Arzonus, the City of Werewolves
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Arzonus, the City of Werewolves
First topic message reminder :
For over two years, Arzonus has been a central element of my writing. Writing it spurred my interest in reading and the support over the many months spurred me to remain loyal to keeping it.
However, the thread ran out of space a few months ago and the original content was lost. Since its closure, Jagex has contacted me to express their strong interest with the subject and how they wish to pursue it further. Because of this reason, I cannot submit it on the forums for everyone to see, but there is no restriction in adding it here.
So for your reading pleasure is an un-edited edition of "Arzonus - City of Werewolves". I currently plan to redo some of the writing, to increase the descriptive content and to clear up issues raised by continuity and filler content.
P.S. The name of the land under the ownership of Arzonus has undergone many names. Master Maelstrom wishes to disclose that this is due to it being equivalent to all the names it takes, but if wish to have a monoadjective (a word I have coined meaning single, all rounded description) it would be "Arzonusii" (pronounced Ar-zone-us-eye")
For over two years, Arzonus has been a central element of my writing. Writing it spurred my interest in reading and the support over the many months spurred me to remain loyal to keeping it.
However, the thread ran out of space a few months ago and the original content was lost. Since its closure, Jagex has contacted me to express their strong interest with the subject and how they wish to pursue it further. Because of this reason, I cannot submit it on the forums for everyone to see, but there is no restriction in adding it here.
So for your reading pleasure is an un-edited edition of "Arzonus - City of Werewolves". I currently plan to redo some of the writing, to increase the descriptive content and to clear up issues raised by continuity and filler content.
P.S. The name of the land under the ownership of Arzonus has undergone many names. Master Maelstrom wishes to disclose that this is due to it being equivalent to all the names it takes, but if wish to have a monoadjective (a word I have coined meaning single, all rounded description) it would be "Arzonusii" (pronounced Ar-zone-us-eye")
For the discussion thread;
Re: Arzonus, the City of Werewolves.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
The Reapers
The Reapers are described by Master Valiant as; "entities of emptiness with a stomach that goes nowhere." In a way he is right, because Reapers have no real mouths and communicate telepathically and so they eat by opening their chest and swallowing their prey whole.
One is advised to be careful when fighting the reapers. When fighting from a distance, they stay in a shade like form carrying a staff or scythe of which they cast spells from. When fought close up, they unveil their true form, a large screeching beast, literally from hell. Their tattered wings can provide a decent amount of defence from would-be heroes who try to slay it whilst their enormous talons can strike very highly if you agitate them. They also strike pretty accurately with their sharp tail and can temporarily stun you if they want to finish you off up close and personal.
If you are truly unlucky, they may unveil their void like stomach and try to swallow you whole and deal quite severe damage. The ones that dominate the upper levels of the Reapers' Pit stay in a shade like form because it is mostly immune to light. When near the colony nest, in the depths of the Pit, they are in their beast form.
These beasts aren't aggressive until provoked by either being attacked or by walking too close to the nest. Their leader, the Reaper Breeder takes a different form to his brethren. He has larger wings, tentacles writhing from his back and is able to use dragon fire. This is why he has been hidden away for the time being in his nest.
The reapers require 50 slayer to kill. They can drop halberds, which make them a good slayer beast. In their shade form, they are level 35, but as the beasts, they range from 95 to 115 with the Breeder reaching as high as 320. They aren't for the faint of heart to fight.
One is advised to be careful when fighting the reapers. When fighting from a distance, they stay in a shade like form carrying a staff or scythe of which they cast spells from. When fought close up, they unveil their true form, a large screeching beast, literally from hell. Their tattered wings can provide a decent amount of defence from would-be heroes who try to slay it whilst their enormous talons can strike very highly if you agitate them. They also strike pretty accurately with their sharp tail and can temporarily stun you if they want to finish you off up close and personal.
If you are truly unlucky, they may unveil their void like stomach and try to swallow you whole and deal quite severe damage. The ones that dominate the upper levels of the Reapers' Pit stay in a shade like form because it is mostly immune to light. When near the colony nest, in the depths of the Pit, they are in their beast form.
These beasts aren't aggressive until provoked by either being attacked or by walking too close to the nest. Their leader, the Reaper Breeder takes a different form to his brethren. He has larger wings, tentacles writhing from his back and is able to use dragon fire. This is why he has been hidden away for the time being in his nest.
The reapers require 50 slayer to kill. They can drop halberds, which make them a good slayer beast. In their shade form, they are level 35, but as the beasts, they range from 95 to 115 with the Breeder reaching as high as 320. They aren't for the faint of heart to fight.
MorbiusMonster- Templar
- Number of posts : 2641
Home Worlds of the Survivors
In the Beasts' Temple, are the last of many great races, which were nearly destroyed in the God Wars. The temple is their last piece of sanctuary, but they still do have their homes. A few of the species might show you their homes if you ask them kindly, have enough experience and if you can get one of the Masters who follow the same god to come with you.
The Ourg (related to Graardor's now dead species) will take you to the Ourg Crater if you have 175 quest points and you can get Master Embrace to come with you. The crater is only a basic civilization like Gu'tannoth or the Goblin Village. The land around them is rich in volcanic minerals and herbs grow around the fertile land. A herblore shop is within town, so you can stock up on herblore ingredients here, but there are no banks so it might be advised to stock up on some basic supplies before visiting. The locals won't be aggressive if you have Master Embrace with you, but they are level 80.
If you have 200 quest points and can get Master Valiant to come with you, the Aviansie can take you to their village in the mountains. It is widely known for its range and mage training areas. A few farming patches are here, so it has become a location for them grow their crops. The Aviansie won't be aggressive whether or not you have Master Valiant with you. There is a bank here and a range store that sells dragon arrows and even dragon darts.
Finally, with 225 quest points and permission from Master Seeker, the demon citadel awaits you. This dark and foreboding place isn't one of the nicest of neighbourhoods and some of the locals may attack if you don't have Seeker with you. It has many higher-level slayer monsters around so you can practice slayer and is the location of the Blood Rune altar. A bank is here so you can pay a visit, but be warned, the demons can be misleading.
To get a master's permission all you need to do is ask kindly or do a favour for them.
The Ourg (related to Graardor's now dead species) will take you to the Ourg Crater if you have 175 quest points and you can get Master Embrace to come with you. The crater is only a basic civilization like Gu'tannoth or the Goblin Village. The land around them is rich in volcanic minerals and herbs grow around the fertile land. A herblore shop is within town, so you can stock up on herblore ingredients here, but there are no banks so it might be advised to stock up on some basic supplies before visiting. The locals won't be aggressive if you have Master Embrace with you, but they are level 80.
If you have 200 quest points and can get Master Valiant to come with you, the Aviansie can take you to their village in the mountains. It is widely known for its range and mage training areas. A few farming patches are here, so it has become a location for them grow their crops. The Aviansie won't be aggressive whether or not you have Master Valiant with you. There is a bank here and a range store that sells dragon arrows and even dragon darts.
Finally, with 225 quest points and permission from Master Seeker, the demon citadel awaits you. This dark and foreboding place isn't one of the nicest of neighbourhoods and some of the locals may attack if you don't have Seeker with you. It has many higher-level slayer monsters around so you can practice slayer and is the location of the Blood Rune altar. A bank is here so you can pay a visit, but be warned, the demons can be misleading.
To get a master's permission all you need to do is ask kindly or do a favour for them.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Armour of Regeneration
During the 3rd age, Sliske, a Zarosian Mahrjarrat whom is believed to have given the power to the Barrow brothers, sought out a race to fight on the side of Zaros. When he discovered the Arzonus werewolves, they were more than eager to fight for Zaros, so they could keep his legacy alive in a changing world.
In return, he armed them with powerful armour equal, if not greater, to the power of the Barrows armour. This armour was granted with supernatural healing properties, which enabled the wearer to recover quicker from battle. When normally the rate of healing is about 1 hit point per every 2 minutes, the full set would reduce that time to a mere 8 seconds. When the battles for Zaros were fought and won, Sliske allowed the werewolves to keep the secret of this magnificent armour and how to make it, for future generations of the werewolves to take in the event of conflict.
This armour was forcedly destroyed or hidden away during the 4th age when the family that was in charge of Arzonus at the time, the Vozen family, intended to use this as an advantage in creating warfare with the rest of the world. Before they were able to, the family lost their title as the Elder family and where executed. The armour was then destroyed and the knowledge of how to make the armour along with it. Some were destroyed, some were thrown into the seas of Battle Island to be eroded slowly by the tides, and the rest was imbued with life and made into the spirit warriors who patrol the Reaper's pit keeping the colony under control.
The armour can be obtained by defeating the Spiritual warriors in the Pit. The rapid healing effect won't work for them because they are already dead. It can also be dug up on Battle Island if you are lucky to find it. To wield it, you need 70 defence and 70 Constitution. To wield the sword that comes with the set, you need 70 attack and 70 Constitution. The sword will heal a fraction of what damage is done to an opponent.
The healing effect works very simply. It doubles hit point recovery per every section of armour that is worn. The rate of hit point recovery is normally 10 life points every 2 minutes. The armour is divided into 4 sections.
Plate body - Doubles recovery rate.
Platelets - Doubles recovery rate.
Helmet - Double recovery rate.
Gauntlets, Boots and Backpack - When all three are worn, the rate of recovery doubles.
For example, if one section is worn, the rate of recovery will be one hit point a minute. The effect can be stacked so it will heal more quickly the more that is worn. Here's how it works.
1 section worn - heals 10 life points per minute.
2 sections worn - heals 10 life points every 30 seconds.
3 sections worn - heals 10 life points every 15 seconds.
4 sections worn - heals 10 life points every 8 seconds.
The back pack can also be used to store restoring items such as prayer potions, summoning potions, stat restore potions and some food freeing a few inventory spaces.
The set also includes the Blade of Life and the Handheld Cannon. Both will heal the user by a small amount of the damage dealt. The blade works with melee and the cannon works with mage and range, and the armour adapts to which one is wielded (changing its bonuses accordingly). To wield both, you still need 70 Constitution, but for the blade you need 70 attack as well and the cannon requires 70 mage and range
This sort of armour has advantage over the Barrows armour sets because;
1. You need not have the entire set to have the effect.
2. The weapons are one handed so a shield can be worn.
3. The backpack can be used to store items when Barrows armour hasn't got a feature like this.
Master Valiant in the city's central temple wields the Blade of Life. When researching the name for this armour, he couldn't find it, so came up with a new name. He dubbed it;
"The Armour of Regeneration"
In return, he armed them with powerful armour equal, if not greater, to the power of the Barrows armour. This armour was granted with supernatural healing properties, which enabled the wearer to recover quicker from battle. When normally the rate of healing is about 1 hit point per every 2 minutes, the full set would reduce that time to a mere 8 seconds. When the battles for Zaros were fought and won, Sliske allowed the werewolves to keep the secret of this magnificent armour and how to make it, for future generations of the werewolves to take in the event of conflict.
This armour was forcedly destroyed or hidden away during the 4th age when the family that was in charge of Arzonus at the time, the Vozen family, intended to use this as an advantage in creating warfare with the rest of the world. Before they were able to, the family lost their title as the Elder family and where executed. The armour was then destroyed and the knowledge of how to make the armour along with it. Some were destroyed, some were thrown into the seas of Battle Island to be eroded slowly by the tides, and the rest was imbued with life and made into the spirit warriors who patrol the Reaper's pit keeping the colony under control.
The armour can be obtained by defeating the Spiritual warriors in the Pit. The rapid healing effect won't work for them because they are already dead. It can also be dug up on Battle Island if you are lucky to find it. To wield it, you need 70 defence and 70 Constitution. To wield the sword that comes with the set, you need 70 attack and 70 Constitution. The sword will heal a fraction of what damage is done to an opponent.
The healing effect works very simply. It doubles hit point recovery per every section of armour that is worn. The rate of hit point recovery is normally 10 life points every 2 minutes. The armour is divided into 4 sections.
Plate body - Doubles recovery rate.
Platelets - Doubles recovery rate.
Helmet - Double recovery rate.
Gauntlets, Boots and Backpack - When all three are worn, the rate of recovery doubles.
For example, if one section is worn, the rate of recovery will be one hit point a minute. The effect can be stacked so it will heal more quickly the more that is worn. Here's how it works.
1 section worn - heals 10 life points per minute.
2 sections worn - heals 10 life points every 30 seconds.
3 sections worn - heals 10 life points every 15 seconds.
4 sections worn - heals 10 life points every 8 seconds.
The back pack can also be used to store restoring items such as prayer potions, summoning potions, stat restore potions and some food freeing a few inventory spaces.
The set also includes the Blade of Life and the Handheld Cannon. Both will heal the user by a small amount of the damage dealt. The blade works with melee and the cannon works with mage and range, and the armour adapts to which one is wielded (changing its bonuses accordingly). To wield both, you still need 70 Constitution, but for the blade you need 70 attack as well and the cannon requires 70 mage and range
This sort of armour has advantage over the Barrows armour sets because;
1. You need not have the entire set to have the effect.
2. The weapons are one handed so a shield can be worn.
3. The backpack can be used to store items when Barrows armour hasn't got a feature like this.
Master Valiant in the city's central temple wields the Blade of Life. When researching the name for this armour, he couldn't find it, so came up with a new name. He dubbed it;
"The Armour of Regeneration"
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
The Migration
According to Legend, when the 2nd Age began, Armadyl and Zaros made peace offerings to one another. Zaros gave Armadyl the beasts that were to be ancestors of the Aviansie, dragons, wyrm and the Phoenix. Also given to Armadyl, were the lands now known as Asgarnia, Kandarin and Mithalin. Armadyl gave Zaros the werewolves, the vampyres and the lands; which are today known as Morytania and the Wilderness. Peace the followed for the next few thousand years.
Zaros considered the werewolves his blessed creatures and granted them more control over his lands than any other of his followers. But the vampyres grew jealous of this and when they heard of Zamorak plotting to over throw Zaros, they saw this as a good opportunity to get revenge on Zaros and his “precious” werewolves. Lord Drakan (leader of the Vampyres) gave Zamorak knowledge of how to defeat Zaros and in return would be given Morytania.
Following the defeat the Zaros began an upheaval in power of Morytania. The vampyres then demanded a new rule of blood tithes for all residents and the royal Icyene family be executed. However, the werewolves of a Zarosian fortress named Kharyll stood up against the Drakan order. They were banished from Morytania and left for dead in the changing land. But this wasn’t enough for Drakan. He wanted to punish all of the werewolves, because they were the chosen creatures of Zaros.
Drakan’s campaign began with the enslaving of the other clan of werewolves within Morytania; which were the ancestors of today’s werewolves in Canifis. Normally they would have stood up against them, but they were weak and frail for unknown reasons and couldn’t fight for freedom. Following this was the battle of Sennisten, another werewolf clan that also favoured Zaros. The battle had many casualties and, unfortunately, the werewolves lost. They refused to fight for Zamorak and so were either slain or kept as prisoners of war. They were freed during a Saradomin crusade to defeat Drakan. Only a third of the population survived.
