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~*~ The Forgotten Citadel: High Level Content Inside! ~*~


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Note: RSOF Thread can be found here [78-79-566-58219855].

 

If you support this idea, please post on RSOF as well. :thumbup:

 

This thread was designed for RSOF. Therefore it is all text, no pictures. I am currently working on pictures, however, which will be added in the future! :D

 

 

 

Welcome to my thread! :)

 

 

~*~ Part 1: Introduction and Contents ~*~

 

the end of the God Wars. His glorious citadel was his final stronghold, but alas, he was brutally killed by the traitor Zamorak. His warriors still guard its sacred walls with ferocious loyalty, without knowledge of the historic conclusion of the ancient wars of the Third Age. The dark spirit of Zaros awaits the coming of his enemies, to take its long-awaited revenge

 

 

 

This is an extremely long read, as it contains several ideas. It is a suggestion for a massive new high level combat area which would contain the most powerful and challenging monsters in the game, with a combat level range of 101-819! I have ideas for a new boss monster (the 819) that would be a fun, challenging, rewarding, and, most importantly, impossible to massacre. It would be a TEAM effort to get to the final chamber, not a mere matter of killing 40 followers. Put a (+) in your post if you have read this far. Below is a summary of my suggestions:

 

 

 

Massive new island citadel north of the wilderness, with four floors of content

 

New quest that takes place in this area

 

New set of monsters, level range 101-819, including a unique 92 Slayer monster!

 

Several new items, including armor and weapon sets for high levels

 

 

 

Table of Contents:

 

===============

 

Part 1 : : Introduction/Contents

 

Part 2 : : The Physical Layout of the Forgotten Citadel

 

Part 3 : : The Evil Within (new quest)

 

Part 4 : : Full Citadel Walkthrough

 

--- : : --- : : Island Shore and First Gate

 

--- : : --- : : Inner Citadel and Second Gate

 

--- : : --- : : Central Citadel Area and Dungeon Entrance

 

--- : : --- : : Citadel Dungeon

 

--- : : --- : : Deep Citadel Dungeon

 

Part 5 : : Dracaros (level-819)

 

Part 6 : : New Item Descriptions

 

Part 7 : : Conclusion

 

Part 8 : : Supporters List

 

===============

 

 

 

Please enjoy and post your feedback! :)

 

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~*~ Part 2: The Physical Layout of the Forgotten Citadel ~*~

 

This massive area was Zaros final stronghold, built on an island north of his now-wilderness lands to be the ultimate defensive structure. After his unexpected death, however, the citadel was never used, as its existence was a closely guarded secret. Its enchanted walls are still intact after so many years, waiting to serve its purpose. How lucky that a stray adventurer came across it

 

 

 

The citadel has four floors: a ground level and three dungeon levels. Each level of the island is infested with Zaros powerful warriors, ranging from level 101 to 279.

 

After the quest The Evil Within is completed, full access to the citadel is granted. Limited access is granted during the quest.

 

 

 

The entire citadel island should have a dark and evil appearance and mood! :)

 

 

 

The outermost area of the island is the shore, which is not nearly as dangerous as the citadel itself. A few stray followers patrol the area, but are relatively easy to defeat. This is an area for a team to prepare and plan a route of attack, or for a solo player to make sure he or she is ready, although a solo trip is not necessarily a smart idea :P.

 

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~*~ Part 3: The Evil Within (New Quest) ~*~

 

dare not step foot on that island ever again. The sheer horror of those warriors is enough to send anyone into a fit of insanity. But I saw them! The spirits were planning something, but they spoke in a language so old even I could not understand it. Saradomin forbid they plan to attack the human race

 

 

 

Quest Requirements: Legends Quest, Desert Treasure

 

Skill Requirements: 65 Prayer, 70 Magic, 60 Agility

 

Combat Requirements: able to defeat three powerful level-263 enemies in multi-combat

 

 

 

Short Summary

 

1. Speak to Cedric, who is wandering around the northeast corner of the wilderness, by his boat, and he will say it is time to put an end to the treachery of the Zaros Spirits. He will ask you to try and infiltrate the fortress and find out what secret is being guarded inside. While in the citadel, you cannot be seen by any Zaros followers until the quest is complete. After the quest is complete Zaros followers will attack instead of throw you outside.

 

 

 

2. You must enter the citadel through the ruined portion of the wall, this requires 60 Agility. You will have to do a series of complex puzzles and tasks to gain entrance to the inner citadel, where the Dark Commanders conduct their tactical planning.

 

 

 

3. Listening in on their meeting, you discover they are planning an assault on the human kingdoms. Report back to Cedric, and he asks you to attempt to stop them.

 

 

 

4. Ultimately you must confront the three Dark Commanders in combat. They have the following characteristics:

 

 

 

-Dark Commander (level-263) Examine: The chosen commander of the citadels mage forces.

 

HP: 150

 

Combat Information: Uses Shadow Barrage, hitting up to 27 damage. Deadly versus warriors.

 

100% Drop: Key Shard

 

 

 

-Dark Commander (level-263) Examine: The chosen commander of the citadels range forces.

 

HP: 150

 

Combat Information: Uses a bow that resembles a blackened Seercull. Hits up to 18 damage.

