The Inferno is the greatest solo PvM challenge ever to be introduced into Zenyte. Beyond sacrificing a Fire Cape, there are no requirements to attempt The Inferno. The entrance can be found in Mor UI Rek which is in the center of the TzHaar city.
Once inside, you'll be faced with wave after wave of powerful monsters. You'll encounter many new kinds of creatures, and you will truly be up against the odds. If you are able to endure the heat and take down TzKal-Zuk, you will earn yourself an Infernal Cape. The Inferno minigame comes with a practice mode, which requires the player to have sacrificed a fire cape to gain access to the Inferno, along with a 1.5 million coins fee per practice round. The practice mode allows the player to start the Inferno from any wave they wish, ranging from 1 to 69. After having selected the wave, the player cannot jump to another wave. Inferno will continue from there on out and end with you dying, leaving or completing it. Completing the practice mode Inferno gives the player no rewards and does not progress towards the TzKal-Zuk slayer assignment. Your assignment will also not be reset when you die in the practice mode.
Going back to the konar slayer update, there have been a few changes with some bug fixes.
Noticeboard has had a few changes to it
If you move your mouse over the "Players online: " line in the noticeboard, you will see that it now shows how many players are on desktop, and on mobile respectively. This feature is only available on desktop clients at the time.
Noticeboard now shows when boosts such as bonus xp and raids points boosts are going to end; The server re-synchronizes the timers every minute to make sure any client lag you may occur won't offset the timers too much.
Added a "Players in Wilderness" counter to the noticeboard - this shows a number of all the players within the attackable parts of Wilderness, including dungeons such as the Edgeville dungeon(wilderness part, at the black demons)
Xeric's Wisdom scroll.
Available through donating for 100 credits, and voting for 50 vote points.
One scroll will boosts ones' points obtained through Chambers of Xeric by 25% for 5 hours.
The timer will only tick down when the player is in a raid that has been started, but hasn't killed Olm yet. It stops ticking if a player leaves the raid, or they kill the Olm.
The timer will stack - if you redeem two scrolls, you will have 10 hours of boost applied.
The points boost only applies for the player who uses the scroll. If you're for example in a duo raid, and you use the scroll but your partner doesn't; any points you receive through raid(for dealing damage, solving puzzles etc) will be multiplied by 1.25. The points your partner acquired will remain with the default modifier of 1.0. The total points that you receive are also multiplied, so it is not just personal points. If both of you use the scroll, both will have the points multiplied by 1.25x.
The scroll is available to ironmen, but is not tradeable.
Thievable chests have been implemented
All but the Dorgesh-Kaan chests were implemented.
A new setting is now available in the game settings tab which allows examining NPCs to open up their drop table. This only works if you're not being attacked by anyone at the time.
Updated NPC and Object examines - this time around we took the examines from Runelite, however some of them may be incorrect as some npc and object ids have changed in RuneScape between our version of the game, and theirs. It's still better than missing a lot of the examines regardless. When we upgrade the revision in the future, I will make sure to obtain the perfect examines from RS.
Automated the bonus xp system. Since you can now precisely see when the bonus xp ends in the noticeboard, I had to implement an automated system that turns the bonus xp off when the timer runs out. As such, I have implemented an automated system behind it that does just that.
Imbuing your skull sceptre through Solztun no longer graphically glitches the sceptre to a point where you cannot interact with it without relogging.
Evil Chicken Lair is now available through the Zenyte Portal.
Drake's volcanic fire attack can now be properly negated by dragonfire protection, as mentioned on the Wikia.
Ogress shamans and warriors drop rate for the shaman mask has been reduced to 1/900.
Enchanted dragon bolts can no longer be used with any crossbow aside dragon, armadyl and dragon hunter.
Fixed some salmon fishing spots across Kourend region.
Removed Kalphite queen lair from the possible areas as an assignment from Konar. Any previous kalphite-lair-assignments will be redirected to the regular Kalphite lair(including the area above the boss chamber)
Heavy ballista now has a 33 defence requirement to wield.
Ava's assembler now has a 40 defence requirement to wield.