During the Battle of Sennisten, the Kharyll werewolves were one step ahead of the vampyres. They had made communication with other clans in other places such as Padewwa, Lassar and Ghorrok. They had taken arms and had prepared themselves for the battles that lay ahead. Some had practised summoning so that they could bring to life the spirit warriors to deal with the vampyres whilst they escaped. The vampyres failed to keep up and so Drakan lost interest. The clans joined the convoy in the search of a new home safely away from Drakan’s hordes that wanted them dead.
The gathering werewolves then ventured South of where they made their last stand and headed to as far as they could go. They ventured through the Fremmenik province narrowly avoiding the newly emerging Dagganoths, crusaded through the new Zamorakian lands of Kandarin and passed through the warring lands of Khazard through the ruins of the gnome village that hid underground when the war started.
They ended up in the Feldip Hills, currently under the ownership of the peaceful Skavid at the time. They made camp there and then discovered the Heart. Although fearful at first, it felt somehow welcoming and familiar. When they prayed to it, something strange happened. The ground shifted and slowly a fortress formed from a mineral that seemed to lift their spirits. It was evident that this force was Zaros’ power and it had felt pity towards the werewolf clans and pride towards their devotion. From that day on, it let no harm come to any of them. They named their new home Arzonus which anagrammed from Zaros Un. This meant in very basic tongue “Zaros Own” as in Zaros’ own.
It was because of this migration south that the werewolves of Arzonus look different to those in Morytania. Because it is warmer, their fur is thinner and their tails are larger so they can fan themselves of swat away the insects that hang around there. Their posture is better and they are more physically fit than the Morytania werewolves. The Morytania werewolves have a substantial lack of fresher, nutritious food in comparison, due to the vampyres regularly having first picks of food.
Zaros considered the werewolves his blessed creatures and granted them more control over his lands than any other of his followers. But the vampyres grew jealous of this and when they heard of Zamorak plotting to over throw Zaros, they saw this as a good opportunity to get revenge on Zaros and his “precious” werewolves. Lord Drakan (leader of the Vampyres) gave Zamorak knowledge of how to defeat Zaros and in return would be given Morytania.
Following the defeat the Zaros began an upheaval in power of Morytania. The vampyres then demanded a new rule of blood tithes for all residents and the royal Icyene family be executed. However, the werewolves of a Zarosian fortress named Kharyll stood up against the Drakan order. They were banished from Morytania and left for dead in the changing land. But this wasn’t enough for Drakan. He wanted to punish all of the werewolves, because they were the chosen creatures of Zaros.
Drakan’s campaign began with the enslaving of the other clan of werewolves within Morytania; which were the ancestors of today’s werewolves in Canifis. Normally they would have stood up against them, but they were weak and frail for unknown reasons and couldn’t fight for freedom. Following this was the battle of Sennisten, another werewolf clan that also favoured Zaros. The battle had many casualties and, unfortunately, the werewolves lost. They refused to fight for Zamorak and so were either slain or kept as prisoners of war. They were freed during a Saradomin crusade to defeat Drakan. Only a third of the population survived.
During the Battle of Sennisten, the Kharyll werewolves were one step ahead of the vampyres. They had made communication with other clans in other places such as Padewwa, Lassar and Ghorrok. They had taken arms and had prepared themselves for the battles that lay ahead. Some had practised summoning so that they could bring to life the spirit warriors to deal with the vampyres whilst they escaped. The vampyres failed to keep up and so Drakan lost interest. The clans joined the convoy in the search of a new home safely away from Drakan’s hordes that wanted them dead.
The gathering werewolves then ventured South of where they made their last stand and headed to as far as they could go. They ventured through the Fremmenik province narrowly avoiding the newly emerging Dagganoths, crusaded through the new Zamorakian lands of Kandarin and passed through the warring lands of Khazard through the ruins of the gnome village that hid underground when the war started.
They ended up in the Feldip Hills, currently under the ownership of the peaceful Skavid at the time. They made camp there and then discovered the Heart. Although fearful at first, it felt somehow welcoming and familiar. When they prayed to it, something strange happened. The ground shifted and slowly a fortress formed from a mineral that seemed to lift their spirits. It was evident that this force was Zaros’ power and it had felt pity towards the werewolf clans and pride towards their devotion. From that day on, it let no harm come to any of them. They named their new home Arzonus which anagrammed from Zaros Un. This meant in very basic tongue “Zaros Own” as in Zaros’ own.
It was because of this migration south that the werewolves of Arzonus look different to those in Morytania. Because it is warmer, their fur is thinner and their tails are larger so they can fan themselves of swat away the insects that hang around there. Their posture is better and they are more physically fit than the Morytania werewolves. The Morytania werewolves have a substantial lack of fresher, nutritious food in comparison, due to the vampyres regularly having first picks of food.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Master's Training
In Master's Training (the quest I am talking about here), Maya, the apprentice to Master Maelstrom, is worried that a few of her friends won't make it to the rank of apprentice after their final test as the rank of novice. She can't help them out herself, but a keen adventurer perhaps could.
Unlike Wolf's Pet, this quest is a little more practical involving more construction themed skills. Each novice has made a different invention and needs a little help to make it. Novice Eagle has invented a magnetic crossbow, which can draw iron, and steel bolts towards it so it can reload itself or launch a magnetised bolt, which makes your hits more accurate. Novice Stern has made silver based spells, which deal additional damage to vampyres and their juvinates. Novice Hawk has made a powerful light feather that, she hopes, will prevent Reapers from fading into the darkness, when it is attached to them, if they are near death. And finally Novice Kestrel has been working on a mysterious charm that can allow demons to drop bones. All they need is someone to help them make these ideas and test them out.
This quest requires;
Wolf's Pet
Animal Attraction
In Aid of the Myreque
The skills needed are;
45 Range, Mage, Attack and Prayer
50 Slayer
60 Crafting
Ability to fight 115 Reaper
The rewards you get are;
2 quest points
2 skill lamps granting 15K exp in two skills above 40
5000 Crafting exp
The prototypes made during the quest.
And special rewards from Masters Valiant, Embrace, Wisdom and Seeker (this will be discussed on a future post).
The rewards from the Masters from Master's Training quest are as follows.
Master Valiant will give the player a Blade of Life. This rare sword can heal the user by a small amount of damage dealt using it. This sword is one handed and requires 70 attack and hit points to wield and had as high a strength bonus as a Rune 2H.
Master Wisdom gives you the lightning staff. The lightning staff is a good melee weapon, but also allows the user to cast Lightning spells. The magic requirements are the same for each lightning spell as for earth spells from the modern magic. If you have ancient magic activated it has the same magic level requirement as the shadow spells. This is the only way lightning spells can be cast without the conventional spell book and each requires the same runes needed for fire or blood spells (with the exception of cosmic runes in the place of elemental runes). It starts off with 200 charges and it can be recharged by using it on the active pylon site in the S.E.P. They work in the same way as the type of magic you have active. No magic requirement is needed to wield, but you need 50 attack to wield
Master Seeker gives you either a Soul crossbow or Soul bow. These remarkable weapons have greater accuracy than standard bows and will strike much harder. They take arrows up to rune and require 50 range to wield. Also, it has the chance of hitting an abnormally high hit once in a while, which is called the "final blow". This hit can finish off an opponent if you are losing a fight. You can tell when this is fired when the arrow glows blue and hits harder and the opponent may scream in pain. You can swap between the two at any time.
Master Embrace bestows upon you the special Prayer, Protect from Effect. This prayer can protect against additional effects that some opponents may use. It can protect against poison and disease up to a certain stage. This prayer, like protect from summoning can be stacked with that of other protection prayers. Its effectiveness is reduced against players however.
Unlike Wolf's Pet, this quest is a little more practical involving more construction themed skills. Each novice has made a different invention and needs a little help to make it. Novice Eagle has invented a magnetic crossbow, which can draw iron, and steel bolts towards it so it can reload itself or launch a magnetised bolt, which makes your hits more accurate. Novice Stern has made silver based spells, which deal additional damage to vampyres and their juvinates. Novice Hawk has made a powerful light feather that, she hopes, will prevent Reapers from fading into the darkness, when it is attached to them, if they are near death. And finally Novice Kestrel has been working on a mysterious charm that can allow demons to drop bones. All they need is someone to help them make these ideas and test them out.
This quest requires;
Wolf's Pet
Animal Attraction
In Aid of the Myreque
The skills needed are;
45 Range, Mage, Attack and Prayer
50 Slayer
60 Crafting
Ability to fight 115 Reaper
The rewards you get are;
2 quest points
2 skill lamps granting 15K exp in two skills above 40
5000 Crafting exp
The prototypes made during the quest.
And special rewards from Masters Valiant, Embrace, Wisdom and Seeker (this will be discussed on a future post).
The rewards from the Masters from Master's Training quest are as follows.
Master Valiant will give the player a Blade of Life. This rare sword can heal the user by a small amount of damage dealt using it. This sword is one handed and requires 70 attack and hit points to wield and had as high a strength bonus as a Rune 2H.
Master Wisdom gives you the lightning staff. The lightning staff is a good melee weapon, but also allows the user to cast Lightning spells. The magic requirements are the same for each lightning spell as for earth spells from the modern magic. If you have ancient magic activated it has the same magic level requirement as the shadow spells. This is the only way lightning spells can be cast without the conventional spell book and each requires the same runes needed for fire or blood spells (with the exception of cosmic runes in the place of elemental runes). It starts off with 200 charges and it can be recharged by using it on the active pylon site in the S.E.P. They work in the same way as the type of magic you have active. No magic requirement is needed to wield, but you need 50 attack to wield
Master Seeker gives you either a Soul crossbow or Soul bow. These remarkable weapons have greater accuracy than standard bows and will strike much harder. They take arrows up to rune and require 50 range to wield. Also, it has the chance of hitting an abnormally high hit once in a while, which is called the "final blow". This hit can finish off an opponent if you are losing a fight. You can tell when this is fired when the arrow glows blue and hits harder and the opponent may scream in pain. You can swap between the two at any time.
Master Embrace bestows upon you the special Prayer, Protect from Effect. This prayer can protect against additional effects that some opponents may use. It can protect against poison and disease up to a certain stage. This prayer, like protect from summoning can be stacked with that of other protection prayers. Its effectiveness is reduced against players however.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Werewolf Advantages
After Wolf's Pet quest, you can become a werewolf. A werewolf from Arzonus has a natural advantage over a human. This makes being a werewolf more fun.
For example, werewolves have a 25+ Strength Bonus when not wielding any armour or weapons. This neat feature means that you can strike harder without wielding weapons. When in werewolf territory, you can switch between human and wolf form. The unarmed strength feature is cancelled out if any weapons are used.
The unarmed attacks differ from that of a human's. You can either use you claws (stab or slash) for accurate, aggressive or defensive or use your teeth (stab) for controlled. Also with being unarmed is a special attack called "Wound" which can hit your opponent for more damage and makes them more susceptible to poison or disease.
Also werewolves are faster than humans. This means you can cover more distance with less energy. This is why you can't outrun Human Hunters for long. Also a special feature is that another armour space is opened after completing Master's Training. This allows you to wield "tail enders" a unique weapon that can be worn on a werewolf's tail that can either work like a scimitar or a mace. You can switch between the tail ender and the hand held weapon on the combat style screen.
Some of these features are only unlocked after completion of Master's Training. You can only use your teeth in combat, the Wound special attack and tail-enders after completion of this quest. All other bonuses occur naturally.
For example, werewolves have a 25+ Strength Bonus when not wielding any armour or weapons. This neat feature means that you can strike harder without wielding weapons. When in werewolf territory, you can switch between human and wolf form. The unarmed strength feature is cancelled out if any weapons are used.
The unarmed attacks differ from that of a human's. You can either use you claws (stab or slash) for accurate, aggressive or defensive or use your teeth (stab) for controlled. Also with being unarmed is a special attack called "Wound" which can hit your opponent for more damage and makes them more susceptible to poison or disease.
Also werewolves are faster than humans. This means you can cover more distance with less energy. This is why you can't outrun Human Hunters for long. Also a special feature is that another armour space is opened after completing Master's Training. This allows you to wield "tail enders" a unique weapon that can be worn on a werewolf's tail that can either work like a scimitar or a mace. You can switch between the tail ender and the hand held weapon on the combat style screen.
Some of these features are only unlocked after completion of Master's Training. You can only use your teeth in combat, the Wound special attack and tail-enders after completion of this quest. All other bonuses occur naturally.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Beast's Temple Achievement Diary
Among the quests of the city, there also is the Beasts' Temple Achievement Diary. The achievement diary takes place within the Beasts' Temple and the home worlds of some of its visitors.
Like all the other achievement diaries, they are divided into easy, medium and hard tasks. Most of the easy tasks take place within Arzonus Territory and the temple itself, with some being at the Ourg crater. The medium tasks mostly revolve around the Ourg crater and the Aviansie peaks, as well as some being in Arzonus territory. The harder tasks are mostly restricted to the Demon Citadel and to the Aviansie peaks.
To start the achievement diary, talk to Bonecrusher (Ourg), Flightus (Aviansie) or Krialur (demon). You can talk to any of these three if you get stuck on a task and they should be able to provide help and you can talk to them to claim the rewards.
Because the requirements are higher to complete the diary, the rewards are greater. Completing each achievement diary awards you a Temple Cape, which is upgraded each time you complete a certain range of tasks. It can reduce weight and has a limited number of teleports to either Arzonus, the Temple or to the homes of the various species (where depends on which level cape you have).
When you complete the easy tasks, you get the first cape, which enables you to unlock species transformation at the makeover mage. It allows you to have the symbol of Bandos as your family crest or on an altar in your player owned house, the ability to ask visit the Ourg crater without a guide, and the ability to be a werewolf at Castle Wars (normally only humans and summoning familiars can enter). The quest point requirement to visit the a home world of the temple is reduced by 5 whilst wearing this cape (allowing you to only need 195 quest points to visit Aviansie peaks when normally it is 200).
The medium reward is an upgrade from the first temple cape. What it enables is increased weight loss from wearing it, the quest point requirement for visiting a certain home world is reduced by 10 (so visiting the demon citadel would be reduced to 215 instead of 225) and it enables you to enter the Aviansie peaks without the need of a guide. It also allows you to have the Armadyl symbol as your crest or on an altar in your player owned house. Also you are granted the ability to compete in the Duel Arena or Clan Wars as a non-human when normally you wouldn't be allowed.
What it also permits is access to more of the Aviansie, Ourg and the land around the temple. These normally off-limits areas tend to be off-limits to visitors. If you are wearing the Temple Cape 2, the guards will believe you have earned entry to these places and will let you past.
The hard reward is greater still. What it enables is even further weight loss with the cape (reduces weight more than the Boots of Lightness, Spottier cape and Penance Gloves combined.). It also allows you visit the Demon Citadel without a guide. Another keen feature is the enablement to compete in Bounty Hunter as a non human when normally you wouldn't be allowed as well as granting you the ability to have the symbol of Zaros as a crest or an altar in your player owned house. Beyond this, the stores across the many home lands will give you discounts.
