The Portal Experimentation Room (Dung Planes Revamped)

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The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Wed Jul 20, 2011 5:30 am

The Portal Experimentation Room

--Introduction
So this is the portal experimentation room. It serves two purposes, really. One is to create a surface-world method of training dungeoneering, in order to help integrate the skill with the rest of RuneScape. The other (and for me more important) purpose is to allow me to suggest loads of cool and unique items. If you can't be bothered with the rest of the thread, just check them out. Tongue

--Backstory
Spoiler:
Since Bilrach began work on the Dungeons of Daemonheim, he's used portal experimentation and beasts from other worlds to speed up his progress. Deep within the dungeons exist Portal Experimentation Rooms, where Bilrach practiced this dangerous art.
The magic of the Rift causes rooms within the Daemonheim to relocate themselves in space, thus shuffling the dungeon around. However, a particularly strong spike in Rift magic has sent a Portal Experimentation Room to the surface of Gielinor (I'll decide where later), and now experienced dungeoneers can use it to summon monsters from the dungeoneering planes for combat, and their unique drops.

--Using the PER
Spoiler:
Operating the Portal Experimentation Room couldn't be simpler. In the centre of the room is an inactive portal. Clicking "activate" on it will (you may want to sit down for this) activate the portal. A gateway between Gielinor and another world will be established, and something or many things will pass through it to fight or interact with you.

--The Mechanics
Spoiler:
When you open a portal, you have two choices. You can either open a random portal, or you can attempt to direct your portal to a certain plane (directing portals has a success rate between 20% and 60% which increases as your dungeoneering level increases). Once a plane has been established, a random monster, group of monsters or NPC will come through the portal. You cannot open a new portal until you've dealt with whatever came through your last portal.

The Monsters which come through the portal are subject to a level up table. For there to be a chance of a given monster appearing, you must have a certain dungeoneering level. Higher level monsters are stronger and more rewarding.

--So then...
Spoiler:
That's pretty much it. All that remains is two lists - one of the monsters available and the levels you can access them, and the other of all the rewards available. I'd strongly recommend you check out the rewards, as I've put a lot of effort into creating some unique and cool items.

--List of Items
Spoiler:

So here are the cool and unique items I've been going on about. I've aimed to make every single one useful to high level players, but to have none of them totally outclass current items. They're all meant to have niches that'll be great in some situations, and useless (if not outright detrimental) in others.

All-Out Armour:
Three sets of mythical and powerful armour have been scattered around the multiverse for the player to collect. The Raging set designed for melee, the Overpower set designed for mages and the Furious set designed for rangers.
These armours will provide the best offensive bonuses for any armour in the game, by a pretty significant margin. However, not only are they rare and difficult to collect, but they have highly negative defense stats, leaving the user incredibly powerful, but also incredibly vulnerable, hence the name, All-Out. Odds are, in most situations these will not be preferable to armours like Torva and Zuriels. But any situation where damage dealt is more important than damage taken will see these armours shine.

Focus, Visionary and Acute Charms:
Worn in the necklace slot, the focus charm, along with its counterparts, the visionary charm and the acute charm, are for people who really know what attack style they're using. The focus charm offers a very nice +17 bonus to crush attack (7 higher than the amulets of fury and glory), but a nasty -20 bonus to slash attack and stab attack. The visionary charm is the slashing version, giving the wearer a +17 slash bonus at the expense of 20 stab and crush bonus and the acute charm gives +17 stab and -20 slash and crush. Users have to think carefully about whether wearing these charms is a good idea

The Focus, Visionary and Acute Shields:
These shields each give excellent defensive bonuses in one of the three melee types - the focus shield gives 120 crush defense, the visionary shield gives 120 slash defense and the acute shield gives 120 stab defense. However, all three have punishing -100 stats in all other aspects of defense. This means, if you can manage to stick to just one type of melee, these shields will be better than a chaotic kiteshield. However, if any other attack style comes along, simply wielding one of these will be deadly. Use with caution.

