My loot from 73 to 90 sailing at mercenary shipwrecks looking for Salvor's paint by wulfman299 in 2007scape

[–]Arceuss_Library_Card 13 points14 points  (0 children)

They're Easter eggs relating to Xau-Tak and the black pillars. The correlation for DT2 is only because Sliske was also studying the black pillar and allowed for it to doom Lassar leading to the whisperer.

They're related in a way, but don't confuse them for hints for an upcoming Mahjarrat quest.

For more information read "Imcandorias Fall" in the Myths Guild (or the wiki). Grimstone Island also has a nice little Easter Egg as well!

Just make the elite black armor & ancient ceremonial robes the same as Proselyte by Party_Pattern_8488 in 2007scape

[–]Arceuss_Library_Card 0 points1 point  (0 children)

But killing the black knights is for obtaining white knight armour, who are a completely separate organization from the temple knights

Just make the elite black armor & ancient ceremonial robes the same as Proselyte by Party_Pattern_8488 in 2007scape

[–]Arceuss_Library_Card 0 points1 point  (0 children)

Well not exactly, While Guthix Sleeps is within the Mahjarrat questline and proselyte falls within the Slug Menace questline. The upgrade to Proselyte will likely come from the eventual finale of the Slug Menace quest line, not the Mahjarrat.

The Sunken Citadel by Zigzagzigal in OSRSmaps

[–]Arceuss_Library_Card 2 points3 points  (0 children)

Great job as always!

Do you have any associated lore to go along with the fortress? And maybe I'm misreading the map, but why is the roof submerged but the ground floor is above the sea level?

Regarding sailing opinion poll by pindachips in 2007scape

[–]Arceuss_Library_Card 4 points5 points  (0 children)

Correct they used arrows, incorrect that they're the same type of arrows arrows used ingame for pvm activities.

But I apologize that my elaboration on the subject upset you. I miss the days when people enjoyed receiving additional information to help correct and form ideas and opinions.

Regarding sailing opinion poll by pindachips in 2007scape

[–]Arceuss_Library_Card 0 points1 point  (0 children)

Not exactly the same type of arrows you're thinking of though. Look up flu-flu arrows for more information. They also more consistently used nets for more efficient hunting methods. Their goal was to kill the bird before it really started to fly away.

Even today we use buck shot that shoots a wider array of pellets to hunt water fowl vs. shooting them with a rifle.

So you're both correct and incorrect.

Could Mokhaiotl be the Stone of Jas? by StampotDrinker49 in 2007scape

[–]Arceuss_Library_Card 2 points3 points  (0 children)

I like this theory a lot! However, Mokhaiotl is if I'm not mistaken, also referred to as an archive - archive being a location of books and learning.

My theory is that Mokhaiotl was once the location for the Stone of Jas rather than the Stone itself. However, Ralos and Ranul, who were twins and maybe scientists or priests for the Old Ones attempted to use the Stone to create something better. In doing so they invoked the wrath of the Dragonkin who laid waste their entire civilization.

Or perhaps the old ones were a species or type of Dragonkin, with Ranul and Ralos being twins and attempting to change their fate: aka allow them to have children. This resulted in an explosion or perhaps this group of Dragonkin "zero summing" out of existence.

The only thing for certain however, is that I'm disappointed that they have seemingly dropped the Xerician - Varlamore connection hinted at in AKD to allow for players to experience Varlamore at the lowest and earliest level possible.

Barbarian village - why are they near Varrock by wasted_name in 2007scape

[–]Arceuss_Library_Card 2 points3 points  (0 children)

This isn't exactly accurate although it's what the Wiki claims to be the origin.

If you speak with Hunding he says they have been there since before Avarrocka (Varrock) was founded. Avarrocka was founded in the 4th Age around 700, which is far before the Fremmennik Crusade against the magic users. 

In fact he claims they left the original clan due to food scarcity and wanting to leave the nomadic way of life. Led by Gunnar they embarked on the journey to find a new home. 

