Old recently dug-up, interesting, and overly ambitious suggestions!
Just now, I am reading through several very dated suggestion documents and have decided to share several with you all! Do note that most of these are, err... Pretty much unrealistic, but I believe they still have merit for creativity! And a few have actually come about in similar ways recently - I'm definitely not saying that I predicted them or anything of the sort, but that it's rather neat to see some ideas partially fulfilled.
I am copying them DIRECTLY to preserve the, uh, authenticity of my naivete... :P
[spoiler=TRUE Revenant suggestion! (Probably written when Revenants were first released...)]Revenant (-Combat level difficult to determine-)
300 HP
Located in the Wilderness.
ATTACKS
Either method of attack will stay at the same attack rate speed regardless of the Revenant being attacked by multiple targets, but a Revenant will not attack random targets. See SPECIFIC SPAWN CIRCUMSTANCES.
MELEE
Hits up to 30 with Melee but will only attempt to walk up and use Melee if you are within five squares.
Melee attacks are a simple punch.
Melee attacks can be described with an attack rate speed of six bars.
RANGED
Hits up to 40 with Ranged and can do area damage to nine squares.
Ranged attacks are smoking projectiles with a grayish sphere center and a trailing flame.
Ranged attacks are always fired two at a time with a distance of one to three to five squares apart over the period of time they are fired and the separate blast radiuses may overlap, but area damage will not stack.
Ranged attacks used by Revenants can be avoided, unlike typical Ranged or Mage attacks.
Area damage within the eight surrounding squares of both separate projectiles hits up to 20.
Ranged attacks can hit damage on other monsters, and may cause them to attack the Revenant.
Ranged attacks will never be used when target is within five squares.
Ranged attacks will travel up to ten squares before self detonation.
Ranged attacks have a 1 in 5 chance of locking onto target, however if the target can outrun the attack over a space of ten squares, the projectiles will self detonate.
Ranged attacks that lock onto a specific target will have the same graphic as those that do not, but will also be seen as attackable entities which may be destroyed with level 80 or higher Ranged.
Ranged attacks that lock onto a specific target that are destroyed with Melee (although it is hard to time to actually hit them by the target) will always hit the max damage. Halberds are automatically damaged if they are the Melee weapon used to hit the projectile and can be repaired at the store for halberds.
Ranged attacks can be described with an attack rate speed of two bars. Regardless of this, a second set of projectiles will not be fired if the first set is locked onto a specific target.
BEHAVIOR
Revenants will not cease to be aggressive to player targets that attack them first or that they are specifically spawned to attack and will continue to attack player targets until the Revenant dies, the player target dies, or the player target escapes the Wilderness. Player targets who enter the blast radius of a Revenants Ranged attack projectile that are hit damage will only be susceptible to aggressive attack if they hit the Revenant three or more times, giving innocent bystanders time to deactivate auto-retaliate and escape. Monster targets, however, that are hit by area damage will be killed without chances (since a monster wouldnt normally stop attacking anyway). If a player target whom a Revenant was not aggressive to attacks and destroys a Ranged projectile that was locked onto a specific target, the Revenant will automatically become aggressive to the player who destroyed it. Ranged projectiles detonate in unison, regardless if only one was attacked and destroyed. Revenants will be unable to use Ranged attacks for as long as a target can keep up an attack rate speed of seven or higher against any current targets and will instead move into Melee attack range. Revenants will attack innocent bystanders wearing Saradomin-blessed items or equipment. Revenants will fully heal and boost the combat stats (with similar potency to (+) potions) of innocent bystanders wearing Zamorak-blessed items or equipment. If the aforementioned bystanders then attack the Revenant, they will be killed instantly. Revenants will teleport innocent bystanders wearing both Saradomin and Zamorak blessed items or equipment to an area on the non-Wilderness side of the Wilderness Ditch. If a Revenants specific player target is attacked by a GWR clan or GWR member, the Revenant will kill the entire GWR clan before resuming its battle with its specific player target (meaning this is the only situation that a Revenant will not attack all of its enemies at once.)
SPECIFIC SPAWN CIRCUMSTANCES
Revenants will only spawn if one specific player has dealt the majority of damage to five or more clans of GWRs within a two day period of time.
Revenants, aside from being killed, will only disappear if all of its targets have escaped or died after it has fallen below 80 HP. Only one Revenant may be fought by either the player who caused it to spawn or the player who killed it within a three day period of time (if the player who caused the Revenant to spawn is not the player who kills it, then they are not bound by the three day limit.)
WEAKNESS
Revenants will not be affected by either the Salve Amulet or the Salve Amulet (e).
Revenants will not be affected by poison unless it is by the effect of Smoke Barrage.
Revenants will only be affected by Prayer protections by 50% (similar to the effects of Prayer protections in PvP settings.)
