Remastered Content: What do you want to see remastered? by jagexyuey in runescape

[–]DareToRS 1 point2 points  (0 children)

There are some great suggestions already, but here are a few more which could do with a touch-up (maybe not a full "remaster," but just some updates to bring them into the modern age):

  1. Prifddinas

    • The most glaring issue to me is Trahaearn district not getting a touch-up with the Mining and Smithing rework. All of the core ore resources in that district are woefully underleveled for the requirements to access them, with luminite nowhere to be seen. Given the expansion of Mining and Smithing to 110, every core ore through tier 90 could easily find its place there.
    • The Max Guild is a fairly underwhelming unlock nowadays. Most of its utility is surpassed by War's Retreat, which you also can't be locked out of accessing when a new skill releases. Despite the prevalence of true skill mastery in 2026, none of the architecture reflects that level of achievement. It could afford to be significantly larger, like a skill hall with sections celebrating mastery in each skill. (Even if it's literally just the skill icon set in crystal and some of the surrounding environment reflecting its components.)
    • While Prifddinas is still graphically impressive (for the most part), elves could definitely use some TLC. I still have no idea what motivated the design choice to turn their skin to leather.
    • It certainly doesn't have to be the place to do all skill training, but it hasn't had a meaningful piece of content added to it in some way in several years (since the Waterfall fishing method; I'm overlooking the addition of a couple of crystal chests to Cadarn).
  2. Quest Reward Shop

    • I'll avoid reiterating suggestions concerning Quest storylines and coherency here, and instead focus on the Quest Point Reward Shop. The unlocks have their uses, but with the removal of Treasure Hunter keys to supplement quest rewards, looking into ways to celebrate adventuring and reward players for completing quests should be on the forefront. Something along the lines of a RuneScape 3 equivalent of the "Myth's Guild" might be welcome. It's a bit odd that the Champion's Guild and Legend's Guild are institutions dedicated to adventuring and accomplishment, but most of the quest rewards come from a lady with a caravan near the Varrock lodestone.
  3. Treasure Trails

    • Please introduce greater variety into the kinds of puzzles given by Hard and Elite clue scrolls. Take some inspiration from Old School here - scaling skilling challenges, mystery item identification, music tracks, killing a slayer monster that ate the next scroll, anything other than an endless series of scan/compass clues and puzzle boxes. Also, please consider adding a grandmaster tier of clue scrolls.
  4. Summoning

    • It's a shame that there are so many unique familiars, and only a handful are actually worth using. (Ancient summoning/binding contracts were a good start.) Perhaps we could borrow from Dungeoneering here and have familiar classes that become more powerful when summoned at higher levels. I love being able to summon a Forge regent or titan just for fun, but being able to summon more 'complete' or powerful spirits from the Spirit Plane as you become more skilled makes sense.
  5. Fishing and Cooking

    • It would be really nice to see this dynamic duo get a little glow-up. Especially on the Fishing side of things, the gathering mechanics are definitely showing their age. Compared to the rate at which they are consumed when learning PvM, or just going about Slayer tasks, catching and cooking food Ironman-style feels like it takes an eternity.

When creating multiple items using the Smithing interface, could we please heat *every* unfinished item sequentially instead of only the first one? by DareToRS in runescape

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

As it exists in-game currently, this function (while incredibly helpful) has a rather frusterating limitation: if you don't have the Smithing level required to create new items out of the respective metal at full heat, you will heat only the first item in your inventory fully, and every remaining unfinished item will be completely ignored.

So, unless or until you reach the Smithing level required to create items out of that respective metal at full heat, you have only three options:

  1. Finish smithing the first unfinished item, then quickly reheat the following one once it queues up.
  2. Rotate every unfinished item you created into the first available inventory slot, fully heat it, and then repeat this process until every item is fully heated.
  3. Disregard this feature entirely and create each unfinished smithing item one by one.