 

100% Drop: Key Shard

 

 

 

-Dark Commander (level-263) Examine: The chosen commander of the citadels warrior forces.

 

HP: 150

 

Combat Information: Uses dual-wielded scimitars, and attacks with high speed, hitting upwards of 24 damage in one round.

 

100% Drop: Key Shard

 

 

 

5. Once these foes have been defeated, you can pick up the three key shards. When joined together, they merge into a single Citadel Key. This key can be used on a set of doors that are located further inside the Citadel. Speak to Cedric and he will tell you that within the doors is a book, which he must see at all costs. You must escort him to the room.

 

 

 

6. Behind these doors is an ancient lectern with a dusty, unopened book resting on it. Cedric tells you that this book contains an incantation that will banish all the Citadel warriors from this plane. As he begins to recite, the doors burst open, and the three Dark Commanders enter, fully intact and unharmed. Cedric is forced to flee! The Dark Commanders bind you to the floor, forcing you to watch them summon the Citadel spirit, Dracaros. At this time, you hear more of their plot to assault the mainland, and how Dracaros will avenge the death of Zaros.

 

 

 

7. Eventually, the bind breaks, and you escape. Speak with Cedric on the shore to end the quest.

 

 

 

 

~*~ Part 3: Full Citadel Walkthrough ~*~

 

A maximum of four players are allowed to be in Dracaros chamber at once, and four players are required to get through the caverns, so all teams will consist of four only (unless some sort of suiciding method is used).

 

 

 

Dracaros is located under the Citadel, in a deep underground cavern. Half of the achievement of defeating him is the journey to his chamber. Level 43+ Prayer and 100+ Combat is almost a must to be able to survive! The monsters may seem impossibly powerful, but with the right use of prayer and your teams abilities, this challenge is doable. The team effort that is required for this would make this a very fun and testing endeavor! :)

 

 

 

A. ISLAND SHORE AND FIRST GATE

 

Color Scheme: Charred land

 

Layout: Castle overlooks the shore, sitting on a small mesa in the center of the island

 

 

 

After the quest, Cedric will offer you transportation between the North coast of the Wilderness and the shores of the island. Cedrics boat is tied to a rock on the shore and can be used for return trips. The shore encompasses the entire island, although the only way to gain access to the citadel is to approach the main gate.

 

 

 

A path extends from the shore area up a hill to the towering outer wall. There is the large gateway, which cannot be opened unless the quest has been either started or completed. Archers stand guard, patrolling an inaccessible walkway built on the wall. Therefore, their drops must be telegrabbed. Both must me dead in order to open the gate.

 

 

 

No enemies are found on the shore.

 

 

 

---Dark Archer (level-151) Citadel gate walkway, Inaccessible

 

A ghostly archer who wields a dark grey crystal bow. Fires dragon arrows, with a max hit of 18.

 

Counts as a spiritual ranger for slayer tasks, and also requires 63 slayer to kill.

 

Extremely Rare Drops: Forgotten Key, Crystal Bow (10/10, untradable)

 

Notable Drops: 25 Rune Arrows, 10 Dragon Arrows, 10 Dragon Darts

 

 

 

B. INNER CITADEL AND SECOND GATE

 

Color Scheme: Castle Stone

 

 

 

This area can be thought of as a courtyard surrounding the central fortress keep, similar to the layout of a traditional castle. Many of Zaros weaker followers patrol this area, the more powerful ones can be found closer to Dracaros. This is only the beginning of a very long journey. In general, enemies follow a set patrol route around the area, and, with skill, can be evaded without intense engagement. The second gate requires four players to open it, one pulling at each of the four handles. The following enemies can be found around this area:

 

 

 

---Spiritual Guardian (level-144)

 

A ghost who wields an ancient staff

 

Uses blitz ancient magick spells (randomly interchanges between smoke, blood, etc)

 

Counts as a spiritual mage for slayer tasks, and also requires 83 slayer to kill

 

Extremely Rare Drops: Forgotten Key, Staff of Chaos

 

Notable Drops: 40 Blood Runes, Dragon Boots, Mystic Robes, Ancient Staff

 

 

 

---Demonic Warrior (level-215)

 

A grey-black lesser demon wearing armor and wielding a large flail

 

Uses a large flail (similar to Veracs flail, but it uses one hand) and has a maximum hit of 24.

 

Counts as a spiritual warrior for slayer tasks, and also requires 68 slayer to kill

 

Extremely Rare Drops: Forgotten Key, Dragon Two-Handed Sword

 

Notable Drops: Rune Platebody, Rune Battleaxe

 

 

 

---Skeletal Warrior (level-122)

 

These enemies use ranged attacks, hurling axes at the nearest intruder. They have a maximum hit of 12, and drop javelins, darts, and throwing axes very frequently.

 

Extremely Rare Drops: Forgotten Key

 

Notable Drops: 20 Rune Thrown-axes

 

 

 

---Mummy (level-123)

 

Like their counterparts in the pyramids, they are incredibly strong and have a maximum hit of 24. They also are very susceptible to fire spells, and occasionally drop the Ancient Staff.

