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The ZMI Ourania Altar - Summary of Pros and Cons, Overall Assessment and Recommendations
Well, it happened againI set
out to write a short review of the new ZMI Ourania altar and went overboard.
But youre the beneficiary, as I hope all the information Ive
provided will be useful to you in deciding if and how you want to use
this new feature. J
Ill wrap up now with a summary
of good and bad points, along with a general assessment and my recommendations.
Pros and Cons of the ZMI Ourania Altar
By way of summary, Ill list
here briefly the good and bad aspects of the new altar for you to ponder.
First, the main positive aspects
of the new altar:
Great XP: The altar gives more XP than
conventional Runecrafting for pretty much all levels: typically 50%
to as much as 100% more than walking to altars or using the Abyss. It
approaches the XP possible even by powercrafting with runners once you
hit level 75, and then surpasses it.
Increasing XP as Level Increases: No longer
will level 95 Runecrafters be stuck getting the same XP per essence
as level 65 Runecrafters.
Can Craft Runes Above Your RC Level: You
wont get a lot of them, but even a few deaths, bloods and souls
at my level 60 Runecrafting was a nice bonus.
Blood and Soul Runes: The new altar is
the only way to craft these runes, and you can get decent numbers of
them at higher levels.
No Skulling or PKers: You can make fast
XP without having to deal with the hassles of Abyss Runecrafting, such
as being skulled or getting attacked by PKers.
And now, some drawbacks:
Junk Runes: Especially at the lower levels,
a decent proportion of your valuable pure essence will go to make low-value
runes like fires and bodies.
No Multiple Runes Per Essence: You get
only one rune per essence, period.
Need for Lunar Magicks: To really get
the most from this altar you need to have high enough levels to complete
Lunar Diplomacy, and then level 71 Magic to cast the Ourania Teleport
spell.
Inventory Hassles: Having to dump 10 or
12 types of runes on every trip is annoying, as is the need to take
extra steps to empty your essence pouches.
Aggressive Enemies: The aggressive enemies
on the short path to the altar will be a problem for lower-leveled players,
and a nuisance even to higher level ones.
Overall Assessment
Many Runecrafters have been exceedingly
critical of the new altar, but I believe this is because they have not
taken the time to actually run the numbers and compare Ourania to the
other options. I have just done so, and based on my experimentation
and analysis, I give this new feature a strong overall passing grade.
The ZMI altar seems to have been
carefully designed by Jagex to resolve several long-standing issues
for higher level Runecrafters: slow XP, the need to use runners, and
the lack of reward as you increase your RC level. With the Ourania altar,
there is finally a way to trade off gold in favor of experience without
being forced to buy the services of other players to bring you essence.
It is an excellent choice for those who want to make their own runes,
dont care about maximizing profits, and dont want to spend
their time standing around trading runners.
Recommendations
I think most Runecrafters who are
at least moderately high in level can greatly benefit from the new ZMI
Ourania altar. When and how they use it will depend mostly on their
Runecrafting level, and how they balance their desires for good runes/money
versus experience.
Here are my thoughts for those at
different Runecrafting levels:
Under Level 44: I do not recommend the
Ourania altar for low level Runecrafters. While you can indeed get higher
level runes than would otherwise be possible, most of your rather pricy
pure ess will go to making cheap elemental runes, which is a waste.
For example, in a test, my son got 3 cosmics and 1 astral rune out of
a load of 28 essence, which is nicebut the other 24 ess made bodies,
fires and so forth, which are worth 10 to 20 gp each. In terms of XP,
the situation isnt much better; you certainly get more XP per
trip, but most low level players cant use Lunar Magicks, and the
XP per hour drops quickly if Lunar cannot be used.
Those trying to get fast XP below level 44 should stick to powercrafting
fire runes. It will be easier, faster and youll lose less money
since you can use regular (non-pure) essence.
Levels 44 to 53: In this range you have
a choice. You can either craft your own nature runes to make money but
get less XP, or lose a small amount of money in using the Ourania altar,
but get more XP. Its pretty much a straight trade-off. Fire rune
powercrafting is still a viable option, but here were starting
to get to the point where Ourania is better.
Levels 54 to 74: Ourania is a good option
here if you want to make lots of XP and only a little gold. If you want
to make money while leveling more slowly, I recommend the balloon method
of law crafting. To power-level at high cost, use law runners on World
66; fire rune powercrafting is strictly worse than Ourania at these
levels.
Level 75 to 90: In this level range, Ourania
is the way to go to make a modest amount of money and get lots of XP.
The only alternative would be balloon laws or Abyss deaths if you want
to make more money at the cost of leveling much more slowly. World 66
is flatly worse than Ourania at level 75.
Level 91: The classic RuneScape choice
of profit versus XP: lots of gold and moderate XP (making your own double
nats); no gold and very fast XP (using runners at the nature altar);
or a modest profit and still very good XP (Ourania).
Overall, I think the ZMI altar is
going to have its biggest impact between levels 75 to 90. Before Ourania,
the only decent options that these high level crafters had in their
quest for the magic 91 were slow XP using conventional Runecrafting,
or blowing millions at World 66. The new altar is going to be very attractive
to these players.
For some of those who have actually
achieved the double nat milestone, Ourania will also be very useful.
Many experienced players dont want to use runners or the Abyss,
and for them this option will really hit the spot. However, I think
most level 91 Runecrafters will stick to double nats due to its huge
profit or XP potential.
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Well, thats it! Hope you found
this report helpful, and happy Runecrafting! J