In addition to all the completed achievement tasks, you are given experience lamps granting a very generous amount of experience of any skill of your choice. Each cape gives a limited amount of teleports to the temple and to the home worlds of its visitors (provided you have visited them before.).
Like all the other achievement diaries, they are divided into easy, medium and hard tasks. Most of the easy tasks take place within Arzonus Territory and the temple itself, with some being at the Ourg crater. The medium tasks mostly revolve around the Ourg crater and the Aviansie peaks, as well as some being in Arzonus territory. The harder tasks are mostly restricted to the Demon Citadel and to the Aviansie peaks.
To start the achievement diary, talk to Bonecrusher (Ourg), Flightus (Aviansie) or Krialur (demon). You can talk to any of these three if you get stuck on a task and they should be able to provide help and you can talk to them to claim the rewards.
Because the requirements are higher to complete the diary, the rewards are greater. Completing each achievement diary awards you a Temple Cape, which is upgraded each time you complete a certain range of tasks. It can reduce weight and has a limited number of teleports to either Arzonus, the Temple or to the homes of the various species (where depends on which level cape you have).
When you complete the easy tasks, you get the first cape, which enables you to unlock species transformation at the makeover mage. It allows you to have the symbol of Bandos as your family crest or on an altar in your player owned house, the ability to ask visit the Ourg crater without a guide, and the ability to be a werewolf at Castle Wars (normally only humans and summoning familiars can enter). The quest point requirement to visit the a home world of the temple is reduced by 5 whilst wearing this cape (allowing you to only need 195 quest points to visit Aviansie peaks when normally it is 200).
The medium reward is an upgrade from the first temple cape. What it enables is increased weight loss from wearing it, the quest point requirement for visiting a certain home world is reduced by 10 (so visiting the demon citadel would be reduced to 215 instead of 225) and it enables you to enter the Aviansie peaks without the need of a guide. It also allows you to have the Armadyl symbol as your crest or on an altar in your player owned house. Also you are granted the ability to compete in the Duel Arena or Clan Wars as a non-human when normally you wouldn't be allowed.
What it also permits is access to more of the Aviansie, Ourg and the land around the temple. These normally off-limits areas tend to be off-limits to visitors. If you are wearing the Temple Cape 2, the guards will believe you have earned entry to these places and will let you past.
The hard reward is greater still. What it enables is even further weight loss with the cape (reduces weight more than the Boots of Lightness, Spottier cape and Penance Gloves combined.). It also allows you visit the Demon Citadel without a guide. Another keen feature is the enablement to compete in Bounty Hunter as a non human when normally you wouldn't be allowed as well as granting you the ability to have the symbol of Zaros as a crest or an altar in your player owned house. Beyond this, the stores across the many home lands will give you discounts.
In addition to all the completed achievement tasks, you are given experience lamps granting a very generous amount of experience of any skill of your choice. Each cape gives a limited amount of teleports to the temple and to the home worlds of its visitors (provided you have visited them before.).
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Beyond Death (redundant quest)
Our latest begins the series behind Maelstrom's Anonymous Bracelet. Going by the name of "Beyond Death", this quest is ranked at experienced.
Oldak, a good friend of Maelstrom calls upon his friend's help in this time of need. News has spread beyond Dorgesh Kaan of Zanik being encased in the Bandos coffin in Yu'biusk. The H.A.M. group plan to use this to their advantage and invade. Without Zanik's ability, Dorgesh Kaan has no hope. Maelstrom requires more convincing before he attempts to do any action. This is where the player comes in. When Maelstrom agrees, he plans to rebuild the fabled World Gate in the hope that it will help them get to Yu'biusk. Secretly, a stranger watches.
In order to start the work on the gate, Maelstrom needs to read some of Oldak's research for any advice and check whether the fairy ring in the dungeon has any residue left over from the last time it was linked to Yu'biusk. On the way there, you are attack by, who'd have thought, Sigmund and some guards.
They say that a H.A.M. member over heard that Arzonus was making plans with Dorgesh Kaan, right before he was decapitated by a human hunter. Sigmund at this point is level 70 and still uses prayer, but one of Oldak's bodyguards helps you. When Sigmund is down to a few hit points, Oldak uses a War Tortoise pouch Maelstrom gave to him a long time back. This finishes off the guards and as Sigmund dissipates he ponders; "Monsters that do my bidding...”
After collecting the research, the crusade begins to Yu'biusk. The box is still sealed, however until both Oldak and Master Embrace and the player push on the lid, it opens and Zanik's lifeless body is inside. When they all believe their hope is lost, Maya mentions the "bracelet".
Maelstrom takes out the bracelet and tells the tale of its origin to everyone. When he asks how long Zanik has been in the box, he believes her life force may be too far into the afterlife to bring back. They need some people who feel compassion for her.
At this point, Oldak recommends that they go find Grubfoot as he feels compassion towards Zanik. It is time to go to the Goblin Village and find Grubfoot. However, the Generals are reluctant to allow him to go, because he still has jobs to do. He has to get spider's eggs for a potion, mine some iron, collect some wood for the fire and get some compost for the Goblin's stench balls. They won't let someone else get them for him. He needs to get them himself. Oldak then points out that Grubfoot could use Summoning familiars to do the work for him. You will need a Spirit spider pouch, compost mound, beaver and a desert wyrm. Give these to Grubfoot and he will be allowed to go.
On your way back to Arzonus, Sigmund is back and he's got some new friends! He summons up a Saratrice, Zamatrice and Guthatrice. Luckily some human hunters and some guards fend these off whilst you take on Sigmund. Sigmund is now level 80 and uses Saradomin Strike as well as melee. This time he can hit up to 15 so be careful. Finish him off and he will dissipate again muttering; "I'll strike next at the heart of all you monsters..."
Now it is time for the resurrection. This part will be draining of your stats and health, so you need to make sure they don't hit zero or you will have to start again. Maelstrom explains that finding the life force of a person isn't easy. It involves commitment and you need to drag their life force away from the darkness and it gets harder the further from the darkness you go.
Oldak gives it a try, but has no success. Grubfoot gives it a go as well with better results, but not all the way. This time you give it a go. You will enter the darkness and must go forwards to find Zanik. When you find her, grab her and run for it. The longer you are holding her hand, the more your stats drain. Get to the light and Zanik comes back to life. But it doesn't end there.
When resurrected, Zanik begins to start slowly drifting back into death. Maelstrom says, Zanik must perform certain procedures in order to be fully alive again. She must kill something with a Life Blade, eat some food that she considers her favourite and spend a short while in the presence of the glowing column at the centre of the Beasts' Temple.
If you have done Master's Training and still have the Life Blade, this will be easy, but if you haven't you'll have to go digging at Battle Island. Give it to Zanik and she will fight one of Maelstrom's machines. Once that is done, she asks for her favourite food. This meal varies from person to person and can be found in Dorgesh Kaan. And last of all is the final part. You must take Zanik to the Beasts' Temple. Maelstrom wants you to gather all the other Masters so they can witness the success of his latest "experiment". You also need to slightly convince the Masters by giving them a few items (each Master asks for a different item).
Once you get to the Beasts' Temple, lo and behold, Sigmund is back and this time he has even more company. A familiar for each Master to fight that are unique and he will face you directly. This time he is level 90, uses Saradomin Strike and melee, this time hitting a maximum of 200. He won't use prayer this time so he is easier, but neither should you otherwise you can have damage dealt to you at random times by the temple.
When Sigmund is close to being beaten and his familiars have been defeated he activates his teleport crystal, which makes the army slowly appear. He then uses prayer so that he can be invulnerable and the temple reacts. It gives power to Zanik who then banishes the army to Yu'biusk. Sigmund dissipates and vows revenge.
Later Zanik is full resurrected. As the player leaves the laboratory, a small cut scene shows Maelstrom cradling the bracelet saying; "You have redeemed yourself. I shall never destroy you." Followed shortly after this is another cut scene showing Zanik in the Dorgesh Kaan dungeon where she is under some form of possession. She then says; "Ego sum hic quod nusquam can habitum meus plures thesaurus ex recidivus."
Slowly appearing are the words; "To be continued..." which then fade away.
Requirements;
Ability to defeat a level 90 without prayer.
60 Strength
All skills above 30.
31 Summoning
Land of the Goblins
Wolf's Pet
Master's Training would be useful.
Reward;
2 Quest points
10,000 Summoning exp
5,000 Strength exp
More access to the Beasts' Temple
Ability to summon Sigmund's Unique Familiars
Ability to use the world gate to get to Yu'biusk to fight H.A.M. soldiers (level 75).
Oldak, a good friend of Maelstrom calls upon his friend's help in this time of need. News has spread beyond Dorgesh Kaan of Zanik being encased in the Bandos coffin in Yu'biusk. The H.A.M. group plan to use this to their advantage and invade. Without Zanik's ability, Dorgesh Kaan has no hope. Maelstrom requires more convincing before he attempts to do any action. This is where the player comes in. When Maelstrom agrees, he plans to rebuild the fabled World Gate in the hope that it will help them get to Yu'biusk. Secretly, a stranger watches.
In order to start the work on the gate, Maelstrom needs to read some of Oldak's research for any advice and check whether the fairy ring in the dungeon has any residue left over from the last time it was linked to Yu'biusk. On the way there, you are attack by, who'd have thought, Sigmund and some guards.
They say that a H.A.M. member over heard that Arzonus was making plans with Dorgesh Kaan, right before he was decapitated by a human hunter. Sigmund at this point is level 70 and still uses prayer, but one of Oldak's bodyguards helps you. When Sigmund is down to a few hit points, Oldak uses a War Tortoise pouch Maelstrom gave to him a long time back. This finishes off the guards and as Sigmund dissipates he ponders; "Monsters that do my bidding...”
After collecting the research, the crusade begins to Yu'biusk. The box is still sealed, however until both Oldak and Master Embrace and the player push on the lid, it opens and Zanik's lifeless body is inside. When they all believe their hope is lost, Maya mentions the "bracelet".
Maelstrom takes out the bracelet and tells the tale of its origin to everyone. When he asks how long Zanik has been in the box, he believes her life force may be too far into the afterlife to bring back. They need some people who feel compassion for her.
At this point, Oldak recommends that they go find Grubfoot as he feels compassion towards Zanik. It is time to go to the Goblin Village and find Grubfoot. However, the Generals are reluctant to allow him to go, because he still has jobs to do. He has to get spider's eggs for a potion, mine some iron, collect some wood for the fire and get some compost for the Goblin's stench balls. They won't let someone else get them for him. He needs to get them himself. Oldak then points out that Grubfoot could use Summoning familiars to do the work for him. You will need a Spirit spider pouch, compost mound, beaver and a desert wyrm. Give these to Grubfoot and he will be allowed to go.
On your way back to Arzonus, Sigmund is back and he's got some new friends! He summons up a Saratrice, Zamatrice and Guthatrice. Luckily some human hunters and some guards fend these off whilst you take on Sigmund. Sigmund is now level 80 and uses Saradomin Strike as well as melee. This time he can hit up to 15 so be careful. Finish him off and he will dissipate again muttering; "I'll strike next at the heart of all you monsters..."
Now it is time for the resurrection. This part will be draining of your stats and health, so you need to make sure they don't hit zero or you will have to start again. Maelstrom explains that finding the life force of a person isn't easy. It involves commitment and you need to drag their life force away from the darkness and it gets harder the further from the darkness you go.
Oldak gives it a try, but has no success. Grubfoot gives it a go as well with better results, but not all the way. This time you give it a go. You will enter the darkness and must go forwards to find Zanik. When you find her, grab her and run for it. The longer you are holding her hand, the more your stats drain. Get to the light and Zanik comes back to life. But it doesn't end there.
When resurrected, Zanik begins to start slowly drifting back into death. Maelstrom says, Zanik must perform certain procedures in order to be fully alive again. She must kill something with a Life Blade, eat some food that she considers her favourite and spend a short while in the presence of the glowing column at the centre of the Beasts' Temple.
If you have done Master's Training and still have the Life Blade, this will be easy, but if you haven't you'll have to go digging at Battle Island. Give it to Zanik and she will fight one of Maelstrom's machines. Once that is done, she asks for her favourite food. This meal varies from person to person and can be found in Dorgesh Kaan. And last of all is the final part. You must take Zanik to the Beasts' Temple. Maelstrom wants you to gather all the other Masters so they can witness the success of his latest "experiment". You also need to slightly convince the Masters by giving them a few items (each Master asks for a different item).
Once you get to the Beasts' Temple, lo and behold, Sigmund is back and this time he has even more company. A familiar for each Master to fight that are unique and he will face you directly. This time he is level 90, uses Saradomin Strike and melee, this time hitting a maximum of 200. He won't use prayer this time so he is easier, but neither should you otherwise you can have damage dealt to you at random times by the temple.
When Sigmund is close to being beaten and his familiars have been defeated he activates his teleport crystal, which makes the army slowly appear. He then uses prayer so that he can be invulnerable and the temple reacts. It gives power to Zanik who then banishes the army to Yu'biusk. Sigmund dissipates and vows revenge.
Later Zanik is full resurrected. As the player leaves the laboratory, a small cut scene shows Maelstrom cradling the bracelet saying; "You have redeemed yourself. I shall never destroy you." Followed shortly after this is another cut scene showing Zanik in the Dorgesh Kaan dungeon where she is under some form of possession. She then says; "Ego sum hic quod nusquam can habitum meus plures thesaurus ex recidivus."
Slowly appearing are the words; "To be continued..." which then fade away.
Requirements;
Ability to defeat a level 90 without prayer.
60 Strength
All skills above 30.
31 Summoning
Land of the Goblins
Wolf's Pet
Master's Training would be useful.
Reward;
2 Quest points
10,000 Summoning exp
5,000 Strength exp
More access to the Beasts' Temple
Ability to summon Sigmund's Unique Familiars
Ability to use the world gate to get to Yu'biusk to fight H.A.M. soldiers (level 75).
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
5000 Below
Maelstrom's research extends far beyond his laboratory. So far in fact that it has ended up on the seabed. During 5000 below (either spelt 5000 or five thousand), you can see the true extent to his seemingly suppressed curiosity.
Maelstrom has grown concerned about this research department on the seabed. He hasn't heard from the crew since he set up the project and they seem to disappear off the map every so often. He therefore requires an adventurer to visit the base. If you are willing to be this adventurer and descend into the Summon Sea, then offer to help.
When you make it into the base, the first person to welcome you is Hirann, head of security. He seems utterly astonished to find and someone new in the base. He then takes you to the central chamber. Here, the other crew too are surprised by your arrival. They said that any crew sent down to the base never makes it and they never find out why.
After a brief introduction to the crew, the reason why the base hasn't been making reports becomes obvious. The place is in ruins, but supplies are out of reach. Luckily, an idea comes to mind. The sea creatures outside can be used to help out and the base have a small bank so you withdraw items if you have them.
They first ask for some wires. This is a little bit of a problem, since wires are on the surface and you're on the seabed. So you have to make do with some tentacles from a jellyfish since the species down here produce electricity. Also some panels are in desperate need of repair and need to be fixed. You can mine ore in the seabed and use them on a volcanic vent. Whilst you help out, they fail to notice a little visitor sneaking in.
