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NEW BOSS MONSTER - Arch Arachnid Mother (AAM) - Revised


nitram99

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Hi all!

 

 

 

I have recently been working on an idea for a new boss monster. As I'm somewhat fascinated by spiders the type of this new boss monster was set.

 

 

 

This new boss monster is supposed to be really scary and the effect of it and the battle with it is set so that sudden fear could happen at any time. The area where the battle commences is supposed to be dark and scary and the visibility should affect that. That is the overall mind-set for this new boss monster battle.

 

 

 

The aim of introducing this new boss monster is not to introduce yet another high-level monster that drop some major combat item or to be yet another monster that drop something like a Dragon Chainbody or like that. This new boss monster is more focused on none-combat drops that can make the gameplay somewhat easier for the players. I don't think I have overdone in the drops either, more like that I have underpowered them. But to be fair, the reason why you go kill this boss monster is to get the unique and special drops, so it's not that different from most other boss monsters in that aspect.

 

 

 

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Introduction into the game

 

This new boss-monster should come to the players as a total surprise. Jagex should knowingly leave the introduction of this out in the Behind the Scene article for that month in which it is released. On the day it is released there should be an article on the RuneScape official homepage telling players about a rumour that has been heard just recently by a source yet unknown. The rumour tells of the presences of a huge evil malice being felt during the excavation and exploration of the Underground Pass area to search for linkage between artefacts from the Temple of Light (where the Death Altar was found) and the pass. The players are told that their contact in this matter are the 3 dwarves living down in the Underground Pass (Kamen, Nilhoof and Klank) as they have been informed of this discovery via notes from a yet unknown informer.

 

 

 

As the players get down to the 3 dwarves (Kamen, Nilhoof and Klank) living in the Underground Pass they have to talk to either of them. After the conversation the player is given a diary book. This diary contains the story from one of the recent days of excavation of the Underground. The players have to read the whole thing through (a.k.a. flipping through all pages in the diary) before being that the malice seeped out from a hole that was accidentally made in the ground during the excavation of the area just north of the 3 dwarves encampment. The hole is visible before talking to the dwarves but you cant descend down into it before going through the whole conversation with the dwarves.

 

 

 

 

 

The diary story

 

 

 

 

The diary from the day the hole was made tells the story of that the hole was made out of total accident and that all the workers that worked in the proximity of the hole immediately felt a evil chill to their most inner core of their being. But the dwarf workers were so curious that the feeling of something evil present was subdued and they approached the hole. The hole seemed to end in a big and vast hollow. This triggered further investigation of the discovery as they became curious of what treasures might have been left down there from ancient times. High on the curiosity and the excitement of exploring they fastened a rope to a nearby big rock and descended down into the dark hollow. The hollow seemed to be drenched in a magical dark mist that the dwarves lanterns couldnt penetrate. So they could only light up their own faces with the lanterns light. Despite this, almost subconscious, warning, their curiosity got the upper hand and they jumped of the rope to what they could figure was the ground in the hollow. The dwarves still left on by the hole sat down and listened nervously for any alarming sounds from their friends bellow.

 

 

 

The hollows ground was almost entirely covered with some white sticky substances that the dwarves couldnt determine what it was. The hollow was totally silent except from some very faint dripping of off the roof of the hollow as it splashed silently on the hollows ground. The dwarves silently whispered an agreement to be very careful and take it slow. They spread out in a circle with an arms length between each other and started to slowly walk outwards from the dangling rope through the sticky unknown, almost slimy, substance. As the exploration circle spread out to reach the limit of an arms length from each other they paused and tried yet again to use their lanterns to light up the vast darkness but to no avail as the dark mist was impenetrable.

 

 

 

One of the dwarves in the expedition thought he saw a scoop in the ground and some carvings beside it. He told the leader of the expedition about his possible discovery and the agreement was made that they would walk hand-in-hand towards where this scoop and the carvings were spotted. As they came closer to where the hole was, they all saw that the hole was in fact a scoop as it was too well formed to not be hand-made. The scoop had its form covered with some sort of pottery that was since long forgotten. The scoop also seemed to radiate some sort of magical force as it glowed in a very, very dim blue shine. One of the dwarves lifted his lantern over the carvings beside the scoop in the ground and they also seemed to glow in the same light at the scoop. On a closer look the carvings was some sort of ancient writing with very majestically writing of the letters themselves. The language they were written in was of ancient origin but one of the dwarves in the company that descended down the ominous hole was the lead language historian and he got an immediate interest in the writings. He searched his vast base of knowledge that he had learned from long hours with his nose in ancient scripts. The language was a very old one as it was not spoken anymore but the interpretation of the language was still known by the most wise language historians. The historian began to read the text out loud;

 

 

 

"When all 4 of us are magically lit and shining bright the darkness will unfold, showing the ancient evils presence and the epic battle can rightfully be told

 

 

 

The reading of the words made a chilling wave of discomfort run through everyone of the members of the company.

