Satristi - The Lost Slayer Dungeon
Page 1 of 1 • Share •
Satristi - The Lost Slayer Dungeon
Heyo! This a two year old idea, posted for about 4 months on the RS Forums, about a new slayer dungeon. It was originally connected to my Isle of Lost Kings quest series, but I've retired that, and would like to make this idea stand on its own. So, mostly, I need ideas on where to put it
Satristi The Lost
Slayer Dungeon
Are you afraid? Enter by boat through a jagged cave opening,
into the damp reaches of a massive new cavern. Strange and fascinating beasts
await you electric horns, razor claws, poison spines, and powerful magic all
seek to destroy you! Can you defeat Satristis dangerous residents, and claim
their unique rewards before the depths of Satristi claim you?
This is a suggestion for a large and challenging new Slayer
Dungeon!
Contents:
Post 1 Youre reading it!
Post 2 - Description/Location/Equipment
Post 3 Reward Intro/Residents of Satristi
Post 4 Residents of Satristi
Post 5 The Resins
Post 6- The Resins
Post 7 Bosses/Obelisks
Post 8 Combo Rings
Post 9 Conclusion
Post 10 onwards Supporter List
~Description
Although it is similar in many ways to the vast Dagannoth
dungeon, it differs enough to warrant a visit. Yes, much of its floor is
interlaced with water, but this is clear, pure water, unlike the festering
pools of green slime in the Dagannoth Dungeon. Occasionally these streams of
water will gather into a pool, housing a dangerous new slayer monster. Several
bridges cross these small streams where it is necessary for you to pass them.
At the far end of Satristi, the streams fall off into the vast catacombs
beneath the dungeon, but you dont need to worry about that (unless youre
doing the Fourth quest in the connected quest series, Tiolk, which I have
retired from the Forums). Satristi has two floors to explore containing many
new slayer monsters and three challenging Boss monsters!
So, what are you waiting for? Read my thread, post your
support, and feel free to suggest improvements!!!
~Location
It is far south of the ruins of noble Uzer, You CANNOT fight
any of the monsters unless you have completed Quest 2 of Tiolk series, Curse of
the Prince. Why? Without water, all of the new Slayer creatures retreat far
down below where no Curse can ebb the flow.
WARNING If you hope to survive in this challenging
dungeon, come equipped with the following items. If not wearing one or all of
these items, certain monsters in the caves of Satristi will have a huge
advantage over you.
Insulated Boots
Mirror Shield
Slayer Staff/Broad Arrows/Leaf-Bladed Spear or Sword
Spiky Helmet
New NPC Slayer Merchant: This is a very simple concept. He
sells most of the Slayer equipment, but cannot give you assignments. Possibly
added to other Slayer locations as well?
~Rewards Intro
All of the following monsters can drop a Blank Ring, which
can be charged by any Resin that you choose. When worn, a charged ring will
have a varying percentage of inflicting its affect on your opponent(s). Resins
are symbols inscribed on a special stone, whose original mining spot cannot be
found. When used with a Blank Ring, that ring is forever charged with that
property.
Example: Blank Ring + Static Resin = Static Ring (when
activated, opponent takes 2 damage every time he/she attacks for 30 seconds-90
seconds.)
Most charged Rings also have an operate option, which will
automatically activate their affect. After doing this, however, the Ring will
not (even by chance) inflict its affect for 60 minutes. It is usually more
affective to wait for it to activate, as it can do this up to 3 times in 60
minutes if youre lucky. A description of the Resins will follow the monsters.
A typical Charged Ring will break after being manually
activated 15 times. If the operate option is never used, it will last much
longer, although not indefinitely. Some of the special Rings have shorter or
longer lifespan, depending on what they do. Worry not, its all explained
later.
~THE RESIDENTS OF SATRISTI
All Satristi monsters drop Thunder Shards when killed, which
can be discharged by placing them in a bucket of water. Doing this gives 35
prayer exp.
Drop percentages are measured in, from most often to least:
Often, occasionally, semi-rare, rare, ultra rare
(1) Statios: First, imagine a single, beefed up birds leg,
with four large claws. Then imagine a ball of pulsating purple goop perched on
top, held in place by extensions from the leg, with glowing red eyes and a horn
that casts a powerful electric attack. That is a Statios. It is the one of the
weakest and most common monsters in Satristi.
Slayer Requirement (SlyReq): 50
Equipment Requirement (EqReq): Insulated Boots
Level 75
Drops: Blank Ring (occasionally), Jolt Resin (rare), Static
Resin (rare).
(2) Gnoop: A bouncing blue ball of jelly, it is quite weak,
but they are often found in large numbers which will team up on you. It
explodes when killed if and you will take considerable damage if you do not