Splatter Staff:
The splatter staff has a chance of turning single hitting spells into multi-hitting spells and buffers spells that are already multi-hitting. However, there's a catch. Not only is extremely weak when compared to, say, a staff of light, but it uses up twice as many runes per cast, regardless of whether the splatter effect activates. If you're sure you're going to have several targets, this staff could be well worth it. If not, not only will it waste runes, but its stats will let you down.
The "splatter effect" works like this: for every spell cast on a target, there is a 20% chance another target on an adjacent square will also be hit by the same spell, a 10% chance 2 targets on adjacent squares will be hit, 5% chance 3 will be hit, and so on. If a spell is already multi-hitting and the splatter effect activates, targets will be hit twice by the spell.

Vicious Charm:
I find, as a high level player, it's often not worth the effort inflicting poison upon my enemies any more - which is a shame. The Vicious Charm attempts to make it useful again - wearing it will give a 50% increase to the poison damage you inflict upon your enemies - hopefully helping poisoning to hold on to its current uses and maybe find some new ones.

Tank Shield:
This is a mighty shield with brilliant defense bonuses: +156 against slash, +163 against stab, +124 against crush, +130 against ranged and +101 against magic, along with 10% absorb in all areas. Problem is, its two handed, meaning no weapon, and at 24kg, its pretty darn heavy. Great if you're tanking damage and not planning on dealing any. Awful if you're not.

Behemoth Ribs, Steak and Heart:
Requiring 60, 75 and 90 cooking respectively, Behemoth meat is fairly unique when it comes to food. Each bite of it heals 50LP - the ribs will provide 10 bites, the steak 15 and the heart 20, meaning the three items heal 500, 750 and 1000LP per inventory slot. Obviously, that alone is overpowered, but behemoth meat is extremely tough and chewy, and it takes 30 seconds to finish one mouthful, meaning you can't take another bite until that time

Strange Clay:
Any item this clay is crafted into will have double its normal capacity.

Power Crystals - Crystals that give buffs and bonuses simply by being in your inventory. Potentially awesome, but could be a burden on inventory space, especially since several are required to achieve a noticeable effect. The effects of power crystals will stack, and the only limit is inventory space - so you could boost your damage by 14%, if you're willing to sacrifice all your inventory space
Individual crystals come in 4 forms
Red Power Crystals, which each boost damage by 0.5% each
Blue Power Crystals, which reduce damage by 0.5% each
Yellow Power Crystals, which reduce stat reduction rate (prayer or summoning, for example) by 0.3% each
Green Power Crystals, which boost your base life points by 0.2% each

Uncharged Quartz:
Quartzes are like runes to the Gorajo. They can be taken to the various alters in Gielinor and with the right runecrafting level (about 10 levels higher than the requirement for the equivalent rune) they can be charged. They'll act like runes and for every one used when casting a spell, you will get a guaranteed +10 damage boost. Use on spells that require a lot of runes and these have the potential to be very powerful. However, between collecting them from the Gorajo and the time taken to charge them, they're probably not worth it in a lot of cases. Quartzes DO stack and I don't forsee this being a problem because they're not tradable, so will never replace the Runespan as the bestway to train runecrafting.

Gorajo Spear:
Requires 55 attack to wield. With mediocre stats (50 stab, 52 slash and 51 crush with 49 strength and no defense bonuses), the Gorajo spear is no match for the Zamorakian and Guthan's spears in straight forward combat. However, it boasts a -5kg weight and a special attack that restores all run energy for 75% of the bar so smart players can find a use for it.

Log bag:
Holds up to 20 of any type of log - great for woodcutters. Degrades irreparably after 20 uses (much like the newest pouch from the Runespan)

Herb bag:
Holds up to 15 herbs - great for herb gatherers. Degrades irreparably after 20 uses (much like the newest pouch from the Runespan)

Slinger's Gloves:
The slinger's gloves attempt to give some usefulness back to throwing weapons. They provides a fixed amount of additional damage to every attack done with thrown weapons equal to one fifth their ranged level. That won't make knives or throwing axes the weapon of choice in every single situation, but where they're already useful, they'll become more so, any they might find some new niches.

Storm Buckler:
A small shield that boosts the wielder's attack speed by 1. Has fairly poor defensive stats: +4 stab, +6 slash, +3 crush, +1 ranged and 0 magic. Very much sacrifices defense for offense. Might seem overpowered, but bear in mind most of the slower weapons that would benefit most from this item most are two handed and so can't be used with it.

