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My New RuneScape Suggestion

By Eregion2 on 20/03/2008
Quick find code: 24-25-940-56149928.

I've been working on this suggestion for several weeks, and it's far from being complete. However, it's also become quite colossal, so I decided to restart at the beginning and add stuff a chapter at a time over the next few weeks. As always, constructive criticism is welcome. wink2.gif Each chapter will have its own post, and I'll link to them directly through the table of contents.

Table of Contents:

I. The Revenant Isle :
  1. The Quest.
  2. The Isle.
  3. The Tower.
  4. The Necromancer.
  5. The Rewards.
  6. Encounter: The Crypts.
  7. Encounter: The Gatehouse.
  8. Encounter: The Tombs.
  9. Mini-Quest: The Blood Lich.
  10. The Rewards.
II. The Dragon Mines :
  1. Thurgo's Discovery.
  2. The Entrance.
  3. The Mines.
  4. Faded Parchments.
  5. Encounter: The Ancient Caverns.
  6. Encounter: The Dragon Gate.
  7. Encounter: The Slave Prison.
  8. Encounter: The Spider Warren.
III. The City of Darkull :
  1. The Greater Gates.
  2. Dwarves.
  3. Humans.
  4. Gnomes.
  5. The Barracks.
  6. The Brewery.
  7. The Dragonforge.
  8. The Shops.
  9. The Library.
  10. The Bank.
  11. The City Magistrate.
IV. The Gladiator Arenas : (in progress)
  1. Combat.
  2. Rewards.
  3. Player-vs.-Player.
  4. Real-World Trading.


By Eregion2 on 20/03/2008
The Revenant Isle.

The Quest: Beneath Lumbridge, the goblins of Dorgeshuun have uncovered a strange cavern. Within is an Earth Elemental in service of Saradomin, guarding a Sacred Spring. Sensing a growing evil, it guided the goblins by influencing the dreams of Mistag. Now you have been recruited to deal with the threat: Requires 75 slayer; the Giant Dwarf, Land of the Goblins, and Recipe for Disaster quests. This quest is intended to be completed by a group of 3-5 players.

The Isle: North of the Wilderness is the Revenant Isle. Although once the fortified holding of a noble house loyal to Zamorak, it has since fallen into disrepair and decay. Now it serves as a home for one of the most powerful necromancers ever known. The two remaining islands are strewn with ruins, old battlements and ancient crypts, and are crawling with powerful undead intended to deter trespassers like yourself from reaching the Necromancer's Tower.

The Tower: This was once the keep of the noble house of Nardan; the keep has five floors, and the quest is begun by climbing the stairs to the second. Fifteen or more Revenant Guardians must be slain on the first two floors before advancing, with the chance of obtaining a Silver Key. Two Gargoyles and a Corrupted Revenant Dragon must be defeated on the fourth floor as well; the dragon will take no damage until both of the gargoyles are destroyed.

The Necromancer: The final battle is in the Necromancer's Study, on the fifth floor of the tower. The Necromancer, an accomplished sorcerer, will use a variety of unique spells and summoning techniques during the battle, including summoning two Greater Hellhounds. Haunting Spirits will also be present; upon defeating the Necromancer you will find evidence that he is in the service of a creature called the Blood Lich, an even more powerful adversary.

Rewards: Summoning and Slayer experience; the following unique items cannot be traded. After completing the quest it becomes a repeatable mini-game which can be attempted once every seven days. This is due to the fact that the Necromancer was in the service of the Blood Lich, and it is therefore impossible to destroy him completely. After completing the quest, you can cut Darkyew Trees in the cavern beneath the Lumbridge Swamps.
  • Bracers of the Necromancer: Lunar Healing Spells take 50% less hitpoints.
  • Cloak of the Necromancer: Attacking revenants have a chance of fleeing combat.
  • Robes of the Necromancer: Magical attacks have a random chance of failure.
  • Staff of the Necromancer: reduces shard costs for summoning by half when wielded.
  • Tome of Summoning Lore: Increases the drop-rate of charms by 50% when wielded.
  • Tome of Knowledge: Activate to gain (skill level x 500) experience to a chosen skill.
  • Faded Parchment: Discussed in Chapter 2, "Thurgo's Discovery."
The Crypts: The damage done by the Necromancer's presence will not pass with his death. The crypts beneath the tower, accessed by a hatch on the first floor, are now home to the restless spirits of the long-deceased members of house Nardan, once greatly feared by those in opposition to Zamorak because of their uncanny mastery of the magical arts. Possible rewards include a new armour type intended to be worn by mages which is better than splitbark.