 

Extremely Rare Drops: Forgotten Key

 

Notable Drops: Ancient Staff

 

 

 

---Dark Archer (level-151)

 

 

 

C. CENTRAL CITADEL AND DUNGEON ENTRANCE

 

Color Scheme: Light Grey (Castle Stone)

 

Layout: Outer rooms leading inside to a central room with the ladder

 

 

 

Once through the second gate, there are a few rooms that must be navigated before reaching the ladder to the Citadel Depths. These rooms are filled with many enemies, but still relatively weak compared to the evil below. The dungeon entrance is guarded by the Dark Commanders, and they must be defeated by the team in order to continue. The trapdoor will not budge unless all three Commanders are down. They have a very slow respawn time, so there is no need to worry about that :)

 

 

 

The following enemies can be found in this area:

 

 

 

---Fire Warrior (level-147)

 

These highly accurate warriors use both fire wave attacks as well as sword attacks. While they only have a maximum hit of 14, they hit 9-14 damage virtually every time they attack, making them very dangerous. They drop a large amount of fire runes, and may also drop poisoned dragon daggers. Because of their incredible heat, you must wear ice gloves to fight them, similar to Fareed from Desert Treasure.

 

Extremely Rare Drops: Forgotten Key, Dragon Med Helm

 

Notable Drops: 1000 Fire Runes, Mystic Lava Staff, Dragon Dagger(p++)

 

 

 

 

 

---Dark Knight (level-196)

 

These battle-hardened soldiers are very capable of defeating threats that cross them. They have a formidable maximum hit of 28, and hit high damage very often, like the fire warriors. They also have an ability to occasionally drain prayer from players. They can drop dragon longswords and dragon maces.

 

Extremely Rare Drops: Dragon Longsword, Dragon Mace

 

Notable Drops: 100 Smoke Runes, Rune Platelegs

 

 

 

---Spiritual Guardian (level-144)

 

---Demonic Warrior (level-215)

 

---Dark Archer (level-151)

 

 

 

D. CITADEL DUNGEON

 

Color Scheme: Grey

 

Layout: Winding passages similar to Waterbirth Dungeon

 

 

 

Zaros posted his best soldiers in these dark caverns, and you can be sure that your prayer will be used very often throughout your time spent running through these areas. Be warned that some of these soldiers must be defeated in order to continue, so do not count on just having to fight Dracaros!

 

 

 

This area is essentially a maze of passages similar to Waterbirth Island Dungeon, except much longer and much more team-oriented. After lots of winding tunnels, players will find that the route splits into four ways. One player must take each route, and only one player is allowed at any given time! In the middle of each tunnel is a lever, with a puzzle on it. Do not put a plus sign as I asked earlier in your post if you have read this far. Instead, put a percent symbol surrounded by equals signs. I cannot tell you how much title skimmers bother me. Each player must solve this puzzle and pull their specific lever, which will open up the doors at the end, allowing the four players to converge once more. After many more winding passages, players will find the ladder down to the Deep Citadel Dungeon. The ladder is guarded by another, more powerful Dark Commander (description can be found below)

 

 

 

In addition to many obstacles such as this, there are, of course, many foes!

 

 

 

---Dark Commander (level-299)

 

This powerful enemy guards the exit of the shortcut, and must be defeated to continue through to Dracaros Erres chamber. He can drop the Forgotten Key (if you are wondering by now what this key is, I will explain it in the Item Description section). He is one of the few monsters in this dungeon who uses ranged attacks. He will hurl large [bleep]es at multiple players, with a maximum hit of 32. This can easily be prayed against, but he also will occasionally use a melee attack which has a maximum hit of 18. He respawns after five minutes.

 

 

 

---Shadow Titan (level-271)

 

This gigantic humanoid figure is composed of dark and corrupted shadows. He has incredibly slow, but powerful attacks that will drain the targets combat stats. This enemy can hit upwards of 32 damage, but prayer can be used. It also has the ability to prevent players from passing it by, similar to the reborn warriors of the Phoenixs lair.

 

Extremely Rare Drops: Forgotten Key, Ancient Sword

 

Notable Drops: Black Armour(t)

 

 

 

---Fiery Archer (level-186)

 

A flame engulfed humanoid with a fire bow, this enemy pierces through most armor. This will definitely be a threat, as players will be using mage prayer throughout this level. It can hit up to 23 damage with its mage-based Range attack (fire arrow).

 

Extremely Rare Drops: Forgotten Key

 

Notable Drops: 40 Rune Fire Arrows, Magic Longbow, 50 Bowstrings (noted)

 

 

 

---Ice Warlock (level-168)

 

This monster is mostly here to force you to use Protect from Magic. It uses Ice Barrage, and can hit in the high twenties, and will drop many runes. However, they are not exactly worth killing.

 

 

 

---Blood Warlock (level-166)

 

Similar to the Ice Warlock, except it uses Blood Barrage.

 

 

 

---Shadow Warlock (level-164)

 

Similar to the Ice Warlock, except it uses Shadow Barrage.

 

 

 

---Smoke Warlock (level-163)

 

Similar to the Ice Warlock, except it uses Smoke Barrage.