 

 

 

The dwarves decided that this would be enough for now and they should head back up. As they turned around to start making their way back to the rope a very faint, but still detectable, sound was heard. It was as of some pebbles had been set in rolling motion. The company made halt for a brief second and then instinctually moved faster towards where the rope should be. As they hurried their pace they started hearing tapping on the ground and the sound came closer and closer. As the first dwarf reached the rope he could hear the horrible sound of the last dwarf in the row to climb the rope experience bone-chilling pain. Blood spread all over the company as if it was raining. The panic just struck the whole gang as they became paralysed of this horrid sound and being covered in their fellow friends blood. After this sound quieted down the mere seconds of silent between the first and the attacks that came after it seemed like hours for the panic struck dwarves.

 

 

 

Their friends above just froze in horror of what they heard from bellow. They all fled in panic and were never heard of again.

 

 

 

 

 

 

The follow up on the diary notes

 

This passage is from a diary made a wizard assigned to help the only survivor of this horrific episode, the dwarf first on the rope up back to the surface from the hole, that had became a rambling, sad example of a dwarf after he was found roaming around in the mountains west of East Ardougne. The wizard put a mind-reading spell on the confused dwarf and after months or interpretation of the ramblings the dwarfs memories had become he wrote the passage down in his diary. The diary was then long forgotten as several years have passed by until it was found by a stranger that had been searching for it since he saw the wizard write the passage down in it

 

 

 

It is believed that the same stranger is the unknown informant that left notes to the 3 dwarves residing in the Underground pass.

 

 

 

 

 

The boss-monster in game-play

 

The hole is there as the boss-monster is released but it isnt descendible before you have gone through the whole conversation with the dwarves. But to descend it you must craft 2 things. The first thing is that you need a special rope and the second thing is that you need a strange lantern.

 

 

 

 

 

Dwarf-knotted Rope (untradeable)

 

Craft 2 dwarven ropes from the wool of the yaks on Neitznot and then take them to Vermundi in Keldagrim market area (you cant buy the ropes as they are untradeable). He will knot the 2 ropes together with a dwarven knot for a 100 000 gp. When that is done you have to have it checked by either one of the 3 dwarves down in the Underground Pass. After that has been completed you can use the rope on the rock near the hole to fasten it so you can use it to descend down the hole.

 

 

 

Mist-scatter Lantern (untradeable)

 

To be able to see anything down in the hollow you need a special lantern. To construct this lantern you need to craft a regular lantern and then attach a chiselled dragonstone instead of the lantern lens. Then you need to take it to the man in the Nature Grotto in the Mort Myre Swamp to get it blessed so that it can scatter mist. When that has been done you can then descend down the attached rope and be able to see a distant down in the hollow.

 

 

 

 

 

When you have attached the rope and have the lantern in your inventory you can descend down the hole. Only a maximum of 4 players can descend down the rope at any one time. When 4 players have decended down the 5th player trying to descend will get a message that he can't descend. When you come down to the floor you will see 6x6 squares all around you. Area outside this is totally black and you can only spot other players dots in the darkness on you mini-map.

 

 

 

Northwest, southwest, northeast and southeast of the rope you will find the scoops described in the diary notes. To be able to start the battle you need to light a pyre magic log in each of the 4 scoops. This will light up a big area with a blue glow. After that you need go to one of the entrances of the 4 caves located to the east and west of the rope. When standing just outside the entrance to one of the caves you will be attacked by the AAM and the battle begins. The AAM can only be damaged when its in the glow of the 4 glowing scoops. The glow will glow for 15 minutes and then it needs to be re-lit with a pyre magic log. All 4 scoops need to be glowing for you to damage the AAM. You also need to be standing in the glow to be able to hurt the boss. There will be a time counter counting down the time before the scoops need to be re-lit to help you keep track of that aspect. When the AAM is killed it will take some time to respawn and you will have to lure it out again by standing in front of one of the cave entrances.

 

 

 

If you want to leave the hollow you can either climb up the rope or just teleport out by any means.

 

 

 

Summon familiars are allowed but you need to summon them after you have descended down the rope as they cant follow you down the rope if they are summoned before you descend down. Pets are not allowed to be out when you descend down the rope and when you are down there you will get a message warning you to not let it out down here. If you disregard from this warning and let your pet out the AAM will eat your pet during the battle and you will loose it.

 

 

 

The whole area down in the hollow is multi-combat.

 

 

 

 

 

The Arch Arachnid Mother

 

 

 

 

 

[hide=Specs of the Arch Arachnid Mother]Name: Arch Arachnid Mother (AAM)

 

Race: Spider

 

F2P/P2P: P2P

 

Level: 498

 

Hitpoints: 400

 

Ratio: 0,80

 

Aggressive: Yes

 

Retreat: No

 

Quest: Yes (Underground Pass)

 

Poisonous: Yes

 

Habitat: In the hollow down the hole in the Underground Pass[/hide]

 

 

 

Appearance

 

The AAM looks like a huge mix between a Black Widow spider and a Tarantella spider. The backbody of the monster has that red mark that is known for Black Widow spiders but the frontbody is big and hairy like a Tarantella spider. The mouth of boss has the same big mandibles as a Tarantella spider and it has several glowing eyes. Its legs are all covered with hair the entire spider is black except for the red mark.