The Gatehouse: The spirits of the Captain of the Guard and his men have also returned to the physical world; there are secrets to be found beneath the gatehouse which may prove to be of considerable value, but fighting these undead veterans of bygone wars will most likely prove to be a challenge equal to any other the Revenant Isle has to offer. Success, however, will grant you access to the Undeath Rune Altar, the runes required to cast "Blood Tythe" spells.

The Tombs: Several tombs are scattered across the isle, which actually are surface entrances to a massive network of underground catacombs. Exploring the complex network of twisting tunnels and maw-like caverns while being wary of being caught unprepared by the rising tides and wicked traps may prove worth your while when you come face to face with the Blood Lich and his Undead Court. Dragon Claws are dropped by some of the monsters in the catacombs.

The Blood Lich: The Blood Lich was most likely once a powerful member of house Nardan, and is now to be found within the old family Temple to Zamorak buried deep in the twisting confines of the island's catacombs. The final battle is intended for 6-10 players; the Blood Lich commands very powerful undead – skeletons in a multi-combat area which respectively use all three attack types – many of which must be destroyed before the Blood Lich can be damaged.

The Rewards: There are two unique rewards from defeating the Blood Lich, although you must choose the one you want. The Ring of Undeath can only be used once per hour, but grants incredible damage reduction for a short period of time when activated. The Sceptre of the Blood Lich allows the player to cast Blood Tythe Spells, while the required Undeath Runes can also only be crafted by a player who has obtained the sceptre. This mini-quest cannot be repeated.

By Eregion2 on 20/03/2008
II. The Dragon Mines.

Thurgo's Discovery: The Faded Parchment, a possible unique reward from the Revenant Isle quest or subsequent mini-game, is written in an old dwarven script. After taking it to Thurgo, you will learn that it is also encoded using a cypher passed down through the dwarven families from generation to generation. Within are detailed directions and coordinates to a mine once thought lost to history after the climactic God Wars of the Third Age.

The Entrance: There is a cleft in the rocks near the Chaos Dwarves west of the Clan Wars Arena which requires 70 agility to access; within is a small cave, and an ancient door which requires 82 thieving and 85 strength to open. However, once opened, anyone who has spoken to Thurgo about the Faded Parchments may pass through into the mines beyond for the next two minutes. The Chaos Dwarves in the cleft are aggressive.

The Mines: The Dragon Mines are comprised of five different levels, accessible by a series of ladders, stairways and lifts. There are various spawns including ores, herbs and monsters. Some of the threats you will face involve renegade trolls, cave-ins, molten rock golems, dire jellies, shadow creapers, and a variety of other miscellaneous dungeon denizens. There are also various places to discover and explore, and a new species of dragons to fight.

Faded Parchments: These drops are rare, and are also untradable. There is one Faded Parchment for each dragon item which can be smithed, and it must be obtained before you can smith that item. Two specific Faded Parchments are also necessary in order to smelt the ore; one detailing the magic required and the second concerning the smelting process in general. Smelting a Dragon Bar requires 95 magic and 90 smithing, and can only be done at a furnace in Darkull.

The Ancient Caverns: The lowest level of the mines is comprised almost entirely of a massive cavern accessible using catwalks along its walls. This is the home of the White Dragons, some of which are on the ground while others fly around above, sometimes attacking those on the catwalks and rock shelves along the cavern walls and the ground below. Also, this is the only place in RuneScape where Dragon Ore may be obtained; requires 95 mining.

