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

First topic message reminder :

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 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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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Fri Sep 09, 2011 6:50 am

You know, Morb, I think that's probably the first and only scientific explanation I'll hear for any aspect of RuneScape. Can't find a flaw with it.

Here's a potential suggestion - if we can understand how the anti-dragon shield works, can we replicate it's effects on other pieces of armour? Is their demand for this though - do players need more antifire?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Fri Sep 09, 2011 7:26 am

With a shield, it is much easier than using all the armour. A shield is immobile, so it is easier to induce magentism on. On armour, you'd end up being fairly stiff with bits attaching together.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sun Sep 25, 2011 4:00 am

Below is a redraft of the Gorajo World. I'd like to know whether it's an improvement on the original, or whether I've tried to put too much in...


Erevea, The Gorajo's World

Erevea is the name the Gorajo give to the plane from which they originated. The most notable difference between Erevea and Gielinor is the plants - on Gielinor, most plants have evolved with a green chlorophyll pigment, but on Erevea, the chlorophyll pigment is a reddish-grey, giving Erevea a predominantly reddish-grey landscape.
Geographically, Erevea is mainly marshlands, littered with sinkholes, and with some dry high ground atop hills.

Areas
Within the player's wander radius lie 3 major landmarks:
Cragashwi Camp - a camp for Ramokee exiles situated in the marshes (for combat).
The Haamidia Sinkhole - a large sinkhole full of Gulegea (for combat).
Uuvatali Town - a Gorajo settlement located atop a hill (for information/services).
There are also marshes connecting the three locations.

When passing through a portal, you will find yourself in Uuvatali Town, though I'll describe it last because it'll make much more sense if you know about the other two landmarks.

Cragashiwi Camp is a run-down, dilapidated campsite made by Ramokee who were expelled from Gorajo civilisation. The area is made up of about 7 tattered, wet tents scattered around a red-grey marsh. Should you visit the camp, you will find the Ramokees to be rather hostile, and you can fight them for their unique drops. There are 4 types of Ramokee to fight:

Erevean Bloodragers (level 121): The meleers of the camp. Bloodragers here are similar to their Daemonheim counterparts in aesthetic, though they covered in mud due to living in the swamps and their clothes are more ragged. They are relatively high hitting, but not especially accurate or fast. However, unlike those in Daemonheim, Erevean Bloodragers have a special attack: They will occasionally stop fighting, raise their fists and slam them down on the square in front of them, dealing devastating, but dodgable, damage.

Erevean Stormbringers (level 109): The mages of the camp, again their are similar to their Daemonheim counterparts in aesthetic, but are covered in mud and have a broken left horn. They attack with magic at average speed and damage, but are quite accurate. Like the Erevean Bloodrager, they too have a special attack: They will slowly charge a large ball of magic and fire it at the player, dealing large, unblockable damage. To avoid it, the player must attack the Stormbringer with two different attack styles (eg mage and melee) to make them flinch.

Erevean Deathslingers (level 109): The rangers of the camp, like all Ereveans Ramokees they look similar to their Daemonheim counterparts, though Deathslingers in Erevea muddied and appear to be wounded - with a large cut running across their gut all the way to their left shoulder. Deathslingers here are fast, but average on accuracy and max hit. Their special attack is a boomerang that encircles the player, dealing damage to them should they step away from the square they're currently on.

Erevean Corpseraisers (level 66): With no Daemonheim counterpart, corpseraisers are the Gorajo that were banished for practicing the despised art of necromancy. They look like floating versions of the bloodrager, wearing dangling purple robes. Corpseraisers are the only non-aggressive monsters in the camp. 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.


So why would you kill these monsters? For their drops, of course...

Quartzes (Stormbringer and Corpseraiser only): Quartzes are the Gorajo versions of runes, and come in all the types runes do (including combination), except astral. When used in place of a rune, each quartz adds +5 damage to the spell being cast (the reason no there's no astral quartzes now becomes clear - astral runes aren't used in damaging spells). Smart players may use their quartzes on spells that require a lot of runes for a big max hit.

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.

Gorajo boots: Reduces the negative environmental effects of the marshes (see The Marshes section)

Log bag: Holds up to 20 of any type of log - great for woodcutters. Only 1 can be owned at a time.

Herb bag: Holds up to 15 herbs - great for herb gatherers. Only 1 can be owned at a time.

Bloodrager, Deathsligner, Stormbringer and Corpseraiser outfits: Tops, bottoms and gloves to give you that Ramokee look. Mostly cosmetic, though wearing a set will stop its respective Ramokee from being agressive. The corpseraiser outfit, which is much harder to obtain, will stop all Ramokees from being aggressive.