 

 

 

Movement

 

The AAM moves by walking with its 8 legs and the speed of its movement is as fast as you running, which means that it moves really quickly.

 

 

 

Attacks

 

The AAM have 3 attacks. One for each attack type.

 

 

 

[hide=Range attack]It spits a vile poisonous slime that poisons the player for 8 over 30 seconds with damage every 5 seconds (7 x 8 = 56 hp damage overall if not cured before). The attack also does regular damage. This attack hits all players and it has a 100 % poison rate when it do damage (if it hits 0 on a player it doesnt poison the player. Attack speed of this attack is slow, like the speed of a longsword attack.[/hide]

 

 

 

[hide=Melee attack]It bits the player and do great damage as well as a 50 % chance of poison the player for 6 over 30 seconds with damage every 5 seconds (7 x 6 = 42 hp damage overall if not cured before). There is also a small chance that the attack paralyses the player for 10 seconds. During this time the player cant move or attack but can eat or drink. The attack speed of this attack is fast, as fast as the speed of dagger.[/hide]

 

 

 

[hide=Magic attack]The AAM releases a misty slime from its webgland on the backbody. This attack hits all players. The players taking damage from it are frozen for 5 seconds during which they cant attack, move, drink or eat, just wait for the effect to wear off. This attack is very slow, like the speed of a 2-hand-sword.[/hide]

 

 

 

Defence

 

The AAM have good defence against both range and melee.

 

 

 

Prayer

 

The AAM uses both range and melee prayer but not at the same time. Every 10 seconds or so it shifts what it pray against.

 

 

 

 

 

-The AAM is immune to all forms of poison

 

 

 

- The AAM can't be frozen in any possible way.

 

 

 

In addition to these 3 attacks the AAM can call forth 3 "Broodlings" to help her in the battle. These spiders come from the 6 smaller caves in the north and the south and are auto-aggressive towards the players. They attack with either range (spitting poisonous slime) or melee (biting). The AAM can only use this call for help every 5 minutes and its not that it always use this option every 5 minutes.

 

 

 

[hide=Broodling]Name: Broodling

 

Race: Spider

 

F2P/P2P: P2P

 

Level: 110

 

Hitpoints: 77

 

Ratio: 0,70

 

Aggressive: Yes

 

Retreat: No

 

Quest: Yes (Underground Pass)

 

Poisonous: Yes

 

Habitat: In the hollow down the hole in the Underground Pass and can be called forth by the AAM

 

 

 

Appearance:

 

The Broodling looks like a younger and smaller version of the AAM, except it do not have a red mark on the backbody, the whole backbody is instead all red. It doesn't have as much hair on the frontbody either.

 

 

 

Movement:

 

The Broodling move at the same pace of speed as the AAM, alas pretty quick.

 

 

 

 

 

Melee:

 

Bits the player and this attack can also poison the player for initial 8 HP and the effect last for 30 seconds doing damage every 5 seconds.

 

 

 

Range:

 

Spit a poisous slimespit that hits all players and can poison them for initial 6 HP and the effect last for 30 seconds doing damage every 5 seconds.

 

 

 

Magic:

 

Cast a magical web on a player which if it do damage has a chance of destroying the immunity to poison as a dose of some of the stronger versions of the Anti-poison potion give. This attack doesn't poison the player, it just have a chance of destroying the protection to poison as the immunity from such a zip of potion can have given the player.

 

 

 

 

 

- Broodlings are immune to all forms of poison.

 

 

 

- Broodlings have a high defence against all forms of melee attack.

 

 

 

 

 

Drops:

 

 

 

Common:

 

Spider Carcass, Nothing, Coins 100-2000

 

 

 

Uncommon:

 

Shark 1-2 (cooked), Rune Medium Helmet, Rune Woodcutting Axe

 

 

 

Rare:

 

Red Spiders' Egg 100 (noted), Soul Rune 50, Coins 2001-5000[/hide]

 

 

 

 

 

[hide=Droplist for the Arch Arachnid Mother (AAM)]100 %:

 

Arachnid Mandibles 1 *1

 

 

 

Common:

 

Coins 9000-25000, Grimy Herbs 10 (noted)(Candatine/Snapdragon/Dwarf Weed/Torstol), Elemental Runes 100, Blood Runes 50, Death Runes 50, Antipoison Potions 3 (3-doses), Manta Ray 2, Snapdragon Seeds 1-3, Gold Charms 10 (in a casket that you open)

 

 

 

Uncommon:

 

Rune Platelegs, Dragon Dagger (p++), Manta Ray 5, Grimy Herbs 25 (noted) (Ranarr/Snapdragon/Toadflax), Pyre Magic Logs 4-8, Coins 25001-40000, Antidote+ 3 (4-doses), Soul Runes 250, Elemental Runes 1000, Blood Runes 250, Death Runes 250, Chaos Runes 500, Gold Charms 25 (in a casket that you open), Green Charms 10 (in a casket that you open), Crimson Charms 5 (in a casket that you open), Blue Charms 3 (in a casket that you open)

 

 

 

Rare:

 