The team describe why they were situated here. They were put here as part of monitoring the energy pulses. Usually, some energy pulses are detected at these depths and shortly after, something is found on Battle Island. They haven't had any for a while and this is proving quite suspicious.
They then ask you to go outside to find out why it isn't giving any readings, supplying you with a communication crystal so you can talk to them again. When you go near the energy pulse, you see a dark sphere near it. When you approach it, the sphere begins to pulse and disappear. You investigate further and discover a fissure with a thick black immaterial seeping out of it. Going closer to it has a profound effect on your stats so watch out. You should go tell the team.
When you contact the team, they are in a state of urgency. The base is under attack by someone who wants to get their hands on the energy being made by the fissure. It's best you report back as soon as possible. Stock up in the bank on the base and head to the central chamber where there is urgency around.
Upon entry a cut scene is shown, where a darkened figure is at the controls. The team are trapped in the sealed chamber and are threatened to have the water vented in. The figure identifies them self. It is Surok Magis!
The Zamorakian mage demands full control of the base to get his hands on the energy or the team drowns in the seawater. At this point you explain that the energy doesn't look like it can be used and is more likely to seep through and cause more harm than good. Enraged at this, he slowly starts to flood the chamber and now you must beat him to stop him from doing so.
At this depth, his magic can only hit up to 15, but he summons up a Void Arachnid which is level 170 and can hit up to 15 with melee. It is weak to magic. Once the Arachnid is defeated, Surok disappears and you activate the control to set the team free. But it is not over yet. You still need to report to Maelstrom. It's farewell as you return to the surface.
When you revisit Maelstrom, he is shocked at what you tell him. He then says that the energy readings just went off the scale. The fissure is active and something is coming...
Maelstrom explains that the activity is due to something living trying to get through and it isn't the first time. Some strange beasts are trying to get through so they can consume what is on the other side. The last time they made it to the other side, Maelstrom was only an apprentice and his Master and the other summoning apprentices were brutally killed. He set up the research base in order to predict these sorts of things so it would never happen again.
The activity is stable at the moment and Maelstrom says he will call upon you should something happen as he can trust you to help. You have completed the quest.
Requirements to start:
Master's Apprentice
What Lies Below
Saving Pirate Pete
45 construction
Ability to defeat a level 170 monster.
Rewards:
2 Quest Points
15,000 Construction exp
18,000 Summoning exp
Access to the Summon Sea base and the seabed.
Maelstrom has grown concerned about this research department on the seabed. He hasn't heard from the crew since he set up the project and they seem to disappear off the map every so often. He therefore requires an adventurer to visit the base. If you are willing to be this adventurer and descend into the Summon Sea, then offer to help.
When you make it into the base, the first person to welcome you is Hirann, head of security. He seems utterly astonished to find and someone new in the base. He then takes you to the central chamber. Here, the other crew too are surprised by your arrival. They said that any crew sent down to the base never makes it and they never find out why.
After a brief introduction to the crew, the reason why the base hasn't been making reports becomes obvious. The place is in ruins, but supplies are out of reach. Luckily, an idea comes to mind. The sea creatures outside can be used to help out and the base have a small bank so you withdraw items if you have them.
They first ask for some wires. This is a little bit of a problem, since wires are on the surface and you're on the seabed. So you have to make do with some tentacles from a jellyfish since the species down here produce electricity. Also some panels are in desperate need of repair and need to be fixed. You can mine ore in the seabed and use them on a volcanic vent. Whilst you help out, they fail to notice a little visitor sneaking in.
The team describe why they were situated here. They were put here as part of monitoring the energy pulses. Usually, some energy pulses are detected at these depths and shortly after, something is found on Battle Island. They haven't had any for a while and this is proving quite suspicious.
They then ask you to go outside to find out why it isn't giving any readings, supplying you with a communication crystal so you can talk to them again. When you go near the energy pulse, you see a dark sphere near it. When you approach it, the sphere begins to pulse and disappear. You investigate further and discover a fissure with a thick black immaterial seeping out of it. Going closer to it has a profound effect on your stats so watch out. You should go tell the team.
When you contact the team, they are in a state of urgency. The base is under attack by someone who wants to get their hands on the energy being made by the fissure. It's best you report back as soon as possible. Stock up in the bank on the base and head to the central chamber where there is urgency around.
Upon entry a cut scene is shown, where a darkened figure is at the controls. The team are trapped in the sealed chamber and are threatened to have the water vented in. The figure identifies them self. It is Surok Magis!
The Zamorakian mage demands full control of the base to get his hands on the energy or the team drowns in the seawater. At this point you explain that the energy doesn't look like it can be used and is more likely to seep through and cause more harm than good. Enraged at this, he slowly starts to flood the chamber and now you must beat him to stop him from doing so.
At this depth, his magic can only hit up to 15, but he summons up a Void Arachnid which is level 170 and can hit up to 15 with melee. It is weak to magic. Once the Arachnid is defeated, Surok disappears and you activate the control to set the team free. But it is not over yet. You still need to report to Maelstrom. It's farewell as you return to the surface.
When you revisit Maelstrom, he is shocked at what you tell him. He then says that the energy readings just went off the scale. The fissure is active and something is coming...
Maelstrom explains that the activity is due to something living trying to get through and it isn't the first time. Some strange beasts are trying to get through so they can consume what is on the other side. The last time they made it to the other side, Maelstrom was only an apprentice and his Master and the other summoning apprentices were brutally killed. He set up the research base in order to predict these sorts of things so it would never happen again.
The activity is stable at the moment and Maelstrom says he will call upon you should something happen as he can trust you to help. You have completed the quest.
Requirements to start:
Master's Apprentice
What Lies Below
Saving Pirate Pete
45 construction
Ability to defeat a level 170 monster.
Rewards:
2 Quest Points
15,000 Construction exp
18,000 Summoning exp
Access to the Summon Sea base and the seabed.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
now this is professional ;D Well done! Now we can build up our own eyes how it will be to play this
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
The Human Hunt
Here is the description of Arzonus' greatest sports. It goes by the name of the Human Hunt and it satisfies the cravings for thieves and hunters.
South of Arzonus is the Hunters' Den. Here, you can enter one of the Human Hunter arenas. They can take on different terrains, each with special traps, escape routes and monsters competing in the hunt.
The aim of the game is to hunt down another player or human and bring back their body to the meat sack and gain special hunter gems. There are no assigned targets, so you can hunt anyone. This means that you can hunt anyone and they can hunt you. Luckily, you lose nothing in this mini game, so you can bring your full Dharok or whatever and not have to worry about losing it.
You can choose your hunting environment. Each have special traps, escape routes and also monsters, which try to hunt as well. There are several different terrains. They include; field, volcano, swamp, glacier, desert, under water, sky, ruins etc. Some environments have certain creatures roaming it, also having the hunt (for example, the volcano terrain has baby dragons roaming about in some places.). The terrain also has a few surprises in store (such as explosive magma vents in the volcano terrain) and some feature massive multi target weapons just to make it even wilder (the sky terrain has a massive crossbow which can break through rock!).
If hunting isn't your thing, you can unlock the doors to the temples and loot for treasure. Some locks require keys, but some require other things (for example the volcano temple needing the furnaces to be lit and the ice temple needed carved ice statues on the pedestals.). By opening the temples, you can loot them for treasure and gain points, but bear in mind that the hunter can get into the temple the same way you can.
To gain points in the game, you can either hunt humans or players or go looting the temple. The points you earn can buy special armour, prizes and new terrains from the Hunters' Den.
South of Arzonus is the Hunters' Den. Here, you can enter one of the Human Hunter arenas. They can take on different terrains, each with special traps, escape routes and monsters competing in the hunt.
The aim of the game is to hunt down another player or human and bring back their body to the meat sack and gain special hunter gems. There are no assigned targets, so you can hunt anyone. This means that you can hunt anyone and they can hunt you. Luckily, you lose nothing in this mini game, so you can bring your full Dharok or whatever and not have to worry about losing it.
You can choose your hunting environment. Each have special traps, escape routes and also monsters, which try to hunt as well. There are several different terrains. They include; field, volcano, swamp, glacier, desert, under water, sky, ruins etc. Some environments have certain creatures roaming it, also having the hunt (for example, the volcano terrain has baby dragons roaming about in some places.). The terrain also has a few surprises in store (such as explosive magma vents in the volcano terrain) and some feature massive multi target weapons just to make it even wilder (the sky terrain has a massive crossbow which can break through rock!).
If hunting isn't your thing, you can unlock the doors to the temples and loot for treasure. Some locks require keys, but some require other things (for example the volcano temple needing the furnaces to be lit and the ice temple needed carved ice statues on the pedestals.). By opening the temples, you can loot them for treasure and gain points, but bear in mind that the hunter can get into the temple the same way you can.
To gain points in the game, you can either hunt humans or players or go looting the temple. The points you earn can buy special armour, prizes and new terrains from the Hunters' Den.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
I have been waiting for this for years, now the long whait gives it fruits
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Human Hunt Rewards
After competing in the Human Hunt, you can trade any points earned in the Hunters' Den for exclusive rewards. Here is what is available for trade in the Den.
For armour, you can purchase special Hunter Coats. These can be given a trim, which increases defence bonuses. They range from bronze to dragon and they are equal defence bonus to the chain body.
For an extra fee, a hunter symbol can be imprinted on the back, which can add extra bonuses to the coat. They include warrior, seer, archer, healer (prayer) and caller (summoning). The symbol gives extra bonuses in the corresponding combat style.
Also up for grabs are special weapons, which the hunters use for hunting. They range in strength and ability.
The Hunters' Blade has the power to harness light and convert it to special abilities, which lower stats of the target. The stat they lower depends on the metal the blade is made from (for example steel and dragon both lower strength (however the stronger will lower it more).). A useful feature is that the blade can be worn on one's side to save inventory space. The weapon can be drawn and replaced at any time without taking up any inventory spaces. The Bronze Hunters' Blade requires 1 attack to wield and up.
The Hunters' Glove has the ability to replace certain runes in spells and boost their maximum damage and is made from enchanted dragon hide. The Green d'hide glove replaces mind runes and boosts the maximum damage done by battle spells by 25%, the blue d'hide glove replaces chaos runes and boosts by 50%, the red d'hide glove replaces death runes and boosts by 75% and the black d'hide replaces blood runes and boosts by 100%. All gloves require 40 defence to wear and the magic requirement starts at 40 going up to 70.
The Hunters' Wristbow is a special weapon that fires three bolts at one time. They hit hard and as they go up in strength, they have a greater chance of all three hitting and inflicting extra effects.
The Bronze Wristbow can has a 15% chance of all three hitting and as the Wristbow goes stronger up, the chances of all three hitting increase by 15% at each level.
Some additional effects such as poisoning, stat reduction or hitting through prayer can occur at random. They require the same requirements as cross bows.
One final weapon is the Hunters' Special Weapon. This can function on all three of the sides of the combat triangle being efficient as a battleaxe, staff of a flying blade that can be thrown and return to the user. This weapon is the most expensive of all weapons, but is incredibly strong and has a strength bonus of 115.
Also available is a special technique that can unload an awful amount of damage on a human foe. Whilst wearing the Hunter coat and a Hunter weapon, the player can restrain the foe and attack them dealing heavy damage. This ability needs to be unlocked at the Hunters' Den and requires a certain agility level to allow it to hold for longer. There is a chance that the foe can free themselves, but with the higher-level restraint, that becomes less possible. This move can be used on players, but is less successful and often leaves the target with reduced energy.
Other rewards include experience, summoning items, new terrains for hunting and human meat (which can heal between 30 and 330 lifepoints.).
For armour, you can purchase special Hunter Coats. These can be given a trim, which increases defence bonuses. They range from bronze to dragon and they are equal defence bonus to the chain body.
For an extra fee, a hunter symbol can be imprinted on the back, which can add extra bonuses to the coat. They include warrior, seer, archer, healer (prayer) and caller (summoning). The symbol gives extra bonuses in the corresponding combat style.
Also up for grabs are special weapons, which the hunters use for hunting. They range in strength and ability.
The Hunters' Blade has the power to harness light and convert it to special abilities, which lower stats of the target. The stat they lower depends on the metal the blade is made from (for example steel and dragon both lower strength (however the stronger will lower it more).). A useful feature is that the blade can be worn on one's side to save inventory space. The weapon can be drawn and replaced at any time without taking up any inventory spaces. The Bronze Hunters' Blade requires 1 attack to wield and up.
The Hunters' Glove has the ability to replace certain runes in spells and boost their maximum damage and is made from enchanted dragon hide. The Green d'hide glove replaces mind runes and boosts the maximum damage done by battle spells by 25%, the blue d'hide glove replaces chaos runes and boosts by 50%, the red d'hide glove replaces death runes and boosts by 75% and the black d'hide replaces blood runes and boosts by 100%. All gloves require 40 defence to wear and the magic requirement starts at 40 going up to 70.
The Hunters' Wristbow is a special weapon that fires three bolts at one time. They hit hard and as they go up in strength, they have a greater chance of all three hitting and inflicting extra effects.
The Bronze Wristbow can has a 15% chance of all three hitting and as the Wristbow goes stronger up, the chances of all three hitting increase by 15% at each level.
Some additional effects such as poisoning, stat reduction or hitting through prayer can occur at random. They require the same requirements as cross bows.
One final weapon is the Hunters' Special Weapon. This can function on all three of the sides of the combat triangle being efficient as a battleaxe, staff of a flying blade that can be thrown and return to the user. This weapon is the most expensive of all weapons, but is incredibly strong and has a strength bonus of 115.
Also available is a special technique that can unload an awful amount of damage on a human foe. Whilst wearing the Hunter coat and a Hunter weapon, the player can restrain the foe and attack them dealing heavy damage. This ability needs to be unlocked at the Hunters' Den and requires a certain agility level to allow it to hold for longer. There is a chance that the foe can free themselves, but with the higher-level restraint, that becomes less possible. This move can be used on players, but is less successful and often leaves the target with reduced energy.
Other rewards include experience, summoning items, new terrains for hunting and human meat (which can heal between 30 and 330 lifepoints.).
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Religion
Like so many other species, the Arzonus werewolves have part of their life revolve around religion. Part of their clothing shows the symbol of their god. Unlike most species, the religious diversity isn't limited to one or two gods, but to all the major six.
Pre third age most werewolves worshipped Zaros with at least one clan within each Zarosian city. Some werewolf clans chose to worship Armadyl and Guthix, although there were few clans that did so (Guthix wasn't fully understood back in the days before It awoke at the end of the God Wars). They remained fully loyal to these three gods through the wars until the fourth age began.
At the beginning of the fourth age, Master Omega (master of prayer at that time.) had the Beasts' Temple refurbished with the structure rebuilt and altars to Saradomin, Zamorak and Bandos being built. When there was no longer such a rivalry between religions, many of the werewolves of the new age decided to change their religion to some of the newer gods. This is how Arzonus has developed in the line of religion.
Smaller groups follow the other gods that are worshipped in smaller and more restricted communities (such as Marimbo or Seren.). In some cases the founder of Arzonus, Titan Besaan, is revered like a deity, for it was his courage that saved the werewolves. He is revered in a similar way to Seren. They have no godly influence, but are considered deities for the deeds they did in life and their spirits inhabit the elements that are treasured within their society.
