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The End of the Beginning

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The Empty Lord
Handeath
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The End of the Beginning - Page 2 Empty The End of the Beginning

Post by Handeath Tue Dec 28, 2010 6:17 am

First topic message reminder :

INTRODUCTION:
Amidst your travels, you find a boy with a strange request, but who would know that it would send you on a journey to save the Gielinor from total annihilation?! You will find allies of new and old, get a very old man out of retirement, fight terrifying beasts, solve puzzles, and maybe even have a laugh or two! Such a quest must be Master level, but it makes a large milestone your F2P adventures. Don’t worry, this will be fun.

TABLE OF CONTENTS:
Key: Topic – (Page Number, Post Number - Page Number, Post Number)
Introduction and Table of Contents – (1, 1)
The Summary – (1, 2
The Quest – (1, 3– 3, 7)
Rewards – (3, 8 – 4, 4)
Changes to F2P – (4, 5)
FAQ – (4, 6)
Miscellaneous – (4, 7)


Last edited by Handeath on Tue Dec 28, 2010 6:33 am; edited 3 times in total
Handeath
Handeath
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Post by Handeath Tue Dec 28, 2010 6:26 am

Welcome to the dungeon beneath the volcano, Irafurno! As you can see, revenants are chasing after you: being caught means being barraged by melee, ranged, and magical attacks, almost instant death! You need to get to the end of the winding corridor, needless to say, without dying.

However, if you wish to continue to the demon, you and your allies (yes, plural) must kill at least 40 monsters, excluding revenants. (You will fight various demons, fiery and hellish beasts, anything found in the Forinthry Dungeon.) Also, you may encounter several puzzles on the way, some of which you may have seen before (Mandrith and co. will help as much as the AI/Jagex lets them):

Flip Tiles:
A barrier blocks off corridor and there is a 5x5 grid of tiles; flip all of the tiles to one color. Imbue flips a tile and the ones surrounding it, Force flips just that tile, but you take damage. Doing both requires Runecrafting.

Blood Fountain:
A barrier blocks off the corridor and there are 4 pillars, a central pillar, and some debris blocking the liquid’s path. Fix the pillars with a hammer and use a pickaxe to mine away the debris. Requires Crafting and Mining.

Switch Trap
A barrier blocks off the corridor and 5 switches line the walls. You must flip all of the switches within a set amount of time, or else you take damage.

Rubble
Rubble blocks the corridor, 4 twisting vines line the walls, and there is a vein of a Volatile Rock nearby. Mine some of said rock, place it near the rubble, and light the vine that leads to the rubble to blast the rubble. Requires Firemaking and Mining. (You may want to keep the rocks…)

Mini-boss
A powerful monster of sorts blocks your path. Defeat it to move on. (This gives you 5 Kills.)

Enraged Lion – Level 200
Lifepoints: 1800
Combat Style: Melee
Max Hit: 135
Attacks slowly, but does 3 hits at once. The beast is very accurate, but has sub-par defence.

Greedy Wraith – Level 125
Lifepoints: 1400
Combat Style: Ranged, Melee
Max Hit: 100, 250
He throws currency at you as an attack, but he will use a special attack that does up to 250 damage and will steal an item from your inventory (you will automatically pick it up when it is defeated). Decent defence.

Proud Unicorn – Level 100
Lifepoints: 1000
Combat Style: Magic
Max Hit: 200
This unicorn has unusually high defence and it will occasionally heal itself by 125 Lifepoints.

Envious Dryad – Level 130
Lifepoints: 1500
Combat Style: Magic
Max Hit: 270, possibly higher.
This tree spirit is very accurate and has decent defence, but every once in a while, it will copy your stat boosts (reflected as a percent).

Gluttonous Bull – Level 150
Lifepoints: 1900
Combat Style: Melee
Max Hit: 180
He may not be very accurate, but his defence is amazing. Furthermore, he may bite you (as opposed to ramming you with his head) healing the amount of damage he dealt.

Sluggish Manticore – Level 160
Lifepoints: 1800
Combat Style: Ranged
Max Hit: 300
This beast is somewhat accurate, but he attacks slowly. Decent Defence.

Lustrous Siren – Level 175
Lifepoints: 1850
Combat Style: Magic
Max Hit: 250
This siren has decent stats, but it may occasionally sing, lowering your combat stats.

(If anyone can think of about 4 more puzzles, I would be happy.)

When you have reached the end of the corridor (and have reached the kill quota) a portal will appear, you all enter it and appear in a hellish chamber.
(s) [You]: What is this place?
(o) [Nastroth]: The dark core of this place.
(o) [DN]: Brace yourselves-
Suddenly a tall, wiry, black and red demon appears in front of you. 7 wings rip from its back.
(su) [Mandrith]: What in Zamorak-
(d) [DN]: Not even the God of Chaos would use a beast as destructive as that. Its aura is suffocating.
(o) [You]: Should we kill it?
(e) [DN]: Abso-bloomin’-lutely!