Revenants will be automatically killed if the Chaos Elemental is hit by area damage resulting from the Ranged attack of a Revenant. Immediately following, the Chaos Elemental will become frozen in place and release an area attack (effectively, chaotic rain) that can affect up to 64 squares around him and resembles the Revenants own Ranged attack. In this case, the damage resulting can hit up to the max damage (40) of the Revenants Ranged attack if it were to hit a specific target head-on. Preceding this, the Chaos Elemental will explode, dying and automatically killing any target standing underneath.
-
Revenants are immune to slash and stab Melee attacks and resist crush Melee attacks by 50% of the damage (similar to the effects of Prayer protections in PvP settings.) However, crush attacks dealt using Black equipment have a chance of hitting up to 300% their damage on a normal target. The Dragon 2h Swords special attack will nullify lock on projectiles without the wielder being inflicted any damage as long as the wielder has selected the crush attack mode.
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Revenants can only be damaged by Ranged attacks if the ranger uses Rune Crossbows equipped with Diamond Bolts (e) or higher, Magic Composite Bows equipped with Rune Arrows, Rune Fire Arrows or Ice Arrows, Black or Rune Knives, Black, Rune or Dragon Darts, Gray or Red Chinchompas, Karils Crossbow equipped with Bolt Racks, or a Crystal bow. If using either Karils Crossbow or a Crystal Bow, the rangers attack rate speed will automatically increase to ten bars as well as a 50% accuracy increase. Ranged projectiles fired by the Revenant that lock onto a specific target will automatically be destroyed by any of these ammunitions with the exception of Black or Rune Knives and Black, Rune or Dragon Darts, and in the case of Gray or Red Chinchompas, the area damage will be nullified.
-
Revenants can only be damaged by Mage attacks if the caster uses Fire Blast, Fire Wave, Crumble Undead, Smoke Barrage, Shadow Barrage, Blood Barrage or Ice Barrage. All of these spells will hit their max damage every cast. Ranged projectiles fired by the Revenant that lock onto a specific target will automatically be destroyed by any of these spells with the exception of Crumble Undead, and in the case of barrage spells, the area damage will be nullified.
APPEARANCE & ANIMATION
Revenants vaguely resemble Ankous in the respect that they are skeletal with a ghostly gelatin exterior. Revenants occupy four squares and their height is between level 25 Skeletons and level 80 Giant Skeletons.
Revenants come in two varieties:
A) Wears metallic silver sleeveless body armor tautly attached around ribs with launchers on shoulders, blood colored area covering the gut down to the knees, the exterior substance is a light brown decaying flesh area on the arms, skull, and below the knees, hands permanently balled into fists.
No flinch animation except for death, when being hit tiny splats appear, Melee attacks alternate each blow between both arms, slight pause before Ranged attacks are used.
-
B) Wears sleeveless body armor, half metallic silver and half metallic red, black pipes run from where the throat would be to the chest, shoulder mounted launchers are raised higher than the A) version, shades of translucent light red, peach and tan run together over gut and limb areas, skull has two level glowing light turquoise eye sockets.
Very slight, jittery flinch animation when being hit, Melee attacks alternate between arms, and although both are considered crush attacks, the revenant will scratch or punch, slight pause before Ranged attacks are used.
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A) & B) Yellow glow if healing those in the vicinity wearing Zamorak-blessed items, red glow if attacking either the specific player that caused the Revenant to spawn or innocent bystanders wearing Saradomin-blessed items, if leaving because specific targets are gone the Revenant will appear to use a teleport tablet, if being attacked by a bystander which it just healed the Revenant will appear to cast a very powerful form of Flames of Zamorak on the recently aided target, if being killed by the Chaos Elemental the Revenant will crumble into pieces and be levitated into the Chaos Elemental, death animation is partially exploding and crumpling into a heap.
EXPERIENCE & DROPS
Revenants are unique monsters and offer 300% the combat experience a player fighting a normal monster would receive.
Revenants drop:
(100%)
+ Revenant Remains (NT)
+ Revenant Vest (NT, OO)
+ Colored Lenses
+ 5,000,000 Gold Pieces
(Two of the following)
+ 100 to 500 Cannon Balls
+ 100 Silver Ores
+ Nature Talisman
+ 50 to 200 Steel Bars
+ 100 to 500 Lava Runes
+ 100 to 500 Blood Runes
+ 2 to 4 Long Bones (NT)
+ 1 to 3 Curved Bones (NT)
+ Dragon Chainbody
+ Shield Bottom Third (NT)
+ Shield Right Third (NT)
+ Shield Left Third (NT)
+ 1 to 2 Crystal Seeds
+ 100 to 500 Bolt Racks
(Random occurrences of the following)
+ 1 to 10 Steel Medium Helmets
+ 1 to 10 Adamant Platebodies
+ 1 to 10 Adamant Platelegs
+ 1 to 3 Boots
+ 1 to 3 Boots
+ Yellow Key (NT)
+ Red Key (NT)
+ Blue Key (NT)
+ 1 to 5 Field Rations
+ 5 to 25 Holy Water Vials (NT)
+ 5 or 6 Bones
+ 2 or 4 Skulls
+ 4 Oak Planks
+ 4 Lit Torches
+ 10 to 20 Bagged Dead Trees
+ 100 to 200 Red Dyes
+ Clue Scroll (NT)
+ 5 to 15 Plain Pizzas
+ 5 to 15 Unholy Symbols
(NT = Cannot be traded, OO = Can only have one at a time, AN = Always noted)
(100%)
Every drop in this category is obtained when a Revenant is killed.