Rune Platebody 2 (noted), Grimy Herbs 100-noted (Harralander), Pyre Magic Logs 10, Saradomin Brews 5 (4-doses), Super Restore Potions 5 (4-doses) Dragon Square Shield Left Half, Dragonstone 2 (noted) (unchiseled), Half of key 2 (noted) (either tooth or loop), Coins 50001-100000, Gold Charms 40 (in a casket that you open), Green Charms 20 (in a casket that you open), Crimson Charms 10 (in a casket that you open), Blue Charms 5 (in a casket that you open), Manta Ray 10, Spider Eggs 1-2 (noted) *2

 

 

 

Unique:

 

Blue Charms 20 (in a casket that you open), Arachnid Web un-id *3

 

 

 

Special:

 

Magic Mist Container *4 (Spiderist 1, Spidermist 2, Spidermist 3, Spidermist 4 *5)

 

 

 

*1 Arachnid Mandibles = Can be given to the Bone-collector Man at the Limestone Mine just east of the Saw Mill for 250 Prayer XP or he can make them into a Arachnid Marble

 

 

 

*2 Spider Eggs = Can be cooked for 200 Cooking XP and they heal 15 HP as well as cure any poison or sickness you might be affected by and make you immune to poison and sickness for 2 minutes and it also restores Prayer by 10 and Summoning by 20.

 

 

 

*3 Arachnid Web un-id = Can be identified with 90 Herblore and then used with thread and needle and 95 Crafting to craft a pair of Arachnid Slippers.

 

 

 

The "Arachnid Web un-id" is tradeable along with the identified version. Its also possible to get assistance or assist in identifying the web and to craft the slippers out of the web.

 

 

 

 

 

Arachnid Slippers:

 

 

 

Attack: +1/+1/+1/+1/+1

 

Defence: +10/+10/+5/+2

 

 

 

Summoning: +10

 

Strength: +1

 

Prayer: +2

 

 

 

Auto-effect:

 

 

 

1) All monsters classed as Spiders are none-aggressive towards you (except any boss-monsters or quest-related spider-classed monsters)

 

 

 

2) Gives a visible +3 Agility boost

 

 

 

3) Significantly reduces the risk of getting poisoned by monsters that can poison you (except any boss-monsters, quest-related monsters or mini-game-related monsters). This effect also applies to Player vs. Player combat.

 

 

 

4) Increases the chance that monsters that are set to drop herbs to drop herbs.

 

 

 

5) Reduces your weight by -4 kg.

 

 

 

 

 

Operate-option:

 

When you Operate the Arachnid Slippers increases your normal natural restoration rate of Run Energy for your Agility level by x2 (this effect will last for 5 minutes and after that the rate of restoration will automatically go down to the normal rate of your Agility level and the effect can only be used once per 60 min)

 

 

 

The Arachnid Slippers are untradeable and you cant lend them.

 

 

 

 

 

*4 Magic Mist Container = This item can only be dropped by the AAM after you have gotten the Arachnid Web as a drop (gotten Arachnid Web as a Loot-Share or Coin-Share drop counts).

 

 

 

If you have 92 Farming you can open the container and use it on the Mist patch that u can reach by the Fairy Ring code D-I-P. The mist cant get diseased or die and it takes 24 hours to grow. After 24 hours you can check the mist for 5 000 Magic XP and 1000 Farming XP. After you have checked the mist you can use a pair of Arachnid Slippers on the mist to transform them to AAM Slippers. After that is done the mist disappears.

 

 

 

The Magic Mist Container is tradeable but you cant be assisted or assist to plant the mist.

 

 

 

 

 

AAM Slippers

 

 

 

Attack: +3/+3/+3/+3/+3

 

Defence: +10/+15/+15/+3/+1

 

 

 

Summoning: +12

 

Strength: +2

 

Prayer: +3

 

 

 

Auto-effect:

 

 

 

1) All monsters classed as Spiders are none-aggressive towards you (except any boss-monsters or quest-related spider-classed monsters)

 

 

 

2) Gives a visible +3 Agility boost

 

 

 

3) Significantly reduces the risk of getting poisoned by monsters that can poison you (except any boss-monsters, quest-related monsters or mini-game-related monsters). This effect also applies to Player vs. Player combat.

 

 

 

4) Increases the chance that monsters that are set to drop herbs to drop herbs

 

 

 

5) There is a small chance that the slippers cure you from poison when you have gotten poisoned.

 

 

 

6) Reduces your weight by -5 kg.

 

 

 

 

 

Operate-option:

 

When you Operate the Arachnid Slippers it directly restores your Run Energy to 100 % and the restoration rate of your Run Energy will increase by x4 (this effect last for 5 minutes and it can only be used once per 60 minutes).

 

 

 

The AAM Slippers are untradeable and you can only have 1 pair at a time and you cant lend them.

 

 

 

 

 

*5 Spidermist 1, Spidermist 2, Spidermist 3 and Spidermist 4 = These 4 versions of mist are possible to get as drops from the AAM after you have made a pair of AAM Slippers. The mists come in a little container and can be planted in the Mist patch at the Fairy Ring code D-I-P. They require 92 Farming to be planted and they take 24 hours to grow. They are considered to be an uncommon drop after you have made a pair of AAM Slippers.

