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Tower of Temptation


Dragonlordjl

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This is meant to be a dungeon with magnificent rewards to offer to the most elite of players. The Tower of Temptation gets its name because if you can make it to the top, you get a piece of the most powerful armor in the game, but the trek is extremely dangerous. You may attempt to beat the bosses (and thenceforth claim your reward) as often as you want, but once you do, you must wait 24 hours to do so again. Also, the fight with the Unholy Trinity is instanced, so if you should die, you will permanently lose all but your three (or four) best items. Nevertheless, the ToT is a fantastic place to train slayer, as it contains most slayer monsters, in addition to being multi-combat. As a bonus, all monsters slain in the tower give 1.5x more slayer experience.

 

 

 

There are thirteen floors in the ToT, and each floor has progressively stronger monsters and traps. The thirteenth floor, also referred to as the citadel, contains three bosses and the antechamber. Due to the dark aura exuded by the bosses, they often strike through Protection Prayers. This "minigame" if you want to call it that is a test of endurance rather than strength. All monsters from the seventh floor onward are aggressive.

 

 

 

The ToT is located at the edge of the poison waste in Isafdar, south of the pond on the map. The outside of the Tower resembles a massive castle, with a danger sign outside the entrance and a skeleton propped up against it. Torchlight casts eerie shadows throughout the interior of the Tower, and there are blood splatters and more skeletons scattered about.

 

 

 

Floor One:

 

Traps: 1 - agility requirement: 45

 

Monsters: Cave Bugs (lvl 6), Crawling Hands, Cockatrice, Wall Beasts

 

 

 

Floor Two:

 

Traps: 2 - agility requirement: 50

 

Monsters: Wall Beasts, Fever Spiders, Brine Rats, Bloodvelds, Jellies

 

 

 

Floor Three:

 

Traps: 3 - agility requirement: 55

 

Monsters: Wall Beasts, Skeletal Hands, Banshees (lvl 90), Molanisks, Bloodvelds

 

 

 

Floor Four:

 

Traps: 5 - agility requirement: 55

 

Monsters: Wall Beasts, Zombie Hands, Infernal Mages, Jellies, Cave Bugs (lvl 96)

 

 

 

Floor Five:

 

Traps: 6 - agility requirement: 60

 

Monsters: Wall Beasts, Molanisks, Gargoyles, Lesser Demons, Turoths (lvl 85)

 

 

 

Floor Six:

 

Traps: 6 - agility requirement: 65

 

Monsters: Wall Beasts, Kurasks, Dust Devils, Mutated Zygomites, Fever Spiders

 

 

 

Floor Seven:

 

Traps: 7 - agility requirement: 65

 

Monsters: Kurasks, Aberrant Spectres, Fever Spiders, Mutated Bloodvelds (lvl 126), Greater Demons

 

 

 

Floor Nine:

 

Traps: 8 - agility requirement: 70

 

Monsters: Dust Devils, Aberrant Spectres, Spiritual Mages (Zamorak), Mutated Bloodvelds (lvl 146), Gargoyles

 

 

 

Floor Ten:

 

Traps 9 - agility requirement: 75

 

Monsters: Skeletal Wyverns, Spiritual Mages (Zamorak), Spiritual Rangers (Zamorak), Nechryaels, Black Demons, Abyssal Demons

 

 

 

Floor Eleven:

 

Traps: 9 - agility requirement: 80

 

Monsters: Skeletal Wyverns, Black Demons, Abyssal Demons, Dark Beasts, Cave Horrors, Spiritual Rangers (Zamorak)

 

 

 

Floor Twelve

 

Traps: 10 - agility requirement: 85

 

Monsters: Skeletal Wyverns, Dark Beasts, Nechryaels, Tormented Demons (can only hurt them if you have done While Guthix Sleeps)

 

 

 

Citadel

 

Traps: 0 - agility requirement: N/A

 

Monsters: Unholy Trinity

 

 

 

The bosses:

 

The Unholy Trinity is comprised of the Avatar of Might, Avatar of Magic, and Avatar of Dexterity. A slayer level of 75 is required to deal any damage to these bosses, but at 88 slayer your maximum damage against them (with all three styles) is augmented by 15% and at 95 slayer your maximum damage is augmented by 25%. All three bosses use a different attack style and each has 400 HP. You must defeat all three in one-on-one combat before you can claim your reward. Also note that each of the bosses is capable of summoning an Evil Spirit (level 65) that has 40 HP and hurls non-blockable spectral attacks at you, transferring any damage they deal directly to their master's HP. They can hit up to 10, and there can be up to three Evil Spirits alive at a time.

 

 

 

The Avatar is Might, as you would expect, uses melee attacks. It has an extremely high defense against melee attacks, but is quite vulnerable to magic. It is possible to kill it with melee, but its defense is comparable to a Mithril Dragon. The most dangerous aspect of this foe is its ability to teleport next to you, much like a shifter or Abyssal Demon. Its max hit is 35 and its attacks, while being slow, have a chance to stun you for 3 seconds upon impact.

