The Sealed Big Rune Pouch: Tips and Strategies for Efficient Runecrafting

By admin

The sealed big rune pouch is an item in the game Old School RuneScape that allows players to carry more runes with them while training Magic. It is an upgraded version of the regular rune pouch, which can hold up to three types of runes. The sealed big rune pouch, on the other hand, can hold up to four types of runes, making it a valuable item for players who frequently use different spells. To obtain a sealed big rune pouch, players must first have a regular rune pouch and complete a miniquest called "Enter the Abyss." Once this miniquest is completed, players can take their regular rune pouch to the Dark Mage, located in the Abyss, and he will upgrade it to a sealed big rune pouch. The Dark Mage will also offer to unseal the pouch if players wish to revert it back to a regular rune pouch.



Does Elemental Weakness stack with Frostbite/Conductivity etc.?

. granted that one has Whispers of Doom and can hence cast 2 curses on one enemy, will casting both EW and a specific anti-element curse, such as Frostbite, combine resistance maluses?

Underrated stats: Basic human decency, small quantum of respect, microportion of compassion Posted by
onomastikon
on Jan 8, 2013, 4:31:06 AM Yes it stacks. RIP Bolto Posted by
Covert
on Jan 8, 2013, 4:34:22 AM Alpha Member

Does not it make the Whispers of Doom (2 curse) passive almost a requirement for single element dps witches? Ok, other possibility being that unique?

Posted by
Matvex
on Jan 8, 2013, 3:57:57 PM Matvex wrote:

Does not it make the Whispers of Doom (2 curse) passive almost a requirement for single element dps witches? Ok, other possibility being that unique?

Actually nly the penetration support gems are mandatory ;)

Because when you use curses you reduce the actual resist some has (e.g. he has 120 fire res - after reducing it for 30 with a curse he would still have 90 (still more than the cap of 75) - and IIRC even some mosters are overcapped with resistances), but when you use the support gems you reduce the resistance from the cap - e.g. you use lvl 1 Fire penetration gem (penetrates 25 fire res), the enemy has again 120 res, but his cap is 75 so after your gem he has only 75-25=50.

I don't say curses are not good for things not far over the cap or even no at the cap at all they are great, but the penetration supports works always, no matter how far overcapped an enemy is (you could overcap yourself enough so that you could take 2 curses and still be capped with res, but it wouldn't help you against the supports).
So some of the other curses might be a better choise (i guess for PvE going with 2 curses to reduce res and penetration is probably a very strong (maybe best?) choise, but for PvP having Temporal chains and Enfeeble up might be a better idea ;))

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Posted by
Sony_Black
on Jan 8, 2013, 5:23:20 PM

Reduction of resistance from one curse (EW or e.g flammability) at lvl 60 is 49%, total 98%. So even with overcapped resistance in PvP second curse is a must (e.g. 120%-49%=71% vs 120%-49%-49%=22%). So 49 %point difference. More than e.g. Fire Penetration support gem offers at lvl 60.

Posted by
Matvex
on Jan 10, 2013, 4:49:43 PM

Does this still work like this in the Open Beta? Is it worth stacking Frostbite&Elemental Weakness for a Frost Witch? Both my gems are at 40% now.

Are there better alternatives to debuff the mobs?

Can you stack a hex on top of a mark without +max curses?

From what i understand, both marks and hexes still count as curses, so they should both count towards curse limit.
So you shouldn't be able to have both a hex and a mark without raising the curse limit.
Patch notes may shed some more light on the topic

Posted by
Devilking5
on Sep 15, 2020, 11:42:15 PM

Mark confirmed it here.

Hexes and marks are not things that will replace curses but simply subsets of them, and they will still share the same limit in regards to how many curses can be inflicted on an enemy.

However, regardless of how many curses you may inflict at a time, you are limited to one mark. We do not know if there is a way to raise that limit at this time.

