January 27, 200917 yr [hide=A Note before you read]Yes, yes, I know. "Jagex already has this storyline planned". Well let's think, how long does it take a program a new quest? Months. So if not the immediate sequel, my idea can certainly be used later in the storyline and still be pretty much the same. So while Jagex is writing up the code for GMQ 2, they could be thinking about GMQ 3, correct? So there IS hope, don't bash my idea because of that excuse. That being said, however, I wrote this quest to be the immediate sequel to While Guthix Sleeps, so there will certainly be big changes if Jagex chooses to implement my idea. Keep that in mind, that any storyline contradictions would have to be changed. (For example, if Lucien dies in GMQ 2, then the whole Lucien part of my quest and his role would need updated or removed.) Thank you for choosing to read my idea. I hope you enjoy reading this as much as I enjoyed writing it. Please post your thoughts, as this took a lot of time and effort to put together, and I would like to see this at least considered by the Jagex staff. To best improve the chances, please post constructive criticism if you have any. If you have flame, then flame. I can take flame fairly well and draw what I need out of it, but if you do choose to flame, your problem is your own. Enjoy, Zaaps1[/hide] [hide=Note 2]Wow, I just remember I had this. Reread it and it seems like it's too extreme now that I know more of where Jagex is going. Some part certainly will not be added, I see now. I'm bumping this for reader's enjoyment, if anyone bothers to read it. However I also want feedback. Does anyone think any of the concepts in this suggestion are usable?[/hide] The Dragonkin Imperium Quests: While Guthix Sleeps Items: A dragon weapon, pure essence, anti-dragonshield or dragonfire shield, sexant, watch, chart, ghostspeak amulet, 10 filled waterskins, mithril grapple and crossbow. Skills (may be boosted, yes, they are very high requirements): 75 farming 66 agility 70 thieving 63 runecrafting 75 woodcutting 75 firemaking 60 defense 65 strength 70 smithing 70 mining 70 herblore 65 summoning 65 construction 74 slayer Ability to defeat very strong monsters and withstand attacks by numerous level 400+ monsters. NOTE: Information about all monsters in this walkthrough will not be given, except for the levels. I will provide the rest of the information in the second post along with the Rewards and Benefits. Part 1: Voyage to Arrigar Island 1. Talk to Ak-Haranu, he will tell you of the rich lands in the East. He says that after he was stranded in the "backwards West" he slowly worked his way up to afford a trip back. He has the money now. Offer to help sail to there with him. 2. You'll need your sextant, watch, and chart in order to sail. Talk to Ak-Haranu you begin. During the voyage, you are attacked by 10 waves of monsters. Defeat each wave to reach Arrigar island. If you leave you must start the wave over, but not the entire 10 wave set. Information on the monsters are in the Monsters section of the post. 1: 3 Karamthulus (78) 2: 5 Karamthulu 3: 3 Karam. 1 King Karamthulu (108) 4: 3 King. 1 Darkthulu (151) 5: 5 Karam. 3 King. 1 Dark. 6: 5 King. 3 Dark. 7: 5 Dark. 8: 5 Dark. 1 Tripthulu (256) 9: 3 Trip. 10: 1 Kraken (319) Part 2: Island under Siege 1. Ak-Haranu will thank you for defending the ship. He will refer you to the General who commands the island. Initially, he does not trust you. But then a cloaked figure appears and convinces him. The figure reveals himself to by Cyrisus. Cyrisus tells you how he survived Lucien's spell: by a magical rock he carried while absorbed all the magic and teleported him to Arrigar in safety. 2. Cyrisus enlists you help to defend the island. You learn that Arrigar has been under siege for hundreds of years by the forces of the Mainland. You learn nothing more about them at this time. To help you must: 1) Build defense, 2) Ready the Army, 3) Spy on the enemy 3. To build defenses, go to the warehouse for a hammer, 300 nails, and planks. Around the island there are numerous hotspots. Keep building defenses and restocking on planks until you have built on every hotspot. Then you will need to build Summoning Panels. Do this by building a panel on the panel hotspots. Next grab an Arrigar Defender pouch from the warehouse and use it on the panel. Built. 