Last edited by Handeath on Mon Feb 07, 2011 4:07 am; edited 2 times in total

Handeath
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Post by Handeath Tue Dec 28, 2010 6:26 am

Saliga – Level 287
Lifepoints: 2255
Combat Styles: Melee, Ranged, Magic
Max Hit: 300
The evils of man personified, Saliga is the final boss of the quest! He can claw at you, fire his talons, or shoot you with hellfire. His true power lies in his special attacks, 1 of which he will do every minute or so. Fortunately, you can tell what’s coming by the color of one of his wings.

Red:
Saliga will charge at you, doing up to 320 damage if he rams into you (and taking a few Prayer points too). If you wish to stop him, you have to be in front of the pillars supporting the roof when he begins to charge and get out of the way, causing him to damage himself and stop his special. If you don’t stop his special, he will stop on his own after a minute.

Orange:
Saliga will wildly throw targeted spells around the room, if one hits you, you will be teleported to him and he will slam you away, doing 250 damage. Doing 400 damage with Magic will stop him. If you don’t stop his special, he will stop on his own after a minute.

Yellow:
Saliga will fly high up into air and attack everyone with bolts of magic at a faster rate. Doing 400 damage with Ranged on the elevated ledge will stop him. If you don’t stop his special, he will stop on his own after a minute.

Green:
Saliga will fly in front of a character and after a few seconds, fly away. During that time, he will copy your equipment bonuses and combat style! After a minute, his stats will return to normal (try giving him negative bonuses Wink). This special will stop after a minute

Blue:
Saliga’s melee attacks have a chance of letting him eat an item in your inventory. If it is food, he will eat it and heal. If it isn’t food, his special will stop. If it is an item that causes damage (e.g. Volatile Rocks) he will take damage. If you don’t stop his special, he will stop on his own after a minute.

Navy:
Saliga’s defence will increase greatly, but he will stay in place and just yawn at you (Max Hit: 200). These attacks will lower your Run Energy and cancel any actions you are doing. (If you are attacking him, you will stop attacking and will have to click on him again.) Do 400 Damage do him with Melee to get him to stop. If you don’t stop his special, he will stop on his own after a minute.

Magenta:
Saliga’s appearance will become more feminine/masculine and if s/he is now a member of the gender opposite to yours, you have a chance of being unable to attack and your stats will be lowered. The special will end after a minute. (It may be helpful to know that the gender that Saliga changes to is random if there are members of both genders attacking; your chances of not having Saliga charm you increase if you are a member of the majority.)


Last edited by Handeath on Fri Jul 08, 2011 5:59 am; edited 3 times in total
Handeath
Handeath
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Post by Handeath Tue Dec 28, 2010 6:26 am

When you defeat the beast, a cut-scene will begin. Saliga falls and writhes in pain as magic seeps from him.
(h) [Mandrith]: We did it!
Suddenly, the volcano begins to rumble. Magic and magma begin to fall from cracks in the ceiling.
(su) [Nastroth]: The lava is settling!
(u) [You]: Even though we just saved the world, we’re gonna die!
(sh) [DN]: Again, I feel fine.
(o) [Mandrith]: Our sacrifice will not be in vain! We have saved Gielinor from total ruination, even though we-
(sh) [Mandrith]: How do you feel ‘fine…?’
(h) [DN]: Because I can do this.
Dragith slams his staff onto the ground and a flash of light blinds you. When you return, you all are at the entrance to the Monastery where you started your quest!
(a) [DN]: Explicatives! I thought the nearest source of holy energy was dedicated to Zamorak!
Zack then approaches you cautiously.
(s) [Zack]: [You], is that…Dragith Nurn?
Dragith extends his hand.
(h) [DN]: In the flesh, how are you?
Zack eagerly takes his hand and shakes it.
(h) [Zack]: I am honored to meet you!
(l) [Zack]: I’ve been dying to be your apprentice.
(o) [DN]: I would be happy to teach you.
(l) [DN]: But I shouldn’t be too grave about it!
(sa) [You]: Hilari-
(e) [Zack]: With the knowledge that he will teach me, I can rule the world!
Zack begins to laugh, but stops under Dragith’s glare. Then, the necromancer punches the child into next week.
(a) [DN]: I saved the world once and that’s enough, thank you!
He then turns to Mandrith, who has been in a thinking pose this whole time.
(t) [DN]: Something wrong?
(t) [Mandrith]: I don’t get it. That beast should have been the strongest thing I have ever faced, but it wasn’t.
(If you haven’t defeated anything higher-leveled)
(d) [Mandrith]: …Jad….
(If you have defeated anything higher-leveled)
(t) [You]: He’s right.
(d) [You] …(insert monster’s name here)…
(Both options continue the cut scene.)
(o) [Nastroth]: Saliga is the manifestation of innate evil.
(t) [DN]: So…?
(o) [Nastroth]: It’s not what you’re made of that counts.
(o) [Nastroth]: It’s what you do.
(h) [Mandrith]: Well said, my brother!
Dragith picks up a large book from where Zack stood.
(o) [DN]: This book is incredible! [You], I want you to have it.
(t) [You]: Me?
(h) [DN]: Yes, you! You’re the one who got me out of that curse and you helped me through this whole ordeal!
(o) [Mandrith]: It may not be over though.
(u) [You]: Come on!
(h) [DN]: Don’t worry; Saliga’s power stopped growing when we beat him. He won’t get any stronger and he’s trapped in the volcano.
(e) [DN]: That doesn’t mean you can’t go back with your friends and rough him up a bit!
(l) [You]: I will.
Mandrith, Nastroth, and Dragith all say bye as they leave you content, and in need of a nice vacation. QUEST COMPLETE!


