Your Feedback, Our Actions
Last Updated | Your Feedback | Our Response |
February 28th |
|
|
February 28th |
|
|
February 28th |
|
|
February 28th |
|
|
February 28th |
|
|
February 28th |
|
|
February 28th |
|
|
We haven’t forgotten about those Tombs of Amascut rewards! In fact, we’ve been discussing your feedback at length. However, in January, a new piece of content dropped that made us re-think a few of our decisions: Nex.
The rewards for defeating the fearsome Angel of Death were really impressive, and this inspired us to reassess Tombs of Amascut’s loot. Your input was also crucial in helping us see how we could push even further with these desert delights!
So, what’s changing? While we are still happy with some of the items we’ve designed, others have undergone significant reworks. As an added bonus, we’ve also included two new features that will neatly coincide with this particular Raid. Let’s get into it!
Requirements
- 80 Ranged
- 30 Defence (80 when upgraded)
Probably the biggest change in this rework is the removal of the Low Life effect – and the additional Dodge mechanics – from Masori Armour. Although some of you liked the unique effect for this set, its uses were a bit niche and many of you felt the tradeoff was simply not worth it.
As such, the armour set will now consist of the Helmet, Chestplate and Chainskirt – and no Amulet. This doesn’t mean that Low Life won’t be visited in some form in the future, but for now, it won’t be a feature here.
Instead, the stats that came from the effects of Low Life on the original Masori Armour will make up the base versions of the new set – plus the original Prayer Bonus:
Wait… base version? Yep, we’ve decided to take a similar approach to Nex rewards and offer some shiny upgrades to the Masori Armour, with the base version still being equippable, with different requirements.
Using plates broken down from Armadyl’s Armour and crafting them (with 90 Crafting) onto your Masori Armour pieces with a chisel, you can create the upgraded versions.
Breaking Down Values
- Armadyl Helmet – 1 Armadyl Plate
- Armadyl Chestplate – 4 Armadyl Plates
- Armadyl Chainskirt – 3 Armadyl Plates
Crafting Values (with 90 Crafting)
- Armadyl Helmet – 1 Armadyl Plate
- Armadyl Chestplate – 4 Armadyl Plates
- Armadyl Chainskirt – 3 Armadyl Plates
The base equipment will focus on low Defence and high Offence, making it one of the best choices for an Offence Ranged build, while the upgraded version will be the new best-in-slot Ranged gear in all categories:
The fully upgraded armour will surpass the Offence capabilities of Armadyl’s pieces. For comparison, the fully upgraded armour will have the following stats over a full Armadyl’s set:
- Stab Accuracy: +18
- Slash Accuracy: +18
- Crush Accuracy: +18
- Mage Accuracy: +23
- Ranged Accuracy: +19
- Stab Defence: +8
- Slash Defence: +10
- Crush Defence: +10
- Mage Defence: +12
- Ranged Defence: +8
- Range Strength: +8
- Prayer Bonus: 0
Requirements
- 85 Magic
The Heka of Tumeken is a wand-like magical weapon, requiring 85 Magic. It has a built-in spell with charges which will need to be replenished, using one Soul Rune and three Chaos Runes per charge.
The wand stats haven’t changed too much and still have a base attack rate of two cycles with every fourth hit, firing a bigger attack that deals significantly more damage, and with a longer delay afterwards. For a more visual example:
And here’s the newest example of how damage will be calculated:
- Standard fast attacks scale based on ‘(Magic Level / 6) + 1’ for the base max hit.
- The slower fourth attack scales based on ‘(Magic Level – 25) / 2’ for the base max hit.
- Mage Strength no longer applies uniquely to the Heka.
While the original design of the Heka of Tumeken was great on paper, it was lacking a certain ‘something’.
If you look at previous raid rewards like the Twisted Bow and the Scythe of Vitur – they were unique, powerful, and most importantly had that wow factor that made them worth the grind.
Instead of scaling differently according to your Magic Strength, the Heka will now unleash a special effect dependent on the spellbook you are attuned to, alongside a fourth, more powerful attack, allowing you more options for your builds. Here’s what we’re thinking:
Standard Spellbook
- Your fourth, more powerful attack will gain an additional 10% boosted damage.
Ancient Spellbook
- Your fourth, more powerful attack will hit into a 3×3 Area of Effect (AoE).
Lunar Spellbook
- Your fourth, more powerful attack will heal allies (not including yourself) by 5% of your current Magic level (rounded down) along the path of the projectile (capped at 5 players).
- The Heka’s attack range is increased by one for all attacks.
Arceuus SpellbookOn your fourth, more powerful attack, Lose 3 Prayer points and in return:
- Drain 5% of the NPCs Magic Level (up to 20%).
- Boost your Magic level by 50% of drained Magic level (capped at 15% additional Magic level).
- The boost is not permanent and will be lost after a period of time.
This means you’ve got a fast-attacking weapon that can be mastered to work effectively in tricky encounters, along with free additional mastery to explore with the unique spellbook effects and varying attack speeds. Because, let’s be real… Magic needs some love!
Ward of Elidinis
We haven’t done too much tweaking to the Ward of Elidinis, since it effectively meets our original design goals. Here’s a recap:
Requirements
- 80 Magic
- 80 Defence
- 80 Prayer
The Ward of Elidinis will be the new best-in-slot magical shield. Players will get the broken Ward as rare loot from the Tombs of Amascut. With 90 Prayer and 90 Smithing, you’ll be able to combine the broken Ward with an Arcane Sigil and 10,000 Soul Runes to repair it.