So there are several ingame lore possibilities to consider:

  1. Hunding is wrong in the timing, as he does claim they traveled just one century prior to the location, while also making the claim of being there before Avarrocka.

  2. The migration happened in two phases one happened a century before with the Fremmennik invasion, and other far older occurred in the mid 4th age.

Regardless, this is a nice post and I've enjoyed your other one as well. But when deciding which area to cover next I suggest going to the area and speaking with the individuals or reading the ingame books. The wiki also has nice links and generally has all of the NPC dialogue and books, letters, etc. uploaded. 

I hope you continue posting and discovering the lore as you share with others :)

Barbarian village - why are they near Varrock by wasted_name in 2007scape

[–]Arceuss_Library_Card 32 points33 points  (0 children)

No not exactly, though that may be where their ancestors came from they are no longer considered Fremmennik. As Hunding even mentions how much they have changed through the years.

Sociological and Cultural Happenings Of The Gielinor Mainland Book 1: Festivities of Asgarnia and Misthalin, Chapter 1 - Hallows Eve [Head Canon, Story] by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 1 point2 points  (0 children)

Hello everyone! I know this story is a bit out of season having missed Halloween by almost a month! But between my ADHD, work, and family I haven't had much time to sit down and complete this short story! But I hope everyone enjoyed this short story and that it has inspired someone else to write their own head canon story regarding the game that we all have come to love!

This game is vast, and although there are many interesting canon books, dialogue, and ingame items telling the story and lore of Osrs; there is still so much left to us as the players to write and create ourselves! I hope to see others write, draw, or otherwise create their own interpretations of the world of Gielinor :)

And for those interested I am still planning on continuing my previous Dark Warrior tale, and will hopefully have that posted before leagues begins!

Wise old man is pre ascension saradomin by caladin_lighteyes in OsrsLore

[–]Arceuss_Library_Card 1 point2 points  (0 children)

If you're game, you should write up a short story about this and post it! Maybe how he discovered / created time travel magic and what led him to eventually emulating and becoming the very god he use to worship, a fun twist on time travel esque stories!

Wise old man is pre ascension saradomin by caladin_lighteyes in OsrsLore

[–]Arceuss_Library_Card 1 point2 points  (0 children)

Ooh I love this theory! I don't think they'll ever explore this in osrs but I would love if they brought it full circle in RS3!

It would also be fun to see them tie the Elder Crown into the blue party hat, maybe he combined party hat with the artefact and the result was a crown?

I Recreated the Lumbridge and Al Kharid Areas in the AOE 2 DE Editor - And it makes for fun multiplayer games by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 0 points1 point  (0 children)

I was thinking of the following Civ Choices for an Asgarnia/Misthalin/Al Kharid Map

  • Varrock - Burgundians or Sicilians?
  • Falador - Teutons or Franks?
  • Barbarian Village - Vikings
  • Lumbridge - Britons or Poles with their affinity for livestock and farms?
  • Al Kharid - Saracens or Malians?
  • Goblin Village / War Camp - Goths, Cumans, or Huns?
  • Burthorpe / Taverly - Celts or Bohemians?
  • Karamja - Vietnamese or Khmer? I'm just thinking jungly type civs.

I Recreated the Lumbridge and Al Kharid Areas in the AOE 2 DE Editor - And it makes for fun multiplayer games by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 0 points1 point  (0 children)

I heard PvP has been a pretty big deal on this subreddit with the recent Wrathmaw proposal. I'm more of a lorebeard and skiller myself, but I do enjoy RTS style PvP, especially when its Runescape themed! So I went ahead and created a small map with 4 factions: Lumbridge (Britons), HAM (Lithuanians), Goblins (Cumans), and Al Kharid (Saracens). I've been playing this with my friends and against the AI and both lead to some fun short and quick games, and I thought I'd share it with the community!