Last edited by Handeath on Fri Jul 08, 2011 6:00 am; edited 2 times in total
Handeath
Handeath
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Post by Handeath Tue Dec 28, 2010 6:27 am

REWARDS:
3 QP
Encyclopedia of Knowledge
Further access to Crandor
Access to Irafurno

Now that you’ve finished the quest, here are some explanations to the rewards.

Encyclopedia of Knowledge:
This big book has 7 pages, each gives 10k Xp to a skill that’s at least Level 40.

Further Access to Crandor:
If you return to Elvarg’s Den, you may return to the Baby Green Dragons (thus making them and their bones F2P). If you visit them on a member’s server, there will be 5 adult Green Dragons! Furthermore, they are in a long corridor so using a cannon is ineffective!


Last edited by Handeath on Fri Jul 08, 2011 6:01 am; edited 2 times in total
Handeath
Handeath
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Post by Handeath Tue Dec 28, 2010 6:27 am

Irafurno:
After this quest, you may return to the volcano and see that it has returned to normal…except for the portal in the center of the crater. If you enter it, you will be in the same cavern with the caves, except it now has a Reward Trader, Faustus, (more on him later), a banker, and you can make a party here.

Irafurno is a blend of the traditional dungeon and a dungeon system. Using your Ring of Kinship, you can make a party of up to 10, choose your size (small, medium, large) and Corruption level: this determines your killcount (Cor. 1 = 25, Cor. 2 = 30, Cor. 3 = 35, Cor. 4 = 40, Cor. 5 – members only = 45, Cor. 6 – members only = 50) and the power of the monsters in the dungeon. Although class rings don’t work in here, you can, and should, bring items in and out of the dungeon!

A dungeon raid will be similar to the one done in the quest, except the monsters you encounter drop items, and you will fight Saliga when you have reached the end and your kill quota. Saliga also has a special drop table:

100% Drop
Infernal Ashes (Yes, they would be a F2P drop, but from this one boss demon)

Charms (Members only):
7 Blue
7 Crimson
7 Green
7 Gold

Weapons:
Mithril Battleaxe
Adamant Sword
Adamant 2h Sword
Air Battlestaff
Earth Battlestaff
Fire Battlestaff
Maple Shortbow
Yew Shortbow (Corruption 4, 5, & 6)
Yew Longbow (Corruption 4, 5, & 6)
Rune Battleaxe (Corruption 4, 5, & 6)
Rune 2h Sword (Corruption 4, 5, & 6)
Dragon Longsword (Corruption 5 & 6)
Dragon Battleaxe (Corruption 5 & 6)
Dragon Spear (Corruption 5 & 6)

Armor:
Mithril Full Helm
Adamant Kiteshield
Adamant Platebody
Green D’hide Body
Green D’hide Chaps
Rune Med Helm (Corruption 4, 5, & 6)
Rune Full Helm (Corruption 4, 5, & 6)
Rune Chainbody (Corruption 4, 5, & 6)
Rune Kiteshield (Corruption 4, 5, & 6)
Dragon Med Helm (Corruption 5 & 6)
Dragon Platelegs (Corruption 5 & 6)
Dragon Plateskirt (Corruption 5 & 6)

Gems:
3 Sapphires
3 Emeralds
3 Rubies
3 Diamonds (Corruption 4, 5, & 6)
3 Dragonstones (Corruption 5 & 6)
3 Onyxes (Corruption 6)

Runes and Ammo:
65 - 100 Air Runes
30- 65 Earth Runes
30 – 65 Fire Runes
30 Chaos Runes
30 Death Runes
30 Blood Runes
65 Nature Runes
150 Steel Arrows
100 Mithril Arrows
75 Adamant Arrows
35 Rune Arrows
10 Rune Bolts (Corruption 6)
12 Dragon Arrows (Corruption 6)