Lizardman spawns now damage with 1 tile radius in the Lizardman temple, and 2 tile radius elsewhere.
Acid splats now vanish quicker in Chambers of Xeric; In addition to this, I've fixed the annoying issue that came with this bugfix that kept applying repeated damage when getting hit by the acid splat even though you weren't standing still on the acid.
Some drop broadcast messages have been changed, as a lot of them, such as the Kraken ones were rather spammy. A few new ones have been introduced.
Mac will now sell the hoods with his skillcapes.
Right-clicking a message of a friend now shows 'Message' instead of 'Add friend'.
Fixed an issue with ignoring where the message wouldn't get filtered.
K'ril Tsutsaroth now drops the normal Steam battlestaff.
Some delay issues with the Fight Caves Jad have been resolved.
Fixed Zahur services issues with Onyx+ members.
Fixed typo's with chinchompa daily challenges.
Bree now drops noted snape grass instead of unnoted.
You can no longer keep on killing the Alchemical Hydra after you finish your task.
Added proper dialogues when gambling a fire cape for the TzRek-Jad pet.
Celastrus seeds are now obtainable from birds nests.
Teleporting to Mount Karuulm with Rada's blessing 3 now shows how many teleports there's left.
Fixed a type with the Ardougne cloak's farm teleport showing the incorrect maximum amount of teleports.
The Morytania diary to complete a lap of the Canifis rooftop course now completes at the end of a lap.
Monsters in the Chasm of Fire can only be killed on a slayer task now.
You can now blow molten glass into empty light orbs instead of full ones.
Strength/Attack boosting prayers now get disabled when used in combination with Augury or Rigour.
You can now create Wrath tiaras.
A fire cape can now be used on TzHaar-Ket to get permission to enter Mor Ul Rek.
The prices of amethyst items(arrows, amethysts themselves, javelin heads etc) have all been reduced by 75%.
Large monsters who occupy more than one game tile will now align differently in combat, using their south-western point as their physical location. Previously, the monsters would try to align themselves using the center of themselves(the center-most-south-western tile in even-size monsters). This change was necessary to introduce the proper Inferno safespots, and I felt like implementing an exception for Inferno alone wouldn't be ideal. This change affects all large monsters around the game. It may have "broken" some of the older safespots, but it also introduces the same safespots found on Oldschool RuneScape.
Line of sight formula has been readjusted to account for the aforementioned alignment change. You'll find that the formula is now a fair bit more lenient when it comes to shooting behind corners.
Melee combat checks now properly exclude the diagonal tiles.
Autocasting spells will now drag the player out from behind the object they hug before beginning the attack. This change does not affect trident-type weapons. Manually casting a spell on an entity will still allow the attack to begin one tick before the player is moved out from behind an object.
Manually casting spells on monsters who have just died the same game tick will now permit the spell to go through. This allows players to use blood- and other type spells to gain the effects of the spell, which is a widely used mechanic in the Inferno, to heal up your character quicker. This change does not affect autocasting, nor does it affect trident-type weapons. Strictly manual spell-casting only.
Monsters will now walk out from underneath the player when trying to attack them regardless of whether or not the player is moving. Previously, if a player was moving whilst standing on-top of a monster, the monster would not try to walk out from underneath the player as it assumed the player was trying to accomplish the same thing and doing it double would just be excessive. Due to the recent changes in entity priority mechanics, where monsters are now processed before players are, this excess checking is no longer necessary and would actually interfere with, or even break certain mechanics.
Monster health and other levels are now properly normalized every minute(the timer starts at different points for all monsters to avoid putting unnecessary pressure on the game tick at the minute mark). If a monster's health or combat levels are above its base levels, a value of one is deducted from it every minute until it is equal to the base levels. If the monster's health or levels are below the base, they will be increased by a value of one until they're normalized.
Accounts registered in 2020 will now be able to see the game noticeboard in-game again.
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Entire rule set has been updated! Please look over our new guidelines and punishments
This Guide is extensive for everyone trying to get into the habbit of doing daily farm runs. You don't want to miss out on this.
You guessed it... CLUE SCROLLS