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  • Feedback Update: Occult Floors
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  • Last week saw the release of batch two for our newest skill Dungeoneering - the occult floors. Now, the time has come to take your ideas and make them a reality. We will start with some changes to Daemonheim in general. Now, when working your way through a dungeon, you will never encounter an impossible obstacle. For example, free players will never face another member's puzzle, and if no one in your group can even boost their way to a requirement, that requirement will not be there. To provide a little xp boost, most titles will now give you an experience bonus at the end of the dungeon. Be warned, though, as some will now detract xp. To make thing even more interesting, we've added some new titles to be earnt. Some of these titles are members only and so will provide a boost to members e
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  • Last week saw the release of batch two for our newest skill Dungeoneering - the occult floors. Now, the time has come to take your ideas and make them a reality. We will start with some changes to Daemonheim in general. Now, when working your way through a dungeon, you will never encounter an impossible obstacle. For example, free players will never face another member's puzzle, and if no one in your group can even boost their way to a requirement, that requirement will not be there. To provide a little xp boost, most titles will now give you an experience bonus at the end of the dungeon. Be warned, though, as some will now detract xp. To make thing even more interesting, we've added some new titles to be earnt. Some of these titles are members only and so will provide a boost to members experience so we can now drop the xp reduction for level 90+ free players from 50% to 25%. The total amount of extra experience you can obtain from titles is capped at 15% positive or negative for free-to-play and 25% positive or negative for members. That's all for the dungeons, now onto the rewards. We've got some upgrades and some brand new rewards for you! Dungeoneering rewards can now be returned for 50% of the tokens it cost to buy them with. Also, once an item has been bought once, rewards lost on death will cost 50% less to buy back again. Many of you have also noticed how the level requirement for an item and the level needed to get to that amount of tokens are different. The knowledge base and game guide have now been updated to display the actual level you would need and this minimum level now also applies to the items. The other level requirements have not been changed. The ring of vigour can now be imbued at Mobilising Armies to make it even more powerful. To match the ring, we've also introduced a new amulet of vigour to help lower the cost of summoning special moves. The new magical blastbox can now be wielded in the ammunition slot and several new types have been introduced to hold runes for different types of spells. In addition, while dungeoneering, you may encounter a new breed of creature which might drop the Daemonheim equivalent. Finally, we've added an anti-disease totem to match the anti-poison totem (the two can also be combined into a super totem) and a new alchemy set which, similar to herbicide and bonecrusher, will auto alch certain items that are dropped. That's this weeks feedback sorted but keep it coming so we keep updating. Bye!