Kal'Gerion Arrows:
Fed up of using Chinchompas? Kal'Gerion arrows provide an alternative means of multi-hitting ranged damage. Whereas Chinchompas hit all squares adjacent to the target, Kal'Gerion arrows hit the first 5 squares in a line in front of the player - up to 4 targets. Their ranged strength bonus is greater than that of Chinchompas - 25 compared to 15, but this is offset by the fact that chinchompas can hit a maximum of 9 targets. Really, what works best depends on where your targets are standing

Demonic Talons:
Let's face it, when it comes to multi-hitting, melee seems to have gotten the short straw. With special attacks being the only way a meleer can do it, it's fair to say there's a gap in the market for consistent multi-hitting melee. Demonic talons fill that gap. They're relatively weak, roughly equivalent to a rune scimitar in damage, attack stats and speed, but multi-hit, damaging up to two additional monsters the two squares on the left and right of your main target, as you face them.

Infernal Halberd:
A standard issue weapon for Kal'gerion soldiers, the infernal halberd is designed for combat over a slight distance. It's strength and accuracy will increase by 35% if you are attacking an enemy two squares away instead of one. Stats are roughly the same as a rune halberd, so in situations where you are adjacent to your opponent, it will not be the best weapon to use.

Curse Orbs:
Curse Orbs are ranged throwing weapons. Curse orbs each drain one stat by about 30% and do no damage, but they have a significant chance of failing - the higher your ranged bonus, the more likely you are to succeed. This will stop meleers and mages taking the effects without committing to the style, allowing the curse orbs to fill a niche of a decent ranged weapon focused solely on stat drain. Much like quartzes, their difficulty to collect offsets their usefulness.
There's a curse orb for every stat - Leech Curse Orbs drain attack, tiring drains strength, blinding drains ranged, disabling drains magic, weakening drains defense, dazing drains special attack, unholy drains prayer and unnatural drains summoning.

Life Gloves:
Wear these gloves and the rune cost of each spell will be halved. The trade off? 20 lifepoints damage for every rune saved. Ouch. Using these in combat will probably get you killed, but with the right food, a lot of money could be saved

Eternity Scrolls:
Singe use magic spells that can be cast on certain pieces of jewelry to remove their teleport limits (ie, if used on an Amulet of Glory, you will no longer have to recharge it in the fountain of heroes). Like everything else from the PER, they're non tradable and hard to obtain and so won't devalue jewelry too much


--List of Monsters

Drop rate key. C = common, U = uncommon, R = rare, VR = very rare, > "monster" = has greater drop rate than "monster".

From the Gorajo Homeworld
Spoiler:
Summoned at level 10 Dungeoneering: Infant Gulega. Level 50. Low level. Looks like a smaller version of the Warped Gulega, but with a brown and green colour scheme. Hits weakly with melee and has no special attack.
Drops: Uncharged quartz (20%), Herb bag (r), Log bag (r)

Summoned at level 34 Dungeoneering: Gulega. Level 80. Appears to be a larger version of the Infant Gulega. Attacks with both melee, and a ranged attack by spitting. Average all round: average speed, max hit and accuracy are expected for a level 80. No special attack.
Drops: Uncharged quartz (25%), Herb bag (r), Log bag (r), Bone bag (r), Gorajo Spear (r), Slinger's Gloves (r)

Summoned at level 60 Dungeoneering: Erevean Bloodrager. Level 90 combat. Uses melee only. Similar to Daemonheim counterparts in aesthetic, but muddy with ragged clothes. Relatively high hitting, but not especially accurate or fast. Has a special attack: will occasionally stop fighting, raise their fists and slam them down on the square in front of them, dealing devastating, but dodgable, damage.
Drops: Herb bag (5%), Log bag (5%), Bone bag (5%), Gorajo Spear (r, > Gulega)

Summoned at level 60 Dungeoneering: Erevean Deathslinger. Level 88 combat. Uses ranged only. Looks similar to Daemonheim counterparts, though but muddied and appears to be wounded - large cut running from gut to left shoulder. Fast, but average on accuracy and max hit. Special attack is a boomerang that encircles the player, dealing damage to them should they step away from the square they're currently on.
Drops: Herb bag (5%), Log bag (5%), Bone bag (5%), Deathslinger Gloves (r)