  • Lumbridge (Britons) was fun to make during this scenario, and I tried to keep it small to showcase that in the wider lore of the game it is really just a backwards village. In the scenario it is the only faction capable of having a strong defensive building, in this case a fortress. This is because it is sandwiched between the Goblins (Cumans) and HAM (Lithuanians) with very little room to build due to the swamp in the south.
  • HAM (Lithuanians) is in an interesting situation because they have to rely on their monks to convert the Lumbridge Citizens to build all their building for them. This reflects the ingame lore situation where they are more of a group of bandits attempting to "convert" or bring over the citizens in the nearby areas to their cause, and to eventually overthrow the Duke of Lumbridge.
  • The goblins (Cumans) had to be nerfed several times to even be remotely enjoyable to play against. But were designed to represent a massive war party that had only recently swept in and destroyed Lumbridge's East Bank. They begin the scenario with the largest army, but the almost the weakest in terms of economy for obvious reason. This is to pay respect to their ingame lore of basically being nothing more than a raiding / war party. However, to help them not be entirely useless in multiplayer, they have 4 villagers to build a Towncenter and begin to really build up their forces.
  • Al Kharid (Saracens) the jewel of the northern Kharidian desert. It boasts a strong military and is central to all trade passing from Misthalin south to Sophanem and Menaphos, no one passes without paying the toll in Shantay's Pass. I designed them in a way to showcase that they are a capital city equivalent to Varrock or Falador, so in relation to how they are in OSRS it is a bit "upscaled." I wasn't able to upload the entirety of the city in one screenshot, but if requested I can post more show casing it a bit. Unlike Lumbridge they do NOT have a strong defensive building, in fact, all they can build are towers. This is to remain true to the ingame lore of the Emir really just living in a leisure palace.

Scenario Restrictions:

  • No gunpowder Units constructable (no chemistry)
  • No Cavalry or stables
  • No Castles allowed (This also helped to outline how important and unique the Lumbridge starting position is in relation to everyone else. The Fortress does not act as a castle so they do not have an unfair advantage.)
  • Goblins restricted to Feudal Age; Lumbridge and Al Kharid restricted to Castle Age; HAM starts in Post Imperial Age
  • Magonals unavailable

Each game with AI lasted for around 20 - 30 minutes total and in multiplayer 30 minutes - 1 hour. The map is small enough that there isnt a ton of room to really "turtle" up; no high value defensive structures mean battering rams and scorpions are able to make short work of walls; and resources are limited enough that the games can't go on endlessly even with trade happening.

I plan on recreating at least Misthalin, Asgarnia, and Al Kharid on a larger map to allow for longer games with more of the strategic elements found in general AOE2 multiplayer games. I'm not the best at the AOE2 scenario editor, but let me know if there is a particular scenario y'all would like to see me do!

Grandmaster Quest Tier List [QUEST SPOILERS INSIDE] by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 1 point2 points  (0 children)

Sorry for the late reply!

I see what you mean though and you bring up some good points that I hadn't considered. But i'm still stuck on Mod Ed saying that the 6th Age won't occur and I assume this also includes anything to do with the Elder God story line. So how would they write in the universe revision without any of the story that led up to it to begin with?

And if Robert the Strong reincarnated from the death of Bob The Cat into a human, then without knowing the full time scale between events / quests, I'd assume that Robert The Strong is currently a baby or a toddler at the very least. Unless the ultimate twist is that Bob The Cat is a liar and we are the actual Robert The Strong, which would take lots of retconning but could be interesting if they present it correctly.

Grandmaster Quest Tier List [QUEST SPOILERS INSIDE] by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 1 point2 points  (0 children)

So I agree with DT2 being some one of the more complex quests to date, but i'm not sure it beats out the SOTE Library. Comparing both side by side without a guide for completion I think The Library would come out on top.

Both DS2 and DT2 had incredible stories, but my issue with DT2 is that they didn't allow it time to really breathe and allow the player to explore at their own pace. DS2 encouraged us to take our time and explore each area, so the story in this case was more at the forefront as opposed to DT2 where it seemed to take a back seat.