Revenant Vests are very tough armor and might be considered the Fire Cape of body armor. If a player uses Cannon Balls on the Revenant Vest, it will receive a charge (maximum of 4) for every 100 added. These charges can be activated in a similar manner to the Dragonfire Shield by clicking operate in the equipment screen. 1 charge allows both launchers to fire. The damage is similar to that of when the vest is actually being worn by a Revenant, but hits proportionately with the players Magic level, with 40 damage being possible at level 96 Magic or higher.
Revenant Remains can only be sacrificed on Chaos Alters. Sacrificing them on any normal Chaos Alter gives 5000 Prayer experience, whereas the effects of Player-Owned House alters also apply, up to a grand 17500 Prayer experience.
Colored Lenses are unique, tradable drops that may be used with Mime Masks, Highwayman Masks, Cavalier Masks, Gnome Goggles, Hat and Goggles, the Skeleton Mask (Halloween 2006), and the Grim Reapers Hood (Halloween 2007). Colored lenses come in a variety of colors including blue, green, red, white, purple and black. Colored Lenses may be added and removed from any headwear freely.
(Two of the following)
The 2 to 4 Long Bones drop and 1 to 3 Curved Bones drop are paired.
The 100 Silver Ores drop and Nature Talisman drop are paired and are the rarest of all the drops listed. The player who takes them will get a Mysterious Old Man random event which will give them a Cosmic Talisman.
If a player receives a Dragon Chainbody as a drop from a Revenant, they obtain the ability to remove the shoulders so that sleeves are shown (like normal chainbodies.) This only changes the Dragon Chainbody in appearance, and if it is later traded it will look like a normal Dragon Chainbody with the shoulders intact.
The shield third drops can be assembled into a Dragon Kiteshield if the player has level 70 Smithing or higher. The completed shield is tradable.
(Random occurrences of the following)
Any drops in this category may be obtained from a single killing of a Revenant, but the same drop will not be received multiple times.
The 1 to 10 Steel Medium Helmet drop, 1 to 10 Adamant Platebody drop and 1 to 10 Adamant Platelegs drop are a set. You will always get the same amount of Adamant Platebodies as Adamant Platelegs. If this set is received, the items will most likely be unnoted and spread around the ground.
The 1 to 3 Boots drop (1) and 1 to 3 Boots drop (2) are paired, but there will only be a maximum of three pairs of Boots dropped at a time. The Boots drop (1) are randomly assorted colored boots from either the Grand Tree or Canifus clothing stores. The Boots drop (2) are new metal boots, following the color separation scheme of Bronze through Rune Boots with a grayish-green primary color and yellowish-tan secondary color. Boots (2) have high Melee defense stats and a strength bonus exceeding that of a pair of Dragon Boots.
The Yellow Key drop, Red Key drop and Blue Key drop are a set. When received, they appear in a line in that order from West to East. They are used to open numerous doors of their corresponding color in Melzars Maze.
The 1 to 5 Field Rations drop and 5 to 25 Holy Water Vials drop are paired. When received, they appear randomly within the four squares the Revenant occupied upon death and the ten square perimeter surrounding this.
The 5 or 6 Bones drop, 2 or 4 Skulls drop, 4 Oak Planks drop and 4 Lit Torches drop are received in the appropriate pairs required to build a Skeletal Throne (minus the Marble Blocks and Magic Spheres), Hanging Skeletons or Skull Torches.
The 100 to 200 Red Dyes drop can only be received in numbers divisible by four.
The Clue Scroll drop is for a high level Treasure Trail (level 3).
Upon death, a gravestone (Symbol of Zamorak) will appear proclaiming the player who killed the Revenants victory. The gravestone will stay for three days time before dissolving.