4. To ready the army, go into the barracks and demonstrate the training spots for them. These are exactly the same as the ones in the Warriors' Guild. 5. Lastly, spy on the enemy...that's the next part. Higher Gielinor Here's a VERY crude map with the general locations of the cities and noteworthy places in Higher Gielinor: (Sorry for the bad quality, but I hope it conveys the message and help ease some of the confusion you may have.) 1. Lastly, to reach to Eastern Empire, equip yourself for battle, return to Arrigar (there is no bank on Arrigar at this point), and enter the Watery ship. You will land at Normana Beach. 2. Run north to the city of Xian. Go toward the Golden Road which exits the city to trigger a cutscene of the Dragonkin Castle way off in the distance. Then go to Xian Library and look at the Map. You'll notice that the city of Zhang is a very big military center. Exit the city and go north to Zhang. NOTE: The entire Higher Gielinor is populated by dragons. The type is random, but they fly. They will attack you will dragonfire or other ranged attacks, but you cannot fight them back. All trees, rock, and the like have "hide" options so you can avoid the dragons. 3. At Zhang, grapple over the wall to enter the city. Once inside the city, the Higher Guards (110) will begin to attack you. There are 4 of them on the wall itself. Kill them all, then "spy" on the city with the nearby option. Return to Xian. 4. Go back into the Library and try to find a History book to learn more about Higher Gielinor. The Librarian will notice your interest and tell you the REAL story: Higher Gielinor managed to escape the fate of the Godwars. The Empire here grew rich and powerful through trade with Gielinor as well as other lands. However, one day the Dragonkin descended on the land, and wreaked havoc. Now it is a corrupted desolation. However, once he finishes, two spies notice you talking about it, and kill the librarian. They will then attack you, run out of Xian under assault by the Spies and Higher Guards, and get back into the boat at Normana Beach. Part 4: Attack on Arrigar 1. Report this to the General. After you finish you hear and explosion. The General tells you an attack has begun, and leaves to fight. 2. This is a minigame of sorts, you must defeat at least 70% of the attacking army to win and save Arrigar. You have infinite time, and you lose nothing at death (but percentage is reset to 0%). Food and potions are provided at the Barracks. Except the Admiral, Cyrisus, and General, your enemies and allies respawn infinitely. Allies: Cyrisus (275, prays), General of Arrigar (300, prays), Arrigarian Soldier (110), Arrigarian Archer (100), Arrigarian Crossbowmen (145), Arrigarian Berserker (178). Enemies: Admiral (420, prays), Higher Soldier (75), Higher Guard (110), Green Dragon, Green Brutals, Green Dragon Riders (280, and prays) Gaining %: -Reach and burn 1 ship: 10% -Kill soldier: 1% -Kill Dragon: 2% -Kill Dragon Rider: 4% -Kill Admiral: 30% Grouping: Your forces follow each other and attack much like Revenants. You can also issue commands to them, although they will operate by themself as well. You cannot walk through any units, friendly or enemy. -March: (foward, sideways, basic moving command) -Charge: (forward, 15% attack and strength boost, -20% defense) -Retreat: (backward, +20% defense) -Patrol: (sideways, walks 15 squares in a direction then returns, attacking any enemy within 5 squares when detected) -Support: (places meleers in front of rangers) -Testudo: (+50% defense, but moves very slowly at 33% speed) Your summoning tab is replaced by the Commands tab, you cannot bring familiars in. In addition, each unit can also activate a special attack once per game: Soldiers: D long spec Archers: MSB Crossbowmen: Darkbow Berserker: D mace Burning Ships: You must reach the MAST of the ship, and attach a barrel of gunpowder to it. Then attach a fuse and light the fuse on fire. The mast will blow up and the ship begin to burn. 3. When the battle is over, talk to Cyrisus. He will compliment you and ask you to find allies in Higher Gielinor. He says he's heard of a Resistance group in the village in the White Forest. He gives you the Goodwill token and a warning: STAY ON TASK IN THE FOREST AND DO NOTHING ELSE. Return to Higher Gielinor. Part 5: Seeking Allies 1. Go east to the White Forest. As you enter, you hear strange voices: "Only the sublime may survive". 