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    Hello everyone! Do you want to be featured in our highlight videos? I’ve got some exciting news to share! I’ve decided to start a Runewild Highlight channel, where the community can submit clips, and I’ll create fun compilation videos—similar to what Chris Archie and Sparcmaclive have done. I think it’s a brilliant idea as our community grows, and it would be amazing to bring everyone together. The compilation videos will mainly focus on PvP, gambling, and deep wilderness content. However, if you have any funny or memorable moments, feel free to send those in too! All content creators who submit clips will have their YouTube channels featured in the video for recognition. The highlight videos will be posted on YouTube, and the channel’s activity will depend heavily on your submissions. Let’s work together and make this happen for the Runewild community! How do I submit my clips and find more information? We now have a Discord server where you can submit all your clips. Since we need your permission to use your content, there’s a simple ticketing system for you to react to—super easy! Thanks in advance to everyone who submits clips! Let’s make something great together. Discord Link : https://discord.gg/aKgVzR8Byn Youtube (the highlights videos will be posted on this channel) : https://www.youtube.com/@truesightrs9688
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    RuneWild on Mobile We’re excited to announce that RuneWild is now available on Android mobile devices! Enjoy your favorite adventures on the go, dive in and take the magic of Runewild wherever you are How to play on Mobile? You can download it through: https://play.runewild.com For download instructions you can visit this page: https://play.runewild.com/support/install-apk Araxxor The scary spider has been seen in the Morytania Spider cave. How can I get there? You can get there by using the teleports of the Spiritual Fairy Tree, Dungeons > Morytania Spider cave What are its characteristics? Araxxor spawns in the middle of its chamber and attacks with both magic and melee. Around Araxxor's lair, there are nine eggs; three each of red, white, and green. The first egg hatches after three standard attacks from Araxxor, hatching clockwise starting from the south-easternmost egg. Every six standard attacks, Araxxor will use one of three special attacks, which depend on the first egg that hatches successfully. All of these attacks leave acid pools, which inflict venom and deal increasingly larger damage (starting from 4) the longer the player stays on them. Upon reaching 25% of its health, Araxxor will enter an enrage phase, gaining defence bonus and increasing his attack speed to 4. It will use a cleave attack for the remainder of the fight, which will do melee damage to a 1x3 area while leaving acid pools on the ground. What is the reward? Noxious pommel: One of the three items used to create the Noxious halberd. Noxious point: One of the three items used to create the Noxious halberd. Noxious blade: One of the three items used to create the Noxious halberd. Araxyte fang: Used on an amulet of torture to create the amulet of rancour. Tormented Demons The powerful demons are now at RuneWild. How can I get there? You can get there by using the teleports of the Spiritual Fairy Tree, Dungeons > Ancient Guthixian Temple What are its characteristics? The demons use protection prayers. For every 150 health lost (25% of its max health) since its last prayer swap, the demon will change its protection prayer to the last combat style it was damaged with. Tormented demons are perpetually surrounded by a fire shield, which reduces damage taken by 20% from any weapon that isn't a demonbane or abyssal weapon. Every 60 ticks it will use ground-targeted fire bombs. Roughly 25 ticks after engaging in combat with a tormented demon, the player's accuracy will be increased to 100% The demons can work together in certain rooms if its multi-combat With two demons attacking, one will always use melee, and the other using magic or ranged; they will not attack simultaneously as to allow players to prayer flick their attacks. If a third demon attacks, it will only use fire bombs, requiring the player to move frequently. What is the reward? Tormented synapse: players can use the synapse to create high-tier demonbane weapons Burning claw: Two are used on each other in order to create the burning claws. New Items With the introduction of the Tormented Demons a set of items have been introduced. Amulet of rancour Upgraded variant of the amulet of torture requiring level 90 Hitpoints to