Summoned at level 60 Dungeoneering: Erevean Stormbringer. Level 89 combat. Uses magic only. Similar to their Daemonheim counterparts in aesthetic, but are covered in mud and have a broken left horn. Average speed and damage, but are quite accurate. Special attack: flees while slowly charge a large ball of magic dealing large, unblockable damage if not made to flinch by hitting it.
Drops: Uncharged quartz x 3 (35%), Herb bag (5%), Log bag (5%), Bone bag (5%)

Summoned at level 72 Dungeoneering: Erevean Corpseraiser. Level 60 combat. Looks like floating version of the bloodrager, wearing dangling purple robes. Attacks with weak magic. While easy to kill themselves, when attacked they summon 4-8 Undead Bloodragers, Deathslingers or Stormbringers, each of which is about half as strong as their Erevean counterpart, so beware.
Drops: Uncharged quartz x 3 (45%), Storm Buckler (VR), Bone bag (15%)

Summoned at level 83 Dungeoneering: Plagued Gulega. Level 109 combat. Gulega with a yellow and grey colour scheme. Appears to struggle moving. Deals no damage itself, but saps stats and does constant typeless damage while alive. 1 minute of sapping results in approx 700 health lost and -40 to all combat stats.
Drops: Uncharged quartz (10%), Storm Buckler (VR), Slinger's Gloves (R), Gorajo spear (R, > Gulega)

Summoned at level 98 Dungeoneering: Groundshaker Gulega (boss). Level 158 combat. Extra large Gulega. Just big enough to fit through portal. Brown and blue colour scheme, plus large spikes along back. Hits extremely hard with melee, but slowly. Has 2 specials. For one, it will swing its arms around it, damaging anyone on the squares adjacent to it. For the other, it will spit a ranged attack in a line directly in front of it, damaging anyone in its path. Both can be predicted by viewing animations and avoided.
Drops: Uncharged quartz x 6 (20%), Bone bag (10%), Log bag (10%), Herb bag (10%), Storm Buckler (VR, > Plagued Gulega and Erevian Corpseraiser), Raging Legs (VR), Furious Legs (VR), Overpower Legs (VR)

Summoned at level 107 Dungeoneering: Ramokee Tribe Leader (boss). Level 204 combat. A male Ramokee with very large horns. Red robes look regal but are still muddy. Possesses the attacking capabilities of a Deathslinger, a Bloodrager and a Stormbringer, along with all 3 special attacks. Hits as hard as the Bloodrager, as fast as a Deathslinger and as accurately as a Stormbringer.
Drops: Gorajo Spear (U), Deathslinger Gloves (U), Uncharged Quartz x 10 (30%), Storm Buckler (VR, > Plagued Gulega and Erevian Corpseraiser), Raging Legs (VR), Furious Legs (VR), Overpower Legs (VR)


From the Stalker Planes
Spoiler:
Summoned at level 5 Dungeoneering: Stalker Spawn. Level 20 combat, comes in groups of 3. Looks similar to Seeker Spawn in Daemonheim. Weak melee attacker with no specials. However, can only be damaged by crush attacks.
Drops: Acute Charm (VR), Visionary Charm (VR), Focus Charm (VR)

Summoned at level 56 Dungeoneering: Flesh-seeker. Level 86 combat. A flesh coloured stalker with several long tendrils which drag along the floor. Mainly a melee attacker, rapid, but low max hit. Has a special attack (of sorts): will occasionally hit the player with a magic attack and a ranged attack simultaneously.
Drops: Acute Charm (R), Acute Shield (R), Visionary Charm (VR), Focus Charm (VR), Splatter Staff (VR)

Summoned at level 56 Dungeoneering: Blade-spitter: Level 84 combat. A stalker covered in thin, dark spikes. It attacks by firing them at the player. Ranged attacker mostly, with low max hit but fast attack. Occasionally will hit the player with a melee and a magic attack simultaneously.
Drops: Focus Charm (R), Focus Shield (R), Visionary Charm (VR), Acute Charm (VR), Splatter Staff (VR)