Slinger's Gloves (Deathslinger only): Give a 12% damage bonus when using thrown weapons. Probably not enough to make thrown weapons useful in most situations, but great for situations where they're already ideal.

Life Gloves (Stormbringer only): Wear these gloves and the rune cost of each spell will be halved. The trade off? 30 lifepoints damage for every rune saved. Ouch. Using these in combat will probably get you killed, but with the right food, in safe PvP like Castle Wars, or with Soul Split, a lot of money could be saved using these gloves.

Gorajo Vials: A simple concept, these harder to obtain vials can contain 5 doses where instead of the normal 4. Useful if you need a little bit of extra inventory space, but they're hard to collect and thus not so cheap to dispose, which might be a problem in some forms of combat.



Thats all for now folks. More to come soon...



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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sun Sep 25, 2011 4:20 am

Some notes on the above post:

1. I've decided to steer away from the "You're only here for combat" attitude I previously had - the Gorajo city will have some services and NPCs that tell you more about the race.

2. I'm a little unsure about how I've organised the thread so far. It looks a little cluttered with all its sections and sub sections. Opinions on this would be appreciated.

3. I'm also a little concerned that there's A LOT to read here, and I'm not even half way through 1 of my 5 worlds. Should I be more brief? Can I be more brief without compromising the amount of information I give?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Sun Sep 25, 2011 7:44 am

Simply marvelous
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Handeath on Sun Sep 25, 2011 11:19 am

I think you should go with a Summary at the beginning of your post, and advise that you're suggesting several 'dungeons' at once. This way, people could comment on the overview/one plane/the whole thing.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Sun Sep 25, 2011 6:47 pm

Good point. When posting this on the RSOF, it should be broken up by different posts and thus a bit clearer. I'll get a message at the start along the lines of "if you simply support the basic idea, no need to read on, but if you want to discuss anything, please read as much as you can about it".

Making a contents page can only really be done when I know what all my content will be, but I do plan on making one.

An idea I've had: In the contents page, I may mark certain items as controversial, so that players looking for a discussion can skip straight to the major talking points.

And lastly, Dusk, thanks so much for the positive feedback Grin.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Tue Apr 10, 2012 3:01 am

Riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight


It's quite evident that this whole thing is too big. I just don't have enough ideas to make enough new drops for so many creatures and enough to do in all the different areas, and as a consequence I've been avoiding this whole suggestion for months.


So, I'm having a little revamp of the idea. I'm scrapping all the different areas and effectively rolling them into one - The Portal Experimentation Room. That way, I only have to think of enough content to satisfy one dungeon, instead of 4+ areas.

So here's how it works now. The Portal Experimentation Room was an area deep in the Daemonheim used by Bilrach to open portals to other planes of existence and summon creatures to aid him. It was one of many, but that's not relevant.

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.

Sound like an improvement? It certainly feels more manageable...
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Tue Apr 10, 2012 3:11 am

As your dungeoneering level increases, you can use your knowledge of Daemonheim to operate the equipment in the PER. Higher levels mean you'll be able to open portals to more areas, as well as open them faster.

Monsters can be stingy with their drops. However, fighting them will teach you more about them and their Daemonheim counterparts and so will earn you dungeoneering XP.

Occasionally, something unexpected might come through the portal - in a random event like fashion. A friendly Gorajo, for example, may come through and give you a gift.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Wed Apr 11, 2012 1:03 am

I've gathered every monster I've come up with so far and put them into a list, adding additional monsters so that every plane has at least 1 low level monster, 1 meleer, 1 ranger, 1 mage and 1 boss. I'll flesh it out by putting in their requirements, drops and examine info later.

Erevean Bloodrager
Erevean Deathslinger
Erevean Stormbringer
Erevean Corpseraiser
Infant Gulega
Gulega
Plagued Gulega
Ramokee Tribe Leader (boss)
Groundshaker Gulega (boss)

Stalker Spawn
Flesh-seeker
Blade-spitter
Blood-gazer
Life-Crusher Vhakhiran (boss)

Bovine Behemoth
Marsh Behemoth
Sand Behemoth
Frost Behemoth
Mountain Behemoth
Ancient Behemoth (boss)

Infernal Scorpion
Kal'Gerion Archer
Kal'Gerion Curser
Kal'Gerion Footsoldier
Elite Throne Guardian
Rakranomax
Rek'Kor The Bloodluster (boss)
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu Apr 12, 2012 10:45 pm