An even lesser known god is worshipped within Arzonus, mostly by the human hunters. She goes by the name of Forath and is the emblem of natural disaster. Not a lot is known about her and her only other followers are the Reapers. Maybe a future quest might shed a little more light on her.
Pre third age most werewolves worshipped Zaros with at least one clan within each Zarosian city. Some werewolf clans chose to worship Armadyl and Guthix, although there were few clans that did so (Guthix wasn't fully understood back in the days before It awoke at the end of the God Wars). They remained fully loyal to these three gods through the wars until the fourth age began.
At the beginning of the fourth age, Master Omega (master of prayer at that time.) had the Beasts' Temple refurbished with the structure rebuilt and altars to Saradomin, Zamorak and Bandos being built. When there was no longer such a rivalry between religions, many of the werewolves of the new age decided to change their religion to some of the newer gods. This is how Arzonus has developed in the line of religion.
Smaller groups follow the other gods that are worshipped in smaller and more restricted communities (such as Marimbo or Seren.). In some cases the founder of Arzonus, Titan Besaan, is revered like a deity, for it was his courage that saved the werewolves. He is revered in a similar way to Seren. They have no godly influence, but are considered deities for the deeds they did in life and their spirits inhabit the elements that are treasured within their society.
An even lesser known god is worshipped within Arzonus, mostly by the human hunters. She goes by the name of Forath and is the emblem of natural disaster. Not a lot is known about her and her only other followers are the Reapers. Maybe a future quest might shed a little more light on her.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Music
Like all places, Arzonus has its fair share of music scores. Below are the possible names for certain tracks, where they are unlocked and how they might sound. These are just suggestions for music. Some tracks may hint to how places should be.
Arzonus:
Midnight - Large section of Arzonus
Werewolf Trade - The trading area of Arzonus
Maelstrom's Theme - Unlocked during Wolf's Pet
Maya's Theme - Unlocked during Master's Training
Toxic - Outside the S.E.P.
Industry - Inside the S.E.P.
Battle Island:
Paradise - On the beach on Battle Island
Crystal Clear - Summoning Swim Mini game
Waterfall Cavern - Battle Island Caves
Battle Island - The Battle Island village (where duels can be arranged and where trade goes on)
Spirit Fight - Duelling familiars in the arena
Human Hunters:
Hunters' Lair - Hunters' Den
Prairie Hunt - Field arena of Human Hunt
Volcanic Hunt - Volcano arena of Human Hunt
Desert Hunt - Desert arena of Human Hunt
Forest Pursuit - Forest arena of Human Hunt
Frozen Hunt - Glacier arena of Human Hunt
High in the Sky - Sky arena of Human Hunt
Venomous Hunt - S.E.P. arena of Human Hunt
Night Vision - Nighttime arena of Human Hunt
Fatal Hunt - Wilderness arena of Human Hunt
Beasts' Temple
Great Temple - Beasts' Temple
Crater of Bandos - Sarcoform Crater
Sky Citadel - Aviansie Mountains
Demon Lair - Demon Citadel
Breeze Coast - Coastal area near temple (unlocked after achievement diary).
Quests
Eureka! - Unlocked after Wolf's Pet
Graduation - Unlocked after Master's Training
Act against the Gods - Beyond Death
Sigmund Strike - First Sigmund attack in Beyond Death
Sigmund Summons - Second Sigmund attack in Beyond Death
Sigmund Superior - Final Sigmund attack in Beyond Death
Tin Can - Sea base in 5000 Below
Deep Ocean - Seabed
Rift - The fissure seen in 5000 Below
From the Void - Surok battle during 5000 Below
Sky Sapphire - Sky Sapphire (to be revealed)
Dystopia - Eastern Island (to be revealed)
Arzonus:
Midnight - Large section of Arzonus
Werewolf Trade - The trading area of Arzonus
Maelstrom's Theme - Unlocked during Wolf's Pet
Maya's Theme - Unlocked during Master's Training
Toxic - Outside the S.E.P.
Industry - Inside the S.E.P.
Battle Island:
Paradise - On the beach on Battle Island
Crystal Clear - Summoning Swim Mini game
Waterfall Cavern - Battle Island Caves
Battle Island - The Battle Island village (where duels can be arranged and where trade goes on)
Spirit Fight - Duelling familiars in the arena
Human Hunters:
Hunters' Lair - Hunters' Den
Prairie Hunt - Field arena of Human Hunt
Volcanic Hunt - Volcano arena of Human Hunt
Desert Hunt - Desert arena of Human Hunt
Forest Pursuit - Forest arena of Human Hunt
Frozen Hunt - Glacier arena of Human Hunt
High in the Sky - Sky arena of Human Hunt
Venomous Hunt - S.E.P. arena of Human Hunt
Night Vision - Nighttime arena of Human Hunt
Fatal Hunt - Wilderness arena of Human Hunt
Beasts' Temple
Great Temple - Beasts' Temple
Crater of Bandos - Sarcoform Crater
Sky Citadel - Aviansie Mountains
Demon Lair - Demon Citadel
Breeze Coast - Coastal area near temple (unlocked after achievement diary).
Quests
Eureka! - Unlocked after Wolf's Pet
Graduation - Unlocked after Master's Training
Act against the Gods - Beyond Death
Sigmund Strike - First Sigmund attack in Beyond Death
Sigmund Summons - Second Sigmund attack in Beyond Death
Sigmund Superior - Final Sigmund attack in Beyond Death
Tin Can - Sea base in 5000 Below
Deep Ocean - Seabed
Rift - The fissure seen in 5000 Below
From the Void - Surok battle during 5000 Below
Sky Sapphire - Sky Sapphire (to be revealed)
Dystopia - Eastern Island (to be revealed)
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
The Great Summoning Artefacts
During their sojourns, the greatest of Summoning Masters in Arzonus bound a very powerful creatures from the Spiritual world to physical artefacts so that they may call upon them in times of need. These artefacts were treasured and valuable and only the greatest of summoners can use them or indeed lay their hands on them.
Each one named is after the Master that bound it and contains some of the extreme elements of nature. In order to lay your hands on such powerful items, you must be extremely lucky to dig them up during the Summoning Swim, be talented to win a number of battles on Battle Island consecutively or be obtained in a different manner. They all require 95 Summoning to use and are the most powerful of all weapons. Here they are, in order of strength.
Lacertus - Named after the first Summoning Master, this artefact embodies the power of fire. It is capable of hitting all creatures in a 3 square radius with the fires of a volcano hitting up to 1000 damage on each target.
Calliditus - Named after the Summoning Master who led a brave crusade to Morytania in hope of freeing it. Embodying the power of the power of Magnetism, it can hit up to 1000 damage on anything in a four square radius and can make anything that wears metal armour immobile for a short while.
Xi Upsilon - Named after one of the five Greatest Human Hunters ever to be born, the other four being her siblings. This item was forged during a thunderstorm when a lighting bolt split into five separate ones and each powered the greatest tools of the Xi siblings. Embodying the powers of lightning, it can strike anything within a 6 square radius inflicting up to 1250 damage on anything within it and always hitting anything carrying metal. This can be obtained through Human Hunt as well as digging it up or winning it through successful combat.
Fiducia - Made by the Master who had Battle Island founded. This artefact has the power of Sound. This extreme power can cover a massive 8 square radius and the aftermath of which prevents magic from being activated and prayer from being heard, whilst dealing up to 1500 damage. Aside from being excavated and being won as a prize, it lies in the highest cavern of the Battle Island caves, guarded by the only purple and adamant dragons known.
Lazarus - Made by the creator of the Chimera designed to execute the family, which tried to use the powers of Arzonus for warfare. This artefact embodies the power of Gravity, which not only does up to 1500 damage to all opponents in a 10 square radius, but has an increased chance of hitting beyond the maximum damage for foes that carry a lot of weight and also prevents foes from being airborne. It can only be obtained after completing the Chimera mini quest.
Conscientia - Made by the Summoning Master who found the weaknesses of the Wrao swarm that have invaded Arzonus in the past by using Summoning Familiars. This creature has the power of Ice and can strike up to 1750 damage on all opponents in the 15 square radius and having them frozen for about 10 seconds. Aside from being won or excavated, it is kept inside the Sky Sapphire, keeping it in orbit above the land and preventing it from melting.
Maelstrom - This is one of the strongest of all the artefacts. Embodying the power of time, it summons a wolf decorated in pure dragon metal which howls a great incantation that strikes all opponents within the immediate area, dealing up to 2000 damage and those that survive are suspended in time for 20 seconds before being re-animated. Maelstrom keeps this artefact watching over the Eastern Island of Wriia, activating only should Drakan make an inappropriate movement. It is sealed away in a temple built on the island.
All artefacts (aside from Maelstrom) can be obtained through excavation and through winning a certain number of Summoning duels consecutively on Battle Island. Here is how they are attained through battle.
Lacertus - 50 Battles Won
Calliditus - 75 Battles Won
Xi Upsilon - 100 Battles Won
Fiducia - 150 Battles Won
Lazarus - 200 Battles Won
Conscientia - 300 Battles Won
Artefacts from Xi Upsilon can be obtained in a different way. Here is how they are found.
Xi Upsilon – Won at Human Hunter after gaining a certain number of points.
Fiducia - Battle Island caves after defeating the adamant dragon.
Lazarus - Obtained as a reward of the Chimera mini quest or after completing it from excavation or battle.
Conscientia - Sky Sapphire (attained during a future quest).
Maelstrom - Temple on Wriia (attained during a future quest). This is the ONLY way it can be found.
Artefacts up to Lazarus can be sold on Battle Island for a very high price (we're considering millions) as well as being bought. The artefacts cannot be traded between other players and the artefacts more powerful than Lazarus cannot be traded or bought.
The artefacts can only strike NPCs, so you cannot go using them in places like Castle Wars or Bounty Hunter. They all require 95 Summoning to use and can be severely draining on your Summoning Points and can only be activated once every 30 minutes.
Each one named is after the Master that bound it and contains some of the extreme elements of nature. In order to lay your hands on such powerful items, you must be extremely lucky to dig them up during the Summoning Swim, be talented to win a number of battles on Battle Island consecutively or be obtained in a different manner. They all require 95 Summoning to use and are the most powerful of all weapons. Here they are, in order of strength.
Lacertus - Named after the first Summoning Master, this artefact embodies the power of fire. It is capable of hitting all creatures in a 3 square radius with the fires of a volcano hitting up to 1000 damage on each target.
Calliditus - Named after the Summoning Master who led a brave crusade to Morytania in hope of freeing it. Embodying the power of the power of Magnetism, it can hit up to 1000 damage on anything in a four square radius and can make anything that wears metal armour immobile for a short while.
Xi Upsilon - Named after one of the five Greatest Human Hunters ever to be born, the other four being her siblings. This item was forged during a thunderstorm when a lighting bolt split into five separate ones and each powered the greatest tools of the Xi siblings. Embodying the powers of lightning, it can strike anything within a 6 square radius inflicting up to 1250 damage on anything within it and always hitting anything carrying metal. This can be obtained through Human Hunt as well as digging it up or winning it through successful combat.
Fiducia - Made by the Master who had Battle Island founded. This artefact has the power of Sound. This extreme power can cover a massive 8 square radius and the aftermath of which prevents magic from being activated and prayer from being heard, whilst dealing up to 1500 damage. Aside from being excavated and being won as a prize, it lies in the highest cavern of the Battle Island caves, guarded by the only purple and adamant dragons known.
Lazarus - Made by the creator of the Chimera designed to execute the family, which tried to use the powers of Arzonus for warfare. This artefact embodies the power of Gravity, which not only does up to 1500 damage to all opponents in a 10 square radius, but has an increased chance of hitting beyond the maximum damage for foes that carry a lot of weight and also prevents foes from being airborne. It can only be obtained after completing the Chimera mini quest.
Conscientia - Made by the Summoning Master who found the weaknesses of the Wrao swarm that have invaded Arzonus in the past by using Summoning Familiars. This creature has the power of Ice and can strike up to 1750 damage on all opponents in the 15 square radius and having them frozen for about 10 seconds. Aside from being won or excavated, it is kept inside the Sky Sapphire, keeping it in orbit above the land and preventing it from melting.
Maelstrom - This is one of the strongest of all the artefacts. Embodying the power of time, it summons a wolf decorated in pure dragon metal which howls a great incantation that strikes all opponents within the immediate area, dealing up to 2000 damage and those that survive are suspended in time for 20 seconds before being re-animated. Maelstrom keeps this artefact watching over the Eastern Island of Wriia, activating only should Drakan make an inappropriate movement. It is sealed away in a temple built on the island.
All artefacts (aside from Maelstrom) can be obtained through excavation and through winning a certain number of Summoning duels consecutively on Battle Island. Here is how they are attained through battle.
Lacertus - 50 Battles Won
Calliditus - 75 Battles Won
Xi Upsilon - 100 Battles Won
Fiducia - 150 Battles Won
Lazarus - 200 Battles Won
Conscientia - 300 Battles Won
Artefacts from Xi Upsilon can be obtained in a different way. Here is how they are found.
Xi Upsilon – Won at Human Hunter after gaining a certain number of points.
Fiducia - Battle Island caves after defeating the adamant dragon.
Lazarus - Obtained as a reward of the Chimera mini quest or after completing it from excavation or battle.
Conscientia - Sky Sapphire (attained during a future quest).
Maelstrom - Temple on Wriia (attained during a future quest). This is the ONLY way it can be found.
Artefacts up to Lazarus can be sold on Battle Island for a very high price (we're considering millions) as well as being bought. The artefacts cannot be traded between other players and the artefacts more powerful than Lazarus cannot be traded or bought.
The artefacts can only strike NPCs, so you cannot go using them in places like Castle Wars or Bounty Hunter. They all require 95 Summoning to use and can be severely draining on your Summoning Points and can only be activated once every 30 minutes.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
The Wrao
Briefly mentioned earlier, is a species known as the Wrao. These monsters are capable of devouring energy to feed their limitless hunger and have no mercy for those that stand in their way.
Back in the days of the God Wars, the barriers that sealed off the realms were broken, allowing creatures to slip back and forth. When the modern Gods sought out armies from other worlds, Saradomin too sought an army to fight amongst his. He stumbled across a realm called Natreido (nowadays is the Abyss). Setting his standards too high, he expected to find an army to fight amongst his, all he found were the Wrao, which he considered too hideous to fight amongst his armies of grace. In his bitter rage, he devastated Natreido, making in spoiled and ugly, just like the Wrao. Without the land being able to support them, the Wrao became scavengers and target Gielnor, still in belief that Saradomin is still there.
Their natural form is a formless creature made of a mass of unstructured cells, but has the ability to shape shift with their environment, or bind themselves with living creatures or material and use it as a body. So for example they invaded a mine, they would either infect the workers or inhabit themselves into the ore and become golem like beasts.