2. In the forest, you will be attacked by White Tree Spirits (30). If you attack back, they transform into Enraged Spirits (310). Ignore them and keep walking. 3. When you reach the lake, a supernatural force takes your Token and drops it into the water. A Lake Spirit appears and offers you either 100k, 10k, 1k or the Token. Pick the token. If you do not it turns into an Enraged Spirit and you must get another Token from Cyrisus. 4. Lastly, you must choose between 3 paths. One is long but looks peaceful. One is long but is littered with gold coins and other items such as dragon. The last is short and looks very dangerous. Choose the short path, the others are simply mirages and contain Enraged Spirits. 5. When you reach Baihua, talk to the Elders. After a conversation and showing them the Token, they offer you a deal. If you can retrieve the White Flower from the Castle at Heisheui, they will ally themselves with Arrigar. Part 6: Raid on Heisheui 1. The Resistance leader gives you a rope, spade, yew blackjack, and 10 super energy potions. He also allows you to bank. Lastly he gives you a teleorb to go back to Baihua. 2. Exit the forest by going East, grapple into Heisheui. 3. Enter the city, a Black Patrol will notice you. Knock him out with the blackjack and "loot" the body to get the Black Patrol armor. The dig a hole to cover the body. 4. Enter the castle as a Patrol. You'll learn that Patrol members are only allowed in the city, and Castle Guards only in the Castle. Sneak into the Castle, knock out a guard and repeat the procedure, hiding the body in a nearby suit of armor. 5. Work your way to the Treasury. You'll find it is guarded by a very heavy metal door. Go to the nearby Armory and grab a fuse and barrel of gunpowder. Go into the room next to the Treasury and place the barrel next to the wall shared by the Treasury and the room you are in. Next lay the fuse. You will notice that a Pyrefiend heats the fireplace in the room. Take a bucket of water from the table, use it on the fireplace. The Pyrefiend will attack you. Lure it onto the fuse and the barrel will explode (Pyrefiend dies too). 6. You can then enter the Armory. Take the White Flower and teleorb out before you are caught. Talk to the Leader again to get a letter to take to Cyrisus. Part 7: The Golden Road 1. Return to Cyrisus. He tells you that the Resistance is meeting at Jing to go on a spying mission inside Longjing-the City of Dragons. He takes you back to Xian. The Resistance Leader meets with you, lets you bank once more. Now you must travel on the Golden Road to Jing, this is much like Temple Trekking. All the possible events are below you may skip none.. Outside of Xian: Bandit: 5 level 127s Higher Guard: 4-6 Traveler: Sells you food, potions, arrows, and runes. Dragon: 3-5 of any Normal Dragon Mirage Desert: Bandit Dragon Sandstorm: Reduces your stats Near Longjing: Dragon: 1-3 of any Metal Dragon up to Mithril or any Normal Dragon Bandit Higher Guard Traveler Rock Beast: 1 level 210 Outside of Jing: Dragon: 1-3 of any Metal Dragon up to Steel or any Normal Dragon Bandit Traveler Rock Beast Part 8: The City of Dragons 1. Go to the Pub, you will find the Resistance members. They ask if you are ready to go on the mission. You can bank here. Say yes. 2. You are placed on the outskirts of Longjing, grapple past the wall. Go into the slave house, grab the robes and wear them so you won't get attacked by any dragons in the city, since the entire city is populated by all types of dragons, except Adamant, Rune, and Imperial. 3. Go to the northeast of the city and you'll see a large rock. The other members are there too. Mine the rock to reveal a secret cave entrance. Crawl through. 4. In the first room of the dungeon, there are 9 statues of dragons and 9 items given to you (1 of each metal bar and 1 of each dragonhide). Each statue depicts a generic dragon and its surrounding features. Match the item with the appropriate dragon, for example: A dragon surrounded by wild dogs would be Bronze Dragons, A dragon next to the Evil Chicken would be Black Dragons. 