 

 

 

---Dark Knight (level-196)

 

---Spiritual Guardian (level-144)

 

---Demonic Warrior (level-215)

 

---Dark Archer (level-151)

 

 

 

E. DEEP CITADEL DUNGEON

 

Color Scheme: Dark Grey/Blackened

 

Layout: Ledges and islands of earth atop a seemingly bottomless pit, like the Underground Pass

 

 

 

You are almost to Dracaros Lair! In the next couple of chambers are Zaros elite. Some are reincarnations of forgotten heroes; others are from alternate realms

 

 

 

This sector of the Citadel is small in comparison to the main dungeon level above, but, in contrast, it contains some particularly deadly foes, even with prayer activated. At the very end of the last chamber is a gigantic stone gate, with the symbol of Zaros carved into it along with other ornate decorations. This is the doorway to Dracaros chamber. However, there is a process to unlocking it.

 

 

 

First, a summary of the monsters in this level:

 

 

 

---Vengeful Wraith (level-211)

 

This spirit will do anything to stop the enemies of his dead god. It uses stat-draining ancient magick, usually Shadow Barrage and Blitz.

 

Extremely Rare Drops: Forgotten Key, Ancient Sword

 

Notable Drops: 100 Soul Runes, 1500 Fire Runes

 

 

 

---Corrupted Knight (level-232)

 

This human is essentially dead, but his soul is controlled by the dark magic. He uses melee attacks with his longsword, but will occasionally use throwing axes as well. He can hit up to 25 with melee and 15 with ranged.

 

Extremely Rare Drops: Forgotten Key, Ancient Sword, Dragon Battleaxe

 

Notable Drops: Rune 2handed Sword

 

 

 

---Forgotten Hero (level-296)

 

Uses the Smite prayer, and will occasionally hit through a protection prayer, hitting reduced damage. Without protection, this warrior can hit up to 38 damage. If killed, a retribution prayer activates, harming all players within a 5x5 radius around it.

 

Extremely Rare Drops: Forgotten Key, Ancient Sword, Dragon Halberd

 

Notable Drops: 10 Super-Restores (unnoted), Rune Platebody

 

 

 

---Infernal Spirit (level-312) 92 SLAYER REQUIRED!

 

This is one of the new slayer monsters that come with the Forgotten Citadel. He uses magical attacks that will ignore any protection prayers used. They look like large shades, except they wield a large staff and are surrounded by flames. Attacks have a maximum hit of 40 without prayer, and 30 with it activated. Fire spells will only heal them, but water spells seem very potent. They are weak to range, but completely immune to melee attacks.

 

Extremely Rare Drops: Forgotten Key, INFERNAL STAFF

 

Notable Drops: Dragon Dagger(p++), Dragon Battleaxe, Dragon Longsword, Dragon Med Helm, 5000 Fire Runes, 2500 Lava Runes

 

 

 

The process for opening the door involves casting all four wave spells at the door. After this is complete, all four blitz spells must be cast on the door. The door will now unlock if all four players stand simultaneously on four floor pads that face it.

 

 

 

Prepare for the ultimate battle

 

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~*~ Part 5: Dracaros (level-819) ~*~

 

Basic Stats:

 

Combat Level: 819

 

Hitpoints: 650

 

Maximum Hit: 101 (Melee), 82 (Magic), 71 (Shockwave), 50 (Stomp), 10 (Range)

 

Defense Ability: slightly more than the Corporeal beast

 

Appearance: Resembles TzTok-Jad in size, a combination of Azzandra and a dragon

 

Immunities: Poison, Ancient Magick Spells

 

Weaknesses: Ranged Attacks, Slayer Dart, Godsword (weak to godsword, but will quickly destroy anyone within melee range)

 

Special Abilities: Prayer Drain, Shockwave, Stomp Attack (Identical to Corporeal beast)

 

 

 

Players should have 90+ hit points, 90+ Defense, 90+ Magic, and 90+ range to have a hope of survival.

 

 

 

As soon as Dracaros sees a player enter his chamber, he will rise into the air and land quickly with a terrific impact. A red shockwave emits from him, damaging all players in the room. This attack cannot be prayed against and has a maximum hit of 71. However, he only uses this attack when players initially enter the room, or when he respawns into his chamber with players already inside. Immediately following this shockwave, Dracaros proceeds to drain the prayer of every player in the room to 0. After this, his attacks have a random order, between Ancient Magicks, Prayer Drain, Melee (if needed, see below), and the wave attacks.

 

 

 

Because of his affiliation with Zaros, Dracaros is very experienced in the art of Ancient Magicks. In fact, he uses all four types of spells: Smoke, Shadow, Blood, and Ice Barrage. However, his spells are much more dangerous and capable than the human attempts at Ancient Magicks. In fact, he is such a hardened ancient magick user that he is completely immune to any ancient spells whatsoever. However, he can be damaged using modern magic.

 

 

 

His smoke attack targets all players in the room and poisons immediately. It also does up to 45 normal damage. The poison effect hits through magic protection prayer.

 

 

 

His shadow attack targets all players in the room and drains players attack, defense, and strength by up to 15 each time. It also hits up to 58 damage.

 

 

 

His blood attack targets all players in the room and will heal him for the total amount of damage done to the players. It has a maximum hit of 67 damage. This is particularly dangerous if he has just drained players prayer, for he can potentially heal himself fully if he deals serious damage to all players.

