Penance master horn

The Penance master horn is a horn released with the Barbarian Assault Improvement Update on 19 January 2010. To obtain it, players must have level 5 in any Barbarian Assault role. Players may obtain a normal Penance horn from Commander Connad for free, and he will upgrade it to a Penance master horn. The Penance master horn lasts for more experience than the regular penance horn.

The horn slowly accumulates charges if the player is playing Barbarian Assault. To charge the horn, enter any wave waiting room, and rotate the statue located in northern part of the room. After rotating, the horn will gain charges instead of the honour points being given for playing a certain role in one wave. When playing for honour points, that wave's stats will count also in the minigame hiscores. When playing for experience potential, then that wave's stats will not alter the player's position in the minigame hiscores. When wielding a charged horn and training Mining, Firemaking, or Agility, players will receive double experience at the cost of charges.

The horn has an inscription engraved around the spiral that reads: "Take me here, take me there, for skill improvement if you dare. From my saved potential, when training, I will grant you double experience in the arts of burning logs, mining ores and completing agility courses."

When using the check-potential option on the horn it reads: "While equipped, the horn doubles the XP your receive. The amount you can use to gain this XP depends upon the activity and your skill level." Followed by the stage it's in.

When you purchase this item, you DO NOT lose your mastery in a certain role.

If a player dies with the horn, a replacement horn can be obtained from Commander Connad. Any charge that the horn had when lost is retained and still available to be used in mining, agility and firemaking experience.

Operating the horn when wielded yields a new emote as well. Players need level 5 in a role for each emote. When a player has mastered all roles in the Barbarian assault minigame, all 4 roles will circle around the player.

As soon as your penance master horn runs out of charges it will continue to give you the message: "Your penance horn has run out of XP potential. You can get more by playing Barbarian assault." every time you do something the horn gives xp while charged.

If the horn is full the message: "You can't gain any more XP potential on your penance horn, so you will gain (role) Points instead."

Filling the horn
Contrary to popular belief, you do NOT get the same amount of exp in the horn for every wave, and it does still matter, greatly, how you play. The following test shows this, as well as shows how to test it for yourself:

Player A completely emptied his horn and ran a test with a good team, wearing no armour, therefore getting many extra team points from LP healed. The horn was only charged on Wave 9 for this test, to maximize the points in a single wave. After charging the horn this single wave, player A went firemaking with the horn equipped. Started with 6,585,191 exp, burned 142 maple logs, ended with 6,623,408 exp. Maple logs normally give 135 exp/log when burned, so this shows that Player A received 19,170 exp from the horn, or 19,170 exp from a single wave, wave 9, optimized for points.

Player A then talked a team into playing wave 1 foolishly, charging the horn again.. The attacker and defender both got -10 each, and the collector and healers gained no points for the team. In other words, the team's honour points were 0 for this wave. Player A then took his horn, which only contained exp from this wave, and went back to testing. Player A started this time with 6,623,678 firemaking exp and burned only 69 logs before the horn ran out. Player A ended with 6,642,039 exp, so Player A only gained 9,046 exp from the horn charged in this way.

This test is only a start, but it clearly shows that players still need to play the game properly, when filling the horn.. And it also clearly shows that exp gained in the horn is not the same for each wave. 9,046 exp in wave 1, and 19,170 exp in wave 9, at the time of testing. (02/13/2010)

For a full and proper test, more is required, but these results are posted to show that you do not get a set amount of potential for every wave, as was previously stated on this article..

A player will get approximately 1/8-1/10 of a full horn everytime going from wave 1-10 assuming they have a decent team.

Stages

 * Your horn is empty
 * Your horn is almost empty
 * Your horn has only a little potential remaining
 * Your horn is less than a quarter full
 * Your horn is around a quarter full
 * Your horn is nearly a third full
 * Your horn is around a third full
 * Your horn is almost half full
 * Your horn is around half full
 * Your horn is nearly two thirds full
 * Your horn is around two thirds full
 * Your horn is less than three quarters full
 * Your horn is around three quarters full
 * Your horn is more than three quarters full
 * Your horn is almost full
 * Your horn is full

Note that if you die or otherwise lose the horn, when you obtain a new horn, it will contain the same amount of potential as before death, i.e. losing the horn does not cause the stored potential to be lost.

Agility
You can get double exp in any Agility course. This does not double exp when barbarian rod fishing, or catching butterflies. The Horn does not double additional experience from Turgall doing the Dorgesh-Kaan agility course and from completing the agility pyramid course.

Mining
The double exp from the Penance master horn stacks with the Sacred Clay tools.

Firemaking
The ring of fire and flame gloves bonuses stack, cumulatively.

Example: Burning a yew log ordinarily gives 202.5 exp, but with penance horn, ring of fire, and flame gloves, gives a net 415 experience. First, the penance horn bonus is applied, giving a bonus of 202.5. Then, the 5% (from the original exp value) is applied, giving a bonus of 10 (202.5 * .05, rounded). This comes to 202.5+202.5+10, or 415 exp.