5. When fully solved, all the dragons rotate to the middle of the chamber and a pedestal will appear. A long tunnel will also be revealed. Go down the tunnel and up the stairs at the end. Go down the next tunnel to reach a room above the Dragon Statues. Suddenly the skeleton animates itself. It's just a regular Skeleton Mage like those in Swan Song. Kill it to get a bunch of deaths, airs, and fires as well as a cut dragonstone. Then cast fire blast on each of the dragon heads (there are 9) around this chamber. Down back down to the first floor. The dragons are now blowing dragonfire out. Place the dragonstone on the pedestal and the dragonfire will be redirected toward the stone. Now if you rub the stone you will be teleported... Part 9: Ancient Dragon Temple 1. In the first room here there are 7 metal statues of dragons, bronze through dragon (note the dragon ones are called Imperial Dragons). Search a nearby corpse for a bronze bar and hammer. Go to a nearby anvil and smith a bronze dagger. Use it once the bronze dragon to get an iron bar. Repeat the process. The nearby skeletons drop rune daggers, and you must use your own dragon weapon for the Imperial Dragon. 2. The Imperial Dragon Statue will drop the Dragon Key, unlock the metal door nearby with it. 3. The next room is a giant armor with dragon weapons and a suit of dragon armor. Each weapon in turn will animate itself and attack you. Each is level 130 and can use its special attack. When they are all defeated, the armor will animate into the Dragon Knight and take the Dragon 2h to attack. Note that it can also mage. 4. Attack and defeat the level 370 Dragon Knight and it will retreat, reveal the next door. Go through it. You are now in a huge area like Elemental Workshop II. Get the ore, make it into a bar, refine the bar, and make an Elemental Mind Shield just like during the quest. The Knight will attack you as well. Once the shield is made, go through the door. 5. You are now in an icy area, the Knight animates nearby bones into a Skeletal Wyvern. He rides it and attacks you. Defeat the Wyvern, and the Knight will retreat. Follow him out the cave exit. 6. You are now on a ledge near the Dragonkin Castle. The Knight is there and calls over a Rune Dragon. he mounts it. Copy the call he uses to call over your own Rune Dragon. Quickly mount it before it realizes you are not the Dragon Knight. Now you must fight the Dragon Knight in the air. The idea is to attack him when the Dragons are near each other with melee. When they are far away, use the Dragon's Dragonfire. 7. Defeat the Knight and he and the dragon will fall into the abyss below. You land the dragon on the Dragonkin Castle. You look around the castle before you are stunned by Lucien, who sneaked up on you. He begins to start a spell until Cyrisus arrives and telegroups you away to Arrigar. Part 10: Lucien's Demise 1. Cyrisus tells you that Lucien had arrived on Higher Gielinor since he had heard it was a place he could use to bide his power. However, he encountered the Dragonkin, who were stronger than him, attacked him, and took away the Staff of Armadyl and the Stone of Jas. Lucien can, however, trace Cyrisus's spell and teleport to where ever he is. Cyrisus comes up with a plan to trick Lucien and trap him. 2. You learn that the mines where Cyrisus got the rock which saved him from Lucien was on Arrigar. The mines are blessed by Guthix, and any magic in the miens will be drained by the rock. Cyrisus brings you into the mines. Then, as predicted, Lucien teleports in. You exchange a few words before Lucien begins to charge a spell. The mines glow a deep red color, and they being to drain Lucien's power. All the magic in him leaves, and he is reduced to a weak skeleton. Cyrisus then binds him to the rock in the mines. As he does, Lucien says: "Ahahaha, a very good joke, indeed --an excellent jest. We will have many a rich laugh about it when I escape. For only I know the secret of the Dragonkin, and when they destroy you, I will claim my power." 3. Resurface from the mines. Cyrisus gives you a task: find a way inside the Dragonkin castle... NOTE: From this point on the Resistance Leader will be at Arrigar, Jing, Baihua, Longjing, and Xian and will let you bank. Part 11: The Dragonkin Castle 1. Return to the Dragonkin Castle. From the Rune Dragon landing point, run along the wall, past the flying Metal dragons. At the end, climb into the window at the tower. 