 

 

 

His ice attack is his most devastating magical attack if not protected against. He can deal up to 82 damage to all players in the room at once, and this freezes them for up to 40 seconds. When frozen, players are unable to attack in any way, but can still eat food or drink potions. If players are using protect from magic, the ice will hit a range-based 10 damage (if range prayer is used for some reason, the ice will hit up to 82 instead).

 

 

 

Dracaros also has two other magical attacks which hit through prayer. One is a series of air waves which target all players in the room. It deals up to 30 damage, and players are thrown back into the walls of the room. The second is a fire wave which targets all players. It acts like dragon fire, dealing up to 42 damage, but it can be negated by a dragonfire shield or anti-dragonbreath shield.

 

Dracaros also can use a melee style attack, but he will not do so unless a player comes within melee range. It is wise, however, to not go within melee range, because his melee attack can deal up to 101 damage.

 

 

 

While this monster may seem almost impossible to defeat, this is not true at all, if an appropriate strategy is used.

 

 

 

A method of countering the shockwave is to use a tank player to enter the room alone, absorb the shockwave, and then the other players can enter after Dracaros has finished with this attack.

 

 

 

The prayer drain can be countered by restore potions, and hopefully you can re activate the protect from magic prayer before the next attack occurs.

 

 

 

The protect from magic prayer can protect from all the Ancient Magick attacks, except for their side effects, and an antipoison can be used to counter the poison effect. The air wave only has a maximum hit of 30, and is therefore not as serious of a threat. The fire wave can be easily countered by wielding a dragonfire shield.

 

 

 

Dracaros is therefore a very deadly opponent if not fought correctly. Because he uses all the attacks in a random order (except for shockwave), some fights may be much easier than others. Here are some particularly deadly combinations of attacks, which could kill all players in the room if they are not completely focused.

 

 

 

Shockwave (-71 hp)

 

Prayer Drain

 

Ice Barrage (-82 hp), players may not be able to restore prayer in time

 

 

 

Shockwave (-71 hp)

 

Prayer Drain

 

Air Wave (-30 hp), players may restore prayer instead of eat, and the air wave hits through prayer

 

 

 

Similar to the God Wars Dungeon bosses, techniques become standard for each boss, such as tanking, crossbow ranging, and the hit and run method. Dracaros high defense and complex forms of attack demand different techniques to adapt to the various situations that can occur. This primarily a cause of Dracaros advanced AI, as described below.

 

 

 

Because his attacks are mostly magic based, players are almost forced to use the protect from magic prayer. When players do so, Dracaros will use his wave attacks more often, hitting through prayer. However, his fire wave can be countered easily with a dragonfire shield, and so he will usually cast air wave on those who wield one, and fire wave on those who are not. If players use prayer excessively, such as a combined piety and protect from magic prayer, Dracaros will use his prayer drain attack. And, of course, if anyone is foolish enough to go within melee range, he will use his most deadly attack and most likely eliminate that player in one hit.

 

 

 

Players will most likely use a ranged technique to counter Dracaros magical attacks. The rangers armor will provide extra protection against the wave attacks. If players have an extremely high magical defense, and his attacks deal little damage overtime, he will choose a random player to target with his rare melee attack. He will follow and target this unlucky player for a short duration, and then resume his magical attacks if unsuccessful. If he successfully eliminates this player, he will use melee much more often throughout the fight.

 

 

 

Essentially, Dracaros attacks will be based off what turns out to be most effective throughout the fight. If players switch armor types or attack types, Dracaros will adapt overtime to these changes. If he targets a player with melee, that target player has a big responsibility to survive. If he survives for enough time, Dracaros will revert to his magic attacks and the team will be saved from being utterly destroyed.

 

 

 

What makes this fight extremely risky is the shockwave. Not only does it deal up to 71 damage regardless of any prayer used, but it also causes large boulders to collapse, blocking the entrance (and exit) to the chamber. Because there is a teleblock throughout the entire citadel, the only way to leave is if you successfully kill Dracaros (when he is defeated, a final shockwave erupts in the chamber, stunning players for a few seconds, but not dealing damage; this shockwave breaks the boulders and reveals the exits).

 

 

 

DRACAROS DROP LIST:

 

100% Drop: Ashes, Spiritual Essence

 

Common Drops: 40000-70000 Coins, Large Quantities of Runes, Potions, Rune Platebody(2), Dragon Longsword, Dragon Scimitar, Dragon Battleaxe, etc.

 

Uncommon Drops: 100 Dragon Arrows, 50 Dragon Bolts, Ancient Sword, 3000 Blood Runes

 

Rare Drops: Dragon Warhammer, Dragon Crossbow, Ancient Sword, Dark Helmet, Dark Platebody, Dark Platelegs, Dark Amulet

 

Extremely Rare Drops: Chalice of Chaos, Chalice of Death, Chalice of Blood, Ethereal Staff

 

 

 

Dragon Warhammer: 1/75 Chance

 

Dragon Crossbow: 1/50

 

Dark Amulet: 1/80

 

Dark Helmet: 1/50

 

Dark Platebody: 1/100

 

Dark Platelegs: 1/90

 

Chalices: 1/100

 

Ethereal Staff: 1/300

 

 

 

 

~*~ Part 6: New Item Descriptions ~*~

 

-The Forgotten Key: a very rare drop from anything in the Forgotten Citadel. It is a key that allows access to a shortcut that will bypass a reasonably sized portion of the Citadel Dungeon Maze.

