2022 Year in Review
Quests & Lore (Questcaping) (~45 min)
An overview of how each (mini)quest advanced the RS storyline. How they feel looking back at two completed storylines.
- Introduction to the serialised miniquest format
- Last gasp for the EGWD overhead dialogue
- Inviting speculation before the reveal. Seren sus
- Zamorak Did Nothing Wrong? Hindsight is twenty-twenty(-two).
- Our introduction to Adrasteia (or "Hebe")
- Family drama at the heart of the story
- The question of Erebus
- Lowering the stakes. The Great Revision and all gods T2+ are no longer a concern.
- Moral point of no return for Seren
- Broken Home 2: Demons & Dragonkin
- Fulfilling your World(le) Guardianship
- Light and Shadow: a story abstraction worthy of being missed
- Naressa, Hannibus and the Ilujanka. Ongoing story, but too complex?
- A personal look at characters old and new
- A deeper and diverse world. Something to do more often?
- A bittersweet goodbye. Setting the new political scene...
- ... while also getting personal. Even someone as high-flying as Armadyl can still feel down to earth
- The first of our new "seasons" kicks off
- Memory-based gameplay: RuneScape through the eyes of a different character
- Zamorakians minus Zamorak, plus chaos
- "Anne" and Adrasteia: ancient enemies to odd allies, revealing Adrasteia's character
- Recontextualising old elements: werewolves and Vengeance
- Resolving the civil war, but too soon for Adrasteia's liking
- Retracing his steps, a doomsday device spells Bilrach's doom
- "Grounded" characters take precedence. Vengeance as the thesis statement for the new approach
- A successful coronation for Adrasteia… and for Moia
- The season has ended, and the pieces are now in place (again)
- A year of seismic story shifts
- Forcefully closing the book on the old, and we're still paving the way for the new.
- AmosReed
- Andrew C
- Arvīds L
- Beekeeper Steve
- Briflex
- Big Huge Rat
- Chunkthemunk
- CykhalRS
- Diana
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- Flaws_of_Man
- Free Milk
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- N8 the grr8
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- Tim
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- Zant
Skilling (Shane, Tanis, and Pyrnassius) (~40 min)
An overview of each new skilling update, what they changed for the skill, and if people are still using them.
- Mid-level new “must do” Agility course from level 65 to advanced gnome.
- Hunter training that provides a clear progression system and less than painful levelling for the first ~30 levels.
- Farming: AFK Farming, how we did it in Fresh Start Worlds
- 87 firemaking
- Sharp Shell Shards: Firemaking XP or Dinarrow tips
- Firemaking: 312k xp/hr if harvesting for tips, 390k if harvesting and burning, 415k for burning if bought or burnt.
- 82 Firemaking or Fletching
- Tempered Fungal Shafts: Firemaking or Fletching XP or headless Dinarrows
- Firemaking: 290k xp/hr
- Fletching: 230k xp/hr
- Combined: 115k Fletching xp/hr and 150k Firemaking xp/hr
- 95 firemaking
- Feed them with their favourite food until they’re full. They’ll then leave you with “Potterington Blend #102 Fertilizer”
- Burn to make dinosaur ‘propellant’
- Propellant used for Headless dinarrows, Ultra compost, or Firemaking XP
- 1,057,000 xp/hr* Average: 600-700k xp/hr. No surge: 420k
- 95 Fletching
- Tempered Fungal Shaft + Dinosaur Propellant = Headless dinarrow
- Headless dinarrow + Sharp shell shard = Dinarrow
- Charging Elder God Arrows
- 244k xp/hr
- Subsequently changed to not log you out while completing action. Same amount of arrows charged.
- Must be completed in wilderness
- 15 + threat level Slayer points + 1 Reaper point for not dying, killing outside the wilderness or skipping tasks
- Wilderness Slayer chest
- Abyssal Runecrafting no longer requires PvP enabled (August 8)
- Agility
- Go to Agility training between level 52 and 65. And as a reminder if you use the demonic skull this course scales its XP to the point that at level 92 it is 127k XP/hr.