The Dragon Gate: There's a heavily fortified gate to the northwest extremity of the second level of the mines, manned by a number of Chaos Dwarven and Human guards. After hearing your story, the Captain of the Gate will offer to let you enter the City of Darkull if you can bring him five Dragon Claws (dropped by White Dragons; cannot be traded). By the gate is a lift which will take you directly to the lowest level of the mines.

The Slave Prison: This half-construction half-cavern structure was build by surface dwellers, probably followers of Zamorak, long ago, and is located very closeby to the cleft you entered. Now it serves as the home for a clan of renegade trolls, who were once forced to work in the mines as slave labor before their captors were driven off by the dwarves, gnomes and humans living in Darkull. Speaking to the Clan Chief may have its advantages.

The Spider Warren: The mines here were not always as over-run with wildlife as they are now; long ago a Chaos Dwarven mage made a comfortable home in this small cave, away from the bustle of Darkull. Although long abandoned, braving these vicious spiders could lead to a helpful reward; you might find an empty Volume of Smithcraft, which you can use to collect and hold one of each Faded Parchment you discover. A complete Volume of Smithcraft is tradable.

By Stokenut on 20/03/2008
Whoa. So detailed. You should post these in the suggestions part of RSB.
They sound really interesting. I'd love for RS to have something like that.

By Eregion2 on 20/03/2008
Thanks, I'm really seriously glad you like it. smile.gif I'll be putting off the Bestiary until around chapter 10, kind of like a comprehensive appendix chapter to give details on all the monster types.

By Eregion2 on 20/03/2008
III. The City of Darkull.

The Greater Gates: There are three Greater Gates in Darkull: the Dragon Gate, the Dakkarnoth Gate, and the Goblin Gate. Each is comprised of a massive wall which entirely seals any passage from the ground to the ceiling; entering the outer gate leads you into the inner gate, and a second fortified wall. Anyone who managed to penetrate the outer gate would quickly find themselves in a lethal killzone. The inner gate is as far as the Captain of the Gate can allow you to go at first.

Dwarves: Darkull is a city of refuge founded during the Third Age, and is home to Dwarves, Humans, and Gnomes. The Dwarves are primarily occupied in mining, smithing, herblore, crafting, prayer, and brewing. The Dwarven smiths can also teach you to make masterwork equipment in either smithing or crafting; although randomly created, masterwork items are considerably stronger and more resilient than their normal counterparts.

Humans: In Darkull, Humans are primarily occupied with magic, summoning, runecrafting, and armed combat. The highest-level slayer master in Darkull, who requires 130 combat and 90 slayer, is a Human, and both the Humans and Dwarves are the primary defenders of Darkull when it comes to physical or magical combat. The second slayer master, who requires 115 combat and 75 slayer, is a Dwarf concerned with maintaining the safety of the mines.

Gnomes: The most curious and ingenious of all the races of RuneScape, the Gnomes have also played a key role in defining Darkull. They are primarily concerned with construction, engineering and chemistry, including new explosive ammunition for bows and crossbows. With a combination of Gnomish brilliance, Human ingenuity, and Dwarven perseverance, Darkull has survived through countless generations of warfare and bloodshed.

The Barracks: Darkull is run by an elected magistrature; there is a very strong military presence in the city by necessity, and every able-bodied citizen is required to spend several years in military service. You can find Harrad, the Human slayer master, here at the barracks. Here you will also find a hand-to-hand combat trainer, who can teach you to use agility to enhance your unarmed attacks, as well as attacks with weapons such as daggers and claws.

The Brewery: Darkull has a long and splendid history in the refined art of brewery, and one of the finest is run by the Dwarven slayer master. Here, with the appropriate construction and cooking levels, you can experiment with brewing your own ales, with various and sometimes remarkably unpredictable results. Ales cannot be traded, although learning a specific recipe may help you with a certain skill considerably. Normal brewing can also be carried out here.