have on the spiky helmet.
SlayReq: 45
EqReq: Spiky Helmet
Level - 52
Drops: Dew Resin
(rare), Flare Resin (ultra rare)
(3) Super-Gnoop: A large bouncing ball of jelly, with
considerably more hit points, defense, and attack power than its smaller cousin.
It explodes when killed and you will take considerable damage if you do not
have on the spiky helmet.
SlayReq: 45
EqReq: Spiky Helmet
Level 65
Drops: Dew Resin (semi-rare), Flare Resin (rare)
(4) Obraste: These overgrown snakes slither about only one
portion of Satristi, but drop some of the best rewards. A jagged horn on their
heads casts power electric attacks, and their bite is poisonous.
SlayReq: 55
EqReq: Insulated boots, Slayer Weapon
Level: 89
Drops: Aero Resin
(rare), Sharpen Resin (semi-rare)
(5) Risero: Gliding stealthily through the many streams and
pools of Satristi, these shark-like creatures will attack any unsuspecting
adventurer who gets too close to the waters edge. Three dorsal fins which break
the surface of the water are the only things which can warn you of its
presence. A power electric attack is cast from three horns which form a
triangle on its forehead. Beware if you are standing in shallow water it does
MASSIVE damage.
SlayReq: 60
EqReq: Insulated Boots,
Level: 92
Drops: Blank Ring (occasionally), Target Resin
(occasionally), Recall Resin (ultra-rare)
(6) Yilnerba: Strange shadows dart about the floor of the
Lost Slayer Dungeon, hiding in the dark crevices and chambers. If provoked, a
strange head with pointy spikes and an eyeball on each side will rise out of
the shadow and attack. From these eyes a thin red beam can cut right through
you if not properly equipped
SlayReq: 62
EqReq: Mirror Shield
Level: 95
Drops: Blank Ring (often), Shell Resin (semi-rare), Stasis
Resin (rare)
(7) Joltray: Gliding gracefully across the surface of the
water, Joltrays can attack from the streams or float up to assault you head-on.
If attacking from afar, they use an average-strength electrical attack; if
attacking head-on it will ram you, doing great damage to you and some damage to
itself as well.
SlyR: 64
EqR: Insulated Boots, Slayer Weapon
Level: 84
Drops: Jolt Resin (semi-rare), Boost Resin (rare)
~THE RESINS
There are many, many different kinds of Resins with which
you can charge the Blank Rings. I have them listed below, along with their
affects any anything else you could want to know. Although some of the Resins
will simply do damage, many have unique and VERY useful affects. The Resins are
organized into two main groups.
Details
Resin Description means the image on the dark purple hexagon
which is the Resin. To avoid controversy, I would say that no Resins work in
Bounty Hunter or any other dangerous PvP. They are designed for lots of fun in Castle Wars,
although of courses they can be useful in many situations.
Got any other questions? Ask and it shall be answered.
---Extro Resins
1. Jolt Resin: 12-20 damage. Does significantly more on
someone wearing metal armor
Attack Description Very similar to the enchanted bolt
animation, but with a small shockwave.
Resin Description A small, simple lightning bolt
2. Flare Resin: 10-25 damage. Does significantly more on
someone wearing magic robes
Attack Description A burning flame twists around several
times, tightens, and vanishes
Resin Description Like the fire rune, but a darker red.
3. Static Resin: Opponent takes 2 damage every time he/she
attacks for 30 seconds-90 seconds.
Attack Description Dots of light appear the bottom of your
enemy and then move upward, disappearing as they go.
Resin Description Three jagged lines running down the
middle.
4. Stasis Resin: Your
opponent is cannot move or attack for 5-15 seconds.
Attack Description A spinning blue polygon forms around
the enemy.
Resin Description .A blue pentagon.
5. Rebound Resin: Negates any attack below 25 damage (if
higher, 25 is subtracted) and does the damage done to the attacker (25 is not
subtracted for this.)
Attack Description sends a blast of red energy back at the
attacker.
Resin Description An arrow going forward, then back again
6. Dew Resin: (human)
decreases armors stats by 40-75% (monster) lowers defense by 20-40%.
Affect Description A mist forms on the target and drips
off into a small puddle on the ground.
Resin Description two water droplets.
---Intro Resins
7. Recall Resin: When used (or randomly activates its
self.) it will take you back to the place you teleported from when the recall
option is used. You will be notified which area it has set itself to when you
teleport. Downside its not exact. You may land 3 steps, or on the other side
of a mountain.
Affect Description You are unceremoniously blown upward
into a small portal that briefly opens above you.
Resin Description A spiral. Not much else to say
8. Boost Resin: Increases attack and strength by 4-18%
Affect Description Red light builds at your chest, then
disperses around your body.
Resin Description A large, upward pointing arrow.
9. Aero Resin: increases the SPEED at which you run by 1.5