- Combating threat was difficult, it’s now simpler thanks to the threat reducing/mitigating items that come from Wilderness flash events. Specifically the Obsidian Palmstone (prevents threat from increasing) and Trail-be-gone (that lowers threat by 1)
- Daily 2x skill engagements in combat, Divination, Farming, Firemaking, Hunter, Mining, PRayer, and Woodcutting.
- Alchemical onyx enchantments
- Master Max
- Garden of Kharid
- Remove herb drops from bosses
- Increase herb seeds planted. At 10 seeds planted results in x3 yield from previous
- 60 minute herb cycles
- Incense upgrades
- Sticky fingers relic replacement and persistent pickpocketing
- Thieving Knights
Combat and PvM (Thaxy) (~30 min)
Recap of combat / PvM facing updates of the year. How they changed the combat meta, if at all and why you should pay attention.
- Abyssal Savage - 95 Slayer, 111 combat
- Abyssal flesh -> Abyssal armour spikes, applies abyssal parasite which is a melee bleed
- Thaxy end of year meta opinion: Very strong in general, but even stronger situationally. Deserves more use, restrained by supply issues.
- Abyssal Beast - 105 Slayer, 119 combat, drops Jaws of Abyss (eraser head helmet)
- T85 melee power armour
- 2% additional adrenaline for each damaging melee ability per bleed DoT on target.
- Thaxy end of year meta opinion: Still looks funny, still potentially the strongest item released this year for general use. Fixes melee’s adrenaline constraints, current price under 10m. Powerful item that’s accessible. 10/10 good Job.
- Abyssal Lord - 115 Slayer, 133 combat, tendril mechanic, drops T92 Abyssal Scourge
- Abyssal Scourge - T92 whip, applies a stack of parasites for each damaging melee attack
- Thaxy end of year meta opinion: Pairs nicely with Jaws, Outdone by Glacor Swords, but very strong and simplifies your setup without breaking the bank at ~125m. Nostalgia trip for Abby whip, and I am not mad about it.
- Tendrils March 14 Ninja Strike (quick)
- Crit strike is now part of design rather than a bug
- More consistent damage
- Thaxy’s Take- unchanged position in meta, still always worth using over most other thresholds or specials if you can sustain the hp cost.
- Jas- Extra 30% damage and 20% hit chance to demons or dragons.
- Ful- Extra 15% damage and -10% hit chance.
- Bik- increases poison damage taken by the target, stacks 200 times.
- Wen- Complicated ability management minigame with a large damage payout.
- Thaxy’s take- Opinion on these hasn’t changed since release. They remain expensive, situationally better alternatives to the more affordable splintering arrows. Jas are generally best where they apply, Ful are generally best where they don’t, Bik is best if you can get them stacked, Wen outdoes everything by a reasonable margin, but takes a very specific, planned rotation with very precise execution, similar to deathspore arrows.
- ED4: Bow of the Last Guardian
- For each hit the player gains Perfect Equilibrium. At 8 stacks a single attack is launched. Deals 8-14% ability damage and 35-60% damage from the attack that triggered the effect.
- Balance by Force: 30% adrenaline, passive effect stack requirement lowered to 4. Deals 175-375% ability damage.
- Thaxy’s Take- Powerful in situations where you can plan out powerful abilities to use when the bow procs. Ends up 15-40% more damage depending on how good you are at managing that ‘minigame’. Competitive damage where powerful arrows or precise rotations can be used.
- The boss for all players: story -> normal -> enrage
- Combination of an elite dungeon and an endgame PvM boss taking many learning experiences from the previous EDs, Glacor, Telos, and EGW bosses.
- Highscore system and enrage chase, new records being set today
- Rune mechanic with swap in phase 7
- The start of changing how loot works
- A Note on COST: Melee/ Range unlock sitting 30-70m, Mage unlocks sitting 130-200m.