 

 

 

 

 

Spidermist 1:

 

Plant XP: 125 Farming

 

Check-health XP: 3000 Farming

 

Pick XP: 25 Farming + 25 Herblore

 

 

 

To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 1 (4).

 

 

 

If you use the Bottled Mist 1 on a newly planted Herb plant it grows twice as fast and it also give double the amount of herbs along with that it cant become diseased or die. The Bottled Mist 1 has 4 doses.

 

 

 

The Mist 1 and the Bottled Mist 1 are tradeable in all versions but you cant get assistance or assist in planting or picking it.

 

 

 

 

 

Spidermist 2:

 

Plant XP: 125 Farming

 

Check-health XP: 3000 Farming

 

Pick XP: 25 Farming + 25 Runecrafting

 

 

 

To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 2 (4).

 

 

 

If you use the Bottled Mist 2 on any Runecrafting Pouch the mist makes all Runecrafting Pouches currently in your inventory able to hold double amount of essences or pure essences compared how much they usually can hold. This effect lasts for 15 minutes. The Bottled Mist 2 has 4 doses.

 

 

 

The Spidermist 1 and the Bottled Mist 1 are tradeable in all versions but you cant get assistance or assist in planting or picking it.

 

 

 

 

 

Spidermist 3:

 

Plant XP: 125 Farming

 

Check-health XP: 3000 Farming

 

Pick XP: 25 Farming + 25 Smithing

 

 

 

To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 3 (4).

 

 

 

If you use the Bottled Mist 3 on a hammer in your inventory it becomes a Mist Hammer with 120 uses. Using the Mist Hammer when Smithing doubles the chance of smithing items faster while wearing the Varrock Armour. This effect is auto and doesnt use up any of the hammers uses. You must wear the Varrock Armour to get this effect. Randomly the Mist Hammer will create double the amount of items from the same amount of bars usually used to make one unit of the item. You also get XP for both the units made which means that you get double the amount of XP compared to what you usually get. This effect occurs randomly and use up 1 use of the hammer each time. When all 120 uses are used up the Mist Hammer turns back to a regular hammer. The Bottled Mist 3 has 4 doses.

 

 

 

The Spidermist 3 and the Bottled Mist 1 are tradeable in all versions but you cant get assistance or assist in planting or picking it.

 

 

 

The Mist Hammer is tradeable in all versions.

 

 

 

 

 

Spidermist 4:

 

Plant XP: 125 Farming

 

Check-health XP: 3000 Farming

 

Pick XP: 25 Farming + 25 Fishing

 

 

 

To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 4 (4).

 

 

 

If you use the Bottled Mist 4 on a fishing spot where you can catch Sharks it create a new fishing spot only visible to you and its coloured in a red tone nearby. The spot never disappear but it hops around like a regular fishing spot. From this new patch you can randomly catch Manta Rays and Sea Turtles along with the regular Sharks that you will usually catch. This patch last for 20 minutes and you need to have the required level for catching Sea Turtles or Manta Rays to catch them from this fishing spot. If you only have the Fishing level to catch Sea Turtles you only get them as a random catch. When the 20 minutes are up the fishing spot disappears. The Bottled Mist 4 has 4 doses.

 

 

 

If you have a Bottled Mist 4 in any version in your inventory while doing the mini-game Fishing Trawler you will get 50 % more Sea Turtles and Manta Rays from the catch, but only if you have the required level to catch those. This effect is auto and you dont have to use up any of the doses to get this effect.

 

 

 

The Spidermist 4 and the Bottled Mist 4 are tradeable in all versions but you cant get assistance or assist in planting or picking it.[/hide]

 

 

 

 

 

Creators notes

 

This boss-monster is thought to be more then just a hack-and-slay boss-monster. This boss-monster requires real teamwork as to delegate who to light what scoop and when to re-light and who to check for the time. So this way there can be several roles in the fight, one can be the log-lighter, another can be the lurer that lures the AAM to the glowing area and other roles. The battle also requires teamwork as to keep the AAM inside the glowing area so it can be damaged.

 

 

 

Its also an attempt to create a more scary environment and a scarier boss-monster to make the players really fear and respect the boss with all the mist and the limited visible area along with that you have to lure the boss out of its hiding.

 

 

 

The AAM is also a try to create a boss-monster tends to magic. As the AAM shifts between Melee and Range Prayer and also have good defence against both Melee and Range Magic should be a good attack type to use when battle the AAM.

 

 

 

The unique and special drops are meant to tend to skillers more as all other boss-monsters unique drops are for combat. There is also a good incentive for players to go back and kill the AAM as there are 2 levels of drops in which the 2nd level of unique drops can only be gotten if you have gotten the first level of unique drops. The Spidermists are drops tended for skill-uses so that there are several more incentives to go kill the AAM and a way for boss-killers to have means of making money off of the kills. The drops are also thought to be creative in the way they are used and the effect they have so that they really add to the game and will be sought after and used.

