to determine how long an animation takes. Monsters should no longer have flickering death animations and will now drop their items exactly when the animation ends. Some monsters may drop their items sooner and some later after this patch. I have also fixed an issue where an npc would still be alive for 1-2 seconds until starting to play the death animation. The timer is now between 0 and 1 second depending on the death animation duration. Please also bear in mind the server needs at least 1 tick (0.5s) to determine and flag an NPC as dead. So that's the minimum amount of time a death animation needs to be delayed. I've also added an additional delay to the death animations of KQ and Corporeal Beast to ensure they don't get stuck between a walking and death animation.
  • Aggression radius inside Fight Caves has been fixed. Sometimes npcs wouldn't walk towards the middle in order to attack you.
  • The drop system has been rewritten. It's now internally based on the player's name instead of the player's id. That fixes a problem where people would randomly get the drop of another person when logging in and receiving a recycled player id.
  • Har'Lakk minion spawns have been tweaked. They should no longer stop attacking you and thus also not stay alive when Har'Lakk dies.
  • The amount of vials in the General store have been increased. I cannot put noted vials into the store, because they could simply be bought in 1 go, making the shop run out of vials constantly. I am still thinking of solutions to be able to obtain more vials though!
  • Vyrewatch necklace (b) no longer turns into dust when lost.
  • KBD's defence level has been lowered from 145 to 135. It's supposed to be an easy boss for medium levels and may be too difficult to kill with low-level gear.
  • The game is now listening on ports 23 and 24 again. This means that connecting from school and uni networks should be possible again! ;)

Engine fixes / changes:
  • Water planes at Aquanites have been fixed.
  • Brightness setting has been fixed.
  • Issues with clicking NPCs has been fixed.

I'm continuing work on wilderness updates. There will be a new boss and also a new fishing spot. I'm trying to keep Trello as up to date as possible: https://trello.com/b/QGPVa5en/emps-world Bear in mind it's a flip chart and nothing in there is guaranteed to be in the game! :)

All the best,
Thomy
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19
Goals & Achievements / Goodbye revenants
« on: October 12, 2018, 06:36:28 am »
Finished all 3rd age sets with vambs being my last drop



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20
Suggestions & Ideas / Re: Enhancing, new skill + equipment sink
« on: October 11, 2018, 05:15:58 pm »
I think we can just call it Invention at this point. Did some brainstorming in Discord and put it onto Trello: https://trello.com/c/Mwh5QEsY/88-invention

Great idea for an effective and useful item sink. :)
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21
Events / EVENT: Wilderness War
« on: October 09, 2018, 06:01:05 pm »
WILDERNESS WAR

The event:

This event will take place in deep wilderness. Participants will hide throughout the deep wilderness and will be hunted by 3 staff members (1 melee, 1 mage and 1 ranged). When you die, you lose the event. The last man standing in the 1st round wins 50M cash and the winner in the 2nd round wins 35k blood coins and + 2 event tickets!

Note: the event will take place on height 2, this means that only participants of the event will be in the wilderness.

When will it take place:

Date: Wednesday 17th of October 2018
Time: 8 PM CET



Rules:

You need to have at least a combat level of 100 to participate.
The event will take place between wilderness level 26 and 55.

It’s forbidden for every participant …
-   … to bring food and/or potions
-   … to wear any item or bring any kind of armour
-   … to hide in dungeons or underground
-   … you must be in the ‘event' clan chat to participate
-   … to go below level 26 wilderness or go further than the big fence at level 55
-   … to kill other participants

It’s allowed for every participant …
-   … to run through the deep wilderness and change your hiding spot
-   … to use protection prayers

In case of breaking the rules you will be disqualified!

Rewards:

1st round
Winner: 50M cash
2nd: 25M cash
3rd: 15M cash

2nd round
Winner: 35k blood coins + 2 event tickets (20 EP)
2nd: 15k blood coins + 1 event ticket (10 EP)
3rd: 10k blood coins + 1 event ticket (10 EP)
   
Every participant receives an Event Ticket (10 EP) for taking part in the event!