Summoned at level 56 Dungeoneering: Blood-gazer: Level 88 combat. A blood red stalker which drips a crimson fluid. Magical attacker, rapid and low hitting. Sometimes hits with simultaneous melee and ranged attacks.
Drops: Visionary Charm (R), Visionary Shield (R), Focus Charm (VR), Acute Charm (VR), Splatter Staff (VR)

Summoned at level 89 Dungeoneering: Life-Crusher Vhakhiran (boss). Level 182 combat. A large stalker with two large tendrils that serve as whips. Dark blue in colour with crimson patterning. Attacks with rapid melee and at half health switches to rapid magic. Has a similar special attack to Shadow Forger. Will glow and deal heavy damage if player is not hiding behind portal - this is range type damage.
Drops: Visionary Shield (R), Focus Shield (R), Acute Shield (R), Splatter Staff (VR>Anything else), Vicious Charm (VR), Raging Gloves (VR), Overpower Gloves (VR), Furious Gloves (VR)


From The World of the Behemoth
Spoiler:
Summoned at level 5 Dungeoneering: Bovine Behemoth. Level 53 combat. Visually, the Bovine Behemoth is a rather chubby looking behemoth with mottled brown skin. It's adaptable mandibles are small graspers which it evolved to better pick up vegetation. Dishes out slow melee attacks with a low max hit, this monster justifies it's level with mediocre defense and well above average hit points.
Drops: Various Power Crystals (R), Behemoth Ribs (C), Strange Clay (U)

Summoned at level 34 Dungeoneering: Marsh Behemoth. Level 84 Combat. A green behemoth with vines and weeds dangling from it, it's mandibles have turned into an extra pair of feet, which it uses to kick you, dealing melee damage. Though faster and stronger than the Bovine Behemoth, it too is slow and weak, making up for it with high life points.
Drops: Various Power Crystals (R), Behemoth Ribs (C), Behemoth Steak (U), Strange Clay (U>Bovine Behemoth)

Summoned at level 48 Dungeoneering: Sand Behemoth. Level 96 Combat. A rocky, sand coloured behemoth that attacks by spitting sand at the opponent, a ranged attack. It's average in speed, max hit and accuracy, with high hit points, though it's defense is remarkably low for its level.
Drops: Various Power Crystals (R), Behemoth Ribs (C), Behemoth Steak (U, >Marsh Behemoth), Strange Clay (U, >Marsh Behemoth)

Frost Behemoth
Mountain Behemoth
Ancient Behemoth (boss)


From the Infernal Dimensions
Spoiler:
Infernal Scorpion
Kal'Gerion Archer
Kal'Gerion Curser
Kal'Gerion Footsoldier
Elite Throne Guardian

Summoned at level 71 Dungeoneering: Kal'Hellhound. Level 101 combat, come in pairs. Visually, these guardians of Kal'Ger's throne room look like really large, really big hellhound with a large mane and a spiked tail. They attack using all three styles, and the two never use the same style at the same time. They have a double team special - one creates a barrier you can't pass through and the other causes area based damage in 4 squares.
Drops: undecided

Rek'Kor The Bloodluster (boss)



Ignore everything below. It's remnants of this thread pre-revamp, and I've yet to turn it into the new lists.


Spoiler:




---Behemoth Head
Basilisk and Cockatrice heads too mainstream? Head to the taxidermist, get this stuffed and mount it on your wall at 74 construction. Fun times.
---And more


-The Kal'gerion Palace
--Monsters
---Kal'gerion Footsoldier
The standard infantry demon in Kal'ger's demonic army.

Footsoldiers are melee users that boast a combat level of 180. Each is armed with an infernal halberd and will, like players using the halberd, become 20% stronger and more accurate if they can attack you from 2 squares away. They may shove and stun you to achieve this.