Miscellaneous:
3000, 4500 – 25000 Coins
Strength Potion (3)
Magic Potion (3)
Ranged Potion (3)
3 Lobsters
3 Swordfish
Tooth Half of a Key (Corruption 4, 5, & 6)
Loop half of a key (Corruption 4, 5, & 6)
Apocalypse Book (Corruption 4, 5, & 6)
Apocalypse Gauntlet (Corruption 4, 5, & 6)
Apocalypse Kiteshield (Corruption 4, 5, & 6)
Clue Scroll Level 3 (Corruption 5 & 6)
Shield Left Half (Corruption 5 & 6)
Clue Scroll Level 4 (Corruption 6)
Starved Ancient Effigy (Corruption 6)
Sin Sigil (Corruption 6)


Last edited by Handeath on Mon Feb 07, 2011 5:55 am; edited 4 times in total
Handeath
Handeath
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Post by Handeath Tue Dec 28, 2010 6:27 am

Once you defeat Saliga, a few party members will receive a drop via Lootshare. Also, you will receive 2000 Dungeoneering Xp which will be adjusted according to the Dungeon Size, Corruption, how much damage you did, and how quickly you finished the dungeon. You will also receive Dungeoneering Tokens equal to 15% of the experience you received (rounded up), and titles according to what you did during the raid. If you wish to do another raid, use the portal in the center of room or wait 2 minutes. You can only leave by teleporting.

Rewards:
The Reward Trader, located in Irafurno’s lobby, sells all of the rewards you can buy at Daemonheim, except for the Law/Nature Staff, Gravite Weapons, Tome of Frost, Anti-poison Totem, Chaotic Weapons, the Daemonheim Shields, and the Daemonheim Scrolls. However, he has sells a few things that you can only buy there:


Last edited by Handeath on Sun Jan 09, 2011 1:15 pm; edited 1 time in total
Handeath
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Post by Handeath Tue Dec 28, 2010 6:28 am

Tome of Dust:
This book requires 50 Magic and Dungeoneering to wield, costs 45k Tokens, and is F2P. Like other wieldable books, it goes in Shield slot. It gives unlimited Earth Runes.
Key: Style – Attack/Defence Bonus
Stab – 0/0
Slash – 0/0
Crush – 0/0
Magic – 10/10
Ranged – 0/0
Summoning – X/0
Strength – 0
Prayer – 0
Weight – 1 kg

Anti-disease Totem:
This totem requires 70 Herblore, 60 Defence and Dungeoneering to wield, costs 44k Tokens, and is P2P. Like the Anti-poison Totem, it is wielded in the shield slot. It prevents you from becoming diseased.
Stab – 0/40
Slash – 0/35
Crush – 0/30
Magic – 0/5
Ranged – 0/40
Summoning – X/50
Strength – 0
Prayer – 0
Weight – 2 kg

(Another buyable reward or two would be nice.)

Most of the rewards, however, are received by killing the mini-bosses (they have normal drops as well) and they are also untradeable.

Defiler’s Gloves:
These gloves require 50 Attack, 30 Prayer and Dungeoneering to wear, are dropped by the Enraged Lion, and are P2P. When wearing these gloves, 1/100 of the damage dealt by you is removed from your opponent’s prayer.
Stab – 5/- 10
Slash – 5/- 10
Crush – 5/- 10
Magic – 5/- 10
Ranged – 5/- 10
Summoning – X/- 10
Strength – 8
Prayer – - 3
Weight – 2 kg

Miser’s Ring:
This ring requires 35 Dungeoneering to wear, is dropped by the Greedy Wraith, and is F2P. When wearing this ring, all coin drops are teleported into it. You can Check how many coins you have and Empty out the ring by clicking on it.
Stab – 0/0
Slash – 0/0
Crush – 0/0
Magic – 0/0
Ranged – 0/0
Summoning – X/0
Strength – 0
Prayer – - 3
Weight – 0 kg

Altus Cape:
This cape requires 55 Magic, Defence, and Dungeoneering, is dropped by the Proud Unicorn, and is F2P.
Stab – 0/20
Slash – 0/20
Crush – 0/20
Magic – 15/15
Ranged – 0/0
Summoning – X/30
Strength – 0
Prayer – - 3
Weight – - 2 kg

Envious Robe:
This robe top requires 50 Dungeoneering to wear, is dropped by the Envious Dryad, and is F2P. When wearing it, you have a higher chance of higher leveled yields (e.g. catching swordfish instead of tuna).
Stab – 0/- 10
Slash – 0/- 10
Crush – 0/- 10
Magic – 0/- 10
Ranged – 0/- 10
Summoning – X/- 10
Strength – 0
Prayer – - 3
Weight – 3 kg


Feaster’s Pendant:
This necklace requires 60 Cooking, and 40 Dungeoneering, is dropped by the Gluttonous Bull, and is P2P. When wearing this necklace, food heals 10% more.
Stab – - 10/- 10
Slash – - 10/- 10
Crush – - 10/- 10
Magic – - 10/- 10
Ranged – - 10/ -10
Summoning – X/- 10
Strength – - 5
Prayer – - 3
Weight – 5 kg

