Among the things that we regularly see on the forums are possible uses for some of the jewellery that can't be enchanted yet. So this week's update is to give all those neglected necklaces a purpose. There were so many good suggestions, though, that we had to create an entirely new type of jewellery in order to use even a fraction of the great ideas! So that we could use more of these ideas, we've made bracelets with new magical effects which we hope will keep you enchanted.
We've added jewellery that lets you mine soft clay, some that have new teleport destinations, some that will help you in your Runecrafting, and, of course, some that will help you in combat, to mention just a few. The TzHaar have even got a necklace that will make their obsidian weapons more powerful! For more details have a look in the Knowledge Base.
Requirements for new jewellery There are 7 new bracelets, 6 of which are enchantable, and 3 newly enchantable necklaces.Crafting levels from 7 to 84
Magic levels from 7 to 87
Note: The bracelet of innoculation requires the completion of Zogre Flesh Eaters to wear
In other news…
Castle Wars fans may be glad to hear that we've fixed the bug whereby players could pass through barricades if the dragon spear's special attack was used on them.
The gauntlets of goldsmithing now give you their usual Smithing Xp bonus when you use the Blast Furnace to smelt your gold ore.
After the dust rune's graphic was mysteriously shrunk last week, we've had it reinflated.
The splitbark greaves (available from the Draynor Wizards' Tower) have been renamed because they aren't greaves. They're now called splitbark boots.
Finally, after last week's update to goblins, we've seen a few of them sliding across the floor during combat. The makeover mage has been recalled to fix their legs (fortunately they're still under warranty) so there should be no more problems with skiddy goblins.