[spoiler=God armor aligment manipulation suggestion! (Far before Elite clues, likely shortly after the release of GWD)]+ The ability to change a piece of [metallic] god armor's alignment. To do this, you must kill Spiritual Warriors in the God Wars Dungeon for crest pieces (dropped, of course, for their respected god). Zamorak and Saradomin crests can only be used on Bandos armor, while Bandos crests can only be used on Guthix armor obtained from Treasure Trails, and Armadyl crests on Guthix and Bandos melee armor. There should be no extra stat bonuses, but the different looks of the armors should change DRAMATICALLY. The Grand Exchange prices for the four sets (Zamorakian Chestplate, Saradomin Tassets, Armadyl Boots, etc.) should always remain equal, and you can change the alignment by using another crest from a different god. The same should count for Saradomin Swords and Zamorakian Spears. The minimum levels required would be 76 Smithing and Prayer, and the Prayer level would always be equal to the Smithing level. All crests would be nontradable.
+ The same ability, but with dragonhide armors aligned to Guthix, and using Bandos and Armadyl patches (dropped by Spiritual Rangers) with the Crafting and Prayer skills. Also, the ability to use the Crafting and Prayer skills to align Armadyl Ranged armor to Saradomin, Zamorak, and Bandos in the same fashion.
[spoiler=Chicken ghost-infused Ava 's Retriever suggestion! (No idea about time, maybe after Animal Magnetism was released)]Ava's Retriever/Ava's Retriever (u) (synonyms welcome)
Vastly improved version of Ava's Accumulator
"Apparently undead chickens and ghosts mix well!"
Level 70/80 Ranging*
Barrows color scheme (70)/with glowing central panel (80)
Improvement parts are obtained from a sequel to the Animal Magnetism quest. If you're 70 Ranging while completing the quest, it'll turn out as the 'inactive' looking version. If you're level 80 Ranging, then on completion of the quest it will automatically be 'activated'.
The inactive version collects all projectiles that aren't blocked by an obstacle and the same amount as the Accumulator collects of ammunition when not blocked through obstacles. The inactive version should give +6 or +9 Ranged attack bonus and +5 Magic Defence bonus. It should also collect around 70% of ammo that would otherwise be destroyed (like Bolt Racks.)
The active version is empowered even more by the user's increased Ranging ability and will therefore collect all projectiles fired. The active version should give +8 or +12 Ranged attack bonus and +7 Magic defence bonus. It should collect 90-100% of ammo that would otherwise be destroyed, and no 'regular' ammo can be lost.
With large purple or red translucent ghost chicken talons collecting most or all of your ammunition, you hardly have to worry about being toasted by that dragon or pummeled by that ogre to pick it up yourself!
[spoiler=TRUE BESERKER Necklace suggestion! (Looks to be in protest to the near-worthlessness of the Berserker Necklace when it became an imbual option... Neat note: I had an Onyx Necklace far before it had any use other than cosmetic!)]I can hardly think of why the current effects of the Berserker Necklace are helpful to anyone, including whoever first suggested them. Currently, it gives:
+ Strength raised by 7
+ Stab Attack, Slash Attack and Crush Attack reduced by 10
+ Stab Defence, Slash Defence, Crush Defence, Magic Defence and Ranged Defence reduced by 20
+ Increases the amount of damage wearer does when wielding an obsidian melee weapon by 20%
~ ~ ~ ~ ~
The pros do not balance with the cons.
~ ~ ~ ~ ~
The Suggested Additions/Tweaks:
+ A period of ultimate and distinct invulnerability.
+ ALL defence stats reverted to only -10 instead of -20, Strength stat raised to +10, NO attack attack stat decreases, Prayer -30.
+ Still only works with Tzhaar Weapons, however all Tzhaar Weapons now.
+ The person using the necklace will only be affected by Tzhaar Weapons as well - this is the only give from the invulnerability.
+ As for Obsidian Rings and the Obsidian Staff, the rings will count, and ANY spells casted with the staff will count as well.
+ The period of invulnerability will only last for 5 minutes after it is activated (variable recoil time 5 - 10 min.) UNLESS the wearer is able to continually kill/harm/weaken opponents, in which seconds are givin based on total damage inflicted - the time will STACK, but will be completely drained if the wearer logs out.
+ The wearer's Attack Level will decrease over time, proportionally with the original level and time left until the necklace recoils.
+ The wearer's Defence Level will drop to ZERO after the time runs out, however only if the necklace was active for 10 minutes or more.
[spoiler=Double Dragon! / Dragon^2! suggestion! (Probably written after Mithril Dragons were released... Obviously unfinished, because of which less fantastical and something I may pursue in making into a serious suggestion!)]Monster: Double Dragon
Level: -
Appearance: Made completely out of Dragon equipment; Specifically:
+ Head is upside-down med helm with full helm connected to back, head space in med is greatly widened and makes the mouth space; Horns on top of full helm are short-swords.
+ Jaw is made of half of a mace, mace being only the bottom of the jaw; Teeth are thrownknives for 'fangs' and all other teeth are darts.
+ Neck is made from
That looks to be it. I hope you enjoy reading my grandly delusional and rather old ideas! Or maybe just shaking your head at them... ;)
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