2. Go down the stairs until you come to a vast chamber with mithril dragons. Use a chisel on the wall to get an adamant longsword. Use it on the pedestal in the center of the room to open a stairway. Go down it to a chamber with adamant dragons, follow a similar procedure. In the Imperial Dragon room, you must use your own dragon weapon. 3. You are now in a chamber filled with souls. Equip the Amulet of Ghostspeak and talk to one. You learn that all the souls of those killed by Dragon weapons or by the Dragons and Dragonkin go to this chamber, which feeds the Dragonkin power. You learn that one of the souls, Izabir, learned a secret to kill the Dragonkin. Look around for Izabir. When you find him he tells you that with a Spirit Rune, you are able to enchant Dragon Weapontry. 4. Take a Pure Essence, then use it on one of the wandering souls in the chamber to make a Spirit Essence. Bring it to Izabir and he will give you a Soul Talisman and a Cut Dragonstone. 5. Search around the chamber for the Soul Ruins, use the Talisman on it, and you will be taken to the soul altar. Use the Spirit Essence on the Altar to make a Spirit Rune. 6. Go back to where you entered the Castle, by the Tower with the window. Now go up the stairs instead of down, then go down the long corridor to another Dragon Forge. Place your Dragon Weapon on an anvil. Go upstairs and blast all 16 heads. 7. Next place the Dragonstone on the Dragon Weapon then pick it up and throw it into the pool of Dragonfire. Toss the Spirit Rune in. Go back upstairs and "Drain" the Forge. Go downstairs again and retrieve your Enchanced Dragon weapon. Return to Cyrisus. Part 12: Desert Temple 1. Cyrisus compliments you on the Enchanced Dragon weapon. He also informs you that there is a secret and powerful magic locked away in the Mirage Desert underneath the sands. 2. Go to the Hidden Oasis Village in the Mirage Desert. On the outskirts of the village, there is a statue with a bowl of water on its hands. Pour 10 full waterskins into the bowl and the statue will move, revealing a hole. Jump in to reach the Desert Temple. 3. In the first room there are 10 statues. In a nearby pool of water there are 100 of every type of rune. Now each statue depicts a scene relating to one of the runes you have. Put 1 rune on the corresponding statue. For example: Someone performing the FM emote would be fire, and someone performing the Brine Sabre special would be water. 4. When solved, the doors will unlock. The next room there is a Desert Spirit who asks you tough riddles. I'll leave this one for Jagex to decide, but some sort of hard riddle or riddles belong here. 5. Next room is a Divine Balance. It glows a different color which corresponds to an elemental spell. On the other side is a Spirit. The trick is to cast the right spell so the Balance hits the Spirit and vanishes so you can pass. If you get 1 spell wrong, the Balance rolls and hits you, knocking you back into the last room where you take 20 damage and must restart. 6. Master this and the Spirit will flee into the next room. Follow it. The next room is a giant maze, much like those from the Desert quests such as Contact and Desert Treasure. It is filled with agility and thieving obstacles. At the end the Spirit (210) attacks you. Kill it and proceed to the next room. 7. The next room is a Pyre Site with 5 Pyre Spots and 5 chests. Open each chest to get an acorn-magic seed. A level 180 tree spirit will then attack you. Kill it to receive 10 doses of Natures' Blessing. This potion allows any tree to automatically fully grow and free of disease. Search the nearby corpse for a spade, tinderbox, axe, watering can, and pot of soil as well as a trowel. Make 1 of each sapling, plant it in the tree patch, then use Natures' blessing. Trees from this special patch cut down instantly, give you 1 cursed pyre log corresponding to the tree and give blessed roots. The patch itself never grows weeds. Make 1 of each pyre, put the roots in it. 5 Dragonkin Shades (170) appears. You must kill them with your Enhanced Dragon weapon. Burn the remains at the pyre and a door appears. 8. The next room is a giant tilt-maze. You control it using the arrowkeys on your keyboard. Get the giant rock through the maze to crush open the metal door blocking your way without letting the rock fall into a hole. Once you break down the door, push the rock out of the way and proceed. 