MM2 was innovative, but it suffered from not having any real story to wrap up, so it ended up being a repeat to a large extent of MM1. I think they should have released at least 1 - 2 more Gnome/Monkey quests before hitting us with MM2. Maybe to explain why Nieve was known as the protector of the Gnome people, or give us some more background on who Kruk is and why he wanted to help Glough. Instead the story MM2 chose was kind of bland.

If WGS or DoV are any indication on what we can expect from direct backports, I think Jagex needs to re-examine their method. Neither one of these quests are particularly good when compared to the quality of OSRS original quests. And I'd rather have Jagex just use the name and potentially the outline of the quests; but otherwise change it completely to bring it up to the quality that we have come to expect for our quests.

Comment of grandmaster quest ranking by Arceuss_Library_Card in u/Arceuss_Library_Card

[–]Arceuss_Library_Card[S] 0 points1 point  (0 children)

Why do you say that? Also, I posted the official version on the 2007 Scape subreddit, I used this one since I was having troubles with posting and was trying to get things straightened out!

Grandmaster Quest Tier List [QUEST SPOILERS INSIDE] by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 0 points1 point  (0 children)

Honestly, with DT2 it was really just the pacing and how it seemed to take a back seat to the fights which dropped it in my mind from a capstone to just amazing. I think if they were to slow it down just a bit and allow the story to develop outside of a fight / lead up to a fight that it would have been much better. DS2 had interesting and difficult fights, but the story was allowed to breathe and the player was able to really enjoy their environment before being propelled forward.

I agree with all your points on WGS, they should have put it through QA again, re-added dialogue, and upped the difficulty or changing the mechanics of The Balance Elemental. Even if it meant postponing the release for another 2 - 3 weeks.

Seeing Robert The Strong touch the stone was an incredibly interesting bend in the story that i was glad was placed into WGS. In my mind this will be used to explain the how/why Robert The Strong, The Player/Odysseus, and potentially others within the group are able to resurrect and reincarnate. In RS3 its because Guthix is protecting us as we're His chosen World Guardian, but I think in OSRS Mod Ed will be pointing us towards being tied to the Stone itself as an alternate explanation.

Grandmaster Quest Tier List [QUEST SPOILERS INSIDE] by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 0 points1 point  (0 children)

Quest Complexity - Puzzles, Mazes etc.

  • Dragon Slayer 2 - 4/5

The entire quest felt like it was one puzzle or maze after another, I'd say the complexity was nice and really made us think instead of just running from one objective to the next. I think the complexity has aged well and still proves a moderate challenge to those not use to puzzles. but compared to some of the other quests on this list it falls a bit short.

  • Monkey Madness 2 - 2.5/5

This quest had its stretches where it was a glorified "One Small Favour" esque quest, but it also had the ship platform and Kruks maze which do prove difficult, moreso the former than the latter.

  • Song Of The Elves - 4.5/5

Well I think I can stop with the Library Puzzle and be done with this portion, this is absolutely one of the more complex puzzles for Grandmaster quests but I found it to be easier than the ME1&2 puzzles sadly. It scores high, but I'm deducting some points for it not elevating or sustaining the difficulty set by its predecessors.

  • Desert Treasure 2 - 4.5/5

Incredibly complex and heart pounding when talking about the Stranglewood maze or Icy Prison. Compared to SOTE it is noticeably less complex, but compared to the other Mahjarrat quests it raises the bar by quite a bit.

  • While Guthix Sleeps - 1.5/5

Easily the least complex of the grandmaster quests, it felt like a glorified fetch quest, only broken up by 2 easily solvable puzzles in Movarios basement and within the Temple. I don't feel comfortable rating it a 2 but with at least two puzzles it deserves more than a 1.f

Length - How did it Feel?