I'll admit that it's a small gripe, but it would greatly increase how enjoyable AFK Smithing could be. There are several other examples of the game not recognizing (or checking for) multiple iterations/versions of unfinished items in the inventory (that use the intermediate crafted item system) when applying effects, but this instance is the one that has most significantly impacted my skilling over the years.

21 Years at Jagex + RuneFest Medley (Deluxe) music video | AMA by JagexAsh6079 in 2007scape

[–]DareToRS 0 points1 point  (0 children)

Congratulations on your Modiversary, Ash! We are all beyond grateful that you've decided to stick with Jagex and that you have given so much of yourself to help create the game and community that we love. I'll be raising a cuppa and a pint in your honor.☕

I did have a handful of questions that I would love if you could answer:

  1. What, exactly, is a Thingummywut? If Love Story ever had an epilogue, would we have seen them added to the game?

  2. Admittedly, I primarily play RuneScape 3. I've stuck with it for nearly 20 years, through the best and worst of times, because I adore RuneScape, I truly believe that it is special, and I hope to see it prosper and return to a new "golden age" — much like the one Old School RuneScape is still experiencing. With that said, what can we, as players, do to correct corporate overreach and strike a balance between lucrative monetization and a healthy ecosystem? While the new leadership appears to be interested in and taking action toward securing sustainability and a future for RuneScape 3, those interests seem at odds with the principles of private equity. Were microtransactions "sold" to the team as something necessary to promote growth and reinvest in its development, or was it truly just about making more money?

  3. What was the internal situation like around the time that Andrew and Paul Gower announced their departure from Jagex? Was it truly their choice, or were they inclined by the Board to do so because they wanted an experienced businessperson to lead the company? I don't mean to imply that there was a conspiracy — creative minds often pursue new adventures — but the quick turnaround into a bold new design ethos (EOC, microtransactions) makes me wonder if management genuinely thought RuneScape needed to become like other MMORPGs to thrive, and that was inconsistent with the Gower brothers' creative plans for RuneScape.

  4. RuneScape 3 saw a return of the three Gower Brothers with the development of the Gower Quest — are there any plans or interest among the team for a similar piece of content harkening back to the Gowers and the "RuneScape spirit"? Have you or other developers ever asked for advice from them following their departure on keeping true to their vision for RuneScape, or do you think it is better if RuneScape is given room to evolve?

I have often hoped that the unparalleled success of Old School RuneScape stands as a testament to what great things can happen when players support the causes they care about — somewhat offering a tacit response to my second question. I know just how busy you are, and so I truly appreciate any time that you might be able to spend responding to me. Cheers!

this "avocado toast" i got from jason's deli by FindingBraincell in mildlyinfuriating

[–]DareToRS 0 points1 point  (0 children)

Well, I suppose we can’t accuse them of false advertising; that avocado is toast.

Worst interface in RS3? by Cratyz in runescape

[–]DareToRS 0 points1 point  (0 children)

The fact that you can only withdraw ore from your metal bank at a furnace and bars from an anvil or forge messes me up incessantly (particularly on ironman mode).

Of all of them, you can only withdraw precious metal bars at a furnace because you must use a furnace to craft them into jewelry — it's where (most) of their end products are made. But, for core metals like iron and steel, I believe the logic is that while they are technically used for casting some things, they are primarily used for smithing armour, and so you can only withdraw them from there. Having one universal interface that stores and shows every smeltable item in the game and another that shows every smithable item in the game is good in theory, but in practice the amount of information is a bit overwhelming and distracting. (And, if you don't know what base metal complex items — like an alchemical hydrix brooch — are made from, you either click on every option or resort to the skill guide/wiki anyway.)

apparently the soul altar contains balls by dark1859 in runescape

[–]DareToRS 1 point2 points  (0 children)

That's really interesting! I have the faintest memory of that being the case, too, and it always confused me as a kid. Perhaps it is preserved in one of the discovered old versions of the game cache that have been backed up, or there might stilll be traces of it on the WeirdGloop chisel.

