Okay. Welcome to the dig site. As you can see, bit of an unexpected weather system. But don’t let that stop you cause we’ve had some fantastic finds in the past few days. Now you’re here and they’re only going to get more incredible. Please come this way. And we’ll get you earning your chronotes because down here is Dr Timbo. Dr Timbo has all the tools to get you started working. Thank you. Please go. Come here. Come here. I made some finds. Some I think you really want to see. I’ll show you in the tent. Would you believe it? What a day! I swear it only started since you’ve arrived, no offence obviously. I’m so excited about what we’ve been finding across the region. So many artefacts you will not believe. Please take a seat. Now, first of all, priority one. The asgarnian ale. Here we go. I had to get rid of the last chap. He was spilling things on the map too much. But, here we go. Now, I want to take you through three categories of things we’ve been finding at the dig site. The first of them may well be the most powerful. And the team have been talking about it in terms of relics. You know totems from Anachronia, yes? Then you are in the right kind of area with relics. They are hugely powerful benefits that you don’t have to carry with you, but when they are turned on, they’re on, and will benefit you no matter where you are in Gielinor. Each relic costs a certain amount of monolith power, perhaps 100, 200 or 300. And the cost reflects just how powerful it is. Something simple like a flat 500 hp life boost relic would cost 50 power, but something more powerful like casting teleportation spells for no runes or XP would cost 250. You will only have a set amount of total monolith power to use at your disposal. At level 1 you’ll have 150 power. At level 40 it is 250. All the way up to 500 at level 90. This means you will have to pick and choose your relics wisely. Do you risk spending 350 power on an experimental aether reactor, which gives 10% additional adrenaline? Or do you play it safe with the 100-power oo’glog wellspring, which ensures you never lose run energy? All of these relics can be found from exploring the dig sites, completing collections, and more. They certainly require a reasonable amount of effort to uncover. When you find them, you will take them to the monolith in the dig site to make them permanently available to you. Man, that feels so good! If only Archaeology wages could stretch a new pair of boots. But, you know, Archaeology has never been for the faint of heart. Come rain or shine we’re there doing the do, digging the dig. That reminds me, we’ve been talking about relics up to this point, which unlock across the levels. There’s actually something that unlocks at level 68 Archaeology. At a certain point when exploring the Infernal Source, you will unlock the secrets of Ancient Summoning. Rather than summoning a lovely little rabbit or wolf from the spirit realm, you will be signing a blood pact with the demons of Infernus, which sounds a wee bit more exciting. Imagine you want to summon a hellhound. Instead of hunting for charms and standing by obelisks, you can head to Taverley Dungeon. Then when you kill a hellhound, as long as you have a binding contract in your inventory, the hellhound will become bound to you. The contract acts like a summoning pouch, and you can then bring that hellhound out like a summoning familiar. The hellhound is the lowest level ancient familiar, at level 45 Summoning, and it has the rather neat passive. It will always, no matter what you’re doing, take 10% of the damage you receive. Ancient familiars range all the way up to level 96 Summoning and the dastardly Ripper Demon. As you’d expect, its scroll ability is to perform a death jump that delivers up to 350% of its max hit. It also has the rather neat passive of dealing more damage according to how low-health the opponent is. A unique twist on summoning is that Summoning XP comes from capturing and using these demons, rather than from the pouch making itself. And while making ancient summoning pouches is reserved for at least level 68 Archaeology, the pouches will be tradeable so you can buy your way in, should you want other people to do the work for you. Daisy, no! You stupid hellhound! Put that person down! Sorry, sir! You should be far more friendly! And if you can’t tame a hellhound, what can you tame? Oh, god! Sorry, sir. I’m sure she’ll drop you off in Lumbridge. Okay, well, I get the feeling I’m going to be called on soon. Shall we get on to the next bit? My personal favourite. Ancient Invention! You’d be forgiven for thinking that Archaeology is all about the old stuff. Stuff that hasn’t really got a use anymore. But the world has a violent history, and reasonably advanced civilisations have been lost to war, and with them went all of their knowledge. When you reach level 70, you’ll come to the Stormguard Citadel, which of course you know about from Timbo’s Tour Guide. It’s here that you will find blueprints for some fantastic things. One of the more fascinating devices we’ve discovered is the auto-screener. This doodad automatically screens your soil while excavating, so that you don’t need to make the run back to the Varrock dig site. We’re also going loopy playing with things called “ancient gizmos”. These are an evolution of the current gizmos that you use in Invention, but, rather than using the 5-slot cross grid that you might be used to, they employ a 9-slot grid. This is going to lead to all sorts of new perk tiers and permutations. You’ll be able to get new ranks of perks that already exist, like Scavenging 4 or Precise 6. We’re expecting to see new perk combinations, and we’re even throwing in some new components that come from the disassembly of Archaeological materials and projects. Perhaps there’ll be new ancient perks from these components too. We’re hoping that it’ll be a wild west of experimentation when everyone gets their hands on these ancient invention doohickeys. There you have it, the three core Archaeology rewards. But who knows what else lies under the rubble within the dig sites. It was only yesterday that the team were talking about a tetrecompass. Something akin to the crystal triskelion and even word of a hero-mattock. But enough of this. Enough talk! Let’s get you on to the dig site, cause Dr Timbo has some tools ready for you to go. Which reminds me that you’re going to need one of these. Your very own mattock. Are you ready? RUNESCAPE
ARCHAEOLOGY ARCHAEOLOGY. ALL-NEW POWERFUL SKILL.
DIG SITES OPEN MARCH 30th.