for 7-17 minutes
Affect Description several upward gusts of wind, visible
as distortions in the air around you.
Resin Description The wind symbol as that on the wind
waker video game (anyone familiar with the old Sky City
thread knows what Im talking about
.
10. Target Resin: Increases ranged by 8-18%
Affect Description Red energy flows around your head, then
blasts in the direction your character is looking.
Resin Description Three circles inside each other, getting
smaller.
11. Sharpen Resin: Increases the stats of your weapon by
10-30% for 5-18 minutes.
Affect Description A small white, sparkling white line
twists around up your body and around your arms.
Resin Description A small blade with a glimmer on top.
12. Shell Resin: Increases defense by 5-20%
Affect Description A transparent blue bubble forms around
you then expands and vanishes.
Resin Description Two overlapping blue ovals.
~THE BOSSES
Three intimidating beasts guard the ultimate rewards, and
anyone venturing into Satristi should at least try to defeat them. Each
utilizes an aspect of the combat triangle to the fullest sopures beware =D.
But, for the underachievers out there, defeating only one of the bosses will
also provide a smaller reward. Here they are! Adventure seekers feel free to
drool
All bosses have roughly the same experience and level
(around lvl 320). Only the Daseroth is in a multi-combat area.
-Boss Numbah One:
Alcambara melee
Massive, spiraling horns set this Boss monster apart from
the other, looking vaguely like an overgrown Yak. All four of its feet boast
razor-sharp claws, its bite can easily break through most armor, and in times
of desperation a devastating electrical attack shoots from its horn. You will
see the horns glowing a few seconds before the attack hits, giving you time to
escape or be dealt up to 50 damage.
-Boss Numbah Two: Daseroth magic
This creature is an odd, hovering, granite torch-like
creature with a beady red eye on each of its four sides. Where the fire should
be sits a pulsating blue sphere, the spirit of the Daseroth. It will use a
Flare attack similar to the one used by the Resin, as well as the high lvl
curses and elemental wave spells. Basically a force to be reckoned with. When
it has low hitpoints, the Daseroth will also use smoke barrage.
-Boss Numbah Three: Pythia ranged
A legendary flying serpent from the ancient past, it has
been trapped guarding the grave of two spoiled royal children for centuries,
and has developed an insatiable hunger for blood. She makes use of the deadly
spines protruding from her back through a devastating ranged attack, which hits
hard and often. The Pythia will also bite with its poisonous fangs if you get
too close.
~BOSS REWARDS
In the back of the lair of each boss, a force field guards a
strange, obelisk-like structure. It is mostly hollow and has two indentations,
one above the other. On the bottom of the hollow space is a hexagon-shaped
space to place a Resin of your choice. Above it, with a hole in the middle for
the Resins power to pass through, is a slot for the Blank Ring.
Each obelisk can only be used to charge one ring, and then
you are teleported back to the entrance to Satristi
Alcambara This Obelisk, when used to charge a ring,
increases the number of times a Ring can be manually operated to 30, and almost
doubles the number of times it will activate on its own, as well as increasing
the power of a Rings affect. This works differently for each Ring, but it makes
a pretty significant difference.
Daseroth This Obelisk will only use certain Resins. Why?
Because it combines them! There are a total of 5 combo Rings which can be
created by placing two Resins above and below it. They will be listed later on,
but suffice it to say the combo Rings are well worth the effort of defeating
the formidable Daseroth.
Pythia The final Obelisk, guarded by the Pythia, has a
distinctly useful affect. When used to charge a ring, it will allow you to
charge two Resins to the same ring. Meaning that when a Ring makes use of its
affect, both abilities are enacted. You can only put two Intro on the same
Ring, or two Extro. There are a few exceptions, but mostly they will not work
together.
~COMBO RINGS
These are the names and affects of the five combination
Rings which can be made at the Daseroths charging obelisk.
1) Recall + Target = Point Ring
Normally the Recall Resin will bring you back in the general
area of where you were. This can be quite annoying, as you may end up on the
other side of a very long fence, or a mountain. The Point Ring will bring you
back to EXACTLY where you set it to bring you back to. Very handy
.
2) Aero + Boost = Gust Ring
This nifty Ring will not only allow you to slightly run
faster, but will add 30% to your agility level. It doesnt affect obstacles and
such, but it makes your energy restore quite a bit faster.
3) Flare + Rebound =
Counter
Combining the power of these two Resins will give you a