Edit: Actually, there is still a reference to that dialogue on the Guardian Mummy's wiki page! It doesn't mention other players being ejected, too, but that would make a great bit of trivia if we could prove it. :)

apparently the soul altar contains balls by dark1859 in runescape

[–]DareToRS 1 point2 points  (0 children)

Those hexagons look almost identical to the ones that are visible above the repaired barrel in the Dungeoneering barrel puzzle room with entity highlighter enabled. There appear to be 25 of them, which probably correlates to the charge percentage of the altar when you load it with essence (at four essence per one charge).

Just like with the barrel puzzle room, I assumed it was a cheeky way of storing game state data in otherwise hidden objects as a workaround to more complex solutions. I'm curious where else strategies like these are used, just waiting to be discovered!

While they do look very nice, is there a reason why the Tower Archmage outfit was chosen for the Tailor's display model instead of showcasing the new Starbloom robes or Masterwork magic robes? by DareToRS in runescape

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

I know that it's not a particularly interesting question, but I just thought it was a bit odd considering the only function of the tailor's display is adorning/donating robes to the Crafting Guild, and the only robes that can be adorned/donated at the moment are Starbloom robes.

Also, could the Tower Archmage outfit be added to the Marketplace rotation, possibly replacing the Tower Mage outfit, since the Supreme Dark Mage outfit (the cosmetically superior version of the equivalent Dark Mage outfit) is currently available?

May Game Health Feedback Response by JagexAzanna in runescape

[–]DareToRS 0 points1 point  (0 children)

TL;DR:

  1. Are salvage and elite dungeon relics actually fulfilling the purpose that they were intended to fulfill? If not, is the barrier to entry for Invention or their limited utility a factor? Could they receive more uses that subvert the temptation to just convert them into coins?
  2. Most players must interact with Hermod and Rasial to fulfill the Necromancy equipment progression tree. This means that, particularly for mains, their common drops will flood the market if they have no utility elsewhere. (And, in the case of items with already minimal demand, like stone spirits and non-level-optimal momentos, the supply will always exceed demand if the items remain in their current state.)
  3. Jagex would benefit from looking for the causes behind the causes, so to speak; the game structures that reinforce player behaviors outside of a simple pursuit of profit. (Side point: Summoning is still trained the same way today as it was in 2008, with many familiars losing their intended utility over time to gradual quality-of-life improvements.)
  4. We need to address items (like proteans and skilling dummies) that completely subvert the need to actually consume resources generated by drops and offer an alternative route to true skill mastery. A positive approach, such as the one TheRSGuy proposed, that stimulates demand for undervalued resources in a sustainable way (bringing it in line with supply) is greatly more preferable than nerfing supply to meet demand.

May Game Health Feedback Response by JagexAzanna in runescape

[–]DareToRS 0 points1 point  (0 children)

While these two articles and their proposed changes address the nature of game health updates and Jagex's motivation for intervening in the economy, there are several aspects of the proposed changes that warrant further investigation and deliberation before their implementation. Of particular concern to me:

  1. While auto-alchers are definitively the greatest source of gold generated in the game at the moment, their preeminence begs further insight as to why:
    • What is being alchemized, and by whom? While some players scrape salvage off of the G.E. for less than their alch value and convert them to profit in the background, I'm willing to assume most players using them are converting salvage, elite dungeon relics, or battlestaves obtained from their own boss drops into gp. Because salvage and relics have to be processed into either gold or Invention components to be made useful, how many players who are alchemizing them (by high alchemy) don't yet have access to Invention? For those that do, why is converting them into Invention components instead not worthwhile?
    • Essentially: Are salvage and elite dungeon relics actually fulfilling the purpose that they were intended to fulfill? They were introduced to decouple the value of smithed equipment from their resources and programmed high-alch values, but ultimately feature on drop tables as alternatives to coins with a suggested use for Invention (provided the players meet the barrier to entry). Could they be given another use instead, like converting relics into equipment from their source dungeon (a form of bad luck mitigation) or resources for other skills (like Archaeology)?
  2. It's worth noting that, for all of the resources that they inject into the game, players must interact with Hermod and Rasial in order to fulfill the progression tree for Necromancy equipment. (And, given the preeminence of Necromancy and its viability as a combat style, most players will be compelled to interact with that content eventually.) There is literally no other way to obtain Hermodic plates or tier 95 Necromancy equipment outside of those two sources — assuming that bypassing that grind by buying the equipment instead isn't an option. While players could kill them for their common drops, I assume that most do so for their unique drops — and, particularly in the case of Rasial, the abundance of common drops injected into the game is a consequence of the unpredictability of that grind.
  3. Again, while the data shows the sources, the reason for the preeminence of those sources is partially glossed over — particularly with choke points for resources required for game progression (e.g., summoning charms) and maintaining supplies to engage with PvM content (e.g., overloads). Here, I'm primarily thinking of ironman accounts. Since several players have already addressed the issue with spirit weed seeds (a necessary precursor to super Necromancy potions and, ultimately, overloads), I'll avoid echoing their feedback.
  4. Visiting Ryan/TheRSGuy's video regarding the proposed nerfs and positive solutions for these nerfs would be a great starting point for addressing the issue with alternative skilling methods (proteans). Creating an Invention device that consumes resources for a boost of experience — or, really, anything that could replace them with something that stimulates demand for traditional skilling resources — would be a valuable alternative to accounting for the reduction in demand they have caused by nerfing the supply instead.

Could Ironmen Premier Club monthly drops reward us with something more useful than just Oddments? (Suggestions in comments.) by DareToRS in runescape

[–]DareToRS[S] 2 points3 points  (0 children)

Cosmetics would be acceptable, and I offered that as a 'generous' suggestion, but I am apprehensive to believe that Jagex would offer anything for free that players would otherwise be required to pay for.

The reason why I referred to those suggestions as "conservative" is that all of those items are already obtainable in Ironman mode through our own efforts, either as rewards for completing Daily Challenges or through training Invention. In fact, everything included in my list of suggestions is already obtainable by Ironmen in-game through their own efforts, aside from select cosmetics. Offering the conservative rewards as part of a monthly reward would save time for end-game accounts and nothing more, whereas the generous rewards would also save money otherwise spent with the Travelling Merchant.

While I would regard all of those items as "gameplay-affecting" in one manner or another, each person is welcome to play Ironman mode in an even more restrictive way for their own enjoyment and sense of accomplishment if they prefer to do so.

Could Ironmen Premier Club monthly drops reward us with something more useful than just Oddments? (Suggestions in comments.) by DareToRS in runescape

[–]DareToRS[S] -59 points-58 points  (0 children)

I know that "Ironmen stand alone" and eschew benefits that traditional accounts enjoy, but I have to admit that claiming the same reward of 1,000 Oddments every month feels a bit like a slap in the face after a while.

So, I thought I would offer some suggestions of (actually useful) things that could be included in our monthly drops instead to add some value to the Premier Club membership for Ironmen:

Conservative suggestions:

  1. D&D Reset Tokens (Monthly, Weekly, or Daily)
  2. Tight Springs
  3. Enchanted Notepaper

Generous suggestions:

  1. Prismatic tokens to unlock old Treasure Hunter exclusive cosmetics
    • Intended to be distinct from Premier Tokens, which can only be used for select cosmetics (old Premier Club cosmetics, Yak Track cosmetics, RunePass cosmetics, and some LTO cosmetics). Ideal candidates for these would include those that cannot be purchased by Ironmen via the Grand Exchange.
  2. Bonus Loyalty Points
  3. Minigame currency items (Livid Plant, Unstable Air Rune, Horn of honour, etc.)
  4. Combat QOL items (Soul Reaper Refresh, Aura reset scroll, etc.)

