20 December Updates - Staff of The Dead

All of PkHonor's news will be posted here.
User avatar
Mike
Programmer
Posts: 6306
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

20 December Updates - Staff of The Dead

Post by Mike » Wed Dec 20, 2017 11:43 am

The Staff of The Dead has been released!

Image


Dropped by K'ril Tsutsaroth and its minions in the Zamorak room in the God Wars Dungeon, the Staff of The Dead is very similar to the Staff of Light. It has a special attack that reduces ranged damage by 50% for the next 60 seconds (similar to the Staff of Light special, but against ranged damage). The special attack costs 100% special attack energy and the protection wears off if you unequip the staff. The staff can be combined with a Magic Fang to create a Toxic Staff of The Dead.

When charged with Zulrah's scales, the Toxic Staff of The Dead provides +8 magic attack bonus, along with a 25% chance to apply venom to players and NPC's with your magic attacks. Wearing a Serpentine Helm alongside the Toxic Staff of The Dead will apply venom on every successful magic hit against NPC's.

Other notable features of the Staff of The Dead (and its Toxic variant):
  • Provides 12% bonus max hit to magic attacks and has a 1/8 chance to not use up any runes (same as the Staff of Light)
  • Provides 15% bonus accuracy and max hit to magic attacks against undead NPC's (instead of 12% max hit)
  • Can be used to autocast Magic Dart, Crumble Undead and Flames of Zamorak
  • Makes all Zamorak minions in the God Wars Dungeon unaggressive when worn

The Staff of Light has received the following buffs to match up with the Staff of The Dead:
  • Now provides 15% bonus magic accuracy and max hit against undead NPC's
  • Can now be used to autocast Magic Dart, Crumble Undead and Saradomin Strike
  • Now makes all Saradomin minions in the God Wars Dungeon unaggressive
  • Its melee attack speed has been increased, is now 2.4 seconds between attacks (instead of 3 seconds)
  • Its crush defence bonus has been increased to +3 (instead of +2)

In other news:
  • Fixed the Toxic Blowpipe not applying any venom. It now has 25% chance to apply venom to both players and NPC's. Wearing a Serpentine Helm alongside the Toxic Blowpipe will apply venom on every successful hit against NPC's
  • When pulling a wilderness lever, there is now an animation before the teleport, during which you remain vulnerable to attacks. This means players can no longer easily escape PK'ers by spamclicking the levers at the King Black Dragon cave
  • The respawn timer of the poison spiders in the KBD cave ladder room has been slightly increased
  • Fixed a bug where Ironman Mode players were able to hit Vet'ion without Vet'ion being able to hit back
  • Fixed killing the first form of Vet'ion counting towards completion of your slayer task
  • Fixed the Stun spell requiring one Air Rune instead of one Soul Rune
  • The WildyWyrm no longer moves around, but can attack through walls and obstacles. It can also use melee attacks from a distance
  • Fixed the WildyWyrm death animation, also improved its ranged/magic attack animation
  • Yet another attempt at fixing double spawns in instanced God Wars Dungeon rooms for Ironman Mode players
  • When logging out while running over an agility obstacle (for example a log balance), your character will now run all the way to the end before actually logging you out, so you won't be stuck in the middle when logging back in
  • Monkey skeletons and Monkey guards on Ape Atoll will now become unaggressive after 10 minutes to prevent AFK training. To regain aggressiveness, either relog or leave and re-enter the area
  • Any NPC that is trying to attack a player but cannot reach them will now stop trying to attack after 30 seconds, provided the NPC is not under attack
  • The mithril and adamant pickaxes have been switched in the Axes & Pickaxes store, so they are now in the proper order

Lastly, don't forget about our Double Fishing & Cooking XP weekend, starting in:

Ending in:

Vik
Honor Player
Posts: 4228
Joined: Tue Dec 17, 2013 7:19 am
Location: EDGE

Re: 20 December Updates - Staff of The Dead

Post by Vik » Wed Dec 20, 2017 12:07 pm

Sir bubbles loc
It’s already 2 AM but I’m a pvmer now
Image

Zibbia
Premium Donator
Posts: 3
Joined: Mon Jun 22, 2015 7:02 pm

Re: 20 December Updates - Staff of The Dead

Post by Zibbia » Wed Dec 20, 2017 12:11 pm

Awesome :D will be fun to pk with with

User avatar
Ruler
Honor Player
Posts: 7541
Joined: Mon Nov 11, 2013 6:13 pm
Location: The Netherlands

Re: 20 December Updates - Staff of The Dead

Post by Ruler » Wed Dec 20, 2017 12:19 pm

When pulling a wilderness lever, there is now an animation before the teleport, during which you remain vulnerable to attacks. This means players can no longer easily escape PK'ers by spamclicking the levers at the King Black Dragon cave
Does this mean you can also still get teleblocked during the animation?

Empty bag
Senior Member
Posts: 280
Joined: Thu Dec 07, 2017 1:27 am
Location: In an euforic world of drugs.

Re: 20 December Updates - Staff of The Dead

Post by Empty bag » Wed Dec 20, 2017 12:24 pm

Great upgrades! Exited to see that staff in game!

Good job Pkhonor staff.
Image

User avatar
Grizzly mint
Premium Donator
Posts: 2328
Joined: Mon Dec 09, 2013 9:08 am

Re: 20 December Updates - Staff of The Dead

Post by Grizzly mint » Wed Dec 20, 2017 12:26 pm

Ruler wrote:
When pulling a wilderness lever, there is now an animation before the teleport, during which you remain vulnerable to attacks. This means players can no longer easily escape PK'ers by spamclicking the levers at the King Black Dragon cave
Does this mean you can also still get teleblocked during the animation?
if it works like OSRS, then yes. But if your already in the animation, you finish the teleport but are tbed after. (From what I've seen in videos, as I don't play OSRS.)
Image

Vik
Honor Player
Posts: 4228
Joined: Tue Dec 17, 2013 7:19 am
Location: EDGE

Re: 20 December Updates - Staff of The Dead

Post by Vik » Wed Dec 20, 2017 12:32 pm

Hello
Image
Image

User avatar
Mike
Programmer
Posts: 6306
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

Re: 20 December Updates - Staff of The Dead

Post by Mike » Wed Dec 20, 2017 12:53 pm

Grizzly mint wrote:
Ruler wrote:
When pulling a wilderness lever, there is now an animation before the teleport, during which you remain vulnerable to attacks. This means players can no longer easily escape PK'ers by spamclicking the levers at the King Black Dragon cave
Does this mean you can also still get teleblocked during the animation?
if it works like OSRS, then yes. But if your already in the animation, you finish the teleport but are tbed after. (From what I've seen in videos, as I don't play OSRS.)
Normally, it should indeed work like this. If you are already in the teleport animation while being teleblocked, the teleport should go through and you will get teleblocked after the teleport. This needs to be verified, however.

User avatar
The underdog
Premium Donator
Posts: 6493
Joined: Sun Jan 26, 2014 11:53 pm
Location: Loc
Contact:

Re: 20 December Updates - Staff of The Dead

Post by The underdog » Wed Dec 20, 2017 1:01 pm

^ so you end up teleblocked inside the kbd lair?

Well at least there's a fun skilling event.
#Justice4Church
#DemoteRyanHeResigned
#capes2presets2k18

User avatar
Andres
Developer
Posts: 4846
Joined: Fri Apr 12, 2013 6:23 pm
Location: Belgium

Re: 20 December Updates - Staff of The Dead

Post by Andres » Wed Dec 20, 2017 1:02 pm

Zammy is loc?
Image

Locked