Posted by
DER_PSYCHOPATH
on Sep 15, 2020, 11:58:45 PM I wonder if there will be a rework for Deathmark to make it a curse. That’ll change up minions. Posted by
Aldonés
on Sep 16, 2020, 1:25:15 AM I was wrong. Last edited by Odif on Sep 16, 2020, 12:39:04 PM Posted by
Odif
on Sep 16, 2020, 6:01:20 AM Odif wrote:

Patch notes say YES.

If you have a 2 curse limit, you can have 2 hexes and a mark on a target.

But, no matter what, only one mark can be on a target, and no more than one target can be marked.

that isnt right.

a mark IS a curse. if your curse limit is 2, you can either have 2 hexes, or 1 hex and 1 mark. you can never have 2 marks.

Additions to the number of curses you can inflict on enemies apply cumulatively to both Hexes and Marks, but do not modify the number of enemies you can have Marked at any given time. Thus, you can have an enemy that is affected by both a Mark and a Hex, but you can't Mark an enemy with two Marks, nor can you Mark two different enemies.

Curse enemies with elemental weakness on hit. How much does it do?

I found some gloves with corrupted curse enemies with elemental weakness on it.

I'm playing cold damage over time, and I'm starved for gem slots. I was wondering if it would be worth it to replace my frostbite on hit using hydrospere.

Does anyone know how much the curse on hit EW corruption reduces resistances?

Last edited by Chow on May 29, 2023, 11:55:51 AM Last bumped on Jun 16, 2023, 3:03:45 PM Posted by
Chow
on May 29, 2023, 11:52:08 AM

I don't recall exactly when the change happened, but all previous sources of "curse enemies with level X curse on hit" have been replaced with "curse enemies with curse on hit [with +x% increased effect]".
When a level is not specificed, the level of that skill is considered to be 1

This means your gloves will curse enemies with a lv1 EW, which gives -20% Elemental Resistances. This effect will be boosted by any Increased Curse effect and increased Hex effect you have on your skill tree

Assuming your Frostbite is Level 20, that would mean trading a -44% coldRes with a -20% eleRes, which is. quite a sharp loss if you focus on cold damage. Not counting, of course, the cold exposure from your hydrosphere. Even if your Frostbite is lv1, that would still be a -25% coldRes, which performs better than EW if you focus, again, only on cold damage (EW is underwhelmed by flammability/conductivity/frostbite, but can still be used with them if you raise your curse limit)

Since you are a Cold DoT build, you'll definitely perform better with your Frostbite, unless you have a very good support you want to put in your Hydrosphere for the missing -24% coldRes (I suppose you already use Bonechill and Hypothermia on your main skill)

Last edited by Maxtrux on May 29, 2023, 12:23:38 PM Posted by
Maxtrux
on May 29, 2023, 12:22:28 PM Maxtrux wrote:

I don't recall exactly when the change happened, but all previous sources of "curse enemies with level X curse on hit" have been replaced with "curse enemies with curse on hit [with +x% increased effect]".
When a level is not specificed, the level of that skill is considered to be 1

This means your gloves will curse enemies with a lv1 EW, which gives -20% Elemental Resistances. This effect will be boosted by any Increased Curse effect and increased Hex effect you have on your skill tree

Assuming your Frostbite is Level 20, that would mean trading a -44% coldRes with a -20% eleRes, which is. quite a sharp loss if you focus on cold damage. Not counting, of course, the cold exposure from your hydrosphere. Even if your Frostbite is lv1, that would still be a -25% coldRes, which performs better than EW if you focus, again, only on cold damage (EW is underwhelmed by flammability/conductivity/frostbite, but can still be used with them if you raise your curse limit)

Since you are a Cold DoT build, you'll definitely perform better with your Frostbite, unless you have a very good support you want to put in your Hydrosphere for the missing -24% coldRes (I suppose you already use Bonechill and Hypothermia on your main skill)

Thank you so much for your detailed response.

I have bone chill and overcharge linked to a cold snap.