Whilst some believe their invasions to be random, some groups invade for purpose, either to get a specific object or person, gain the benefits of the location or for strategic value. They go around in groups, all led by a leader. When invading, they can generate an aura that prevents them from being found and prevents physical access. The aura in some conditions is photophobic and can be penetrated with sunlight, but in other cases it can be fuelled by the Wrao themselves, meaning that a certain number need to be defeated to pass through and if the Superior One is involved in a series of invasions, more than one leader needs to be beaten to gain access to find the Superior One.
There are four types of the Wrao and each has their own weaknesses. The lowest levels of Wrao are the Grunts. These basic fighters are only for basic invasion and barely have a lot of strength. They can be beaten by any form of attack that is inflicted upon them.
The next levels of Wrao are the Soldiers. These are much stronger and only magic and Summoning have a significant effect on them.
The highest level for a small invasion group is the Leader. They are usually sent on missions on behalf of the Superior One and have significant intelligence. They are different from other Wrao, because they have names and are capable of thought without control so have the ability to talk. There is a debate whether they are Wrao or not, because unlike lesser Wrao, they have minds, but still have an unstructured form. They are only affected by Summoning Familiars.
The leader of all Wrao is referred to as the Superior One (or as Maelstrom jokes, the Maniacal Master.). He is clearly not of the Wrao species, but of another species that is invincible. He has the ability to take one's dark thoughts and use them to get them to follow his will. He has full control over the Wrao, because this ability works well on the weaker minded and the Wrao have no minds. He only appears during greater invasions; which take place over vast regions. His only weakness is to pluck out his heart and crush it, like all the others in his species, but no one has even got close to his chest in order to do so.
The Wrao also have another weakness. They can be held back by Faith. If one has faith in something or someone, it can hold back the horde. There has only been one case of a faith so strong, it restrained the Superior One and even turned his will against him. Faith is a powerful force of hope and the Wrao are empty of all things that are decent so it has a profound effect on them.
Maelstrom has a deep hatred for the Wrao, for the last time he encountered them, his closest friends they were killed painfully. His hatred towards the Superior One is evident from the way he describes him. His destiny, in his eyes, would be to "Take my Bracelet, set it to reverse and slowly drain the life out of the Superior one to pay the lives he took. If I was given his heart, I would rip it apart with my teeth and throw what was left to the Reapers."
The Wrao normally come from Natreido, but have established a permanent lair in Gielnor on a far eastern isle Wriia. The island is as far as possible from any civilisation and is concealed in shadow.
Maelstrom has taken no chances against the Wrao. He has the Sea Base established to track their activity, the Sky Sapphire on standby, and the Stronger Summoning Artefacts kept safely away (the Maelstrom artefact in the temple of Wriia is safe as only he can open it.).
The Sky Sapphire is a technology that goes beyond the realms of current Gielnor science. It is basically a giant cluster of ice powered by the Conscientia artefact, which is used to focus sunlight, so the Wrao aura can be penetrated. We learn more about this as time develops.
The Wrao feature in an enormous quest series; which involve themselves into different cultures such as; Dorgesh-Kaan, The Black Knights, The Fremmenik Isle and so many more. The invasion of the Wrao is going to be widespread, unveiling more Summoning monsters, history and forgotten powers in its wake.
The Wrao level adjust from 50(Grunt), 70(Soldier), 100-225(Leader) and 430(Superior One). They are not to be under estimated.
Back in the days of the God Wars, the barriers that sealed off the realms were broken, allowing creatures to slip back and forth. When the modern Gods sought out armies from other worlds, Saradomin too sought an army to fight amongst his. He stumbled across a realm called Natreido (nowadays is the Abyss). Setting his standards too high, he expected to find an army to fight amongst his, all he found were the Wrao, which he considered too hideous to fight amongst his armies of grace. In his bitter rage, he devastated Natreido, making in spoiled and ugly, just like the Wrao. Without the land being able to support them, the Wrao became scavengers and target Gielnor, still in belief that Saradomin is still there.
Their natural form is a formless creature made of a mass of unstructured cells, but has the ability to shape shift with their environment, or bind themselves with living creatures or material and use it as a body. So for example they invaded a mine, they would either infect the workers or inhabit themselves into the ore and become golem like beasts.
Whilst some believe their invasions to be random, some groups invade for purpose, either to get a specific object or person, gain the benefits of the location or for strategic value. They go around in groups, all led by a leader. When invading, they can generate an aura that prevents them from being found and prevents physical access. The aura in some conditions is photophobic and can be penetrated with sunlight, but in other cases it can be fuelled by the Wrao themselves, meaning that a certain number need to be defeated to pass through and if the Superior One is involved in a series of invasions, more than one leader needs to be beaten to gain access to find the Superior One.
There are four types of the Wrao and each has their own weaknesses. The lowest levels of Wrao are the Grunts. These basic fighters are only for basic invasion and barely have a lot of strength. They can be beaten by any form of attack that is inflicted upon them.
The next levels of Wrao are the Soldiers. These are much stronger and only magic and Summoning have a significant effect on them.
The highest level for a small invasion group is the Leader. They are usually sent on missions on behalf of the Superior One and have significant intelligence. They are different from other Wrao, because they have names and are capable of thought without control so have the ability to talk. There is a debate whether they are Wrao or not, because unlike lesser Wrao, they have minds, but still have an unstructured form. They are only affected by Summoning Familiars.
The leader of all Wrao is referred to as the Superior One (or as Maelstrom jokes, the Maniacal Master.). He is clearly not of the Wrao species, but of another species that is invincible. He has the ability to take one's dark thoughts and use them to get them to follow his will. He has full control over the Wrao, because this ability works well on the weaker minded and the Wrao have no minds. He only appears during greater invasions; which take place over vast regions. His only weakness is to pluck out his heart and crush it, like all the others in his species, but no one has even got close to his chest in order to do so.
The Wrao also have another weakness. They can be held back by Faith. If one has faith in something or someone, it can hold back the horde. There has only been one case of a faith so strong, it restrained the Superior One and even turned his will against him. Faith is a powerful force of hope and the Wrao are empty of all things that are decent so it has a profound effect on them.
Maelstrom has a deep hatred for the Wrao, for the last time he encountered them, his closest friends they were killed painfully. His hatred towards the Superior One is evident from the way he describes him. His destiny, in his eyes, would be to "Take my Bracelet, set it to reverse and slowly drain the life out of the Superior one to pay the lives he took. If I was given his heart, I would rip it apart with my teeth and throw what was left to the Reapers."
The Wrao normally come from Natreido, but have established a permanent lair in Gielnor on a far eastern isle Wriia. The island is as far as possible from any civilisation and is concealed in shadow.
Maelstrom has taken no chances against the Wrao. He has the Sea Base established to track their activity, the Sky Sapphire on standby, and the Stronger Summoning Artefacts kept safely away (the Maelstrom artefact in the temple of Wriia is safe as only he can open it.).
The Sky Sapphire is a technology that goes beyond the realms of current Gielnor science. It is basically a giant cluster of ice powered by the Conscientia artefact, which is used to focus sunlight, so the Wrao aura can be penetrated. We learn more about this as time develops.
The Wrao feature in an enormous quest series; which involve themselves into different cultures such as; Dorgesh-Kaan, The Black Knights, The Fremmenik Isle and so many more. The invasion of the Wrao is going to be widespread, unveiling more Summoning monsters, history and forgotten powers in its wake.
The Wrao level adjust from 50(Grunt), 70(Soldier), 100-225(Leader) and 430(Superior One). They are not to be under estimated.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
Now I know a lot more than for a couple of minutes ago .. but now.. goodnight..
are you taken the music from the game that are there now? or just making it yourself?
are you taken the music from the game that are there now? or just making it yourself?
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Looking the Part (filler material)
The appearance of Arzonus is something to behold. The city is made entirely of moonstone. This material appears like silver so looks like the city was built out of metal, but it has a natural look to it (such as the infrastructures looking like natural foundations) to retain the fact that it is grown.
The Heart of the city looks like a large disc on the surface, but beneath this transparent layer is in fact a real heart shrouded amongst the violet emanations of Zaros. This suggests more about the city being living.
All residents are in wolf form and the clothes they wear can be purchased from any clothing store in Arzonus. All residents wear a "loin cloth belt" above their clothing. This is just merely a belt with a piece of cloth attached depicting the symbol of their chosen god. The robes worn by wolves in power (such as the Masters) have a more royal quality to them (such as trimmings), with the exception of Master Maelstrom (who wears a lab coat) and Master Embrace (who merely wears a plate skirt and a tail ender as an example of him being a follower of Bandos).
The city has a unique feature unlike any other place. It is said that at night, the Heart's aura lights up the city (suggesting towards day and night changes).
Battle Island is a tropical paradise, so the seas are clear, the plant life thriving and the sands golden. The caves are lined with gemstones, which reflect light and give the cavern a mystical appearance.
The Beasts' Temple is partially inspired on temples like Iban's Temple and those in Al Kharid, with large pillars, crumbling masonry and faded texts. On some of the walls is a read option where one can look at the faded pictures and unusual texts.
The Heart of the city looks like a large disc on the surface, but beneath this transparent layer is in fact a real heart shrouded amongst the violet emanations of Zaros. This suggests more about the city being living.
All residents are in wolf form and the clothes they wear can be purchased from any clothing store in Arzonus. All residents wear a "loin cloth belt" above their clothing. This is just merely a belt with a piece of cloth attached depicting the symbol of their chosen god. The robes worn by wolves in power (such as the Masters) have a more royal quality to them (such as trimmings), with the exception of Master Maelstrom (who wears a lab coat) and Master Embrace (who merely wears a plate skirt and a tail ender as an example of him being a follower of Bandos).
The city has a unique feature unlike any other place. It is said that at night, the Heart's aura lights up the city (suggesting towards day and night changes).
Battle Island is a tropical paradise, so the seas are clear, the plant life thriving and the sands golden. The caves are lined with gemstones, which reflect light and give the cavern a mystical appearance.
The Beasts' Temple is partially inspired on temples like Iban's Temple and those in Al Kharid, with large pillars, crumbling masonry and faded texts. On some of the walls is a read option where one can look at the faded pictures and unusual texts.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Chimera Mini-quest
Briefly mentioned earlier was the Chimera Mini quest. This quest begins by equipping the Ghost speak Amulet and the Ring of Visibility (you need not have done Desert Treasure to start this.) and venturing into the catacombs of the Beasts' Temple and encountering the spirit of Master Lazarus.
Lazarus explains to the player that he is unable to pass into the afterlife, because he is having concerns. A creation of his, the Chimera, was made during his lifetime, but before he died, he never gave it a purpose and wants a player to help it find a destiny or end its cursed and pointless existence. If it is still alive, it should be where he left it, in the vaults beneath Maelstrom's Laboratory.
When trying to talk to Maelstrom, you can't seem to get a word of sense out of him. Maya says that he got so caught up in his research, that he forgot to make his lunch and she can't bear him going hungry for the fourth time in a row. She can't leave the laboratory, because she has work to do, and asks that you help her by making his lunch. What Maelstrom likes best are; a Salmon Sandwich, a slice of cake glazed with honey (not chocolate cake because this makes him sick.) and ice cold Orange Juice.
To get the Salmon sandwich, just used a knife a cooked salmon to get salmon chunks and use a knife on the bread to get sliced bread. Use them together with butter to get a salmon sandwich. To get the honey glazed cake, use honeycomb on a pestle and mortar to get honey and use it on a slice of cake. For the Orange juice, use a knife of the orange to get 2 halves of an orange and use both of them on a pestle and mortar with a beer glass in your inventory. Now, with the ice gloves on, wield the orange juice and go to White Wolf Mountain and when you reach the peak, the orange juice will go ice cold.
Hand this food to Maelstrom and he will tell you about the Chimera. He says that back in the days when the Vozen family were in rule, they attempted to use their authority to wage war. They were arrested once they had been found out and Master Lazarus was given the order to create a beast to execute them. The Chimera had the strength of a demon, the breath of a dragon, the soul and mind of a trusted diplomat, all inside a sophisticated machine. Maelstrom says that is doesn't die naturally, because all organic matter is preserved, so the only way for it to be relieved of duty, is to fight it.
Arm yourself for this battle as the Chimera is level 200 and can use dragon breath. It is capable of hitting up to 250 with melee, but this can be blocked by prayer. After you defeat it, the Chimera asks what you want from it mentioning that it restrained itself from using its powers of gravity against you because it wasn't its duty to harm you. Tell the Chimera about Lazarus wanting it to be free, and agree to take it to the temple to see its creator.
When you enter the catacombs, Lazarus comes up with the idea that maybe he should bind the Chimera's power of Gravity to an artefact and send the physical creature to the spirit world to look after the dead. In order to create the artefact, you need to obtain a large slab of primed moonstone. Go back to Maelstrom and he will hand you some (provided you make him more orange juice first). Craft this into the artefact and hand it over to Lazarus. After a brief incantation, the Chimera is set free and Lazarus offers you a choice. He offers either to increase the offensive and defensive properties of the Ghostly robes and Shadow Sword (making them almost as powerful as infinite robes and sword almost as powerful as Barrel Chest Anchor) or give you the Summoning artefact. Make your choice wisely as you won't be able to change your mind after.
After making your choice Lazarus is free and Mini Quest complete.
Lazarus explains to the player that he is unable to pass into the afterlife, because he is having concerns. A creation of his, the Chimera, was made during his lifetime, but before he died, he never gave it a purpose and wants a player to help it find a destiny or end its cursed and pointless existence. If it is still alive, it should be where he left it, in the vaults beneath Maelstrom's Laboratory.
When trying to talk to Maelstrom, you can't seem to get a word of sense out of him. Maya says that he got so caught up in his research, that he forgot to make his lunch and she can't bear him going hungry for the fourth time in a row. She can't leave the laboratory, because she has work to do, and asks that you help her by making his lunch. What Maelstrom likes best are; a Salmon Sandwich, a slice of cake glazed with honey (not chocolate cake because this makes him sick.) and ice cold Orange Juice.
To get the Salmon sandwich, just used a knife a cooked salmon to get salmon chunks and use a knife on the bread to get sliced bread. Use them together with butter to get a salmon sandwich. To get the honey glazed cake, use honeycomb on a pestle and mortar to get honey and use it on a slice of cake. For the Orange juice, use a knife of the orange to get 2 halves of an orange and use both of them on a pestle and mortar with a beer glass in your inventory. Now, with the ice gloves on, wield the orange juice and go to White Wolf Mountain and when you reach the peak, the orange juice will go ice cold.
Hand this food to Maelstrom and he will tell you about the Chimera. He says that back in the days when the Vozen family were in rule, they attempted to use their authority to wage war. They were arrested once they had been found out and Master Lazarus was given the order to create a beast to execute them. The Chimera had the strength of a demon, the breath of a dragon, the soul and mind of a trusted diplomat, all inside a sophisticated machine. Maelstrom says that is doesn't die naturally, because all organic matter is preserved, so the only way for it to be relieved of duty, is to fight it.
Arm yourself for this battle as the Chimera is level 200 and can use dragon breath. It is capable of hitting up to 250 with melee, but this can be blocked by prayer. After you defeat it, the Chimera asks what you want from it mentioning that it restrained itself from using its powers of gravity against you because it wasn't its duty to harm you. Tell the Chimera about Lazarus wanting it to be free, and agree to take it to the temple to see its creator.