powerful Ring which negates up to 30 damage and multiplies the attack by 1.5
when it sends it back.
4) Stasis + Jolt = Thunder
The Thunder Ring will not only trap an opponent like the
Stasis Ring, but do 4-7 damage every 3
seconds that someone is trapped inside the Stasis. It is increased by metal armor,
just like the Jolt affect.
5) Static + Dew = Conductor
Im sure you all know that water conducts electricity, so
you can just imagine what this ring does. It will do the normal negation of
defense/armor but also do 5 damage every time he/she attacks. This is increased
to 7 if he/she is wearing metal armor.
Satristi The Lost
Slayer Dungeon
Are you afraid? Enter by boat through a jagged cave opening,
into the damp reaches of a massive new cavern. Strange and fascinating beasts
await you electric horns, razor claws, poison spines, and powerful magic all
seek to destroy you! Can you defeat Satristis dangerous residents, and claim
their unique rewards before the depths of Satristi claim you?
This is a suggestion for a large and challenging new Slayer
Dungeon!
Contents:
Post 1 Youre reading it!
Post 2 - Description/Location/Equipment
Post 3 Reward Intro/Residents of Satristi
Post 4 Residents of Satristi
Post 5 The Resins
Post 6- The Resins
Post 7 Bosses/Obelisks
Post 8 Combo Rings
Post 9 Conclusion
Post 10 onwards Supporter List
~Description
Although it is similar in many ways to the vast Dagannoth
dungeon, it differs enough to warrant a visit. Yes, much of its floor is
interlaced with water, but this is clear, pure water, unlike the festering
pools of green slime in the Dagannoth Dungeon. Occasionally these streams of
water will gather into a pool, housing a dangerous new slayer monster. Several
bridges cross these small streams where it is necessary for you to pass them.
At the far end of Satristi, the streams fall off into the vast catacombs
beneath the dungeon, but you dont need to worry about that (unless youre
doing the Fourth quest in the connected quest series, Tiolk, which I have
retired from the Forums). Satristi has two floors to explore containing many
new slayer monsters and three challenging Boss monsters!
So, what are you waiting for? Read my thread, post your
support, and feel free to suggest improvements!!!
~Location
It is far south of the ruins of noble Uzer, You CANNOT fight
any of the monsters unless you have completed Quest 2 of Tiolk series, Curse of
the Prince. Why? Without water, all of the new Slayer creatures retreat far
down below where no Curse can ebb the flow.
WARNING If you hope to survive in this challenging
dungeon, come equipped with the following items. If not wearing one or all of
these items, certain monsters in the caves of Satristi will have a huge
advantage over you.
Insulated Boots
Mirror Shield
Slayer Staff/Broad Arrows/Leaf-Bladed Spear or Sword
Spiky Helmet
New NPC Slayer Merchant: This is a very simple concept. He
sells most of the Slayer equipment, but cannot give you assignments. Possibly
added to other Slayer locations as well?
~Rewards Intro
All of the following monsters can drop a Blank Ring, which
can be charged by any Resin that you choose. When worn, a charged ring will
have a varying percentage of inflicting its affect on your opponent(s). Resins
are symbols inscribed on a special stone, whose original mining spot cannot be
found. When used with a Blank Ring, that ring is forever charged with that
property.
Example: Blank Ring + Static Resin = Static Ring (when
activated, opponent takes 2 damage every time he/she attacks for 30 seconds-90
seconds.)
Most charged Rings also have an operate option, which will
automatically activate their affect. After doing this, however, the Ring will
not (even by chance) inflict its affect for 60 minutes. It is usually more
affective to wait for it to activate, as it can do this up to 3 times in 60
minutes if youre lucky. A description of the Resins will follow the monsters.
A typical Charged Ring will break after being manually
activated 15 times. If the operate option is never used, it will last much
longer, although not indefinitely. Some of the special Rings have shorter or
longer lifespan, depending on what they do. Worry not, its all explained
later.
~THE RESIDENTS OF SATRISTI
All Satristi monsters drop Thunder Shards when killed, which
can be discharged by placing them in a bucket of water. Doing this gives 35
prayer exp.
Drop percentages are measured in, from most often to least:
Often, occasionally, semi-rare, rare, ultra rare
(1) Statios: First, imagine a single, beefed up birds leg,
with four large claws. Then imagine a ball of pulsating purple goop perched on
top, held in place by extensions from the leg, with glowing red eyes and a horn
that casts a powerful electric attack. That is a Statios. It is the one of the
weakest and most common monsters in Satristi.
Slayer Requirement (SlyReq): 50
Equipment Requirement (EqReq): Insulated Boots
Level 75
Drops: Blank Ring (occasionally), Jolt Resin (rare), Static
Resin (rare).