Other than that, they are relatively similar to black demons , with 170 as a max hit (without the halberd's strength boost), 1500 LP and a weakness to magic. See Infernal Halberd for more details on


A strong, fast (same speed as a whip) crushing weapon. Fills a gap in the market. Stats to follow


--Strange Clay
Can be crafted into pottery items with double the capacity of their normal counterparts
--Combat triangle weapons (Credit to Dragon/Overand)
A ranged weapon that only works on mage, etc
More effective in PVP


Last edited by Slayer Noir on Wed May 30, 2012 3:00 am; edited 34 times in total
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Wed Jul 20, 2011 5:59 am

1 Reserve, just in case

Feel free to post by the way
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sat Jul 23, 2011 8:34 am

So yeah, I should have enough in the OP to spark some discussion by now... Is there a reason you guys aren't commenting? Don't like the concept? Or was this thread just outshone by other suggestions?

Anyway, I've come to realise that the most ambitious part of this project is the drop tables - given that these worlds have never had Gielinorians in before, it makes no sense for the monsters to drop Gielinorian items. I think I can get away with bones and ashes, but other than that, I need enough new items to create all new drop tables. I gonna need help with that: ideas would be very much appreciated.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Handeath on Sat Jul 23, 2011 8:42 am

Well, you talked to me, and remember, creatures in Daemonheim drop runes and such.

I could post my "Daemonheims" idea.study
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sat Jul 23, 2011 8:49 am

Your "Daemonheims" idea? That was other dungeons like Daemonheim, wasn't it? I think that probably deserves its own thread, its a big idea and its too dissimilar to mine...

And the problem with runes is, there are altars in the Daemonheim too. I personally don't believe that the monsters from other worlds brought the runes through with them, especially seeing as Stalkers and Kal'Gerion have a natural magical ability and no need for runes and Behemoths are unintelligent and couldn't use runes. I can't use runes... I can't get use an item just because its dropped in Daemonheim.
Edit: In fact, assuming the Stone of Jas never passed into other realms (and I think I'm deciding WAY too much lore if I say it did), other realms shouldn't even have access to rune essence, let alone the runes themselves...

Then again, the Gorajo could use rune-like items... But how would I make them different to runes??
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sat Jul 23, 2011 7:49 pm

Oh. Got it!

How about the Gorajo "runes" give damage boosts to spells when they're used in place of normal runes? Kinda like the Ferocious Ring... Sound good?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Sun Jul 24, 2011 4:43 am

Me likes
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Tue Aug 02, 2011 6:26 am

From what I have learnt, Bilrach has reached a stage where his allegiance to Zamorak is challenged by the darkness slowly weakening him. There is more than one Dark Lord on this plane, who knows what it is that's been driving Bilrach.

Bilrach appears to have the strongest loyalty to Zamorark of all the Mahjarrat, but is it loyalty or weakened will? If that is the case, this dark lord could be something similar to Zaros, hence why it might be draining him.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Tue Aug 02, 2011 7:55 am

Don't take this the wrong way Morb, everything you've said is very interesting and as far as I'm aware, correct, but what does it have to do with my idea?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sun Aug 07, 2011 11:30 am

Ok, so new ideas...

The Magnet Charm - If a monster drops a stackable item that's already in your inventory, it will be automatically added to the inventory. Eg, if you already have coins in your inventory when a monster drops coins, the coins are added to your inventory.
Very convenient, much like the bonecrusher, however you have to sacrifice the chance to wear another necklace to use it, so in tough combat, it might be better to put the effort into picking stuff up.


Life Gloves - Wear these gloves and the rune cost of each spell will be halved. The trade off? 50 lifepoints damage for every rune saved. Ouch. Using these in combat will probably get you killed, but with the right food, a lot of money could be saved when casting non-combat spells
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Sun Aug 07, 2011 11:37 am

few nice, btw I think it may help your idea if you do some art concept?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sun Aug 07, 2011 11:53 am

You mean make pictures of some of the items??? Are you sure?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Sun Aug 07, 2011 11:59 am

Yes, I think it'll be damn good if you did it correctly
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Wed Aug 10, 2011 11:13 pm

Right, so I'm gonna start adding some filler items for drop tables now... These items needn't fit the "Awesome in this situation but awful in that situation" guide that the main main drops do. These are more "Oooh, that's nifty"

Ideas so far...