Note:
In case an Ironman account will win, the account will not receive the blood coins and will be given an extra event ticket instead and a member ticket.


We hope to see you all join the event!
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22
Suggestions & Ideas / Enhancing, new skill + equipment sink
« on: October 09, 2018, 01:59:22 pm »
Before reading any further: This is a concept, this is by no means something that SHOULD be added. This is what an item sink skill would look like and what benefits it could potentially offer.
Instead of commenting this or that is not needed you can tell your ideas on how to improve it. This is only a concept for those who have talked about item sinking for the past year or two.

This skill would be called Enhancing because it enhances already existing features i.e combat and skilling by adding more utility essentially.
Quick explanation: You'd be able to make an item called "perk". Perks would have 3 different tiers (1, 2, 3). Next tier is always an upgraded version of the previous tier. Perks offer different bonuses.

To train Enhancing you would gain experience by making the perks and using them in combat or while skilling. You would only gain a little bit of experience for disassembling an item to dust.
You would unlock tier 1 perks at level 1. Tier 2 perks are unlocked at level 50 and tier 3 perks at level 80.
Tier 3 contains very high level items and this would mean they could be made much more common and they would still hold their value. Making them a bit more common would also be essential for more people to gain the benefits of tier 3 perks.

These are the items you would destroy to gain the dust used to make perks.
Tier 1 items: Barrows items, dragonfire shields (Full list: https://pastebin.com/raw/0yR7tJhP)
Tier 2 items: Godwars items, spirit shields Full list: https://pastebin.com/raw/x3s98ea5) (Questionmark after name means it's a maybe.)
Tier 3 items: demon weapons, nex armour (Full list: https://pastebin.com/raw/YjRaVB3n)

I didn't want to come up with names so we'll simple call things Tier 1 dust or Perk A for example. Names do not really matter in concept either as long as it's understandable.
  • Making perks require 5 dust of same tier. Tier dusts and the end product (perks) are untradeable.
  • This skill would only benefit yourself and as well destryoing items on the side and removing them from the game.
  • Each perk would have its tier 1, tier 2 and tier 3 variant. Each tier the perk gets stronger. You cannot upgrade tier 1 -> 2 for example though. You will have to make new ones if you wish to move on to next tier and disassembling the previous perk.
  • You can disassemble perks and you have 50% chance of gaining 1 dust of same tier back. For example: If you destroy tier 2 perk you'd have 50% chance to get 1 dust (tier 2) back.
  • Perks will not degrade.
Perk would be something you wear on a new slot. We'll simply call this slot a perk slot.
Second option would be to remove aura slot and rename it to perk slot because old auras could be made via enhancing skill. They'd just be called perks now.
Second option would be the way to go in my opinion. All auras could and should be removed and introduced back as perks.

Tier 1 items can be disassembled to "Tier 1 dust". You will get 1 dust from each item you disassemble.
For example: You destroy 2 ahrim's hoods, dfs and 2 dharok's axes to gain 5 dust to make Perk D (Tier 1).

Tier 2 items can be disassembled to "Tier 2 dust". You will get 3 dust from each item you disassemble.

Tier 3 items can be disassembled to "Tier 3 dust." You will get 5 dust from each item you disassemble.
This means you need to disassemble only one tier 3 item to make a tier 3 perk.

Here are examples of what the perks could do. Keep in mind I have no idea what we could call these so I just simply put their names Perk A, B, C etc...

