Feedback Update: A Clockwork Syringe

April 4th, 2011

Arr me hearties - it be feedback time! Ahem. Anyway, it's once more the time to implement your ideas and advice into the game based on last week's update - the new pirate quest. Firstly, some changes to the on. You will now be allowed to take aquatic summoning familiars into the dungeon but still no spirit land-lubbers. In other news, has got his latest shanty up and running so head to your local priate pub to listen to a recap of your most recent zombie-pirate clash. Last, but certainly not least, another update to the 'rum'geon, this time regarding that strange wall. It's still there bit the most experienced adventurers will recognize a way past to enter and see what lies within...

Familiars
The on  can now be entered with four aquatic familiars -, ,  and. These four function as they would on land and are the only familiars that can be brought into or summoned in the 'rum'geon.

Strange Wall
The strange wall can be passed with 100 to reveal another flooded area with more, although these are level 95 with a max hit of 210, 430 lifepoints and poison that hits 74. They drop similar items to the level 65s but in larger amounts. There are also level 34 dismembered disorderlies, who crawl around very slowly but will occasionally grab hold of the players' legs and bite, possibly dealing up to 47 poison damage with a max hit of 130 that can't be prayed against and it will drain run enery by up to 50%. If the player is actually fighting them then they will bite you as a special attack once in a while. The general malpractioners syringe throws will cause the disorderlies to move at the speed of a normal monster (player walking) for a time. The only drop is. There are also giant in the dungeon that are effect in the same way by the malpractitioners' syringes. These are level 122 and have a maximum hit of 235 with 1150 lifepoints. These giant crabs have simliar drops compared to their smaller cousins, though in larger amounts, and also drop the more commonly but are weak to it's and the  effects.

Further inside the 'rum'geon is a door that leads into another area. This door can only be opened once 25 malpractitioners or disorderlies have been killed. Inside is the boss of the 'rum'geon -