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New Area, Minigame, Duel Arena, Weapons, and Armor? Read on!

Featured Replies

PLEASE POST!!!

 

 

 

NOTE-This is, in my opinion, an overwhelmingly big update. I do not except all of this, nor even most of this is be added. Should Jagex decide to add my idea, I would except much of it to be cropped. I also do except you to post after reading this, even if you decide to call me an idiot in every language you know how to write. But please, if you decide to take that path, read the entire post.

 

 

 

I have not included pictures, I would make up an excuse, but you'd all see through it. Sorry guys.

 

 

 

 

 

A new rift has been torn open in the Abyss. The Zamorak Mages are scurrying to cover the blockage before unknown terrors storm out of it. The Mages decide to transport the rift to the Abyssal Space, where they believe no one has access to. Do you dare try to enter the rift and test yourself against the dangers beyond?

 

 

 

REQUIREMENTS FOR ENTRY~~~

 

 

 

Abyss Mini-Quest completed

 

Fairy Tale Part 2 finish to the point of fairy ring use

 

 

 

Recommended~~~

 

 

 

High agility

 

Ability to resist Abyssal monster attacks

 

High combat for minigame and initial entry

 

 

 

 

 

So what is this area called? For the lack of a better name, the Unknown Dimension.

 

 

 

HOW TO GET IN~~~

 

 

 

You must first talk to the Dark Mage in the inner rift of the Abyss. He will tell you that a new rift has opened up in the Abyss, he transported it to the Abyssal Space to make sure no wanders accidentally opened it. He wants you to find out what is inside the rift. He gives you the Abyssal Helm which lets you locate the rift.

 

 

 

Once you enter the rift, and arrow will appear on your minimap which leads you to the rift. The location of the rift is random, so keeping the helm on saves a lot of time. If you take too long to find the rift, it moves. It is different for each player, each time.

 

 

 

When you locate the rift, you must find a way to get into it. When you try to enter, you get a message saying unknown forces block your entry. Tell the Dark Mage.

 

 

 

The Dark Mage will tell you that you must find a way inside. To do this he requires you to destroy the forces. He gives you a Zamorak's Fury Spell scroll. It has 5 casts. Return to the rift, and cast the spell on the rift. Depending on your magic level, you might fail. If you use up all the charge, the Dark Mage gives you another scroll for 5k. NOTE-You cannot cast the spell on any monsters or players. You can destroy objects which have no skill use (rocks (that have no ability to hold ore), unattackable or unhuntable npcs, ect.) They will return after a bit, but not before having fun.

 

 

 

Upon a successful cast a level 100 Dimensional Being appears. Defeat it, and you get access to the Unknown Dimension. NOTE-You no longer need to return to the Dark Mage, if you do though, he will think your mad and end the conversation.

 

 

 

 

 

INSIDE THE UNKNOWN DIMENSION~~~

 

 

 

The Unknown Dimension is just an empty black space. Walls are defined by purple, crossing lines, and exits are by rifts. The Dimension is also populated by new, unaggressive monsters, Dimensional Guard (level 83), Dimensional Lord (level 125), Dimensional Keeper (level 150) and Dimensional Beings (level 170). They all shift forms to any monster below level 200 and use their attacks. They cannot form Dragons or Wyverns, or any other boss monster. So a Dimensional Guard might shift into a Giant Tortoise and use melee, but it would stay the same level and the damage it would deal would stay proportioned to a level 83.

 

 

 

They all have the same drops, they drop all raw and cooked food, all weapons up to addy, 50-700 gp, and a Dimensional Key (explained later).

 

 

 

There are a few rifts inside the Unknown Dimension. The Duel Rift takes you to the minigame explained later, the Bank Rift takes you to a bank, the Fairy Rift takes you to Zanaris (1-way), the Desert Rift to Shantey Pass (1-way) and the Escape Rift to the Dark Mage in the Abyss.

 

 

 

MINIGAME~~~

 

 

 

Also for a lack of a better name, I call this the Dimensional Duels. When you enter the Duel Rift, you are challenged by the Dimensional King to fight against his best warriors. Decline and be kicked out of the rift into the main rift. Accept and you will be admitting entry into the Duel Rift. The Duel Rift is made up of other rifts, each allowing you to enter a duel. You cannot start a duel without the Dimensional Key, drops from various monsters in the Unknown Dimension. If you examine each key you get a clue to which rift you use it on. Use it on the wrong one and you lose your key. You may only have 1 key at a time. Each rift is labeled (Ape Atoll Rift, etc.) and has an image (a monkey) so you know where it takes you.

 

 

 

If you have not completed the quest that permits access to the area your duel is in, you cannot enter the duel. You are still allowed to unlock the rift, but not allowed to enter. If you lose a duel you must reobtain the key. You will not keep your items.

 

 

 

Each duel takes place in a separate arena. This area is identical to the area which it real area is in. And all attribute of the real area apply to the arena one (monsters, safespots etc.). Players not dueling may not enter the arena, but must go to the real one. And arrow will help you locate your opponent.