 

 

 

The 2 versions of the slippers are made untradeable as I don't want people to just buy them as they should be a factor of accomplishment if you wear them.

 

 

 

The slippers are also set to be able to be used in light-combat and are the only boots giving attack bonuses. They also give a nice Prayer boost bonus. They also reduces your weight so they are to be seen as new version of Boots of Lightness and worn for everyday skilling purposes like the Boots of Lightness is for many people.

 

 

 

The addition of the helpers, the Broodlings, are ment to give an extra edge of difficulty by their magic have a chance of destroying the immunity to poison that a zip of a stronger version of an anti-poison potion give. This means that there is a clear incentive to concentrate on killing the Broodlings too so that they are not just seen as a pesky, irritating swarm of flies or something like that and are just left untouched and deemed a thing to just live with while killing the AAM.

 

 

 

This boss-monster is also tended for 2-4 players teams as it will be hard to re-lit the needed logs if they go out after the first liting as you will most likely be under attack the whole time which will interupt the liting-action your character do.

Sir_Nitram99.png

 

8 skills at 99: Herblore - Farming - Cooking - Firemaking - Woodcutting - Fletching - Magic - Crafting

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you put a lot of work into this and it seems pretty good (didn't really read it all) i guess i support

 

 

 

 

 

\' Tat

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Finally done reading it!

 

 

 

I like it, but the poison is a bit harsh.

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How is being slightly faster a big no no, elaborate please

 

 

 

And why is all that talk about poison so weird to u? Many monsters has attacks that posion u too, so why is this different? And about the extra strong poison - now there will be a real market for the extra strong versions of the poison-cure. So sorry, I'm not agreeing with you on that subject unless there is some other bad point of having it like this?

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Ok, thanks Sworddude, the first one with some real critisism that I can do something real about.

 

 

 

I didn't know that about 255 HP is the max. I saw that all boss monsters had that hp so I was somewhat curious about why 255 exactly on all of them. But now I know why.

 

 

 

And nice that you slapped me straight about that reward. I will nerf it down considerably now \'

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The cephalon drop shouldn't be 100%, all of the POH heads from boss monsters like this are pretty rare. The construction experience would be too much unless the drop was changed to rare/ultra rare.

 

 

 

Good idea. :)

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The cephalon drop shouldn't be 100%, all of the POH heads from boss monsters like this are pretty rare. The construction experience would be too much unless the drop was changed to rare/ultra rare.

 

 

 

Good idea. :)

 

+1

 

Besides those points, it seems like a pretty good idea overall.

 

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I have now made some changes to the drops that I agree on was to good.

 

 

 

Now, the boss monster doesn't drop Giant Arachnid Cephalon 100 % of the time. Instead I made that one of the Extremely Rare drops, but with the same value (if you get it like once every 250-500 kills set over an average of all kills it isn't that overpowered).

 

 

 

Instead of that 100 % drop I came up with another item that would suite to be a goood 100 % drop from this boss monster and yet have some value. You can read about this new item in the text in the first post under "100 %".

 

 

 

But I still need to know why making players wearing this extremely rare slippers to be just slitghly faster than other players that do not wear such slippers? Are there any places or situations where being slightly faster than another player can be a huge unfairness?

 

 

 

And about the extra strong poison I have set the boss with, I think that a spider is known for being poisonous and as this being the archexample of all spiders its' poison should be extra strong to like show that. So I don't think that this will make the boss monster too overpowered and almost impossible to kill. The player that wants to kill it just have to either buy one higher power of poison cure or deal with that his/her poison-cur potion is one cure-lvl less effective than normal.

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I support, but i think that when a player is bound by the magic attack, the boss shouldn't be able to attack him, because if you can't eat, you are pretty much dead..

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  • 4 weeks later...

This topic is really far back I know, and if I'm necroposting in anyone's opinion, then I apologize, but this idea seems rather wonderful to me. The only gripe I have is that the boots making you run faster seems too cheap for PKing, just make it have a higher reduction rate.

 

 

 

I really love the idea of the bosses that require lighting some posts etc. Bosses that need more than some slashing and bashing to finish them off.

 

 

 

Maybe a Lunar Spell or Ancient Spell (more likely) to a certain point in Underground Pass is in order with this.

 

 

 

By the way, it could have over 255 hp if it was went through 2 forms like the KQ

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No, this is not a dead post, just haven't had the time to re-do the necessary changes I have seen I first posted it and the critisism it has gotten.

 

 

 

But now I have changed drops so that it becomes more affordable to go on a trip to kill it, like to finance the trips.

 

 

 

I have also changed some benefits the slippers different forms give as also a note that you can't wear them in the wilderness so that ppl can't use them to run away from pk:ers. The use of the faster running benefit was not thought to be used for this purposes.

 

 

 

The agility bonus is now also a "operate" option and it is time-limited.

 

 

 

-----------------------------------------------------------------

 

 

 

I also think that the boss monsters should not only be picking a prayer to put on and then hack away at the boss. There should be more thought and intelligence and concentration on not just hp and prayer. So this boss monster is in the line of this thinking. Nice to see others wanting to have boss fights like that too.