Restful Mask:
This mask requires 50 Constitution and Dungoneering to wear, is dropped by the Sluggish Manticore, and is F2P. This mask is worn in the Head slot, and boosts your Lifepoint restore rate to 250%.
Stab – - 7/17
Slash – - 7/17
Crush – - 7/17
Magic – - 7/17
Ranged – - 7/17
Summoning – X/17
Strength – - 5
Prayer – 0
Weight – 5 kg

Charm Bag:
This bag requires 40 Summoning and Dungeoneering, is dropped by the Lustrous Siren, and is P2P. Charm drops will automatically enter the bag. You can Check how many charms you have and Empty out the bag by clicking on it. (When making pouches, charms in the bag will be used first.)

Apocalypse Book:
This book requires 60 Magic and Dungeoneering to wield, is dropped by Saliga in Corruption 4 or greater, and is F2P. It is wielded in the shield slot.
Stab – - 15/- 10
Slash – - 15/- 10
Crush – - 15/- 10
Magic – - 15/- 15
Ranged – - 15/- 20
Summoning – X/- 15
Strength – 0
Prayer – - 3
Magic Damage Bonus – 5%
Weight – 1 kg

Apocalypse Roundshield:
This book requires 60 Ranged and Dungeoneering to wield, is dropped by Saliga in Corruption 4 or greater, and is F2P. It is wielded in the shield slot.
Stab – - 15/- 20
Slash – - 15/- 20
Crush – - 15/- 20
Magic – - 15/- 10
Ranged – - 15/- 15
Summoning – X/- 15
Strength – 0
Ranged Strength – 7
Prayer – - 3
Weight – 1 kg

Apocalypse Kiteshield:
This book requires 60 Strength and Dungeoneering to wield, is dropped by Saliga in Corruption 4 or greater, and is F2P. It is wielded in the shield slot.
Stab – - 15/- 15
Slash – - 15/- 15
Crush – - 15/- 15
Magic – - 15/- 20
Ranged – - 15/- 10
Summoning – X/- 15
Strength – 5
Prayer – - 3
Weight – 1 kg

If you receive a Sin Sigil (Corruption 6), you can bring it to the Reward Trader to attach it to the Apocalypse shields for 30k Tokens. Doing this will increase the stats (and change the appearance), but make it P2P.

Apocalypse Tome:
This book requires 70 Magic and Dungeoneering to wield and is P2P. It is wielded in the shield slot.
Stab – - 17/- 15
Slash – - 17/- 15
Crush – - 17/- 15
Magic – - 17/- 20
Ranged – - 17/- 25
Summoning – X/- 20
Strength – 0
Prayer – - 5
Magic Damage Bonus – 10%
Weight – 1 kg

Apocalypse Buckler:
This book requires 70 Ranged and Dungeoneering to wield and is P2P. It is wielded in the shield slot.
Stab – - 17/- 25
Slash – - 17/- 25
Crush – - 17/- 25
Magic – - 17/- 15
Ranged – - 17/- 20
Summoning – X/- 20
Strength – 0
Ranged Strength – 14
Prayer – - 5
Weight – 1 kg

Apocalypse Spikeshield:
This book requires 70 Strength and Dungeoneering to wield and is P2P. It is wielded in the shield slot.
Stab – - 17/- 20
Slash – - 17/- 20
Crush – - 17/- 20
Magic – - 17/- 25
Ranged – - 17/- 15
Summoning – X/- 20
Strength – 10
Prayer – - 5
Weight – 1 kg


Last edited by Handeath on Sun Jan 09, 2011 1:17 pm; edited 1 time in total
Handeath
Handeath
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Post by Handeath Tue Dec 28, 2010 6:28 am

Apprenticeship Mini-quest:
After saving the world and making a huge theological discovery, Dragith is…well…bored! Maybe you could help with his research him again and have him teach you a new spell. Note: this mini-quest is members only. Ask Dragith how he is doing to begin.
(u) [DN]: Frankly, I’m bored.
(t) [You]: Come again?
(o) [DN]: I’ve saved the world and talked to a god, there isn’t much to do.
(h) [You]: There’s a lot you could do, go fishing, slay some stuff, do quests!
(o) [DN]: Maybe later.
(t) [You]: What about those hydra bones?
(o) [DN]: I can’t get them to do anything. I need more information on necromancy. Maybe I need to learn more about the animal itself….
(Choice) [You]:
-1 (h): Keep trying!
-2 (t): Maybe I could help, you know, as an apprentice?
(1 will end the dialogue and mini-quest beginning. 2 will continue it.)
(h) [DN]: That would be very nice actually! Thanks, [You]!
(sh) [You]: I’m going out alone, aren’t I.
(o) [DN]: What did you think apprentices do?