And below is a list of all the items I've managed to come up with:

Focus Charm
Acute Charm
Visionary Charm
Focus Shield
Acute Shield
Visionary Shield
Splatter Staff
Vicious Charm
Raging Gloves
Furious Gloves
Overpower Gloves

Tank Shield
Arrowbane Shield
Impervious Shield
Behemoth Ribs
Behemoth Steak
Behemoth Heart
Behemoth Head
Strange Clay
Raging Helmet
Furious Helmet
Overpower Helmet

Uncharged Quartz
Gorajo Spear
Log Bag
Herb Bag
Slinger's Gloves
Storm Buckler
Raging Legs
Furious Legs
Overpower Legs

Demonic Talons
Infernal Halberd
Infernal Mace
Kal'Gerion Arrows
Curse Orbs:
-Leech Curse Orbs
-Tiring Curse Orbs
-Weakening Curse Orbs
-Dazing Curse Orbs
-Blinding Curse Orbs
-Disabling Curse Orbs
-Unholy Curse Orbs
-Unnatural Curse Orbs
Raging Top
Furious Top
Overpower Top

Life Gloves
Eternity Scrolls
Mysterious Shards
Raging Boots
Furious Boots
Overpower Boots
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by MorbiusMonster on Wed Apr 25, 2012 4:32 am

When they introduced the update of the second batch of Fremmenik Sagas, Jagex changed the way dungeons are run in terms of supplies.

Needles, tinderboxes, chisels, knifes, novite picks and hatchets and many other basic supplies are available by default.

Raw materials such as food, wood, ore and plants are now stackable.

Keys no longer take up a space.
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Wed Apr 25, 2012 4:46 am

Ok, that happened a while ago, and 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 Thu May 17, 2012 6:49 am

I've been stealthily adding to this, and it's nearly done now.

Have a look, give me some some feedback, it'll be much appreciated Grin
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Thu May 17, 2012 7:29 am

I prefered the 4+ areas
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu May 17, 2012 8:09 am

Ouch...
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Thu May 17, 2012 8:11 am

SOrry Sad But it's my personal taste, it made it mroe, kinda I don't know, dungeoneering-esque, or bilrach-esque if you prefer, sorry dude
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu May 17, 2012 8:16 am

I know we've lost some epicness, but in return we've got more simplicity.
The focus for this was always the items, and areas became unnecessary for what I wanted to achieve.

But don't worry, I'm not consigning our work on the planes to the scrapheap. I have plans...

Anyway, if I make it adamantly clear that I'm not going back to the old format, can I have some other feedback, particularly on the items?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Thu May 17, 2012 8:23 am

hmm I can't comment on that, I don't care for items unless they have lore/RP value. ALso, you could make the Portal more fun, but complicated, addign a seet of runes that need to be drawn to open the portals, and each combination could oppen a new portal, this also allows you to experiment with new things
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu May 17, 2012 8:29 am

Taken into consideration, but if I'm honest, I don't want to unnecessarily complicate things.

Tell me, what is "RP value"??
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Thu May 17, 2012 8:32 am

Role Playing value, an item that if you keep it, you can use it to make a RP better or more intresting. For example, if you have the bandos set, you can say that you where a Bandosian warrior that was frozen and now was free, trying to adapt to a new world, and so on. And c'mon simple things are boring
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu May 17, 2012 8:36 am

I see.

I dunno, I wanted to keep my items a bit mysterious, but you're starting to make me think I've left the lore out too much...

With that in mind, take a look at this:
"All-Out Armour:
Three sets of mythical and powerful armour have been scattered around the multiverse for the player to collect."
Would you add lore here?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Thu May 17, 2012 8:40 am

yes, yes, desperately, if you want hem to be mysterious, that's fine,but you can make it more mysterious by adding more lore, like saying that the armour is covered in dust and blood of wierd colours, and that the armour itself is wierd
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Slayer Noir on Thu May 17, 2012 8:42 am

Yes, I like that. I like it a lot. Give something for the player to ask questions about, rather than nothing at all.

Could you do what you just did again? This time...

"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."

What lore would you put behind that?
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Re: The Portal Experimentation Room (Dung Planes Revamped)

Post by Duskcurse on Thu May 17, 2012 8:47 am

*utters something in phyrexian* The wierd, almost deformed design of this staff allows it to multiply spells thought a complex system of mirrors inside of it, but the material that it's made from can easily absorb the mana spent on a multi spell
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