Eternity Scrolls - magic spells that can be cast on certain pieces of jewelry to remove their teleport limits. Probably non-tradable in order to avoid devaluing the jewelry

Various pieces of cosmetic gear from Gorajo, Demons and Stalkers

(Possibly new pets)

New consumables:
An ore that acts as 2 coals
Vials that can contain 5 doses
Special feathers that make better arrows and bolts
Ingredients that can enhance certain potions
A food that stops the negative effects of drinks while maintaining their positives

I'm also trying to think of any existing items that could be found in other dimensions. My research on dragon items suggest they might be a possibility. Obviously, its possible for the monsters to drop bones and ashes too.



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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu Sep 08, 2011 7:51 am

Right, taking a break from the Firemaking Revamp moving away from items for a bit, I'm starting to work on the environment of the new dimensions.

Step 1: Gather all known information about the planes involved in the suggestion. Over to RS Wiki, then.

The Stalker's World. Only 1 sentence of potentially relevant information found in the Stalker article:
Stalkers tend to build nests, mainly used for growing and resting, but also for spawning.

Behemoth Notes 3 describe the Behemoth plane very well:
The plane the behemoths come from is a vast, open wasteland. It stretches as far as the eye can see in every direction, and different areas have wildly differing climates - permanent blizzards to scorching deserts to salt marshes devoid of almost all life.

Again, I have only succeeded in finding one sentence that describes the Gorajo Homeworld. This is, apparently, a quote from any hoardstalker familiar in Daemonheim, discussing Ramokees
(Ramokees) have a harder time surviving in the wildlands among the sinkholes and wolfloks
Googling the word "wolflok" has yielded no clues as to what they might be.

Information on the Infernal Dimensions is, surprisingly, rather lacking. Most information on the look of this world shall therefore come from the small part we can access via the portal beneath Uzer. Even so, the Infernal Dimensions span more than 1 plane of existence: I should have room to be creative here.

Lastly, the Necromancer's Playground. Great thing about this is it's all made up by me, so I can do whatever I want with this one. Fun times.


Getting a real strange sense of deja vu right now. Will be reading back over previous posts in an attempt to find out why Confuse

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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Thu Sep 08, 2011 3:53 pm

Sinkholes are phenomena when the soil beneath the surface loses structure completely and the entire column of Earth just sinks completely, leaving an enormous hole. This would suggest that their wildlands are probably backwater regions, or at least have deposits of water beneath the surface wearing away the ground.

Wolfloks could be anything, but my guess is they might be a rival species to the Gorajo, or it could be a variety of predator that the Gorajo find themselves prey to (the Gorajo are ungulates and creatures like that are a common prey to wolves (or in this case, wolfloks)). Any of the Ramokee who venture into the wildlands find themselves likely prey to these creatures.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu Sep 08, 2011 4:52 pm

When I read the quote, I imagined wolfloks to be geological formations much like the sinkholes.

Looking over it, however, it's hard to justify either of our guesses as better than the other - my only comment would be that Gulega are known to be the main predators of the Gorajo - if the Gorajo wanted to talk about predators, I think they'd have picked these. That, of course, doesn't rule out your guess.

To avoid a difficult debate, I'll try and avoid putting in wolfloks in my suggestion...
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Thu Sep 08, 2011 6:41 pm

Could the Gorajo and the Goraks come from the same dimension, but from different parts? They share a lot of characteristics, such as Gora- being a prefix in both their names, both having ungulate properties, but also have furless skin and reptilian tails, not to mention their strange abilities.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Fri Sep 09, 2011 5:14 am

If Gorajo and Gorak's do come from the same dimension, I don't think that dimension is the one we can visit via the fairy rings - it bears no resemblance to the descriptions of the Gorajo planes.

Is it possible a group of Gorak left the Gorajo planes and got stranded in their current location? I'd say yes, but I don't think I'll feature them in this suggestion, just to avoid confusing my audience.


May I ask a favour, Morbius? You have an outstandingly good imagination and I need to use it - could I ask how you imagine the Stalker's world to look?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Fri Sep 09, 2011 5:29 am

The Stalkers presumably originate from a plane that might possibly have diminished light, lack of nutrients and could feature a medium that is thicker than air.

They sort of resemble jellyfish, and their lack of any mouthparts would suggest either extruding their gut to ingest food, or just absorbing it from the medium around them. Judging by their active hunting process, more likely the former.