(2) Gnoop: A bouncing blue ball of jelly, it is quite weak,
but they are often found in large numbers which will team up on you. It
explodes when killed if and you will take considerable damage if you do not
have on the spiky helmet.
SlayReq: 45
EqReq: Spiky Helmet
Level - 52
Drops: Dew Resin
(rare), Flare Resin (ultra rare)
(3) Super-Gnoop: A large bouncing ball of jelly, with
considerably more hit points, defense, and attack power than its smaller cousin.
It explodes when killed and you will take considerable damage if you do not
have on the spiky helmet.
SlayReq: 45
EqReq: Spiky Helmet
Level 65
Drops: Dew Resin (semi-rare), Flare Resin (rare)
(4) Obraste: These overgrown snakes slither about only one
portion of Satristi, but drop some of the best rewards. A jagged horn on their
heads casts power electric attacks, and their bite is poisonous.
SlayReq: 55
EqReq: Insulated boots, Slayer Weapon
Level: 89
Drops: Aero Resin
(rare), Sharpen Resin (semi-rare)
(5) Risero: Gliding stealthily through the many streams and
pools of Satristi, these shark-like creatures will attack any unsuspecting
adventurer who gets too close to the waters edge. Three dorsal fins which break
the surface of the water are the only things which can warn you of its
presence. A power electric attack is cast from three horns which form a
triangle on its forehead. Beware if you are standing in shallow water it does
MASSIVE damage.
SlayReq: 60
EqReq: Insulated Boots,
Level: 92
Drops: Blank Ring (occasionally), Target Resin
(occasionally), Recall Resin (ultra-rare)
(6) Yilnerba: Strange shadows dart about the floor of the
Lost Slayer Dungeon, hiding in the dark crevices and chambers. If provoked, a
strange head with pointy spikes and an eyeball on each side will rise out of
the shadow and attack. From these eyes a thin red beam can cut right through
you if not properly equipped
SlayReq: 62
EqReq: Mirror Shield
Level: 95
Drops: Blank Ring (often), Shell Resin (semi-rare), Stasis
Resin (rare)
(7) Joltray: Gliding gracefully across the surface of the
water, Joltrays can attack from the streams or float up to assault you head-on.
If attacking from afar, they use an average-strength electrical attack; if
attacking head-on it will ram you, doing great damage to you and some damage to
itself as well.
SlyR: 64
EqR: Insulated Boots, Slayer Weapon
Level: 84
Drops: Jolt Resin (semi-rare), Boost Resin (rare)
~THE RESINS
There are many, many different kinds of Resins with which
you can charge the Blank Rings. I have them listed below, along with their
affects any anything else you could want to know. Although some of the Resins
will simply do damage, many have unique and VERY useful affects. The Resins are
organized into two main groups.
Details
Resin Description means the image on the dark purple hexagon
which is the Resin. To avoid controversy, I would say that no Resins work in
Bounty Hunter or any other dangerous PvP. They are designed for lots of fun in Castle Wars,
although of courses they can be useful in many situations.
Got any other questions? Ask and it shall be answered.
---Extro Resins
1. Jolt Resin: 12-20 damage. Does significantly more on
someone wearing metal armor
Attack Description Very similar to the enchanted bolt
animation, but with a small shockwave.
Resin Description A small, simple lightning bolt
2. Flare Resin: 10-25 damage. Does significantly more on
someone wearing magic robes
Attack Description A burning flame twists around several
times, tightens, and vanishes
Resin Description Like the fire rune, but a darker red.
3. Static Resin: Opponent takes 2 damage every time he/she
attacks for 30 seconds-90 seconds.
Attack Description Dots of light appear the bottom of your
enemy and then move upward, disappearing as they go.
Resin Description Three jagged lines running down the
middle.
4. Stasis Resin: Your
opponent is cannot move or attack for 5-15 seconds.
Attack Description A spinning blue polygon forms around
the enemy.
Resin Description .A blue pentagon.
5. Rebound Resin: Negates any attack below 25 damage (if
higher, 25 is subtracted) and does the damage done to the attacker (25 is not
subtracted for this.)
Attack Description sends a blast of red energy back at the
attacker.
Resin Description An arrow going forward, then back again
6. Dew Resin: (human)
decreases armors stats by 40-75% (monster) lowers defense by 20-40%.
Affect Description A mist forms on the target and drips
off into a small puddle on the ground.
Resin Description two water droplets.
---Intro Resins
7. Recall Resin: When used (or randomly activates its
self.) it will take you back to the place you teleported from when the recall
option is used. You will be notified which area it has set itself to when you
teleport. Downside its not exact. You may land 3 steps, or on the other side
of a mountain.
Affect Description You are unceremoniously blown upward
into a small portal that briefly opens above you.
Resin Description A spiral. Not much else to say