 

 

 

All opponents teleport around the arena, and some may shift forms. Before each battle you get a small cut scene of the area you are fighting in, it's a brief birds-eye view of the arena plus the name.

 

 

 

Once you defeat your opponent, you open up the rift. Next time you enter that rift you will be teleported to the area you fought in, with a few exceptions.

 

 

 

Now the monsters, each one begins with the work Dimensional, I will not include it since it is a lot of write, just imagine it's there :thumbsup:. I included an examine for each, just for fun. I know they're not very good, but it's a start.:

 

 

 

Level 100, Monkey, Range/Melee, Ape Atoll.

 

Examine: It's a monkey! Oh wait, it's not...

 

Forms-Monkey Guard, Monkey Archer

 

Notes-A Monkey Greegree may help when finding the Monkey since the ape atoll monsters will not attack you. But remember you can't fight while using it.

 

 

 

Level 50 White Knight, Melee, White Knight Castle

 

Examine: Nice armor?

 

Forms-White Knight

 

Notes-You can kill and cook the chickens for food

 

 

 

Level 50 Tribesman, Melee, Two Bai Wannai

 

Examine: He doesn't look like a tribesman...

 

Forms-Tribesman

 

Notes-Very powerful poison

 

 

 

Level-120 Animated Weapons, Melee, Phoenix Gang weapon's room

 

Examine: I wonder how it floats

 

Forms-Dragon Scimmy/long/battleaxe/2h/dds

 

Notes-Will use the corresponding special attack after each change of form, but only once. The dagger is super poisoned. Weapon speed also corresponds with the form.

 

 

 

Level-250 TzHaar, Melee/Range/Mage, Fight Caves

 

Examine: I think I'm going blind.

 

Forms-Any monster from the Fight Caves

 

Notes-TzTok-Jad IS a form. However it won't do as much damage as the real one. All damage is proportional, remember all safespots still exist. There are also not surprises (the 4 healers won't come, etc.).

 

 

 

Level 160 Ice Queen, Melee, Hero's Quest Ice Caves,

 

Examine: Again?

 

Forms-Ice Queen

 

Notes-The Ice Warriors still attack you.

 

 

 

Level 400 Kalphite Queen, Range/Mage/Melee, Kalphite Lair

 

Examine: ~Can't think of any~

 

Forms-Both Kalphite Queen forms

 

Notes-The Workers still attack.

 

 

 

Level 80 Elementals, Melee, Elemental Workshop I

 

Examine: ~Can't think of any~

 

Forms-Earth/Water/Fire/Air Elementals

 

Notes-chaos elemental is not a form.

 

 

 

Level 160 Tanglefoot, Melee, Tanglefoot Lair

 

Examine: TangleFEET

 

Forms-Tanglefoot

 

Notes-Must use Magical Secutars

 

 

 

Level 300 Iron Dragon, Melee/Mage Brimhaven Dungeon

 

Examine: Rawr! Kind-of a Dragon!

 

Forms-Iron Dragon

 

Notes-The teleport goes to the entrance of the dungeon, not the metal dragon room.

 

 

 

Level 80 Dagannoth, Melee/Range Lighthouse

 

Examine: Horror from the Unknown Dimension

 

Forms-Both types of Lighthouse Dagannoths

 

Notes-The regular dagannoths still attack you. The teleport is right outside the lighthouse

 

 

 

 

 

When you defeat your opponent, it drops a Key Piece 3 of them creates a special Dimensional Key that unlocks the new duel arena.

 

 

 

Once you defeat your opponent, you are teleported out and healed, restored of pray, and unpoisoned. Then you may use that rift to teleport t othe area the duel took place in. You may also right-click and select "Re-challenge" to fight the opponent again. You will earn points for each successful win after your first one.

 

 

 

Level 50-100: 10 points

 

Level 101-200: 30 points

 

Level 201-425: 50 points

 

 

 

After every win, your opponent increase by 1 level for up to 25 levels. Then it goes back to it's original one.

 

 

 

You use the points to buy items from the Dimensional King.

 

 

 

POINT EXCHANGE~~~

 

200 Points- Dimension Teleport Tab (Goes straight to the Unknown Dimension, after 1 use you can cast the Dimension Teleport, which goes right to the Unknown Dimension for 5 Laws, 10 Airs, and 10 Chaos. You cannot make teletabs.

 

 

 

DAGGER-Teleport to Target-50%

 

Teleports you next to your target, if it moves your destination does not move along with it.

 

 

 

SCIMITAR-Abyssal Fury-50%-700 points

 

Chance of draining opponents Prayer

 

 

 

LONGSWORD-Recoil-25%-700 points

 

A double attack, second hitting the same damage as the opponent dealt last round

 

 

 

BATTLEAXE-Enhanced Fury-50%-700 points

 

A double attack, bonus damage if first is successful.