- All style specific weapons, Hexhunter, Terramaul, Inquisitor, deal 5% more damage when their effect is active.
- All glove and ring effects are improved, generally in ways that play into their style’s goals, i.e. Channeler’s (magic) ring adds crit chance which synergises w/ critstick.
- Thaxy’s Take- These generally acted to solidify the individual strengths of each style. Magic wants to crit, Melee wants to apply as many bleeds as possible, and Range… has a bow now?
- Enchantment of Affliction: Increases damage boosting effect of Inquisitor’s Staff by 5% (12.5% -> 17.5%)
- Enchantment of Dispelling: Increases the damage boosting effect of Hexhunter Bow by 5% (12.5% -> 17.5%)
- Enchantment of Savagery: Increases the damage boosting effect of the Terrasaur maul by 5% (12.5% -> 17.5%)
- Enchantment of Agony: Increases damage boosting effects of enhanced gloves of passage by 6% and increases the bleed damage debuff of enhanced gloves of passage by 5%
- Enchantment of dread: grants additional effect to enhanced nightmare gauntlets: snipe fires an additional shot dealing reduced damage against targets not facing you.
- Enchantment of Flames: Increases damage boosting effect of Enhanced Kerapac’s wrist wraps by 15%.
- Enchantment of Metaphysics: Channelled abilities gain 2.5% critical strike damage, increasing by a further 2.5% with each additional hit dealt.
- Enchantment of Heroism: Increases crit chance from champion’s ring by 1% and +1.5% crit damage for each bleed affecting target.
- Enchantment of Shadows: Increases crit strike chance by 1% on Stalker’s ring and +3% crit damage when using a bow.
- ED4: Greater Sunshine and Greater Death’s Swiftness
- Planted feet effect without switch. Also brings back the Sunshine and Death’s Swiftness tiny AoE.
- Primarily a QoL/ Switchscape cleanup addition.
- Does 20% - 130% ability damage, and doubles base damage of next melee ability used, including bleeds.
- Continues trend of rewarding players for chaining abilities that synergise well together.
- T95 melee power armour with T100 damage boost and T75 armour bonus
- Set bonuses-
- 2 pce- Gain adrenaline after ultimates
- 3pce- extends berserk by 6sec
- 4pce- +20% max adrenaline
- Solidifies melee glass cannon
- Thaxy’s Take- 4 piece bonus conflicts with Jaws, but 3 piece is a massive buff and 2 piece bonus is also pretty great, these are the best melee armour right now, sorry TMW.
- Dragon special attack buffs
- Mace: the most consistent choice for lower-level players.
- Long: the hardest hitting single target special attack, but inconsistent damage.
- Dagger: Same average damage as Long, but 2 chances to activate poison and less variability.
- Claws: Huge burst, complicated math makes this the best single target option, just a bit more pricey.
- Battleaxe: unchanged, buff bar icon added, still provides a huge damage done buff
- Scimitar: Increases hit chance with slash attacks by 25% for 1 minute. Ability damage buffed
- Hatchet: Raises target affinity by 3 (increasing hit chance) and reduces magic damage target deals.
- Dragon Halberd: Buffed ability damage, no longer channelled, no cooldown. AoE conal slayer attack
- 2H: :)
A Special Thanks to Our Patreon Supporters
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Show Data
- Episode Title: RuneScape’s 2022 in Review
- Teaser: As 2022 comes to an end it's time to recap the year's headline updates. With a bumper crop of quests, lore, skill, and even combat updates, 2022 did not disappoint. We'll tell you what they were and how they changed how we play RuneScape.
- Recorded Date: December 22, 2022
- Release Date: December 23, 2022
- Executive Producers: Shane, Cireon, and Tanis
- Producers: Questcaping, Pyrnassius, and Thaxy
- Hosts: Shane, Tanis, Pyrnassius, Questcaping, and Thaxy
- Duration: 2:16:53
- Editing Notes: Insert Patreon ad, trim Garden of Kharid, add subscribe and conclusion