wear. It is made with level 86 Crafting by attaching the amulet of torture to an araxyte fang, which is a rare untradeable drop from Araxxor. Compared to the amulet of torture, the amulet of rancour gains +10 melee attack bonuses and +2 strength bonus, but with negative bonuses for magic and ranged attacks. Noxious halberd A two-handed polearm requiring level 80 Attack to wield. As with all other polearms, the halberd has an attack range of two tiles. Most notably, it has an attack speed of 5 instead of the usual 7 from polearms it has a 33% chance to envenom the opponent (providing they aren't immune), which can be increased to 50% if wearing the serpentine helm. The special attack consumes 50% of the wielder's special attack energy. It can only be used if the player is afflicted with poison or venom, which cures either condition and uses the damage it would have dealt as the minimum hit of the attack with the halberd. For example, a poisoned player who is poised to take 16 poison damage can use the special attack to cure themselves and attack their target with a damage roll between 16 and their max hit. Aranea boots With no requirements to wear, they are currently the best-in-slot boots for one-defence pures and zerkers The boots have a special web-negating mechanic that allows players to pass through webs in various locations without the need of a slash weapon. Additionally, the boots also negate certain special attacks once every 8 ticks (4.8 seconds) from arachnid bosses; when this occurs, a game message will state Your Aranea boots let you avoid the spider-based attack. Sarachnis' sticky web attack Venenatis and Spindel's draining webs Araxxor's venom cleave during his enrage phase Araxxor's ranged auto attack. The mage auto attack is not negated. Verzik Vitur's snapping webs during phase Emberlight A demonbane weapon requiring level 77 Attack to wield. It is made at an anvil by combining a tormented synapse and Arclight. It has higher combat stats than an arclight, and has a stronger special attack against demons. Emberlight's special attack uses a version of Weaken, which consumes 50% of the player's special attack energy and lowers the opponent's Strength, Attack, and Defence levels by 5% (15% for demons) of their base level + 1.[1] This is a +5% improvement to Arclight and Darklight's 10% drain on demons but is otherwise the same. Purging staff An unique staff requiring level 77 Magic and 50 Attack to wield. It is made by combining a tormented synapse with a battlestaff and an iron bar at an anvil with a hammer in your inventory. Able to autocast offensive Arceuus spells, casting demonbane spells with the staff will double their bonuses; this also doubles the bonuses gained whilst the Mark of Darkness spell is active. The duration of Mark of Darkness lasts 5 times longer if the staff is equipped when cast. The special attack of the purging staff drains 25% of the player's special attack energy and it will use the best demonbane spell the player can cast; if the demonic creature targeted dies from Scatter ashes, the special attack energy used is refunded, and the player's next attack can be used three ticks earlier. Scorching bow A demonbane weapon requiring level 77 Ranged to wield. It is made from combining a magic longbow (u) with a tormented synapse. The bow has a 30% accuracy and damage bonus against demonic creatures. The special attack drains 25% of the player's special attack energy. The accuracy increases by 30%, binding demons for 20 ticks (12 seconds) and dealing 1 burn damage in the process. It deals an additional 1 burn damage every 4 ticks (2.4 seconds), for a total of 5 burn damage. Burning claws A two-handed melee weapon requiring level 60 Attack to equip. It is created by using 2 burning claws on each other. They are notable for their special attack, which is a step below the dragon claws. When used against demonic creatures, the claws provide a 5% increase in accuracy and damage. The special attack drains 30% of the player's special attack energy. Burning barrage hits an enemy three times in succession, rolling against the opponent's slash or stab defence (depending on the combat style used). Each of the three hits also has a chance to inflict a burn on the target, dealing a total of 10 damage over the course of 40 ticks (24 seconds). Burn effects can be stacked with each other up to a cap of five active burns. Additions for Pures To liven up the game for pures we have made a few changes. King of the Hill Per round a combat class will now be chosen, either solely for mains or pures. This will be broadcasted in the quest tab and as a yellow message. For