Their enormous eyes allow them to see better within darker conditions. Their apexial eye (the one on top) will be means of determining depth, by figuring the distance of surface light from the stalker. Their main eye is keyed to looking directly in front of them and most likely is sensitive to even tiny movements.

As with most creatures residing within a fluidic medium (like water), they'd need a means of staying afloat and controlling movement. The natural gas inside them allows them some degree of locomotion. This gives them the ability to slightly hover in Daemonheim and explains why they are weak to stab attacks, one precise poke and POP!

The competition for food within their region must be fierce. Their reproduction methods suggest that the parent simply lays its spawn within itself. Once they hatch, the search for the nearest food source and live inside that (hence giving them the name of flesh spoiler as they spoil flesh). With the parent destroying itself so, it means less food is used in sustaining one adult and several young, but it is far more ingenius. If the young hide within a food source and are undetected, they can be consumed by another adult and feed off that instead. To this extent, older adults are removed, preventing any drain on resources.

So, I'd say they come from a dark realm, within a fluidic medium. Their medium probably undergoes a variety of temperatures (for which evolution will produce specimens like Lakhrahnaz), acidity (creating caustic gazers) and is relatively dark with little food (resulting in creatures like Ihlakhizan the Shadow Forger and Haasghenahk the Fleshspoiler) Horrors like World-Gorder Shukarhazh are likely the top predators. Their isolation from surface world dwellers on their world allows them to create the likes of a culture (meaning they have some kind of language) without interference and become relatively advanced.

If Bilrach's means of creating portals is literal, it locks onto naturally dark places, some being like the fluidic region of the Stalkers home.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Fri Sep 09, 2011 6:01 am

If you're sending this to Postbag from the Heim, just remember to credit me right?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Fri Sep 09, 2011 6:10 am

Oh no, this is just for the suggestion, I need a description of the world and I need a unique environmental effect - both of which you've supplied and will be credited for.

I love the idea of the fluid medium: I don't see the Stalkers as aquatic, so I'll go for a thick gas. It can have all sorts of environmental effects - I can make a facemask/diving helmet needed, I can make creating fires dangerous (if the gas is explosive), I can make it so activities that would make you breathe heavier (eg running and fighting) have negative effects as you breathe in the gas.

I knew asking you was a good idea. And while I'm not sending it off to the postbag, I see no reason why you shouldn't. Thanks again.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Fri Sep 09, 2011 6:20 am

I also had a theory why dragon breath was so dangerous.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Fri Sep 09, 2011 6:24 am

Bit unrelated but I'm curious, please tell?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Fri Sep 09, 2011 6:36 am

I always figured that something particularly nasty had to be behind the power of dragon breath. I figured that dragon breath is magnetic and here is my reasoning.

Dragons are commonly found near ore materials, regardless of where you are. I suspect that the ore is to act as roughage in the body to allow it to digest its food better, whilst some parts of it are used within the fuel of its breath. By consuming the ore, some of the ore is magentically charged and remains so in the dragon's body.

When expelled in their breath, the similar charges of the atoms of metal in their breath cause it to spread out broadly and will be drawn naturally to other magnetic structures, such a player's armour. Even under normal circumstance, magnetism is lost at higher temperatures, but higher pressures maintain it (as is the case with the Earth's core). Bronze is magnetic, as is iron and steel. This also suggests that mithril, adamant and rune are also magentic. However, using this principle, a variety of simple measures are used to counteract this phenomena.

The Anti-dragon shield has stats comparable to that of a standard iron shield. The only difference between it and a genuine iron shield is that the anti-dragon shield is magnetically induced, with a similar pole to material within the dragon's breath. This allows it to repel weaker and similar charged particles, but the defence still draws to it some opposingly charged particles, meaning some damage is still taken.

As a dragon ages, some of the magnetic compounds simply are extruded to the surface of a dragon's skin within the scales, giving the scales protection against dragon breath also. Correctly treated, recently shed scales are used in anti-fire potions which create, for a short while, some magnetism within the drinkers's blood stream (but this doesn't last very long) allowing them to have further resistance from it.

That, at least, is the theory behind the power of dragon breath.
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