When you enter the catacombs, Lazarus comes up with the idea that maybe he should bind the Chimera's power of Gravity to an artefact and send the physical creature to the spirit world to look after the dead. In order to create the artefact, you need to obtain a large slab of primed moonstone. Go back to Maelstrom and he will hand you some (provided you make him more orange juice first). Craft this into the artefact and hand it over to Lazarus. After a brief incantation, the Chimera is set free and Lazarus offers you a choice. He offers either to increase the offensive and defensive properties of the Ghostly robes and Shadow Sword (making them almost as powerful as infinite robes and sword almost as powerful as Barrel Chest Anchor) or give you the Summoning artefact. Make your choice wisely as you won't be able to change your mind after.
After making your choice Lazarus is free and Mini Quest complete.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
First Invasion
The quest "First Invasion" begins 24 hours after gaining all the requirements needed to start it. A human hunter will find you and will give you an urgent message from Master Maelstrom. Arzonus is under attack from the Wrao.
The Wrao have taken the city by surprise and warriors are everywhere fighting the demon invasion. Maelstrom's Laboratory has been shielded by the Aura of the Wrao. You will need to kill 10 foot soldiers in order to get through the aura as General Fang would suggest.
Once the aura is broken, prepare yourself for a harsh fight with a Shadow Dragon, which is level 110. She is keeping Maelstrom captive and he can't do anything. This beast can only be beaten if you are using summoning or an incantation. Its shadow breath doesn't strike like normal dragon breath, but it helps to have an anti dragon shield or variants if you don't want stat reduction. If you haven't got a familiar with you, then pick up the Minotaur pouch on the table nearest to the door. After the dragon has been defeated, it will disappear and you can talk to Maelstrom who is deeply shocked.
He wants you to now go to the Masters' Temple to check on the other Masters and Elder Silver. In the temple, you find Master Valiant wounded and Master Seeker trapped under a bookcase. Report back to Maelstrom who tells you to look in the cupboards near the operating table and get some cloths for bandages and a cleaning cloth to clean the wounds. Go back to the temple and help heal Master Valiant who will explain the Wrao just wounded them and left. They didn't finish them off when they could have. He will try to lift the bookcase off the unconscious Master Seeker, but says he needs another wolf to help. Go back to Maelstrom's Laboratory and ask him to go help.
When you return to the temple, a cut scene will show with you, Maelstrom and Valiant lifting up the bookcase.
Maelstrom wants you to go back to the laboratory again to obtain the smelling salts and more cloth in order to help revive Master Seeker and help him with his wounds and also use a needle and thread on two pieces of cloth because Seeker has broken his left arm.
After doing so and bringing back the equipment, a short cut scene plays to reveal the current crisis situation and Elder Silver is revealed for the first time. Valiant says that they lost contact with Battle Island shortly before the invasion and when it threatened Oo'glog, Master Embrace headed for there to help the Ogresses and Wisdom headed for Yanille when they reported Wrao. What's worse is that Maya was taken hostage by the Superior One and they took the Resurrection Bracelet. The aura around Battle Island is too strong but weakened just after the Shadow Dragon was beaten, hinting that this aura is being kept material by Leader Wrao. You are then ordered to go to Oo'glog and Yanille to try and stop the Wrao invasions there.
Oo'glog is overrun by Wrao as well. Seegud, the ogress shaman, has been sealed in her hut with Embrace trying to protect her. In order to get past this aura, you'll need to kill 15 foot soldiers. The Wrao leader here is a Shadow Demon at level 120. Fight this monster off and talk to Embrace that will explain the Wrao took Oo'glog, because of the regenerative qualities of the pools. You need to head over to Yanille to stop the remaining invasion of the main land.
This time, you will need to defeat 20 foot soldiers to gain access to the Mage's Guild and defeat the Shadow Lord at level 125 in order to free the guild. When he has been beaten, the Wizards will say that Seeker wasn't in the guild, but in the Watchtower and that any teleport there has failed. You will have to kill a further 10 foot soldiers to be able to get into the tower through teleport. The leader in here is a Shadow Elemental at level 130.
The Shadow Elemental is very tricky to defeat. It can negate prayer and prevent potions from working as effectively. Once it has been beaten, it will begin talking. It says the Wrao invaded Yanille and the Watchtower to use the energy from the shield as food and use the Magic Guild teleports as a way of spreading their numbers. They have taken Maya as she has access to the key to making their invasion stronger. At that point, it dies and you will be sent back to the temple.
At a meeting with all the Masters, Maelstrom has worked out their purpose on Battle Island. The Island holds a secret artefact, which can summon a being, which could defeat the Wrao easily. They have taken Maya in the belief that she can operate the bracelet. The bracelet can do more than just give life. It can also take it away. The Wrao want to use the power of the bracelet to sever the connection between artefact and summoning being. Stock up on pouches, the next part will be challenging.
Head to Battle Island (now free of the aura) and you find the Wrao are still on the surface, but under control. The residents say that their leader stayed and watched the battle, which is why he took so long to get into the caverns. Navigate the caverns until you come across the Fiducia chamber.
In another cut scene, you see Maya failing to stand against the will of the Superior One. But as soon as she turns and sees you, she fights back and even has the Superior One thrown against the wall. He too will notice you and send Leader Skull to dispatch with you. Leader Skull is a level 150 Shadow Dragon with the ability to lower stats with his breath, whether or not you are wielding an anti dragon shield. To defeat him, you can only use a Summoning Familiar. Once defeated, collect up the Shadow Dragon corpse and bring it back to the mainland. Maelstrom will have a reward for you.
Maelstrom explains that the invasion force has pulled back, but it still threatens. They won't invade Arzonus, Oo'glog, Yanille or Battle Island again, but that won't stop them from invading other lands with potential. Valiant will point out that the island of Wriia no longer appears on the vision orb map, which can only mean one thing... it has been taken.
Maya then interjects to say that she is sorry for failing to put a good fight up against the Superior One. She says that he gave her memories of her father, who hated her ever since her mother died and was everyday tortured with being blamed for her death. Maya then went on to explain that with that thought the Superior One could get her to do what he wanted, until the player arrived. When seeing the player, she suddenly had a boost in confidence as she had faith in the player. A faith so strong, it could have severed the connection with the Superior One and his horde.
After this, Maelstrom thanks you, but tells you to stay alert. This invasion won't be the last and they will keep coming until the Superior One is dead. The invasion won't come for some time, but it's best to stay ready. Before they can continue, they take the corpse of the Shadow Dragon to reveal that it was infected with the Wrao gene, making it serve the Superior One. They will examine it further to find more weaknesses in the horde. The final part to the cut scene is a vision of the Superior One sitting on his throne on Wriia declaring that he will devour the land, beyond the point where any god could save it (to be continued). End Quest.
Requirements:
5000 Below
Beyond Death
Master's Training
As a First Resort...
Dragon Slayer
Watchtower Quest
plus
60 Strength
66 Magic
40 Summoning
Rewards:
3 Quest Points
Access to the Fiducia cavern to fight Purple, Shadow and Adamant dragons.
15,000 Summoning exp.
10,000 exp. to any combat skill.
Ability to make bandages.
During the First Invasion, the foot soldiers stay the same. They are;
Shadow Hounds - Ugly brutish dogs at level 50. They only fight with melee, which is pretty weak.
Shadow Wing - Mutated Bat-like monsters with a harsh scream that can hit from a distance.
Shadow Dragon - Dragons, which look different from their metal or coloured relatives. They look more female, with a slender and thinner figure.
Shadow Demon - A demon that looks more like a wraith than a demon. It is half visible (like the ghostly robes) with tattered robes.
Shadow Lord - A tall knight with very strong armour and a large sword. His armour bears resemblance to Graardor.
Shadow Elemental - A spectre like creature, which looks like a skeletal creature shrouded in black fumes.
The Superior One - The Superior One takes the form of a humanoid like creature, but made of dark crystal and wearing elegant armour. His form may vary during certain quests.
The Wrao have taken the city by surprise and warriors are everywhere fighting the demon invasion. Maelstrom's Laboratory has been shielded by the Aura of the Wrao. You will need to kill 10 foot soldiers in order to get through the aura as General Fang would suggest.
Once the aura is broken, prepare yourself for a harsh fight with a Shadow Dragon, which is level 110. She is keeping Maelstrom captive and he can't do anything. This beast can only be beaten if you are using summoning or an incantation. Its shadow breath doesn't strike like normal dragon breath, but it helps to have an anti dragon shield or variants if you don't want stat reduction. If you haven't got a familiar with you, then pick up the Minotaur pouch on the table nearest to the door. After the dragon has been defeated, it will disappear and you can talk to Maelstrom who is deeply shocked.
He wants you to now go to the Masters' Temple to check on the other Masters and Elder Silver. In the temple, you find Master Valiant wounded and Master Seeker trapped under a bookcase. Report back to Maelstrom who tells you to look in the cupboards near the operating table and get some cloths for bandages and a cleaning cloth to clean the wounds. Go back to the temple and help heal Master Valiant who will explain the Wrao just wounded them and left. They didn't finish them off when they could have. He will try to lift the bookcase off the unconscious Master Seeker, but says he needs another wolf to help. Go back to Maelstrom's Laboratory and ask him to go help.
When you return to the temple, a cut scene will show with you, Maelstrom and Valiant lifting up the bookcase.
Maelstrom wants you to go back to the laboratory again to obtain the smelling salts and more cloth in order to help revive Master Seeker and help him with his wounds and also use a needle and thread on two pieces of cloth because Seeker has broken his left arm.
After doing so and bringing back the equipment, a short cut scene plays to reveal the current crisis situation and Elder Silver is revealed for the first time. Valiant says that they lost contact with Battle Island shortly before the invasion and when it threatened Oo'glog, Master Embrace headed for there to help the Ogresses and Wisdom headed for Yanille when they reported Wrao. What's worse is that Maya was taken hostage by the Superior One and they took the Resurrection Bracelet. The aura around Battle Island is too strong but weakened just after the Shadow Dragon was beaten, hinting that this aura is being kept material by Leader Wrao. You are then ordered to go to Oo'glog and Yanille to try and stop the Wrao invasions there.
Oo'glog is overrun by Wrao as well. Seegud, the ogress shaman, has been sealed in her hut with Embrace trying to protect her. In order to get past this aura, you'll need to kill 15 foot soldiers. The Wrao leader here is a Shadow Demon at level 120. Fight this monster off and talk to Embrace that will explain the Wrao took Oo'glog, because of the regenerative qualities of the pools. You need to head over to Yanille to stop the remaining invasion of the main land.
This time, you will need to defeat 20 foot soldiers to gain access to the Mage's Guild and defeat the Shadow Lord at level 125 in order to free the guild. When he has been beaten, the Wizards will say that Seeker wasn't in the guild, but in the Watchtower and that any teleport there has failed. You will have to kill a further 10 foot soldiers to be able to get into the tower through teleport. The leader in here is a Shadow Elemental at level 130.
The Shadow Elemental is very tricky to defeat. It can negate prayer and prevent potions from working as effectively. Once it has been beaten, it will begin talking. It says the Wrao invaded Yanille and the Watchtower to use the energy from the shield as food and use the Magic Guild teleports as a way of spreading their numbers. They have taken Maya as she has access to the key to making their invasion stronger. At that point, it dies and you will be sent back to the temple.
At a meeting with all the Masters, Maelstrom has worked out their purpose on Battle Island. The Island holds a secret artefact, which can summon a being, which could defeat the Wrao easily. They have taken Maya in the belief that she can operate the bracelet. The bracelet can do more than just give life. It can also take it away. The Wrao want to use the power of the bracelet to sever the connection between artefact and summoning being. Stock up on pouches, the next part will be challenging.
Head to Battle Island (now free of the aura) and you find the Wrao are still on the surface, but under control. The residents say that their leader stayed and watched the battle, which is why he took so long to get into the caverns. Navigate the caverns until you come across the Fiducia chamber.
In another cut scene, you see Maya failing to stand against the will of the Superior One. But as soon as she turns and sees you, she fights back and even has the Superior One thrown against the wall. He too will notice you and send Leader Skull to dispatch with you. Leader Skull is a level 150 Shadow Dragon with the ability to lower stats with his breath, whether or not you are wielding an anti dragon shield. To defeat him, you can only use a Summoning Familiar. Once defeated, collect up the Shadow Dragon corpse and bring it back to the mainland. Maelstrom will have a reward for you.
Maelstrom explains that the invasion force has pulled back, but it still threatens. They won't invade Arzonus, Oo'glog, Yanille or Battle Island again, but that won't stop them from invading other lands with potential. Valiant will point out that the island of Wriia no longer appears on the vision orb map, which can only mean one thing... it has been taken.
Maya then interjects to say that she is sorry for failing to put a good fight up against the Superior One. She says that he gave her memories of her father, who hated her ever since her mother died and was everyday tortured with being blamed for her death. Maya then went on to explain that with that thought the Superior One could get her to do what he wanted, until the player arrived. When seeing the player, she suddenly had a boost in confidence as she had faith in the player. A faith so strong, it could have severed the connection with the Superior One and his horde.
After this, Maelstrom thanks you, but tells you to stay alert. This invasion won't be the last and they will keep coming until the Superior One is dead. The invasion won't come for some time, but it's best to stay ready. Before they can continue, they take the corpse of the Shadow Dragon to reveal that it was infected with the Wrao gene, making it serve the Superior One. They will examine it further to find more weaknesses in the horde. The final part to the cut scene is a vision of the Superior One sitting on his throne on Wriia declaring that he will devour the land, beyond the point where any god could save it (to be continued). End Quest.
Requirements:
5000 Below
Beyond Death
Master's Training
As a First Resort...
Dragon Slayer
Watchtower Quest
plus
60 Strength
66 Magic
40 Summoning
Rewards:
3 Quest Points
Access to the Fiducia cavern to fight Purple, Shadow and Adamant dragons.
15,000 Summoning exp.
10,000 exp. to any combat skill.
Ability to make bandages.
During the First Invasion, the foot soldiers stay the same. They are;
Shadow Hounds - Ugly brutish dogs at level 50. They only fight with melee, which is pretty weak.
Shadow Wing - Mutated Bat-like monsters with a harsh scream that can hit from a distance.
Shadow Dragon - Dragons, which look different from their metal or coloured relatives. They look more female, with a slender and thinner figure.
Shadow Demon - A demon that looks more like a wraith than a demon. It is half visible (like the ghostly robes) with tattered robes.
Shadow Lord - A tall knight with very strong armour and a large sword. His armour bears resemblance to Graardor.
Shadow Elemental - A spectre like creature, which looks like a skeletal creature shrouded in black fumes.
The Superior One - The Superior One takes the form of a humanoid like creature, but made of dark crystal and wearing elegant armour. His form may vary during certain quests.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Wriia
Wriia was once the greatest of lands of the East, now reduced to lifeless, brittle rock by the Wrao. When they took it, they consumed what nutrients were there leaving nothing. Even the land began to break and magma was exposed.