pures your defence level must be 1 and combat level must be between 82-88 to enter the King of the Hill area. For mains your combat level must be 126. Additionally we have capped the King of the Hill team cap to 30, up to 30 players may join from verified clanchats. Wilderness Breach We have added a fourth Wilderness Breach area around the Elder chaos druid's and Zombie pirates, you can get there by ::elders. This Wilderness breach bosses can only be attacked by the pure combat class, which are pures with a defence level of 1 and combat level must be between 82-88. Loot Beams You can now configure beams to show when you have a valueable drop. How does it work? Go to your quest tab > toggles tab (::toggles) > scroll down > Loot beams You can adjust the beam colour and min. value for it to show the beam. Bank Value After much request, you can now see the value you have in your bank tab. This will be displayed on the top of the bank interface. What has been added? You can view the value per tab. You can view the value based on your search query You can toggle this feature through the wrench tab on the top-right of the bank. Magic Adjustments There have been lots of adjustments to magic overall, magical armour and weapons. What has been changed in items? Occult Necklace: Magic damage reduced from 10% to 5%. Ancestral Robes set pieces: Magic damage per piece increased from 2% to 3%. Virtus Robes set pieces: Magic damage per piece increased from 1% to 2%. Infinity Robes set pieces: Magic damage per piece increased from 0 to 1%. Dagon'hai Robes set pieces: Magic damage per piece increased from 0 to 1%. This also applies to Ornamented versions. 3rd Age Mage Armour pieces: Magic damage per piece increased from 0 to 1%. Ahrim's Robes set pieces: Magic damage per piece increased from 0 to 1%. Blue Moon Armour pieces: Magic damage per piece increased from 0 to 1%. Elder Chaos Druid Robes set pieces: Magic damage per piece increased from 0 to 1%. Bloodbark Armour pieces: Magic damage per piece increased from 0 to 1%. Eternal Boots: Magic damage increased from 0 to 1%. Mage's Book: Magic damage increased from 0 to 2%. Ancient Wyvern Shield: Magic damage increased from 0 to 2%. Malediction Ward: Magic damage increased from 0 to 2%. Arcane Spirit Shield: Magic damage increased from 0 to 3%. Seers' Ring and Seers' Ring (i): Magic damage increased from 0 to 0.5% Elite Void Mage Set bonus: Magic damage increased from 2.5% to 5%. What else was changed? The autocast delay has been removed in PvM scenario's. Augury: Magic damage while active increased from 0 to 4%. Mystic Might: Magic damage while active increased from 0 to 2%. Mystic Lore: Magic damage while active increased from 0 to 1%. Note: Tumeken's Shadow doesn't multiply accuracy or damage bonuses gained from Prayers, so this would remain a 4% increase rather than 12% when using the Shadow. Other updates Scurrius' HP will now scale in it's global instance, the instance size has been increased to 15 players. Scythe of vitur can now be used in Scurrius aswell. The tab-to-reply function can now be pressed on multiple times to cycle through your PM's from new to old on who to message. You will no longer receive targets that are high risking, high riskers (red skulled players) will be prioritized to receive other high risking players as targets. Upon web-cutting, opening doors you will now walk right in front of it instead of it being allowed to open it from a diagonal tile. Combat dummies now have all the NPC attributes like demon, skeleton and so on for correct max hits. The steward will now work properly in various boss instances, such as Nex, Nightmare, Desert Treasure II bosses etc. Risk timer has been adjusted from 3 minutes to 1:30 minutes. Risk timer will now fade away upon leaving the wilderness or relogging. Ice plateau and cemetery tabs have been added to the Miscelleanous store. Patched where you could use bone staff on monsters other than rats. Patched where stackable items wouldn't count as risk. Patched a bug in Theatre of Blood where you had to stand behind certain pillars to be safe, now it will correctly check the projectile path.
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    #FAMILY 9SCV#IN DISCORD ACTIVE WELLCOME BIENVENIDOS AL NUEVO CC DONDE HACEMOS AYUDAMOS Y CUMPLIMOS LAS TASK DE PVM Y LOS INVITO AL DISCORD DE NUESTRO CC DONDE NOS ACTIVAMOS EN VOICE PARA REAGRUPARNOS MEJOR LES DEJO EL LINK ACA ::https://discord.gg/aCyAkUJd
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    Excited for the first video ;o
  5. 1 like
    nice! Very cool idea goodluck
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