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I have one major idea for this. The examine text for the boss should be "Can we panic now?" (kudos to whoever gets the reference). I think that overall, it's a good monster, it just needs something a little more prominent than the boots to distinguish you as a killer of this thing. Maybe an armor set or even the ability to use the poison (in a special weapon, of course)?

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I don't like the name much either, but it's not the name that makes the monster. The drops could be tweaked a little but those Boots would be worth a ton to skillers and people would skill get it. A new rare 2nd ingredient drop used by Herblorists to make an even stronger poison, or some kind of weak weapon with a very very powerful poison drop would probably be helpful.

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it's a good idea but isn't that the underground pass area? if so couldn't you get unlimited food off the dwarf

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it's a good idea but isn't that the underground pass area? if so couldn't you get unlimited food off the dwarf

 

 

 

I suppose there are several ways to combat that. You could make it so the rope is not climbable BACK up, so you either have to teleport out or use some kind of preset teleport that takes you somewhere else.

 

 

 

The dwarf could also stop giving food after you have completed the quest. Any Lunar or Ancient Teleport into the Underground Pass should require quest completion.

 

 

 

Or you could just let him keep giving out food. I believe he gives out Salmon, which is decent but.. I do not see such a fish holding any usefulness on a Boss Monster such as this.

 

 

 

I just realized, this could also be linked into Archeology suggestion, making this one of the higher dig things.

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No! This is horrible! A boss monster that helps SKILLERS?!?! Gah! WHy would skillers kill a boss monster? And a Boss mosnter that requires TACTICS?!?! NO! You, Sir, have lost the true spirit of the game.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Allo :mrgreen:

 

WEll, despite the fact that I was deadthly afraid of spiders, and still am to some extent, I like this idea. It requires a team o knowledgablepeople, which is good, no more soloing. Plus it provides a challenge, which is something I always look out for. Plus the tactics with the pillars and lighting them seems like a great way to add another vairable in there to add to teh challenge/knowledge/tactics, all three are very important factors in the fun of fighting. The need for one of thseo super antidotes seems over the top, maybe just 2 doses of super anti instead. Also, when he "freezes" you (wraps in web) you should be able to eat/tele, jsut not attack, like wyverns. it seems to be very skiller required and rewarding, which we really need more of, it adds flavor. Also, an easier path to get to the place would be nice, underground pass is hell.

 

 

 

Overall, I like it. Maybe it could drop pages, like mith dragons, that shed light on Iban (always liked him) and how the spider came to be.

 

 

 

Sounds good for ZP, eh? \'

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It can't have 300Hp. Jagex uses an 8-bit system so the max is 255.

 

 

 

Fail.

 

 

 

Also a 10k Construction and 25k Gold reawrd each kill? (assuming you don't stuff and hang) is outragous.

i agree :(

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Oh, many more replies and suggestions and critisism, I like that :thumbsup:

 

 

 

So to organize the suggestions/replies/critisism I have made these points:

 

 

 

- Changed the effect of the white-web-paralyzing-magic-attack

 

 

 

As some of you wrote and said that the effect of this attack was to severe as that you could not even eat food, drink a potion or item-tele I have now changed it so that it's more like other paralyzing attacks present in the game, so now you can eat food, drink a dose of potion and item-tele while under the effect of this attack. But to add another effect I have made it so that the white web damage for 1 HP in a quite rapid pace while you under the effect of the white web. As it only hurts for 1 HP and the effect of the white web is only some seconds this damage won't be major but it still have an effect and balance the attack better now after I've made it possible to eat food, drink a dose of potion and item-tele while under the effect of this attack.

 

 

 

 

 

- Explain the name of the boss

 

 

 

As the other boss-monster in the game (Kalphite Queen, King Black Dragon, Dagannoth Kings and such) have names refering to a title, like queen and king, I wanted to follow that tradition and have the boss named after some sort of a title, although "Mother" is not a title in the same sence as "King" or "Queen" I still wanted a sort-of-a-title in the boss' name. And as the first forfather of a species usually is called "Mother"-something I found it fitting for this boss monster. The other part of the name is to refer to that the boss monster being really old and have been there since dawn of time basically. And the middle part of the name is to give it another name for "Spider" as to make it sound cooler namned. So that's the story about the name so now you know why I called it Ancient Arachnid Mother and not like Black Death or something. I hope you see the reason for the name now to so that you don't just blaintly despise the name of it.

 

 

 

 

 

- Why Underground Pass as the area for the boss monster lair

 

 

 

The reason I choose this area for the lair is that up-to-date biggest spider in the game lives here already (lvl-89 Kalrag) so the area is known for big spiders already. Another reason for this exact area is to draw more attention to the big area of Underground Pass and the big unused area by the dwarves down in the Underground Pass as I hate big unused areas that is only used during a quest and then just is there and not being used for anything. Another reason is that this area of the RS world has no other boss-monster and the area under this part of the Underground Pass can logically hide a lair like this. The area under West Ardougne and around the Underground Pass is already assosiacted with ancient history so therefor it also becomes a suitable place to locate a big ancient boss monster in.