 

 

 

-The Infernal Staff: the Abyssal Whip/Dark Bow of the Infernal Spirit. It has a very powerful magic attack bonus, and can be used to cast a level 98 Modern Magic Spell, Infernal Wrath. I'm open to discussion on specifics.

 

 

 

-Spiritual Essence: 100% Drop from Dracaros, this can be used on the Ectofunctus or a Gilded Altar for 600 Prayer XP.

 

 

 

Players may find themselves lucky enough to receive one of the following items as a drop from Dracaros:

 

 

 

-Ancient Sword (has the power of a whip, with the speed of a longsword, the special attack is a shadow barrage that drains your opponents prayer and attack, guaranteed hit of at least 15)

 

 

 

A new armor set that requires 80 defense to wear:

 

 

 

-Dark Helmet

 

-Dark Platebody

 

-Dark Platelegs

 

 

 

These armor pieces are rare drops from Dracaros and have higher defense bonuses than the Barrows Armor Set. Unlike all other melee armor types, this armor has a strong magic attack bonus, because of its association with Ancient Magicks. If you have read this far, put the word pie in your post instead of the percent symbol. Everyone loves pie! When wearing the full set, the capabilities of your ancient magicks are increased. The effects are more powerful (ice freezes for a longer time, shadow drains more stats, smoke poisons more, etc.), and the max hits are increased by 15 for each spell (while wearing a full dark set, the max hit of ice barrage is increased to 45).

 

 

 

Another rare drop from Dracaros is the Dark Amulet, which does not have to be worn to achieve the Ancient Magicks special effect. It requires 80 Magic to wear, and, when worn, it decreases the effectiveness of any ancient spell cast on the player. For instance, if someone casts an ice barrage on a player wearing the amulet, the spell will have a lower max hit, and will freeze for less time. If used against Dracaros, the max hits of each spell are as follows:

 

 

 

Smoke: 25 (poisons up to 9)

 

Shadow: 34 (drains up to 5 attack and strength each time)

 

Blood: 43 (Heals Dracaros Erre by half the damage that was dealt)

 

Ice: 57 (Freezes players for 20 seconds and does not deal range-based damage)

 

 

 

The most valuable and rare drops from Dracaros can be used to create some very powerful magical equipment!

 

 

 

-Chalice of Chaos

 

-Chalice of Death

 

-Chalice of Blood

 

 

 

-Ethereal Staff

 

 

 

A player can combine one of the chalices with an ethereal staff to create an Ethereal Staff of Chaos, Death, or Blood. This staff can be used for Ancient Magicks only, and provides unlimited runes for whichever Chalice was used on it. It has a special attack, with 98 Magic Required, called "Revenge of Zaros" which can hit up to 50 damage, draining your opponents' strength and attack by the amount of damage done (if 50 damage is done, 25 is subtracted from both stats). It also drains a portion of your own magic level. While wielding this staff, all magic max hits are increased by 20%. This is the prized item from the Forgotten Citadel!

 

 

 

Approximate Market Values of Rare Drops (initial):

 

Forgotten Key: 500k-1m

 

Ancient Sword: 1m-2m

 

Infernal Staff: 1m-2m

 

 

 

Dark Helmet: 9m-10m

 

Dark Platebody: 24m-26m

 

Dark Platelegs: 16.5m-18m

 

Dark Amulet: 6m-6.5m

 

 

 

Chalice of Chaos: 10m-12m

 

Chalice of Death: 27m-35m

 

Chalice of Blood: 25m-27m

 

 

 

Ethereal Staff: 110m-120m

 

 

 

Ethereal Staff of Chaos: 120m-130m

 

Ethereal Staff of Death: 140m-150m

 

Ethereal Staff of Blood: 135m-140m

 

 

 

 

~*~ Part 7: Conclusion ~*~

 

This concludes an idea that has been in my mind for years. I finally had the time to write it all down. I genuinely think that this would be a fun and challenging addition to the game for high-level players. All feedback is appreciated! Im open to debate on many things in my thread :P

 

 

 

 

~*~ Part 8: Supporters List ~*~

 

1. Me ;)

 

2. sephiroth_king

 

3. pantim

 

4. pirate_felix

 

5. skgbafa

 

6. xxxgod

 

7. 3PointMan

 

8. GaVaTi

 

9. Jenove

 

10. daxter76

 

11. who_am_i

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O_o, 'k...I like reading, but Jesus TL;DR.

 

 

 

I merely skimmed it though, this dungeon looks freaking hard. If anything, no one under level 90 will be able to go there unless they want to be slaughtered. It's almost like Tzharr. except...Holy...

 

 

 

It's very well thought out and looks like you put a lot of thought into it, and it seems as though there will be a lot of history involved in it and would be a fun thing for any high level to do, so I say support. ::' Later, when I've the ability to read a gargantuan wall of text I will reply back to you. But from skimming, this looks terribly hard but epic.