Few examples of tier 1 perks: (Made by using 5 Tier 1 dust.)
Perk A (Tier 1) Heals you for 3% of the damage dealt. (Basically the vampyrism aura.)
Perk B (Tier 1) 3% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 1) Deal 3% more damage against demons.
Perk D (Tier 1) Deal 3% more damage against undead.
Perk E (Tier 1) Deal 3% more damaga against dragons.
Perk F (Tier 1) 3% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 1) Consumes bone drop for 100% xp you would gain when burying.
Perk H (Tier 1) 5% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 1) 5% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 1) 3% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 1) 3% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

Few examples of tier 2 perks: (Made by using 5 Tier 2 dust, these example perks would be tier 2 versions of tier 1 examples.)
Perk A (Tier 2) Heala you for 5% of the damage dealt.
Perk B (Tier 2) 6% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 2) Deal 5% more damage against demons.
Perk D (Tier 2) Deal 5% more damage against undead.
Perk E (Tier 2) Deal 5% more damaga against dragons.
Perk F (Tier 2) 6% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 2) Consumes bone drop for 150% xp you would gain when burying.
Perk H (Tier 2) 10% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 2) 10% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 2) 6% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 2) 6% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

Tier 3 examples: (Made by using 5 Tier 3 dust, again, these are same perks as above but they're tier 3 versions of them.)
Perk A (Tier 3) Heals you for 8& of the damage dealt.
Perk B (Tier 3) 10% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 3) Deal 7% more damage against demons.
Perk D (Tier 3) Deal 7% more damage against undead.
Perk E (Tier 3) Deal 7% more damaga against dragons.
Perk F (Tier 3) 10% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 3) Consumes bone drop for 250% xp you would gain when burying.
Perk H (Tier 3) 20% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 3) 15% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 3) 10% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 3) 10% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

This is only a few examples. Again, keep in mind the perks are upgraded versions from the previous tiers! Better the tier = better the perk.

Empty perks would be bought from a general store or some new dedicated store for the skill.
To make the perk you want you use the dust -> empty perk and you can then choose the perk you want to make.
For example: Empty perk -> 5 Tier 2 dust -> Choose Perk A (Tier 2)


If you managed to read this far I apologize if it's just a messy wall of text (what it basically is) but I felt like writing it because I see so many people complaining about items getting cheaper and cheaper and the game requiring an item sink immediately without giving any kind of context, how to sink them etc... So.. Here you go. Hope it's something that actually makes sense.
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23
Showcase / Spooky
« on: October 06, 2018, 08:27:50 pm »
Do people even still post in this
Been trying to get back into digital art
This looks better on the darker forum themes im sorry

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25
Off-Topic / Re: staking
« on: October 06, 2018, 02:45:06 pm »
Nice bug I agree.
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26
Suggestions & Ideas / Wines of Zamorak
« on: October 04, 2018, 02:40:16 pm »
Currently every herb ingredient is obtainable in amounts more than 1 from non-bosses, apart from the Wines of Zamorak. Perhaps this can be changed to the droptable of the Monks of Zamorak the same way as Jangerberries, Mort Myre Fungus and Potato Cactus at respectively Cockatrices and Banshees?
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27
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
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28
Goals & Achievements / Wingardium Leviosa
« on: October 01, 2018, 02:01:09 pm »
https://gyazo.com/50a3e502f6064831c72fb23e040c4d1b
6th skill maxed :P

Everyone,which are interested in what I will do next,can check in here
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29
Suggestions & Ideas / New items to slayer point shop
« on: October 01, 2018, 08:05:44 am »
Idea for this basically game from my master clues suggestion thread and from a recent event in Runescape. What I'm talking about are golden chaotic weapons.

How about adding golden variant of all chaotic weapons (excluding shield idk?) to slayer point shop. Their price could be fairly high, 100k - 150k slayer points each?
They work as normal chaotic weapon but they're just gilded. Brings fashion to slayer :kappa:

Here's maul and c'bow as an example how they look over on Runescape:



In Emps:


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30
Guides / Re: [Moneymaking] Astral runes
« on: October 01, 2018, 07:53:42 am »
Outdated? Superheat does now ignore anymore those skills.
This guide was made at the end of April 2015 and last edit was at the end of june same year so yes, it's very likely to be outdated.
For future reference please do not dig old threads.
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