 

 

 

2H-Grand Swing-75%-1000 points

 

In multicombat, hits everything nearby and and an extra attack to a chosen target.

 

 

 

CROSSBOW-Shock Bolt-50%-300 points

 

Stuns opponent depending on damage.

 

 

 

0-10 NO STUN

 

11-20 10 SECONDS

 

21-30 15 SECONDS

 

31+ 20 SECONDS

 

 

 

SHORTBOW-Pierce-100%-500 points

 

Recudes 1 random armor defense for as much as it hits. Armor reverts to normal 5 points per minute.

 

 

 

LONGBOW-Interdimensional Shot-50%-600 points

 

Locks on opponents so your arrows reach him/her no matter what lies between you. Ends when opponent leaves wilderness, dies, or you leave wilderness. Also ends when you unequip the longbow. The arrow enters a portal much like the Shifters portal.

 

 

 

ANCIENT STAFF-Ancient Blast-NONE-700 points

 

Allow you to cast a special spell. Uses 2 bloods, 3 deaths, 1 soul, 5 earths, and 5 airs. It hits a random ancient spell, and always uses barrage. Auto casts when special attack bar is selected.

 

 

 

DIMENSION STAFF-Dimensional Dart-NONE-500 points

 

Allows you to cast a spell that uses 1 blood, 2 souls, 5 deaths, and 10 airs. Hits max 35. Max 50 if used within the Abyss or the Unknown Dimension.

 

 

 

ALL ARMOR DEGRADES. YOU MUST PAY A CHARGE OF 70 POINTS PER PIECE TO REPAIR IT. Lasts for 20 hours. Set specials only work if you use the full set. When operated when using a full set (except when it's fully degraded), you get teleported into the Unknown Dimension.

 

 

 

All prices are:

 

 

 

HELM-1000 points

 

BODY-1600 points

 

LEGS-1200 points

 

 

 

WARRIORS

 

---Each successful hit adds 1 extra damage to the next hit. This bonus damage is not counted toward the effect's requirement. (ex. you hit a 5 on your 5th successful hit, the effect ends). You must start from the beginning every new monster/miss

 

 

 

BESERKERS

 

---Hits higher with Dimensional Weapons, also more accurate.

 

 

 

RANGERS

 

---Hits twice at the start of a fight only.

 

 

 

GRAND ARCHERS

 

---Adds extra damage the more disance there is between you and your opponent.

 

 

 

MAGICIANS

 

---Increases your magic level by 5 for full set, 3 for 2 pieces, 1 for 1 piece.

 

 

 

SOCERERS

 

---Increases max hit of all spells by 2.

 

 

 

DESTROYERS

 

---When operated (using full set) you are surronded by pure energy. It acts as a shield that weakens all incoming attacks and strengths all outgoing ones. Drains combat stats in this order:

 

 

 

PRAYER

 

STRENGTH/MAGIC/RANGE (depends on weapon, skipped if your using a dimensional weapon)

 

HITPOINTS

 

 

 

When operating, you choose if you want to teleport or activate the special effect.

 

 

 

 

 

THE DUEL ARENA~~~

 

 

 

 

 

This new duel arena is an updated version of the old one. Like the one the Al-Kadrid, you or your opponent challenges the other and sets rules and a stake. There are two forms of duel, survival or showdown. You must not have anything in your inventory or equipped when entering the arena. If you do you will not be allowed entry.

 

 

 

SURVIVAL

 

You and your opponent are teleported to opposite ends of an island. Supplied with a hammer, knife, pickaxe, woodcutting axe, harpoon, and vials of water (they all respawn on a table near your starting point) you must make your own weapons, armor, potions, and food. There is a mining site, rune essence mine, access to all altars (there is a machine that automatically crafts your rune essence, you do not actually go to the altar), all trees, an anvil, and a furnace. You gain NO EXPERIENCE for performing actions on the island. The island is also imhabited with monsters. Any monster under level 80 has a chance of being in the island. They drop herbs and second ingredients.

 

 

 

Whenever you feel you are ready you can attack your opponent. Other than that it's just a regular duel arena match. It really tests skills other than combat.

 

 

 

SHOWDOWN

 

 

 

 

 

You and your opponent start on opposite ends of an arena. Each arena is a maze with chests, monsters, traps, and secret passes. You must rely on chests and monster drops to provide equipment and food. In addition, in the middle of the arena, where you both meet is a boss monster. It is not very hard to beat, but it drops a rare item. Whoever gets the drop has an advantage.

 

 

 

Once the monster is defeated you are given the option of attacking your opponent. Then the real duel starts.

 

 

 

 

 

That's it for my idea, I can hear you guys sighing already. Again, please post what you think.

most of it's good, good job support

 

 

 

but i dont like the weapons part tho

omg, a lemon!

sigycopywj6.jpg

  • Author
most of it's good, good job support

 

 

 

but i dont like the weapons part tho

 

 

 

What's wrong with it? Let me know so I can improve it.

 

 

 

I think I forgot something for the magic weapons. I might have to update it.

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