The Dragonforge: Similar to the Keldagrim Blast Furnace in that it requires several people to operate, the Dragonforge is the only place in the world where Dragon Bars can be smelted. There are also mining and smithing shops here, as well as anvils. There are also master weapon- and armoursmiths here, as well as engineers and chemists, willing to teach you their crafts. You must obtain special permission from the city magistrate before you can enter the Dragonforge caverns.

The Shops: There are many different shops and locations in Darkull worth a visit. For example, Kurlson, the Dwarven slayer master, runs a Brewing Shop as well. There's a Herblore and Magic shop, as well as the Smithing and Mining shops already mentioned. The Crafting shop in Darkull is the only place where you can tan White Dragonhides and Dakkarnoth Hides, and there are also Slayer shops, a Bowyer who deals with ranged combat, and a General Store.

The Library: This is the center of learning in Darkull, where scholarly lore has been preserved which pre-dates the Third Age. Learned Gnomes, Dwarves, and Humans are often to be found here, and many may be able to further your skills. Maps of the mines can be found here, copies of which are available from the librarians for a small fee. You can also learn much about the history of Darkull, and their battles with the Fallen in the caverns of Har'gedon.

City Magistrate: The governing agents of the City of Darkull are located above the Bank; here the leaders of the various city guilds can be found and this is where you will go to obtain special permission to use, learn, or access various aspects of what Darkull and its citizens have to offer. Here you can also obtain a teleportation device which will allow you to teleport to the inner gate of the Dragon Gate.

By Eregion2 on 20/03/2008
IV. The Gladiator Arenas.

Combat: Darkull has a rich military history, and it is entirely possible that one or the other of the city's slayer masters may invite you to take part in the Gladiator Arenas. Here individuals test their skills against monsters of increasing difficulty, until finally coming face-to-face with an Armoured Brutal White Dragon. The Gladiator Mini-game will be very tough to defeat, and will sometimes require a decently respectable slayer level, but the rewards are befitting the cost.

Rewards: Besides experience gains, there are several specific rewards at various levels as you advance which are related to your skills. Various citizens of Darkull who witness your fights will be more likely to agree to teach you what they know in their chosen professions. You can also obtain a new weapon, the Two-Handed Battleaxe, in a situation similar to both the Fire Cape and Defenders in that as you progress through the mini-game you can use increasingly better axes.

Player-vs.-Player: These duel-type arenas can accommodate one-on-one fights, or capped groups of up to twenty-five players each. The arena can be set up in several different ways, from simple combat to having two teams separated by a stream of water which must be bridged while under fire. Just as it is at the duel arenas, the individuals or teams will be able to agree on a series of rules surrounding the fight, including whether or not it will be "dangerous" or "safe."

Real-World Trading: Because of how challenging it will be to gain access to these fights, I suggest that the drop limitations placed in face of RWT be lessened somewhat. Although stacked and noted items will of course not be able to be picked up in dangerous fights, I suggest that other items have a 20-50% chance of being dropped in the event of a kill. That way it's still not a sure means of transferring items, and you can still get great rewards in a fight.

By Groedius on 20/03/2008
Wow thats really detailed and well thought out i wish jagex would implement this stuff it would be sooooo cool

By Yingyang06 on 20/03/2008
I agree, you put alot of effort into this and i would love to see it published into Runescape.

By Indivi2you on 21/03/2008
Wow Wayne, i see without smithing you have a lot of free time on your hands ^.^ tongue.gif

Anyways, i read most of it. Not all yet, but wow bro, it is amazing. Very well put together and thought up. Extremely detailed. I love it.

13/10 lol.

Love the Dragon Mines tongue.gif

Anyways, i'll finish reading the last few parts and come back with you.

Again, very nice bro.

~Saad

By Karel Dude on 21/03/2008
Wow nice, i couldn't even read it all but it seems great

By Eregion2 on 21/03/2008
I've updated the first chapter somewhat, mostly in the rewards for the quest and about the Blood Lich:
QUOTE
Rewards: Summoning and Slayer experience; the following unique items cannot be traded. After completing the quest it becomes a repeatable mini-game which can be attempted once every seven days. This is due to the fact that the Necromancer was in the service of the Blood Lich, and it is therefore impossible to destroy him completely. After completing the quest, you can cut Darkyew Trees in the cavern beneath the Lumbridge Swamps.