You need to get some notes on necromancy for Dragith. Naturally, Tarn’s Diary is the perfect choice. To gain knowledge on the hydra, talk to the Master of Summoning, Pikkupstix.
(t) [You]: Pikkupstix, may I ask you a question?
(h) [Pikkupstix]: Sure! What is it?
(o) [You]: I’m doing some research on the hydra for my teacher; can you give me some info on it?
(h) [Pikkupstix]: Sure! The hydra is an amphibious creature, home to the spirit realm…
One boring lecture later.
(h) [Pikkupstic]: And that concludes my lecture, what did you think of it, [You]?
(sleeping) [You]: Zzzz….
(a) [Pikkupstix]: [You]!
(su) [You]: I’m up, I’m up!
(sh) [Pikkupstix]: So what did you learn…
(t) [You]: Um…
(sa) [Pikkupstix]: Just take these notes.
Pikkupstix hands you Hydra Notes. Bring Dragith the notes with Tarn’s Diary.


Last edited by Handeath on Sun Jan 09, 2011 1:30 pm; edited 1 time in total
Handeath
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Post by Handeath Tue Dec 28, 2010 6:28 am

(h) [You]: I have some notes!
(o) [DN]: Good, I’ll read these.
Dragith glances over the notes.
(t) [DN]: Hmm…Summoning…
(h) [DN]: I wondered what this obelisk was for anyway!
(t) [You]: What obelisk…
Dragith motions to a cave behind him. Upon entering, you see a charged summoning obelisk.
(su) [You]: When did that get there?!
(o) [DN]: I found it the other day. Now what do you need to summon a hydra?
(t) [You]: 128 Spirit Shards, a Green Charm, and a Water Orb.
(o) [DN]: Grab the ingredients and meet me back here.
(sh) [DN]: I’ll work on this ‘Summoning’ while you’re gone.

Grab those ingredients and prepare for battle, you remember the last time Dragith made a presentation! Speak to Dragith to start a cut scene.
(h) [You]: I brought the ingredients!
(o) [DN]: Good…
Dragith puts on his mask and walks to the obelisk.
(o) [DN]: Let’s get started.
Dragith begins to chant and the obelisk begins to react to the components and the hydra bones. However, the bones and the obelisk respond badly, black and white lightning shoots from both, some of which strikes down…
(su) [You]: DRAGITH!
The opposing forces collide with a flash of light…and in their place is a large hydra composed of bone and pure spirit…it doesn’t seem too happy.


Last edited by Handeath on Sun Jan 09, 2011 1:44 pm; edited 1 time in total
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Post by Handeath Tue Dec 28, 2010 6:28 am

BATTLE: Animidra (Level 288)
Health: 2550
Combat Styles: Melee, Magical Ranged
Max Hit: 330, 282
Info: A rogue familiar which resembles the hydra you fought to retrieve Mandrith’s sword. It’s also similar to it in combat style: it will use melee up close (with a max hit of 330) and use a magical ranged attack against you otherwise. Also, whenever its health drops by 425 LP, you will have the ability to ‘Decapitate’ the Animidra. When you do so, you’ll knock off a head and you may keep attacking without having to fire-seal the neck. When you do, its Combat Level will decrease by 48, and its Melee and Ranged max hits will decrease by 55 and 47 (respectively) until it is defeated. However, each head will become a “Hydra Head,” with a Combat Level of 48, 425 LP, a Melee max hit of 55, and Ranged max hit of 47.

This battle will be considerably harder than the one against the Hectidra, not only because this beast is stronger, but the Hydra Heads will pile you, the combined attacks of which could be overwhelming. Wear some defencive armor and have a familiar attack the heads while you focus on the Animidra.

Once you defeat the monster, it falls apart as white and black energy pours from its body, leaving just bones behind (again). You rush to Dragith, trying to revive him.

(s) [You]: Dragith, Dragith!
(drunk?) [DN]: That…was…
(h) [DN]: AWESOME!
(t) [You]: What?
(h) [DN]: It’s like the power of life itself flowed through me.
(If you have completed “The Path of Glouphrie”)
(o) [You]: The Anima Mundi…
(t) [DN]: What?
(o) [You]: Nothing.
(If you haven’t, skip to here.)
(o) [DN]: Anyway, you can’t be my apprentice anymore, [You]. This is a field that you definitely can’t help me in.
(l) [You]: It’s okay. Less stuff will be blowing up in my face.
(h) [DN]: However, I’ll let you use this obelisk and I’ll teach you my signature spell, Maelstrom.
(o) [DN]: Maelstrom is spell that creates a pillar of magic which, by imbuing it with 30 Blood Runes, fires off powerful bolts of magic at everything nearby on its own before you need to re-imbue it. However, the spell dissipates after 30 minutes before you need to recast it and it will give you less magic experience and it won’t improve your health. Finally, areas of powerful, ambient energy will prevent the spell from working and some creatures can dispel the pillar itself.
(shifty) [DN]: Believe me, I’ve learned the hard way and I’ve had a fear of large birds ever since. MINI-QUEST COMPLETE!