8. Boost Resin: Increases attack and strength by 4-18%
Affect Description Red light builds at your chest, then
disperses around your body.
Resin Description A large, upward pointing arrow.
9. Aero Resin: increases the SPEED at which you run by 1.5
for 7-17 minutes
Affect Description several upward gusts of wind, visible
as distortions in the air around you.
Resin Description The wind symbol as that on the wind
waker video game (anyone familiar with the old Sky City
thread knows what Im talking about
.10. Target Resin: Increases ranged by 8-18%
Affect Description Red energy flows around your head, then
blasts in the direction your character is looking.
Resin Description Three circles inside each other, getting
smaller.
11. Sharpen Resin: Increases the stats of your weapon by
10-30% for 5-18 minutes.
Affect Description A small white, sparkling white line
twists around up your body and around your arms.
Resin Description A small blade with a glimmer on top.
12. Shell Resin: Increases defense by 5-20%
Affect Description A transparent blue bubble forms around
you then expands and vanishes.
Resin Description Two overlapping blue ovals.
~THE BOSSES
Three intimidating beasts guard the ultimate rewards, and
anyone venturing into Satristi should at least try to defeat them. Each
utilizes an aspect of the combat triangle to the fullest sopures beware =D.
But, for the underachievers out there, defeating only one of the bosses will
also provide a smaller reward. Here they are! Adventure seekers feel free to
drool
All bosses have roughly the same experience and level
(around lvl 320). Only the Daseroth is in a multi-combat area.
-Boss Numbah One:
Alcambara melee
Massive, spiraling horns set this Boss monster apart from
the other, looking vaguely like an overgrown Yak. All four of its feet boast
razor-sharp claws, its bite can easily break through most armor, and in times
of desperation a devastating electrical attack shoots from its horn. You will
see the horns glowing a few seconds before the attack hits, giving you time to
escape or be dealt up to 50 damage.
-Boss Numbah Two: Daseroth magic
This creature is an odd, hovering, granite torch-like
creature with a beady red eye on each of its four sides. Where the fire should
be sits a pulsating blue sphere, the spirit of the Daseroth. It will use a
Flare attack similar to the one used by the Resin, as well as the high lvl
curses and elemental wave spells. Basically a force to be reckoned with. When
it has low hitpoints, the Daseroth will also use smoke barrage.
-Boss Numbah Three: Pythia ranged
A legendary flying serpent from the ancient past, it has
been trapped guarding the grave of two spoiled royal children for centuries,
and has developed an insatiable hunger for blood. She makes use of the deadly
spines protruding from her back through a devastating ranged attack, which hits
hard and often. The Pythia will also bite with its poisonous fangs if you get
too close.
~BOSS REWARDS
In the back of the lair of each boss, a force field guards a
strange, obelisk-like structure. It is mostly hollow and has two indentations,
one above the other. On the bottom of the hollow space is a hexagon-shaped
space to place a Resin of your choice. Above it, with a hole in the middle for
the Resins power to pass through, is a slot for the Blank Ring.
Each obelisk can only be used to charge one ring, and then
you are teleported back to the entrance to Satristi
Alcambara This Obelisk, when used to charge a ring,
increases the number of times a Ring can be manually operated to 30, and almost
doubles the number of times it will activate on its own, as well as increasing
the power of a Rings affect. This works differently for each Ring, but it makes
a pretty significant difference.
Daseroth This Obelisk will only use certain Resins. Why?
Because it combines them! There are a total of 5 combo Rings which can be
created by placing two Resins above and below it. They will be listed later on,
but suffice it to say the combo Rings are well worth the effort of defeating
the formidable Daseroth.
Pythia The final Obelisk, guarded by the Pythia, has a
distinctly useful affect. When used to charge a ring, it will allow you to
charge two Resins to the same ring. Meaning that when a Ring makes use of its
affect, both abilities are enacted. You can only put two Intro on the same
Ring, or two Extro. There are a few exceptions, but mostly they will not work
together.
~COMBO RINGS
These are the names and affects of the five combination
Rings which can be made at the Daseroths charging obelisk.
1) Recall + Target = Point Ring
Normally the Recall Resin will bring you back in the general
area of where you were. This can be quite annoying, as you may end up on the
other side of a very long fence, or a mountain. The Point Ring will bring you
back to EXACTLY where you set it to bring you back to. Very handy
.2) Aero + Boost = Gust Ring
This nifty Ring will not only allow you to slightly run
faster, but will add 30% to your agility level. It doesnt affect obstacles and
such, but it makes your energy restore quite a bit faster.
3) Flare + Rebound =
Counter
Combining the power of these two Resins will give you a
powerful Ring which negates up to 30 damage and multiplies the attack by 1.5
when it sends it back.
4) Stasis + Jolt = Thunder
The Thunder Ring will not only trap an opponent like the
Stasis Ring, but do 4-7 damage every 3
seconds that someone is trapped inside the Stasis. It is increased by metal armor,
just like the Jolt affect.
5) Static + Dew = Conductor
Im sure you all know that water conducts electricity, so
you can just imagine what this ring does. It will do the normal negation of
defense/armor but also do 5 damage every time he/she attacks. This is increased
to 7 if he/she is wearing metal armor.
_________________
~
rbie
Orb Master44- Official TST

