I have been interested in area-restricted
accounts for an extremely long time now.
It's this;
the Karamja-only Ultimate Ironman,
which I've had this idea for so long
and it's a really cool thing
to challenge myself with.
And I think it'd be really interesting
to watch.
To craft your own journey and
to play by your own rules
has something beautiful to it.
To overcome your limitations and
find joy in places no one has before
is such an incredibly cool thing to me.
There's no account too obscure,
there's no account too ridiculous
because that simply isn't a real concept.
What's RuneScape about if not about
setting goals and accomplishing them?
That's the beauty of the game;
there is no wrong way to play.
I've always enjoyed challenging myself and
I'm constantly searching for a way to
improve myself and push my limits.
This is where the account comes in.
I create the goals,
I create the limitations,
and see how far they can be pushed.
Meet my Morytania-only Ultimate Ironman.
When creating this challenge,
there were two things that were certain.
I wanted to be the first to attempt
this specific challenge
and I wanted to begin the challenge with
as little exceptions and benefits
as I could possibly give myself.
This means getting to Morytania with
as low stats and items as I possibly can,
but at the same time, not restricting
myself from the majority of the gameplay.
Getting to Morytania
posed a few obstacles,
especially when trying to do it with
the lowest stats I possibly could.
There are two main NPC's
that made this difficult.
The Temple Guardian and
the level 30 Zammy Mage in the church.
There is one skill that turned out to be
the perfect way to get past the challenge.
A skill that had absolutely no use
in Morytania, that would let me bypass
one of these obstacles without
any unnecessary combat gained.
And that's thieving.
I started by getting 32 Thieving
and pickpocketing the rogues
in level 55 wilderness
for a poisoned iron dagger.
This is the lowest tier of poison,
and it has a 12.5% chance
to affect the target and it does
about 4 damage every 15 seconds.
After about 10 minutes,
the Temple Guardian fell.
The next obstacle is
a bit more interesting.
The Zammy Mage belongs to
a very special set of NPC's.
NPC's designed for very old quest code.
A normal NPC regenerates 1 HP
every 60 seconds, while the Zamorak Mage
actually regenerates 3 HP
every 15 seconds.
This makes it impossible to kill
the Zammy Mage with only poison.
My friend Mannis was able to brew
his range down to 1,
and then hit a 1 with bronze darts,
giving a 100% chance to venom.
The Zammy Mage would regen this HP and
then I would hit a 1 making it my kill
by the time the venom had killed him.
With all that done, I allowed myself
Restless Ghost as it simply locked
way too much content.
Finished Priest in Peril getting 4 Mining
because of the pure essence
that I needed to finish the quest.
I completed Druidic Ritual as Herblore
also locked way too much content
to make the gameplay interesting.
I did not allow myself to get the dyes
for the Ghost Ahoy quest, nor to keep
anything from my
Tutorial Island inventory,
as these were all just conveniences.
Although Ghosts Ahoy would improve
my trekking around Morytania,
it's only a time save and
not necessary for my gameplay
or unlocking interesting content.