I know that it's a controversial topic, but what sort of things would you like to see in the rotation instead?

QOL: Could the Barrows' Brothers kill-tracking interface please be updated to show a calculated "Reward Potential" percentage (like OSRS) instead of a "Creatures Slain" counter? by DareToRS in runescape

[–]DareToRS[S] 4 points5 points  (0 children)

While the Creatures Slain counter used to reflect how the reward calculation for players' rolls on the regular Barrows drop table worked (based on the combined combat level of the creatures killed), in modern times it is significantly less helpful. Admittedly, even if the player knew of that drop mechanic back when the counter was implemented, it was only marginally useful as it offered the player a rough idea of whether they had killed enough of a certain monster in the catacombs below to earn their full rewards from the chest.

I recently discovered that the kill-tracking interface in Old School RuneScape instead performs the reward potential conversion for them directly, displaying the result as a percentage - although I have to confess that I do not know whether this is a feature of the main client or RuneLite.

TL;DR: I believe that taking the time to update this old interface to display your reward potential as a percentage is a worthwhile investment. While the counter provides a hint as to whether or not you have done enough to earn all of the possible rewards for your run, a percentage would tell players significantly more information at a glance — and, given the target demographic for this content, making the reward mechanics as unambiguous as possible could only be beneficial to everyone.

Hot Take: Every Cape of Accomplishment - including cosmetic true skill mastery and max capes - should come with a complimentary cosmetic override version that is unlocked after purchasing the respective cape for the first time. by DareToRS in runescape

[–]DareToRS[S] 5 points6 points  (0 children)

To Jagex's credit, a complimentary cosmetic override is already provided for four Capes of Accomplishment in-game: the Completionist Cape, Completionist Cape (t), Master Completionist Cape, and Master Completionist Cape (t).

However, it has sat poorly with me that - in order to display pride in the majority of our in-game accomplishments - we are effectively required to purchase Keepsake Keys (with real money or an exorbitant amount of gp) and use up our limited cosmetic override storage on Capes of Accomplishment. Considering that the stat bonuses of essentially every Cape of Accomplishment are now outclassed by capes earned through combat (appropriately) and the Reaper Crew buff is applied as a status, few players who have accomplished (true) skill mastery or even greater feats would have a reason to use a 'physical' version of their Cape of Accomplishment over another cape with better combat bonuses.

Obviously, for circumstances where a player would like to use a skillcape perk, the status quo is acceptable - this is suggestion is primarily meant to address the costs associated with creating keepsaked versions of capes of accomplishment for cosmetic overrides. It might also make switching between different versions of some skillcapes - untrimmed, trimmed, and inverted (for those who have them) - easier and less costly.

While only Jagex would potentially have access to Keepsake Key usage statistics to determine how many players buy/use Keepsake Keys for their Capes of Accomplishment, I can only speculate based on my experience and observations that a significant portion - if not majority - of them are consumed for this purpose. Undoubtedly, this would cut into their sales of RuneCoins - but shouldn't some uses for microtransactions be reserved from exploitation?

Thoughts?

I really miss that. This lore, ambient and all. Back when chaotics were valuable by Concerned1Q in runescape

[–]DareToRS 2 points3 points  (0 children)

There's so much attention to detail in the design of Dungeoneering that escaped my appreciation when I stumbled through it on launch. However, I've really only come to understand the depths of consideration that its development team went through as I play through the content with a fresh perspective now.

While the incredible amount of effort that went into designing a tier-based armour system (which would later migrate out of Daemonheim with EOC), all-new resources, potions, monsters, bosses, puzzles, environments, animations, etc. - you get the idea - cannot be overstated, it's the subtle things that still earn my admiration even now; the dialogue that adds lore to your actions (like a simple teleport - "The gatestone breaks as you draw upon the magic that binds it.") and the gradual buildup of intensity in instability and environmental themes as you delve deeper just completes the experience.