  • Bracers of the Necromancer: Lunar Healing Spells take 50% less hitpoints.
  • Cloak of the Necromancer: Attacking revenants have a chance of fleeing combat.
  • Robes of the Necromancer: Magical attacks have a random chance of failure.
  • Staff of the Necromancer: reduces shard costs for summoning by half when wielded.
  • Tome of Summoning Lore: Increases the drop-rate of charms by 50% when wielded.
  • Tome of Knowledge: Activate to gain (skill level x 500) experience to a chosen skill.
  • Faded Parchment: Discussed in Chapter 2, "Thurgo's Discovery."

QUOTE
The Blood Lich: The Blood Lich was most likely once a powerful member of house Nardan, and is now to be found within the old family Temple to Zamorak buried deep in the twisting confines of the island's catacombs. The final battle is intended for 6-10 players; the Blood Lich commands very powerful undead – skeletons in a multi-combat area which respectively use all three attack types – many of which must be destroyed before the Blood Lich can be damaged.

The Rewards: There are two unique rewards from defeating the Blood Lich, although you must choose the one you want. The Ring of Undeath can only be used once per day, but grants incredible damage reduction for a short period of time when activated. The Sceptre of the Blood Lich allows the player to cast Blood Tythe Spells, while the required Undeath Runes can also only be crafted by a player who has obtained the sceptre. This mini-quest cannot be repeated.


By Pyro Blade26 on 21/03/2008
hope it was fun creating all this, because knowing that jagex doesn't listen to their customers, something as amazing as all of this won't come =/

By Pseudomage0 on 21/03/2008
pretty cool

By Eregion2 on 21/03/2008
QUOTE (Pyro Blade26 @ March 21, 2008 03:50 pm)
hope it was fun creating all this, because knowing that jagex doesn't listen to their customers, something as amazing as all of this won't come =/

There are very rare instances, but you're right the odds of this going anywhere is like zilch. biglaugh.gif

By Eregion2 on 01/04/2008
Quick find code: 24-25-940-56149928. smile.gif

By Chappell44 on 02/04/2008
very detailed nice job

By Eregion2 on 02/04/2008
Volume of Arcane Lore: I'm considering this as a quest reward somewhere along the line. Each spell would require 7 air runes, 9 element-specific runes (for water, earth, and fire) and 1 soul rune. You'd only be able to cast these spells if you have the Volume of Arcane Lore equipped, which would give +6 to your offensive and defensive magic stats:
  • Air Lore: lvl-79, 45 base experience and up to 22 damage.
  • Water Lore: lvl-83, 47.5 base experience and up to 24 damage.
  • Earth Lore: lvl-87, 49 base experience and up to 26 damage.
  • Fire Lore: lvl-91, 51.5 base experience and up to 28 damage.
Healing Potion: Requires lvl-85 Herblore; combines torstol and gem dust. For five minutes, all healing and curative spells have an increased effect. Each healing or curative spell cast will take 10% of a new spec-bar (you can refresh your healing spec-bar by praying at an altar). This way the spells won't be overused (the altars at God Wars can only be used every ten minutes).

Bane would act like a poison for undead, who I think should be immune to normal poisons anyway. I'm also thinking of a potion that you could use in place of a light source which uses the glowing fungus from the Haunted Mine quest. I can put spawns for it in the mines somewhere.

By Troll84 on 14/04/2008
I'm very very VERY impressed - I've read all of them in detail, and i must say, i like all of it tongue.gif My favourite is Dragon bars, if only Jagex would consider them. Unfortunately however i believe Jagex will never make Dragon smithable sad.gif

Also, for one of the first quest rewards, it was something like 500 x level xp gained? Well for example i doubt Jagex are going to give 98*500 xp (49k) tongue.gif Who knows though ohmy.gif

I love everything <3 Keep up the ideas biggrin.gif



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