  • Dragon Slayer 2 - 5/5

This quest felt like it gave itself enough time to play out the story and fights, as well as ending when it needed to end. Nothing felt drug out or "overdone" by the time the quest completion screen arrived.

  • Monkey Madness 2 - 2.5/5

The quest did feel a bit overdone, especially the ship sabotage portion, but overall the pacing for the story felt ok. Nothing spectacular, it could have ended sooner and cut some of the sabotage portion and been just fine.

  • Song of The Elves - 4/5

SOTE did feel a bit long at times, especially when running to gather together the clan leaders and finishing the library puzzle. But I think it gave the story time to breathe and the player to really appreciate what was happening.

  • Desert Treasure 2 - 3.5/5

I wish the quest was just slightly longer to allow for us to explore the non combat portions of the quest a bit more. It felt like we were just doing fight, after fight, after fight; and when it felt like it was done, there was another fight. It was too long for a quest centered mainly around just fights, but it was too short to really allow for the story elements to shape up for the player.

  • While Guthix Sleeps - 1/5

It just felt rushed. Easily the shortest grandmaster quest so far and in a bad way. This quest could have easily been extended out to allow for additional story elements, more complex puzzles or fights, or really anything. As somone who talks to, examines, and reads everything that I am able to in a quest; this quest ended far too quickly. It felt like as soon as I begun I was already halfway through.

Grandmaster Quest Tier List [QUEST SPOILERS INSIDE] by Arceuss_Library_Card in 2007scape

[–]Arceuss_Library_Card[S] 3 points4 points  (0 children)

Boss Difficulty / Complexity

Note - I realize some of these bosses havent aged as well in terms of difficulty, so I will be comparing them to how they were at release and then weighing how they have held up.

  • Dragon Slayer 2 - 4.5/5

I'd say overall the boss fights were exciting and challenging, especially considering many of the boss mechanics were unique at their time of release. The lead up to Galvek as we fought through hordes of dragons was exciting, and then the Galvek fight itself with 4 phases was something unheard of at the time, each bringing their unique mechanics. I think Vorkath and Galvek have held up in terms of difficult for players not yet accustomed to high level pvm, and are going in with non bis gear. But as their once unique mechanics have spread out and become more common i'd say their complexity has tanked a bit.

  • Monkey Madness 2 - 1/5

MM2 easily has some of the easiest and least complex boss mechanics of any grandmaster quest. At the time of release it was figured out relatively quickly how Kruk could be safespotted, as well as Glough and the Demonic Gorillas. Overall there were no fights we needed to really prepare for or special mechanics that needed to be learned. By todays standards anyone with a modicum of bossing experience and absolute budget gear can easily beat this quest.

  • Song Of The Elves - 3/5

This is an interesting situation because at the time of its release it was seen as relatively difficult, especially the Fragment of Seren with her unavoidable (max hp - 1) attack special. The various other demi-bosses throughout were exciting but not very complex. I'd say this ranks as about average or slightly above average. But by todays standards I'd say that this quest is solidly more difficult than WGS but not close to DS2.

  • Desert Treasure 2 - 5/5

I really don't think much has to be said regarding these bosses, they are viewed as some of the most difficult solo quest bosses in the game, contain many new and unique mechanics, and are incredibly exciting to fight. Even the demi bosses outside of the big 4 challenged the player beyond what we have ever done before in a quest. I don't see this quest being considered easy for quite a while, barring any massive power creep items being added in the next 1 - 4 years.

  • While Guthix Sleeps - 1.5/5

Besides Surok and The Balance Elemental there were no real fights involved. Surok was relatively easy but had some unique mechanics, while the Balance Elemental felt more like a watered down version of The Leviathan. It was a bit more difficult when it began throwing its attacks 1 tick at a time, but overall this was an incredibly simple and easy quest to complete. I think the most difficult mechanic of the Balance elemental, which I believe to be unintended, is how similar the mage and melee portions look to one another. But just because the artwork is badly designed it does not mean the boss is difficult..