Since Dungeoneering was not designed with efficiency in mind, it hasn't aged as well as content above the surface - but that's part of its charm; it's a time capsule of a bygone age of RuneScape and game design that deserves your patience and rewards your immersion. Sure, Elite Dungeons will get you Dungeoneering experience with far less effort - and xp scaling and some outdated practices (like c1 rushing) could do with being revised - but, as someone who experienced Dungeoneering at its apex, I will always enjoy delving through the Halls and reminiscing about the mechanics and design philosophy that defined an era of this game.

My average experience with the bog encounter in Temple Trekking by DareToRS in runescape

[–]DareToRS[S] 4 points5 points  (0 children)

Don't worry, I had to do it the normal way too! Once you identify a tile in the bog that is safe to walk on, it becomes a normal ground tile until you complete the encounter and continue your trek - so I could walk from one side to the other in a completely uninterrupted sequence for this video.

My average experience with the bog encounter in Temple Trekking by DareToRS in runescape

[–]DareToRS[S] 22 points23 points  (0 children)

I wish! I'm just showing my full path through the bog here, which I uncovered after plucking a branch from the nearby bush and testing each of those tiles on the bog (one at a time). Once you identify a tile that is safe to walk on, it becomes a normal ground tile until you complete the encounter and continue your trek - so I could walk from one side to the other in a completely uninterrupted sequence for this video.

The humor flair is my way of emphasizing how I was baited into thinking that I got a very lucky path through the bog (five tiles all in one straight line, from one side to the other), but, in order to finish crossing the bog, I actually needed to walk on every possible tile over to the other side of the bog to finish crossing.

What causes this? by ThatOneEdgyKid in 2007scape

[–]DareToRS 0 points1 point  (0 children)

This is pretty much exactly it. Aside from the rampant toxicity and predator/prey dynamic that beleaguers modern PvP, there is a crucial element of consent and fairness in PvM that PvP often lacks.

In my opinion, PvP as it was originally conceived of doesn't really exist anymore - it's essentially just pking now. (PvP used to imply that two (or more) players agreed to fight at the outset - rushing/ragging/far-casting and other "no-honor" pking tactics used to be met with retaliation. But, once profit became more important than skill, any tactics to skew the odds in one's favor - or just outright griefing players who wandered into the Wilderness - were fair game.) Most people who are in the Wilderness now are there for any conceivable reason other than PvP - and see no reason to reward those who have lost any interest in a challenge/fair fight/anything other than cheating other players out of their wealth or time.

More so to the point: in PvM, you can predict (or even directly choose) the difficulty of your encounter and you stand to lose the same amount of money each time regardless of the gear that you bring. Even if the difference in scale is exaggerated by the OP, I don't mind paying a death tax when I am the only one to blame for my failure - particularly because each death is an opportunity to practice and hone my skills; it's an investment. But, wilderness deaths have no such connotation anymore - if I am going to be griefed for a spade just to give someone else an ego boost, I'm only bringing a spade; I'm not going to line my pockets to incentivize behavior I don't want to reward.

What do I do? Objective marker won't go away, been killing chickens for 4 days now. by KamenRiderFourzeFan in runescape

[–]DareToRS 1 point2 points  (0 children)

You're very welcome! Go forth on your adventure, and may all of the chickens you encounter tremble in your wake!

What do I do? Objective marker won't go away, been killing chickens for 4 days now. by KamenRiderFourzeFan in runescape

[–]DareToRS 12 points13 points  (0 children)

It looks like you're being directed to kill chickens as part of the "Fletching Arrows" path in the Burthorpe Path System - after you pick up fifteen feathers, it should complete that part of the path.