 

 

 

The Avatar of Magic uses a new spell called Chaos Bolt, which has a chance to lower all combat stats by 10%. This Avatar has relatively low defenses across the board but is very powerful to make up for it. Its max hit is 45.

 

 

 

The Avatar of Dexterity uses bolts that resemble Dragonfire bolts. It will run from you if you attempt to melee it (and it runs 1.5x as fast as you do), and it a has very high magic defense. If you can bind it in place, melee attacks will tear it to shreds. Its max hit is 30 normally and 60 if the special activates. An anti-fire shield or DFS will reduce the damage of the special to 48, and an anti-fire shield + a potion further reduces it to 35.

 

 

 

The rewards:

 

 

 

Now, as you are probably wondering, what is so great about this incredibly difficult dungeon to make it worth my while? Well, in addition to being able to receive the best equipment in the game, you also receive a 50,000 experience lamp (to use on any skill over level 60) every time you complete the dungeon! Take note that all equipment is non-tradeable and everything except the Fiend's Ring will crumble to dust after 8 hours of use. You may choose ONE item upon each completion of the dungeon.

 

 

 

Crusader's Sallet: Requires 90 defense

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: -10

 

Ranged: 0

 

 

 

Defense:

 

Stab: 35

 

Slash: 33

 

Crush: 30

 

Magic: -2

 

Ranged: 32

 

Summoning: 12

 

 

 

Other:

 

Strength: 2

 

Prayer: 0

 

Miscellaneous: All damage received is reduced by 5%

 

 

 

 

 

Crusader's Hauberk: Requires 90 defense

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: -35

 

Ranged: 0

 

 

 

Defense:

 

Stab: 85

 

Slash: 82

 

Crush: 75

 

Magic: -8

 

Ranged: 82

 

Summoning: 42

 

 

 

Other:

 

Strength: 3

 

Prayer: 0

 

Miscellaneous: All damage received is reduced by 15%

 

 

 

 

 

Crusader's Tassets: Requires 90 defense

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: -25

 

Ranged: 0

 

 

 

Defense:

 

Stab: 63

 

Slash: 59

 

Crush: 56

 

Magic: -2

 

Ranged: 60

 

Summoning: 34

 

 

 

Other:

 

Strength: 1

 

Prayer: 0

 

Miscellaneous: All damage received is reduced by 10%

 

 

 

 

 

Seer's Wand: Requires 95 magic

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: 25

 

Ranged: 0

 

 

 

Defense:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: 25

 

Ranged: 0

 

Summoning: 0

 

 

 

Other:

 

Strength: 0

 

Prayer: 0

 

Miscellaneous: All attack spells require 1 less of each type of runes. Does not affect any rune costs of one.

 

 

 

Seer's Hood: Requires 95 magic and 75 defense

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: 8

 

Ranged: -2

 

 

 

Defense:

 

Stab: 18

 

Slash: 16

 

Crush: 19

 

Magic: 8

 

Ranged: 0

 

Summoning: 18

 

 

 

Other:

 

Strength: 0

 

Prayer: 0

 

Miscellaneous: All attack spells do up to 5% more damage.

 

 

 

 

 

Seer's Robetop: Requires 95 magic and 75 defense

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: 32

 

Ranged: -12

 

 

 

Defense:

 

Stab: 65

 

Slash: 41

 

Crush: 69

 

Magic: 32

 

Ranged: 0

 

Summoning: 61

 

 

 

Other:

 

Strength: 0

 

Prayer: 0

 

Miscellaneous: All attack spells do up to 15% more damage.

 

 

 

 

 

Seer's Robeskirt: Requires 95 magic and 75 defense

 

Attack:

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Magic: 25

 

Ranged: -6

 

 

 

Defense:

 

Stab: 36

 

Slash: 32

 

Crush: 39

 

Magic: 32

 

Ranged: 0

 

Summoning: 61

 

 

 

Other:

 

Strength: 0

 

Prayer: 0

 

Miscellaneous: All attack spells do up to 10% more damage.

 

 

 

 

 

Fiend's Ring:

 

Attack:

 

Stab: 6

 

Slash: 6

 

Crush: 6

 

Magic: 6

 

Ranged: 6

 

 

 

Defense:

 

Stab: -25

 

Slash: -25

 

Crush: -25

 

Magic: -10

 

Ranged: -25

 

Summoning: -10

 

 

 

Other:

 

Strength: 6

 

Prayer: -10

 

Miscellaneous: The maximum damage of attacks and spells is increased by 15%. Protection Prayers only reduce 40% of damage against NPCs and are totally ineffective against other players.

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Very nice ideas. I support.

 

 

 

However the tower itself doesn't seem TOO challenging as far as traps go. How about thieving obstacles? Maybe a few puzzles to complete like in Barrows? Or walls you must cast a certain spell on? Beef up the Tower itself a bit.

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