Both the broken and fully repaired Wards can be equipped, but the broken Ward will be tradeable, and untradeable when fixed. Players can dismantle it to recover both the Sigil and the Ward, but the Runes will be lost. Dying in PvP will result in the Sigil and the broken Ward being dropped.
Here are the stats for the charged Ward of Elidinis, and the Arcane Spirit Shield’s stats, for comparison:
We’ve not made any changes to the Lightbearer’s stats or effects, so here’s a reminder:
The Lightbearer is a ring with no Attack, Defence, or other bonuses. It does, however, have a unique effect. When equipped, your special attack energy will regenerate 100% faster (approximately 15 seconds per 10% / 150 seconds per 100%). Unequipping the ring will cause the timer to reset.
We assume that for the most part you’ll want to continue using rings like the Berserker ring. But there will be some situations where the additional special attack rate will warrant its use. We think this ring will shine in places where kill times are longer, or where you’ll want to use a special attack per kill (like Graardor, K’ril, Abyssal Sire etc). You could even use it whilst Woodcutting or Fishing!
Requirements
- 82 Attack
Osmumten’s Fang is a five-cycle weapon that packs serious punch while on Stab. It’s decently effective against low defence NPCs, but it excels against monsters with a high defence. We expect its damage-per-second output to be comparable to Rapier-tier weapons on opponents with low Defence, with much greater damage-per-second output on opponents with higher Defence.
We’re doing something a bit different with the Fang, so let’s look at how the damage will be calculated. Instead of rolling ‘0-max’ hit like most weapons, it will instead:
- Roll ‘(max hit * 0.15) – (max hit – (max hit * 0.15))’
- For example: If the max hit is 60, then it would roll between 9-51.
Alongside this, Osmumten’s Fang will include a special attack. Costing 25%, this special attack would increase the max hit of the weapon to its true max hit for one attack, and boost accuracy by an additional 50%.
For example: If its max hit was 60, it would then roll 9-60, provided it passes accuracy.
One new aspect of the Fang is more similar to the Crystal Halberd and various Spears: this weapon will deal full damage to the Corporeal Beast when on Stab. In addition, we will be removing the 50 damage cap that Corp currently has. Now you’ve got a weapon that’s great for taking on ol’ Corp, so you can have more fun hunting the Sigil to make that completed Ward of Elidinis!
How about something completely new! We know that one of the most useful potions you can create during Chambers of Xeric is Overload, which boosts all the player’s combat stats by 6 + 16% while damaging them for 50 HP. Uniquely, the boost is repeated every 15 seconds until the effects wear off, after which the player heals 50 HP. This makes it better than your standard potions as it ticks up over time.
Tombs of Amascut will introduce a new secondary component called Lily of the Sands. When combined with a Dwarf Weed, this will create the new Stat Renewal Potion. You will need 71 Herblore to create it, and each one you make will net you 150 XP.
Essentially, the Stat Renewal Potion has the same stat-renewal aspect of an Overload, so if your combat stats are below base, it will restore them back up. This means:
- The effect would last for five minutes.
- The amount it would restore is 16% of your skill level + 6
This potion will not boost your stats above your base level.
Pharaoh Sceptre Teleport & Rework
Ok, one more treat while you’re here! As we’re raiding in the desert, we want to give players an easy way to get to an instance once it comes available.
As it happens, there’s already a specific item that can get you to a couple of important places within the Desert: The Pharaoh’s Sceptre. So, let’s make use of it!
We want this item to let players access the raid easily, the same way you can jump to Chambers of Xeric and Theatre of Blood.
The first thing we want to do is to significantly increase the number of charges the Sceptre can hold, depending on your completion of Desert Diaries:
- No Diaires: 3 Teleports (No Change)
- With the Easy Desert Diary Completion: 10 Teleports
- With the Medium Desert Diary Completion: 25 Teleports
- With the Hard Desert Diary Completion: 50 Teleports
- With the Elite Desert Diary Completion: 100 Teleports
We would keep the current method of recharging teleports, but you could also recharge your Sceptre at any time, regardless of how many recharges you have left.
Next, we would make it so that only the uncharged version of the Sceptre was tradeable, and any version with charges would act more like a Xeric’s Tailsman.
This means there would no longer be eight different types of Sceptres, (one per charge), just two versions: charged and uncharged. You’d also be able to manually uncharge the Sceptre at any point to make it tradeable again.
Using the Sceptre on an obelisk outside the raid entrance and you’ll be granted an additional teleport close to the raid entrance. This will only be possible after completing Beneath Cursed Sands.
If this passes, we’ll also tidy up the right-click menu, so you just have ‘Teleport’ and ‘Teleport to Previous’ options on your Sceptre. Clicking on ‘Teleport’ will then bring you an interface with more options of where to go.
The Sceptre would also be recoloured and made untradeable after completing it’s attunement.
That’s what we’d call a wrap! Got feedback? Here’s how to join the discussion:
- Join the Official Old School RuneScape Discord server and head to the #tombs-of-amascut channel in the Summer Summit area.
- Use the #OSRSRaids hashtag on Twitter.
- Reply to the Tombs of Amascut Reddit thread or make your own threads with ‘(Tombs of Amascut / ToA)’ in the title.
Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West, Wolfy & Zuko
The Old School Team