Last edited by Handeath on Sun Jan 09, 2011 1:45 pm; edited 1 time in total
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Post by Handeath Tue Dec 28, 2010 6:29 am

Rewards:
10k Magic and Summoning Xp
Use of Dragith’s Obelisk
Ability to cast Maelstrom.

Maelstrom:
This is a Level 24 Spell in the Modern (maybe Lunar) Spellbook that requires 10 Chaos Runes, 30 Air Runes, and 20 Cosmic Runes to cast. It works very similarly to the Dwarven Multi-cannon (it even has the same max hit), except for a few things. It must be loaded with 30 Blood Runes for 30 shots before you must reload it. It gives 0.1 Magic Xp for every damage point done. Finally, when it dissipates after 30 minutes, the spell must be recast to make another pillar.


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Post by Handeath Tue Dec 28, 2010 6:29 am

CHANGES TO F2P:
With the addition of this quest, the most powerful monsters to walk the F2P world have been introduced. That being said, F2P needs some new gear for combat, so why not give them the lowest level members equipment?

Yew Bows and Rune Arrows:
There is no Level 40 weapon for Rangers, and they have access to the metal and the tree! However, there should be no Yew Sighted Longbow for the same reason why there is no Crystal Sighted: Ranged is about accuracy not damage. But the Gravite Shortbow has the same Ranged Attack Bonus as a Yew Shortbow so…
Gravite Shortbow:
Ranged – 60/0
Ranged Strength – 20
Weight – 1 kg
The Gravite Shortbow is more accurate than a Yew Bow and does more damage than a normal bow. A similar concept should be applied to the Chaotic Crossbow:
Ranged – 120/0
Ranged Strength – 40
Weight – 1 kg

Crossbows and Bolts up to Iron:
Ranged in F2P is more like Archery, the only crossbow they have is the wimpy Pheonix Crossbow. Iron Ranged equipment isn’t as powerful as the other bows, but it’s one handed, which will be appreciated.

Snare:
This is Level 60 spell that binds for 10 seconds. F2P can only bind for 5 seconds using a Level 20. High F2P mages need to have more defence to match their power.

Ranged and Magic Potions:
Before you yell, these Potions are more at Super level (the Ranged potion would need to be boosted to 5 + 15%) and should be labeled as such. Thus, new Ranged (3 + 10%) and Magic (+3 Magic Levels) Potions should be able to be made with the Herblore skill. The ingredients could even be brought to the Varrock Apothecary and he could make the potions for F2Pers. (The Magic Essence Potion could boost your levels and heal you slightly.)

F2P Magic Armor:
I would suggest making the lowest level P2P robes (like Mystic or Splitbark) F2P, but there is no set hierarchy: one of Magic’s flaws. There should be makeable robes from Level 1 Magic/Defence to Level 60 Magic/Defence: Levels 1, 10, 20, 30, and 40 would be F2P.

Elemental Battlestaves:
If their Magic Attack Bonuses were ever boosted, they definitely should be made F2P. (They only have a Magic/Attack requirement of Level 20)

Ranged and Mage Corrupt Equipment:
Corrupt Dragon Gear is now more viable, and will definitely be used in this quest. However, Rangers and Mages don’t have similar gear. I suggest creating Corrupt Red Dragonhide, and Corrupt Level 60 Robes (see above). As for corrupt weapons, a Corrupt Iban’s Staff would work for its spell; a Corrupt Ancient Staff would work for its stats. Since the Dark Bow requires Level 60 Ranged, it would have a Corrupt equivalent, but it’s speed is a put off. Allowing it to be the only Corrupt weapon that keeps its special would improve its standing.

Ability to Craft Chaos Runes:
Did you know the best spell an F2Per can fully craft is Fire Strike? At least give them the Chaos altar, it’s even in the F2P area.

Combination Runes:
Members rarely use them and they’re just 2 runes in one. They would help F2P mages and making them would be more profitable.


Last edited by Handeath on Sat Mar 12, 2011 7:37 am; edited 2 times in total
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Post by Handeath Tue Dec 28, 2010 6:29 am

FAQ:
Whoa, isn’t this quest a little dark for Runescape?
Actually, it isn’t. ‘The Underground Pass’ involves investigating the Iban’s twisted lair, Koftik’s descend into madness, and even gruesomely killing a unicorn! The Myreque series is praised for its gritty battle of good against the oppressing forces of evil. ‘While Guthix Sleeps’ is also a rather tragic quest (I’m not going to spoil it here). ‘The End of the Beginning’ may have its darker moments, but it has it’s humorous ones too.

Hey, the Seven Deadly Sins are in this! That’s religion, isn’t it?
Actually, you would be surprised how often they appear in popular culture! For example, the crime movie ‘Seven,’ the anime ‘Full Metal Alchemist,’ and even “Gilligan’s Island” all refer to the sins in some way.