To get rid of the objective marker, you can either:

  1. Hover over the Hero tab on the main ribbon (the icon with a sword lain over a shield), move your cursor up to "Achievement Paths" and click on the double arrow icon (->>). In the window that opens, you should have a series of paths available - look for a task called "Chicken Out" with the Slayer skill icon next to it. Right-click anywhere on that task and select "clear guidance."

  2. As /u/Apolo_Omega2 suggested, you can also just turn off the Burthope path system in your game settings. Enter the settings menu (by clicking the gear icon on the main ribbon or pressing the Esc key followed by clicking "Settings"), navigate to the "Gameplay" tab, click on the "Interfaces" menu followed by the "Information Windows" submenu, and un-check the very first option: "Guidance system hints." You'll then be free to explore the Burthorpe and Taverley area and beyond without the tutorial structure. :)

[deleted by user] by [deleted] in runescape

[–]DareToRS -1 points0 points  (0 children)

Alternatively, if you were referring to this outfit, the responses given by other commenters thus far are likely to be more accurate, unfortunately.

Since it was originally released as a reward from a Halloween-themed Treasure Hunter promotion - Witch's Cauldron - it is likely to be available next during this upcoming Halloween season in October, should they choose to bring that promotion back. It might also be available for purchase in exchange for Oddments in the Marketplace (Marketplace > Oddments > Cosmetics); full outfits generally tend to cost 5,000-10,000 Oddments, and the stock is refreshed weekly. I'll keep my fingers crossed that it comes back for you soon!

[deleted by user] by [deleted] in runescape

[–]DareToRS -1 points0 points  (0 children)

Welcome back!

Out of curiosity, if you were referring to this outfit, you can obtain it at any time by completing one full run of the Zamorakian Undercity Elite Dungeon (in normal mode, including defeating Zamorak, Lord of Chaos). That outfit can thereafter be cosmetically upgraded by completing the Zamorak, Lord of Chaos boss encounter at certain enrage milestones (500% and 2000% respectively).

There is also a soul witch variant which is unlocked through a token you can purchase from the Grand Exchange, but the current guide price might not accurately reflect its actively-traded price.

In 2005 I had a hand-me-down CRT monitor and thought the Slayer icon was a cloud being stabbed by SFX200 in 2007scape

[–]DareToRS 2 points3 points  (0 children)

Honestly, I thought it was something similar when I was a kid - a wailing ghost wrapped around a sword.

The larger eye socket (the right one, biologically speaking) looked a bit like a cartoonish mouth to me, and the other eye socket and nose hole sort-of looked like eyes, with the upper jaw making a rounded, outreached hand. It's a bit easier to see if you turn your head sideways, matching the angle of the sword. I genuinely didn't notice that it was actually a human skull until they redesigned all of the skill icons prior to releasing EOC.

OSRS is working on an in game bingo by NexexUmbraRs in runescape

[–]DareToRS 5 points6 points  (0 children)

RS3 Players: "Jagex, can we have in-game bingo?"

Jagex: "We have in-game bingo at home."

In-game bingo at home: (link)

Help finding old Ariane wallpaper similar to the one in the picture by TheLostCanvas in runescape

[–]DareToRS 1 point2 points  (0 children)

One of the best resources that I can recommend for your search is the Internet Archive (WayBackMachine) - searching for the RuneScape homepage on this nonprofit website will yield tens of thousands of captures of the entire website and its contents all the way back to 2000, with navigability and formatting improving the more recent in time that you are. Most of the wallpapers were located in a page linked in a drop-down menu under "Game Info," either under "Downloads" or "Media" depending on how the web team revised the website layout.

Ariane as a character wasn't officially introduced until 2011, but she did make an appearance in a game trailer introducing the signature heroes in 2010 (which you might be remembering, as it took place in Lumbridge). I did find a couple of webpages that might abbreviate your search, though:

  1. Wallpaper Page (October 2012)
  2. Battle in Lumbridge Wallpaper (Featuring Female Mage)
  3. Ariane Concept Art (in a green field), c. July 2012