My vortex links are Efficacy, controlled Destruction, Cold Penetration, added Cold Damage and Hypothermia. If you have any thoughts, I'd love to hear them.

I got the extra curse passive on the tree, and i'm weighing using either temporal chains or frostbite together with the elemental weakness from my gloves.

I really enjoy freezing enemies so I've been focusing on freeze duration and I'm using heat shiver helmet. That's why I'm considering temporal chains.

Posted by
Chow
on May 29, 2023, 2:56:52 PM

It depends on your build. If you are hitting enemies many times and clearing fast it is probably good. Example, on a cyclone build you might want vuln on hit because its awkward to stop spinning and apply constantly. But if your running around, one shotting everything with large infrequent hits except on bosses, you wont be getting much value and might be better off just applying the hex when needed.

It also depends on the rest of your build, for example on hit works well with ignite, because the on hit curse will always be active before the bulk of your damage is done with the ignite. However on ignite builds you often have a lot of downtime between damage where you can apply the full leveled curse.

It is mainly for convenience of playstyle, if you're using your curse constantly and have no downtime between damage, it's probably good. If your character is waiting for burst damage cooldowns, self cast extra damage might be better.

I haven't played vortex as main skill myself, so I'm not familiar, but I would imagine on hit is pretty good for your build. It's an instant skill even with cooldown, you are probably constantly moving and don't want to stop to self cast the curse. Often when I've played cold builds, like COC Ice nova, I would use vortex in a 4-link, with curse on hit to to apply the curse while moving. If you're getting this for free and using that item isn't costing you elsewhere it's likely pretty good. You could always swap it out for pinnacle bosses when needed if your damage is low.

The Dark Mage will also offer to unseal the pouch if players wish to revert it back to a regular rune pouch. Having a sealed big rune pouch allows players to have more flexibility in their spellcasting. It allows them to bring a larger variety of runes, which can be useful when dealing with different types of monsters or when facing certain challenges that require specific spells.

Sealed big rune pouch

With the sealed big rune pouch, players can save inventory space by carrying multiple types of runes in a single pouch. It is important to note that the sealed big rune pouch, like the regular rune pouch, cannot be traded between players. Once it is obtained, it is permanently bound to the player's account. This means that players cannot sell or drop the pouch if they no longer want or need it. Overall, the sealed big rune pouch is a valuable item for players who frequently train Magic in Old School RuneScape. It allows them to carry more runes with them, increasing their flexibility and efficiency in spellcasting. Obtaining a sealed big rune pouch requires completing a miniquest and visiting the Dark Mage in the Abyss. Once obtained, the pouch cannot be traded or dropped..

Reviews for "The Sealed Big Rune Pouch: Unlocking its True Potential"

1. John - 1 star - The "Sealed big rune pouch" was a complete waste of my money. Not only did it not live up to its promised functionality, but it also glitched out several times during use. It's frustrating to spend your hard-earned virtual currency on something that doesn't work properly. I would not recommend this item to anyone.
2. Sarah - 2 stars - I purchased the "Sealed big rune pouch" hoping it would make my gameplay experience smoother, but I was left disappointed. Despite its claims of being a convenient storage solution for runes, I found it to be quite cumbersome and difficult to navigate. The interface was clunky and not user-friendly. I ended up switching back to my original rune storage method within a week. Save your money and find a better alternative.
3. Mark - 1 star - The "Sealed big rune pouch" did not meet my expectations at all. It was advertised as a useful tool for organizing and carrying runes, but it fell short in every aspect. The storage capacity was pitiful, and I found myself constantly having to empty it and switch runes around. The whole point of buying this item was to make my gameplay more efficient, but it only added frustration and wasted time. I would advise players to look for other rune storage options that are more reliable and practical.

Unleash Your Inner Mage with the Sealed Big Rune Pouch

The Sealed Big Rune Pouch: A Guide to Efficient Runecrafting Training