Dung isn't afk at all, you need to pay attention the entire time

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asked Mar 26, 2020 in Electron Microscopy by Megaomgchen (4,000 points)

Dung isn't afk at all, you need to pay attention the RS gold entire time you are currently doing it. And it's also not challenging or rewarding. Besides obtaining the comp requirement done I had no reason to really go for 120 in all.I think you put it a lot better than I did actually. core issue with the ability. It distracts me that I can't really watch netflix along side it, but it is enjoyable enough for me to train it on watching netflix.

I solo would it all the way to 120. Use your everyday challenges to impact by extending them. They give each to like exp. So that you get a free 500k Dungeoneering exp daily like that I had been if you're already maxed, you are able to block every ability. Spam Thieving Locust cards (purchase them from the Elite Dungeon store ) and operate Big Warped flooring. You can be got by doing so around 1 million exp each floor as long as you explore it. That you may be able to do with the Warped Gorajo outfit + the invisible level bonus upgrade from the Dungeoneering store and stats for can't spawn once you have all of those upgrades. Yeah, it's obviously slower than groups. But when optimised you're still getting some of the exp rates in the game at roughly 1m/hour. That is not anything to sneeze at.I have, at least. Next to the Slayers guild would be a pursuit where you help a novice slayer be accepted into the guild, and have accepted yourself. The pursuit in the slayer camp unlock a demon boss and could have you input Fort Aldmourne. The quest in the herbalist hut in Cairnhaven has you collect ingredients for a ritual to get the witch who lives (Relating to the demons occupying the Fort). The pursuit in the south west of Merrinfall has you investigate the mages circle to the north of town and the crevice next to it and finally the quest in Haelin Manor I'm not actually sure, likely something to do with the tower or lighthouse north of this port.

It has been interesting hearing a few of the responses over the years from people that are different as to what really happened with Zeah. I believe for the easiest explanation, a great deal of it can be boiled down to the team biting off more than they could chew, combined.

Its squareness seemed to stem from looking heavily at the map square-foot OSRS runs off & extrapolating out that everything in Zeah was square. The majority of it occurred out of necessity, while, sure there are places around the game world that seem like that. I believe the first mapping tools could load 1 map square so that resulted in a specific style style emerging. Both throughout the Classic era when the Gowers would attempt to squeeze as much material into a single map square as possible - then even more so during the first RS2 era they'd often have several projects on the go concurrently, using different map squares delegated to where to buy old shcool runescape unique devs/projects. As they filled up directly to the edges each job tried to increase the space so, a lot of jobs ended up looking quite square and they have in their respective map squares.

 

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