Hey, part ‘X’ doesn’t make sense!
Not a question, but if there’s something wrong plot/lore-wise, please tell me. For example, you may question how Zamorak was forced to possess us, my answer: he was bored. He is the God of Chaos and I think he would like the experience, in a way.


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Post by Handeath Tue Dec 28, 2010 6:29 am

MISCELLEANEOUS:
The Level 90+ Combat Dungeoneering Xp decrease should be removed as Members have better ways to train the skill than to go on an F2P server.

Melee weapons should give a negative Magic Defence Bonus: Melee weapons and armor both are made of metal. Melee armor gives a negative Magic Defence Bonus. Because they are made of the same material, Melee weapons should also give a negative bonus. (That phrase is kind of an oxymoron: negative bonus.)

Runes need to become cheaper, like 45% cheaper.

The Soul Wars Cape should look different from the normal capes, make it sparkle or something.

Weaker spells should be cast faster than more powerful ones

Magic prayers should give a damage bonus of half of the accuracy bonus they give rounded down (Mystic Will should give a Damage Bonus of 2% and an Accuracy Bonus of 5%.)

The Orb of Occulus should have the ability to toggle whether or not it is seen.

Wearing Void Equipment with a Mage Helm should give a 10% Accuracy AND Damage boost as it is now possible.

A few of the spells still need a graphical update. (Flames of Zamorak should set your target on fire, not the ground beneath them; etc.)

Arrows in Daemonheim should be about twice as powerful as they currently are. Tier 11 arrows are as powerful as Rune Arrows!

Some NPCs need graphical updates (like gnomes).


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Post by Handeath Tue Dec 28, 2010 6:30 am

Alright, my first suggestion on the TST's forums is complete! Grin
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Post by The Empty Lord Tue Dec 28, 2010 7:57 am

Experience from the Maelstrom should be half normal, with no Constitution experience - the same as the cannon. Love it as a weapon though, sounds awesome. Smile

Perhaps a more expansive ammunition should be required though? Or at least one which requires more time to produce or rather not already in the market/available from shops. Cannonballs is still a very good means of training/money making... it'd be a shame to deprive Runecrafting of some variance. A special pickaxe maybe (an Essence Scoop, not really needed but the update can't inconvenience everyone else - you use it to mine Rune Chunks. These then need to be runecrafted the same, creating a new item called Blood Stones. Tongue

I'm not sure if your FAQ are appropriate, none of them seem relevant to the suggestion. Unless I didn't read it properly. Confuse

Also, I haven't done the Blood Pact post-quest bit... is there actually a significant portion of dialogue? Do we even speak to the undead ex-necromancer? He's not been re-alive for long... he can't be that board. Tongue


Wow I feel stupid. Much apologises. I did not notice I was on page 4... I thought the top of page 4 was the start of the thread! It wasn't until Dusk posted I noticed we were on page 5...

I shall read the whole thing tomorrow... it's midnight... later on today!


Last edited by 3mptylord on Tue Dec 28, 2010 11:00 am; edited 1 time in total
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Post by Duskcurse Tue Dec 28, 2010 10:29 am

Should make a sequel, and 3mpty allow you knot the great lord name to be said in this thread
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Post by The Empty Lord Tue Dec 28, 2010 11:02 am

Haha. But seriously, there's no reason he need be mentioned by name even in this quest. Tongue

"I worship the unknown power, his Emptiness."

Be poetic. Smile

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Post by Handeath Tue Dec 28, 2010 1:29 pm

Are you talking about *cookies*?
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Post by Duskcurse Tue Dec 28, 2010 1:40 pm

yes, and make a sequel Wink
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Post by Handeath Tue Dec 28, 2010 1:44 pm

Is it really that good? Confuse
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Post by Duskcurse Wed Dec 29, 2010 12:59 am

yep
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Post by Zectiox Wed Dec 29, 2010 3:57 am

It is interesting and well made (I read the first 2 pages) The "drops" in the end was quite nice! Grin well done!
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Post by Handeath Wed Dec 29, 2010 3:24 pm

Well, I guess I could make another quest due to the positive response I'm getting from this one, but I can't make a sequel. 'Saliga's return' would be cheap and it wouldn't make much sense, he isn't feeding off any power sources. (But what if some Zamorakian mages - perpetuating religious stereotypes >.<) I guess I could dabble in a little of the Gnomish quest series as Dragith also begins to experiment with the Anima Mundi, but not only do I feel that Jagex is taking care of it and I don't know much about the lore, but I am also as lazy as 3mpty here. Meow
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Post by The Empty Lord Thu Dec 30, 2010 1:31 am

Hey! Tongue
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Post by Duskcurse Thu Dec 30, 2010 2:43 am

HAn I am pretty good at lore Grin, and I could help you if you want me to
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