The dead island then became the fortress of the Wrao, with its only distinguishable feature being the mountain that was named the Temple of Heironymous. The Superior One has taken it as his throne room, patrolled daily by the scourge that he calls his horde. Although it should be geologically unstable, it died along with the rest of the island, with the burning rivers of magma being the only life left.
The Maelstrom artefact lurks deep within the Temple, beyond the reach of any living creature. There, it is safe. For its power is one that could spell doom, keeping it where it is likely to be destroyed is one of the safest places to put it.
The track unlocked on the Island named Dystopia is a clear indication of what happened. By listening carefully to the storms on Wriia, you can still hear the song of suffering the people had before suffering a most painful death, the sound of the drums that beat to signal war and the sorrow that they shall never find eternal peace.
The land can only be visited on the last quest in the Age of the Wrao series, where the player must fight the Superior One for the final time. Aside from this, the only glimpses of Wriia tend to be in cut scenes of nightmares belonging to either the player, Maelstrom or other victims unfortunate to have them.
Life cannot be returned to Wriia as the land is no longer fertile and the skies thick with shadow, blocking all light. Even the magnified light of the Sky Sapphire cannot penetrate this thick cloud cover. This is the darkness of the Superior One, shielding himself in the dark, awaiting the next opportunity to strike.
Dry of hope and life, this land is one place that not even the foulest demons would want to lay their hooves on, nor even bear to look at it.
The dead island then became the fortress of the Wrao, with its only distinguishable feature being the mountain that was named the Temple of Heironymous. The Superior One has taken it as his throne room, patrolled daily by the scourge that he calls his horde. Although it should be geologically unstable, it died along with the rest of the island, with the burning rivers of magma being the only life left.
The Maelstrom artefact lurks deep within the Temple, beyond the reach of any living creature. There, it is safe. For its power is one that could spell doom, keeping it where it is likely to be destroyed is one of the safest places to put it.
The track unlocked on the Island named Dystopia is a clear indication of what happened. By listening carefully to the storms on Wriia, you can still hear the song of suffering the people had before suffering a most painful death, the sound of the drums that beat to signal war and the sorrow that they shall never find eternal peace.
The land can only be visited on the last quest in the Age of the Wrao series, where the player must fight the Superior One for the final time. Aside from this, the only glimpses of Wriia tend to be in cut scenes of nightmares belonging to either the player, Maelstrom or other victims unfortunate to have them.
Life cannot be returned to Wriia as the land is no longer fertile and the skies thick with shadow, blocking all light. Even the magnified light of the Sky Sapphire cannot penetrate this thick cloud cover. This is the darkness of the Superior One, shielding himself in the dark, awaiting the next opportunity to strike.
Dry of hope and life, this land is one place that not even the foulest demons would want to lay their hooves on, nor even bear to look at it.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Sky Sapphire (Location)
The Sky Sapphire is a large piece of ice that is shaped like a lens, orbiting the land in order to keep it clear of the Shadows of the Wrao. Powered and sustained by the Conscientia artefact, it has been around since the time of the first Wrao invasions.
The terrain can be ventured on, but there isn't a lot to find. The control area is right in the centre, operated by very able hands (or paws considering they are werewolves). The outside area is mostly just frozen causeways with the occasional snow storm or rain cloud. In the centre is the Conscientia artefact; which isn't accessible to unauthorised people.
It is discovered in the quest "Sky Sapphire" by the gnomes who are testing a new model of glider, which flies higher and travels further. They come across it when it was in their flight path and they collided with it. The Grand Tree ordered its removal, but shortly after, the Wrao invade the Grand Tree and the Sapphire allows help to come in when it uses sunlight to penetrate the aura. They then changed their mind.
Later in "Heart of Ice", it is attacked by Wrao, which are defeated when it exposes itself into really strong sunlight (potentially damaging the system). The Conscientia is ordered to be removed so it can serve a purpose on the ground. In search for the power source of the Sky Sapphire, the idea comes to mind of replacing it with the heart of Asgarnia's coldest monarch, the Ice Queen. When it was rooted in, the Sky Sapphire defends itself from the second invasion by freezing the Wrao that came aboard. After this, the Sky Sapphire became a living creature.
The Sky Sapphire can be visited once "Sky Sapphire" has been started. After "Heart of Ice", a direct teleport is available (requires 3 law runes, 2 water runes and a Sapphire.). It is advised to bring something warm to wear if you want to venture the causeways. The Sky Sapphire is truly something to behold.
The terrain can be ventured on, but there isn't a lot to find. The control area is right in the centre, operated by very able hands (or paws considering they are werewolves). The outside area is mostly just frozen causeways with the occasional snow storm or rain cloud. In the centre is the Conscientia artefact; which isn't accessible to unauthorised people.
It is discovered in the quest "Sky Sapphire" by the gnomes who are testing a new model of glider, which flies higher and travels further. They come across it when it was in their flight path and they collided with it. The Grand Tree ordered its removal, but shortly after, the Wrao invade the Grand Tree and the Sapphire allows help to come in when it uses sunlight to penetrate the aura. They then changed their mind.
Later in "Heart of Ice", it is attacked by Wrao, which are defeated when it exposes itself into really strong sunlight (potentially damaging the system). The Conscientia is ordered to be removed so it can serve a purpose on the ground. In search for the power source of the Sky Sapphire, the idea comes to mind of replacing it with the heart of Asgarnia's coldest monarch, the Ice Queen. When it was rooted in, the Sky Sapphire defends itself from the second invasion by freezing the Wrao that came aboard. After this, the Sky Sapphire became a living creature.
The Sky Sapphire can be visited once "Sky Sapphire" has been started. After "Heart of Ice", a direct teleport is available (requires 3 law runes, 2 water runes and a Sapphire.). It is advised to bring something warm to wear if you want to venture the causeways. The Sky Sapphire is truly something to behold.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Wrao Invasion Summary
Here is a brief summary of the invasions the Wrao perform, their reasons to why they invade and who leads them (if a leader takes charge the invasion is usually immanent attack, whereas if the Superior One is in charge, it is so subtle and secretive that you couldn't find out the Wrao were behind it until the very end.)
Grand Tree
This invasion is lead by the Root Demon, which looks similar to the Shadow demon but composed out of organic plant matter and roots. They invade because the land is flourishing with life and the anima mundi is plentiful.
Sky Sapphire
This invasion is aimed to take down the Sky Sapphire that threatens them. It is led once by the Moonlight Dragon, the second attack is conducted by an assassin. The first attempt is to take out the crew and shut down the Sapphire. The second attempt is to get finish off what the Wrao started.
Dorgesh Kaan
This invasion is lead by the Runite Warlord and is intended to extract the ore in the mines, feed of the swamp energy, use the link to Keldagrim to spread their invasion further. The tears of Guthix react strangely to this invasion and create red tears, which cause the light creatures to transform into their battle form.
The Kinshra
The Kinshra show potential as experienced warriors when infected by the Wrao. This invasion is lead by Lord Daiquiris after he has been infected.
Mort'ton
Mort'ton emits a dead energy, which can allow those exposed to it to defy death. This energy would make the Wrao immortal. It is lead by the Death Elemental, which looks similar to the Grim Reaper or the Shadow Elemental from First Invasion
Witchhaven
The sea slugs have taken the town and the Wrao want to steal it from them as well so they can have a nest on the mainland. This invasion is lead by the Superior One, but we never find out that it is the Wrao until shortly after.
Lletya
The poison waste makes the ideal environment for mass breeding of the Wrao. This invasion is lead by the Pestilence Demon.
Nardah
The oasis has mystical qualities and there are the people who can make soldiers from clay (golems). This invasion is lead by the Desert Dragon.
Varrock
With good connections with the rest of the world and the Dagon'Hai research could be vital to future invasions. It is lead by the Blood Elemental.
Meiyerditch
This land is under slavery so very easy to take. Using Drakan's shadow spells, the Wrao conceal their numbers and make them near invincible. This mission is lead by the Superior One as this mission requires subtlety and it has to be taken with strategic planning in order to get Drakan's trust.
Dark Crystal Fortress
The nest of the Wrao demons. This fortress forever covered in darkness and storm is under command of the Nightmare Demon.
Battalion of Elements
This arctic waste is the remains of one battle during the God Wars. This frozen post-Armageddon battle field and its temple are the control of the Catalytic elemental (it could be behind the frozen door in the God Wars Dungeon).
Dragon's Forge
This burning volcano is under the brutal command of the Emperor Dragon and his foul mate. Working here are the slaves and prisoners of past invasions, some who've never seen the world since.
Warrior's Forest.
This lush green land is rare to find under Wrao control. It is the land where the Wrao train their warriors and initiates. It is under control of the Stone Warlord who sits in his throne in the shrine that once belonged to the former inhabitants who worshipped Guthix.
Wriia
This invasion has already taken place and ended quickly. The Superior One is in charge and must be taken down to free the land.
There are many more lands taken by the Wrao, which haven't been featured here. This leaves some space for future ideas, such as lands under invasion from the hordes lead by Wrao Warlords.
Grand Tree
This invasion is lead by the Root Demon, which looks similar to the Shadow demon but composed out of organic plant matter and roots. They invade because the land is flourishing with life and the anima mundi is plentiful.
Sky Sapphire
This invasion is aimed to take down the Sky Sapphire that threatens them. It is led once by the Moonlight Dragon, the second attack is conducted by an assassin. The first attempt is to take out the crew and shut down the Sapphire. The second attempt is to get finish off what the Wrao started.
Dorgesh Kaan
This invasion is lead by the Runite Warlord and is intended to extract the ore in the mines, feed of the swamp energy, use the link to Keldagrim to spread their invasion further. The tears of Guthix react strangely to this invasion and create red tears, which cause the light creatures to transform into their battle form.
The Kinshra
The Kinshra show potential as experienced warriors when infected by the Wrao. This invasion is lead by Lord Daiquiris after he has been infected.
Mort'ton
Mort'ton emits a dead energy, which can allow those exposed to it to defy death. This energy would make the Wrao immortal. It is lead by the Death Elemental, which looks similar to the Grim Reaper or the Shadow Elemental from First Invasion
Witchhaven
The sea slugs have taken the town and the Wrao want to steal it from them as well so they can have a nest on the mainland. This invasion is lead by the Superior One, but we never find out that it is the Wrao until shortly after.
Lletya
The poison waste makes the ideal environment for mass breeding of the Wrao. This invasion is lead by the Pestilence Demon.
Nardah
The oasis has mystical qualities and there are the people who can make soldiers from clay (golems). This invasion is lead by the Desert Dragon.
Varrock
With good connections with the rest of the world and the Dagon'Hai research could be vital to future invasions. It is lead by the Blood Elemental.
Meiyerditch
This land is under slavery so very easy to take. Using Drakan's shadow spells, the Wrao conceal their numbers and make them near invincible. This mission is lead by the Superior One as this mission requires subtlety and it has to be taken with strategic planning in order to get Drakan's trust.
Dark Crystal Fortress
The nest of the Wrao demons. This fortress forever covered in darkness and storm is under command of the Nightmare Demon.
Battalion of Elements
This arctic waste is the remains of one battle during the God Wars. This frozen post-Armageddon battle field and its temple are the control of the Catalytic elemental (it could be behind the frozen door in the God Wars Dungeon).
Dragon's Forge
This burning volcano is under the brutal command of the Emperor Dragon and his foul mate. Working here are the slaves and prisoners of past invasions, some who've never seen the world since.
Warrior's Forest.
This lush green land is rare to find under Wrao control. It is the land where the Wrao train their warriors and initiates. It is under control of the Stone Warlord who sits in his throne in the shrine that once belonged to the former inhabitants who worshipped Guthix.
Wriia
This invasion has already taken place and ended quickly. The Superior One is in charge and must be taken down to free the land.
There are many more lands taken by the Wrao, which haven't been featured here. This leaves some space for future ideas, such as lands under invasion from the hordes lead by Wrao Warlords.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Dark Crystal Fortress
The Dark Crystal Fortress occupied by the Nightmare Demon is a very grim place. One disturbing feature is that it is always night and the odd thunder storm lurks in the sky.
Discovered back in the Early Days of the Moon Clan when the stumbled across the plane of nightmares in a similar way that the Z.M.I discovered the abyss, by accident. Although it seemed to embody their nightmares, it was somehow within RuneScape and not confined to the subconscious. The Oneiromancer believes that as long as fear in the sub consciousness exists, the plane of nightmares remains real.
The fortress is heavily guarded by swarms of Wrao, which are lead by the Nightmare Demon. The metal used in the foundations and walls of the fortress have been used in their armour. Somehow, Wrao that are closer to a home realm of theirs are stronger and have much larger intellect. They have learnt to build security defences such as Security Spiders, which use their eight malevolent eyes to keep a watch out for intruders, spinning webs of lightning when engaged by their prey.
The grounds are littered with loose metal and crystal (some of which may be living if you aren't careful.). The crystal that grows nearby catches the lightning and glows many colours. The fortress is very dark and gothic, but very clean for a Wrao lair. Keep an eye out for the security beasts, Wrao and also the masonry; some might come alive in this place ruled by your worst fears.
The realms belonging to the Wrao are too dangerous to venture alone. Master Embrace will be sent to accompany you, and will be a great asset in combat. There are no local inhabitants that would welcome you, so there is no help coming from them.
The Nightmare demon watches from the glass chamber in the overlook of the second tallest tower. After he is defeated, a teleport can be unlocked to visit the Dark Crystal Fortress requiring 3 law runes and 3 soul runes.
Discovered back in the Early Days of the Moon Clan when the stumbled across the plane of nightmares in a similar way that the Z.M.I discovered the abyss, by accident. Although it seemed to embody their nightmares, it was somehow within RuneScape and not confined to the subconscious. The Oneiromancer believes that as long as fear in the sub consciousness exists, the plane of nightmares remains real.
The fortress is heavily guarded by swarms of Wrao, which are lead by the Nightmare Demon. The metal used in the foundations and walls of the fortress have been used in their armour. Somehow, Wrao that are closer to a home realm of theirs are stronger and have much larger intellect. They have learnt to build security defences such as Security Spiders, which use their eight malevolent eyes to keep a watch out for intruders, spinning webs of lightning when engaged by their prey.
The grounds are littered with loose metal and crystal (some of which may be living if you aren't careful.). The crystal that grows nearby catches the lightning and glows many colours. The fortress is very dark and gothic, but very clean for a Wrao lair. Keep an eye out for the security beasts, Wrao and also the masonry; some might come alive in this place ruled by your worst fears.
The realms belonging to the Wrao are too dangerous to venture alone. Master Embrace will be sent to accompany you, and will be a great asset in combat. There are no local inhabitants that would welcome you, so there is no help coming from them.
The Nightmare demon watches from the glass chamber in the overlook of the second tallest tower. After he is defeated, a teleport can be unlocked to visit the Dark Crystal Fortress requiring 3 law runes and 3 soul runes.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
Hey Morb in the edited edition you will fix the location of the blood altar?, and also what kinds of transformation?, or you have decided to erase some rewards from arzonus achievement diarie?, also do will you add elite achievement diarie?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
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