-

Number of posts: 7
Age: 18
Location: Texas
Re: Satristi - The Lost Slayer Dungeon
Will read later, lol, I'm too tired. 

_________________
Welcome; to the Knightmare!

3mptylord- Admin

-

Number of posts: 2104
Age: 17
Location: North Devon, England
Re: Satristi - The Lost Slayer Dungeon
Apparently, we all have been too tired and ignored this thread.
_________________
1 3J3 |_| 3@|1 @|\||) $|_|$1|_|3 /\/\ \/\/|\|

TATORZ- Forum Mod

-

Number of posts: 1747
Age: 15
Location: USA
Re: Satristi - The Lost Slayer Dungeon
Yeah read first part...thought it was awesome..then literally fell asleep
_________________
















Everything you do is suspect

















Dark Avorian- QEP Member

-

Number of posts: 1869
Age: 15
Location: GMT -5
Re: Satristi - The Lost Slayer Dungeon
Will read someday.

Ruy112- QEP Member

-

Number of posts: 739
Age: 15
Location: Denmark
Re: Satristi - The Lost Slayer Dungeon
lol wow aren't we helpful
_________________
















Everything you do is suspect

















Dark Avorian- QEP Member

-

Number of posts: 1869
Age: 15
Location: GMT -5
Permissions of this forum:
You can reply to topics in this forum









Jagex is aware of this site, so be behaved! 






» List of things...
» The Arena
» Collective Quest Writing V2: Vampire Slayer Two
» Jero's B-DAY!
» Ragnos, Guardian of the Gust Diamond (deceased)
» Collective Quest Writing
» The Azzai and Azzan and Axar - Updated!
» Prayers and ramblings...