 

 

 

 

 

- Dwarves and unlimited supply of food

 

 

 

As some of you have said one of the dwarves give you an unlimited supply of food. But as someone also mentioned, this unlimited supply of food is only salmons and maybe other low lvl:ed food which makes this not a problem as using such low-healing food at the boss is not sufficient healing food-wise as you would be eating most of the time at the boss and therefor not able to fight back. So this unlimited supply of food is not a problem as long as it just salmon and maybe other low healing foods.

 

 

 

 

 

- High Agility Short-cut/Quest completed required short-cut/Tele-spell

 

 

 

I think that most of you suggesting a short-cut or a tele-spell near the lair-entrance haven't really thought of how you can access the area where the lair is located. You don't have to go through the whole Underground Pass area everytime if you have done the Underground Pass quest and have access to Lleyta. As this boss monster is for more experienced players that do do quests and have some high lvls in none-combat skills I think that players that want to go kill this boss monster will do the quest required and train to the required skill lvls so that you can access Lleyta. Otherwise you have to go through the whole Underground Pass to get to the lair every time you want to kill the boss monster. There should be some skill other than pure high combat skills required to killing this boss monster efficiently I think as this boss monster is aimed at the overall experiened rs players. So I say no to any type of short-cuts or tele-spells to access the lair easier. If you want to get the easiest and fastest access bank-to-lair way you have to have completed the Underground Pass and have access to Lleyta as then you can meet and re-stock in Lleyta bank and then walk/run to the elven land exit/entrance to Underground Pass, jump in the cauldron and end up at Iban's throne-room, walk and jump through the narrow path so that you end up at firm ground and then walk/run to the stairs down to the area where the dwarves live and the lair is. This may take some minutes every time but I think that accessing the Dagannoth Kings take even longer so I don't see any trouble with that. When you are done killing the boss monster you can use the Tiny Elf Crystal to tele back to Lleyta to re-stock again and repeat over and over again.

 

 

 

 

 

- Why such a strong poision effect from the boss monster?

 

 

 

The reason I made the boss monster's poision effect stronger than other posion is to really highlight the fact that you are battleing a spider which are known to be poisonous and that it is in fact a boss monster and an ancient beeing. It's also to add a extra lvl of difficulty to killing the boss monster. The last reason for this is so that people actually will start producing and have a use of the strongest antidote potions which I think are not at all used as they could be. So now I revitalize the making and the use of these potion and add a big reason to make these potions.

 

 

 

 

 

- Some hard-to-notice uses of the slippers

 

 

 

Most of you have noticed the big and most obvious use of the slippers, the extra-fast-running-effect. But to highlight some other uses of the slippers to show that they can be much more usefull than some of you think they are I can list some other usefull uses of the slippers;

 

 

 

The Prayer bonus boost that the slippers gives is double and tripple the Prayer bonus boost that any other Feet-slot gear gives (White Boots gives +1 Prayer bonus boost and the first form of the slippers gives +2 and the second form gives +3). This makes them an excellent choise when you use prayer for fighting/training on a monster (like killing Aberrant Spectres as a Slayer assignment) and you want to have the Prayer bonus as high as possible.

 

 

 

The slippers can also be seen as a more expensive upgraded version of the Boots of Lightness as they also give a reduced weight and that this reduced weight is higher than the Boots of Lightness which makes them the ideal Feet-slot gear while running back-and-forth (like abyssal runecrafting, ZMI altar runecrafting, banking mining and such).

 

 

 

If you still are bothered white some poisonous monsters (you don't have more than twice the monsters lvl so that they don't attack you instantly) the slippers will makes this a none-problem. And if there are monsters that are poisonous and attack players whatever the player's combat lvl is (like the poisonous spiders by the King Black Dragon lair) the slippers will help those players too a great deal.

 

 

 

The operate Agility bonus boost is very usefull to players doing the Brimhaven Agility Course for example or any other Agility required thing. These boots can make you access those Blue Dragons right away down in the Taverly Members Dungeon if you only have 3 less lvls than required.

 

 

 

Any other monster that can poison the player have a harder time doing so. We all know how irritation it can be to fight a easy-killable monster that can poison you and you can kill it with like 2 blows and while you hack away at it its' first attack hits and you get poisoned (like Kalphite monster killing). That is just bad luck and it's just irritation. These slippers will limit this bad luck situations so that you can manage to kill the monster before it can poison you.

 

 

 

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

 

 

To make you, Warrior, happy I have added a version of what you suggested, a book/pages that tell a story behind Iban, like the story-pages you get from drops from Mithril Dragons. But I have added an extra thing to this suggestion;

 

 

 

The AAM now also drop Iban's Diary which is a book like the God Prayer Books which means that it does nothing by itself but you can make it usefull by attaching the missing pages in it. So the AAM also drops Iban's Diary Pages (1-5) now which both tell the story of Iban as a young pwer-hungry Black Knight and his rivalry with his nemesis, the White Knight Dawn Ascent, and gives a nice effect to the Slayer Skill.

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I support. Maybe a good drop would be a spider head(a range weapon used for agility also, fire web at them, maybe could entangle

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