 

 

 

EDIT: Yeah, I know first edit within about 30 seconds, but I have to make a comment on the armor...I like the idea, but what are it's stats? Higher or lower than Bandos? Dragon? More importantly, Barrows? Or is it just for it's sexy looks? :P

 

 

 

EDIT 2, within about a minute: I supoort.

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pie

 

 

 

It looks like a good idea, but the boss would still be too strong. I think the initial shocklwave attack's damage sould be decreased. A shockwave+air wave would effectively kill anyone.

 

 

 

I think the damage should be toned down in general. The fight should be very intense, but not with rondom people dropping dead due to combos. It should also have a "stomp" attack like the CB to prevent people from dancing under him.

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1. Post on RSOF if you support :twss:

 

2. I've added some more rare items and rewards, see what you think, its kind of a mage equivalent of the dark bow/godsword (rebalance ftw?)

 

3. Replies to your posts ;)

 

 

 

O_o, 'k...I like reading, but Jesus TL;DR.

 

 

 

I merely skimmed it though, this dungeon looks freaking hard. If anything, no one under level 90 will be able to go there unless they want to be slaughtered. It's almost like Tzharr. except...Holy...

 

 

 

It's very well thought out and looks like you put a lot of thought into it, and it seems as though there will be a lot of history involved in it and would be a fun thing for any high level to do, so I say support. ::' Later, when I've the ability to read a gargantuan wall of text I will reply back to you. But from skimming, this looks terribly hard but epic.

 

 

 

EDIT: Yeah, I know first edit within about 30 seconds, but I have to make a comment on the armor...I like the idea, but what are it's stats? Higher or lower than Bandos? Dragon? More importantly, Barrows? Or is it just for it's sexy looks? :P

 

 

 

EDIT 2, within about a minute: I supoort.

 

Mmmm, it should be freaking hard :twss:, ideally 110+ only. The limit to a team of four makes it more fun and challenging rather than the boredom of a massacre. The Dark Armor would have high magical attack bonuses (like Mystic equivalent) and high defense bonuses (dragon equivalent). I think it would be overpowered to have an armor that is better than barrows and better than ahrims' mage bonus at the same time, but hey, this would be the new big boss monster. And it should have some good looks :D

 

 

 

pie

 

 

 

It looks like a good idea, but the boss would still be too strong. I think the initial shocklwave attack's damage sould be decreased. A shockwave+air wave would effectively kill anyone.

 

 

 

I think the damage should be toned down in general. The fight should be very intense, but not with rondom people dropping dead due to combos. It should also have a "stomp" attack like the CB to prevent people from dancing under him.

I agree about the stomp part. I'll add that in. I suppose nobody deserves to be absolutely KOed without a chance, after the work of getting to the chamber (Corp is different), I'll modify it a little.

 

 

 

Thanks Pirate :)

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great idea but i think that there should be more realaesed with this seeing as how this is north of the wilderness. like there should be several other areas realeased with this along with several other quest and one just to be able to travel there. and desert treasure should be slapped on as a quest requirement.

 

 

 

i support with pie

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pie

 

 

 

you added 2 new dragon weapons, but did not specifiy their stats or specs.

 

 

 

stats for the new weapons/staves would be nice too

 

 

 

support, even though ill never be able to attempt

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pie (what % thing are you talking about...?)

 

 

 

100% Support. We need more high-level stuff!

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what i'm doing now:

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Mmm, well, it gives me a better idea if you read the whole thing, only the intro, or about halfway ;)

 

And I believe there was already some suggestion threads which had great ideas for the Dragon Warhammer/Crossbow, so Jagex could go along with them.

 

 

 

Ideally the stats for the Ethereal Staves would have the best magic bonus in the game. I'll work on it.

 

 

 

If you support this thread, help bump the RSOF thread (plox!!) :twss:

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Pie!

 

 

 

It does look rather hard. In fact, it looks like a second Corporeal Beast, but cubed, with electrified barbwire and vats of acid and lava filled with sharks.

 

With the drop values you gave the special items, I can assure you that people won't bother.

 

Also, Agility level should play some effect in dodging attacks, and the "wave" attacks you mentioned should be like the Corporeal Beast's attacks. Or maybe all of the attacks should be like that.

 

 

 

Also, how about a bonus for using the staves with the Spectral and Arcane Spirit Shields?

 

 

 

Sorry if that came off as edgy, I didn't mean for it to be.

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Pie!

 

 

 

It does look rather hard. In fact, it looks like a second Corporeal Beast, but cubed, with electrified barbwire and vats of acid and lava filled with sharks.

 

With the drop values you gave the special items, I can assure you that people won't bother.

 

Also, Agility level should play some effect in dodging attacks, and the "wave" attacks you mentioned should be like the Corporeal Beast's attacks. Or maybe all of the attacks should be like that.

 

 

 

Also, how about a bonus for using the staves with the Spectral and Arcane Spirit Shields?

 

The Corporeal Beast attacks are very damaging, so people run out of food mid-kill or after 1 kill (depends on team). I don't want the attacks to be that way, it just doesn't seem worth going through the entire Citadel to get 1/2-1 kill. But the wave attacks could be partially deflected by mage prayer, that's an interesting idea. Lol, maybe the shockwave can be avoided by timing the jump emote correctly :twss:. Agility actually would be cool to have as a factor, I'll work on it.

 

 

 

Well, my market knowledge isn't so great, so what would you suggest? My main objective is to have a Godsword/Dark Bow for magers, to give them something for a change. I like the idea of a special effect with other equipment, maybe a special effect when used with the dark armors?

 

 

 

Sorry if that came off as edgy, I didn't mean for it to be.

 

Nah, you made me laugh :D

 

 

 

Psst, support or no support?

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Don't be afraid to make the effects particularly powerful (for using both a staff and an Arcane or Spectral SS).

 

Something like a shielding (Spectral) similar to Tormented Demons or targets hit with Magic attacks (Arcane) being covered with a shield that damages other NPCs around it for a few rounds, possibly turning the other NPCs against it. The staves I mean for these effects are only the ones affected by the chalices.

 

 

 

Also, for the amount of effort, the rarest of drops should probably be a max of 100-200 kills, with possible double drops.

 

 

 

And I support, I just like to pose small tweaks of my own, too.

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Wow, clicked quote instead of edit, nothing like reposting the entire thread :twss:

 

Thanks Jenove!

 

 

 

Gavati, those are some great ideas, I think I'll make a Player Suggestion section.

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Just a few things I'm a little concerned about with this.

 

First off, are you letting people return for their stuff? If four people are required to get in, then a lone person can't return for his stuff, though, as I read, that thought became apparent.

 

The other thing was that these drop treasure trails stuff. This would definently devalue them more.

 

Other then that, I support.

 

edit:oh, ya. I like pie =D

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I'll scrub until the damn thing comes off

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Just a few things I'm a little concerned about with this.

 

First off, are you letting people return for their stuff? If four people are required to get in, then a lone person can't return for his stuff, though, as I read, that thought became apparent.

 

The other thing was that these drop treasure trails stuff. This would definently devalue them more.

 

Other then that, I support.

 

edit:oh, ya. I like pie =D

 

There are already a few other sources for Treasure Trails items than trails themselves; two I can think of off the top of my head are PvP drops and Vyrewatch cremation. Plus the only drops I saw that are from Treasure Trails were Black (T) pieces...

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Just a few things I'm a little concerned about with this.

 

First off, are you letting people return for their stuff? If four people are required to get in, then a lone person can't return for his stuff, though, as I read, that thought became apparent.

 

The other thing was that these drop treasure trails stuff. This would definently devalue them more.

 

Other then that, I support.

 

edit:oh, ya. I like pie =D

 

There are already a few other sources for Treasure Trails items than trails themselves; two I can think of off the top of my head are PvP drops and Vyrewatch cremation. Plus the only drops I saw that are from Treasure Trails were Black (T) pieces...

 

 

 

Like Gavati mentioned, the release of a couple Black(t) armors into the game wouldn't affect much. Plus nobody would camp Shadow Titans in the middle of a multi-combat 160+ monsters dungeon.

 

 

 

Well, gravestones would exist, but its the same thing with Waterbirth, where you need a helper to return to your grave. So, if you die, most likely your team mates will be forced to teleport (because if Dracaros kills someone, he will use the killing attack style more often), and they could go back. My personal opinion about gravestones is that they make dying too unimportant. I mean, 5 minutes is way too easy to collect items, usually. And most of the time you have an hour.

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Just a few things I'm a little concerned about with this.

 

First off, are you letting people return for their stuff? If four people are required to get in, then a lone person can't return for his stuff, though, as I read, that thought became apparent.

 

The other thing was that these drop treasure trails stuff. This would definently devalue them more.

 

Other then that, I support.

 

edit:oh, ya. I like pie =D

 

There are already a few other sources for Treasure Trails items than trails themselves; two I can think of off the top of my head are PvP drops and Vyrewatch cremation. Plus the only drops I saw that are from Treasure Trails were Black (T) pieces...

 

 

 

Like Gavati mentioned, the release of a couple Black(t) armors into the game wouldn't affect much. Plus nobody would camp Shadow Titans in the middle of a multi-combat 160+ monsters dungeon.

 

 

 

Well, gravestones would exist, but its the same thing with Waterbirth, where you need a helper to return to your grave. So, if you die, most likely your team mates will be forced to teleport (because if Dracaros kills someone, he will use the killing attack style more often), and they could go back. My personal opinion about gravestones is that they make dying too unimportant. I mean, 5 minutes is way too easy to collect items, usually. And most of the time you have an hour.

 

Well, there is a concept I've been thinking about regarding losing items when you die, and your dungeon may be the best place to introduce it.

 

As plain as possible: You lose all of your items when you die, but monsters around or related to where you died will drop them (essentially give them back over a medium to long period of time...).

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Well, I wanted something to read while I woodcut... be weary for that you wish for. However, support.

 

Oh, and (+), and pie.

 

 

 

You also might want to remove the dark sword. This dungeon is very magic-oriented, and it's too easy to add another melee weapon. Focus this highly on the dragon warhammer as the melee weapon obtained, dragon crossbow as the ranged weapon obtained, then all those glorious magical staves!

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