9. Finally you are in a lone room and the center is a pedestal with a book on it. Go near it. suddenly the area prevents you from teleporting and you are boxed into a 10x10 square. The Desert Dragon appears (300) and attacks you. Kill it to life the bounds. Then read the book to learn a new spell: Dragon's Bane, level 95 spell. Part 13: Dragonkin Awakened 1. Return to the Dragonkin Castle. This time in the Imperial Dragon room, cast Dragon's Bane on the pedestal (Cyrisus will be with you and enhance your magic level for this one cast). A door opens, enter it and run past the assortment of dragons and up the stairs to the Dragonkin Throne Room. 2. Upon entering you will be mercilessly assaulted, but operate your Enhanced Dragon Weapon and they will stop attacking you. The King descends and talks to you. He says he has known your presence for some time, and casts a spell on you which binds you. Cyrisus teleports away, saved by the rock once again. 3. You are put in the dungeon where the King tells you the story of the Dragonkin. Once, before Guthix, before any of the gods touched or knew of Gielinor there existed two brothers: Jas and Dragonius. They lived in a faraway land, beyond the southern sea. Once day, they stumbled upon ancient magic. In fact, back in their time they worshipped their own gods, the Elder Gods, and this stone they found happened to be one of artifacts of these old Gods. They soon realized its power, and erected a new land. They called this land Gielinor, in honor of their family name. They filled the land with many different races, and soon other races from outside Gielinor began to populate it. When the land was growing prosperously, they decided to make a new land East of Gielinor--called Higher Gielinor, where they could rule the land. However, there arose a dispute over who should rule Gielinor--the first Godwars. Jas won, and he twisted Dragonius using the magical stone they had found long ago. His new form can be seen in Dragonius' followers, who were also mutated. His followers came to be called the Dragonkin. So for many years, Jas ruled Gielinor by himself, and those in his entourage became the first gods (This is why the Stone is known as the Stone of Jas). However, Dragonius and the Kin took refuge in a land known an Frenskae, where they learned of an extremely potent metal, which they called Dragon. Soon he was able to usurp Jas and killed him. However, the other gods united together, and were able to stop Dragonius' advance, kill Dragonius, and exile the Dragonkin once more. The leader of this group--Zaros, declared himself leader of this new Pantheon which would rule RuneScape. This age, of course, ignited the Second Godwars, or simply the Godwars as known today. The Dragonkin were once again exile across the sea. They grew strong, and were able to create bigger and better dragons than ever known before. Through this, the Dragonkin were able to capture Higher Gielinor while the Pantheon quarreled over the possession of Gielinor. Thus the Dragonkin were able to rule Higher Gielinor, while all trace of this Eastern Empire was lost during the Second Godwars. The remnants of the Dragonkin's time in RuneScape can be seen in the numerous dragons which populate the land. These Dragons were left to insure that the Dragonkin could gather enough strength in their next stage: Reconquest. Along with the Stone of Jas and Staff of Armadyl stolen from Lucien, the Kin would become an unstoppable force and avenge the treachery of Jas ages and ages ago. 4. You are locked in a room floating ontop of Dragonfire. However, magic is heard at a distance. The walls burst open and Cyrisus appears to save you! After a short exchange, you are telegrouped back to Arrigar. Talk to Cyrisus one last time to conclude the quest. REWARDS For a more detailed description, see the second post. 10 Quest Points 1. Ability to craft Souls Runes 2. Enhanced Dragon weapontry 3. Arrigar Mines entry 4. New Short-range teleport spells 5. Summoning Panels 6. New armor, weapons, and clothing from the East and Arrigar! 7. 2 New playable minigames: The Golden Road and Siege of Arrigar 8. Teleport Orbs to Higher Gielinor The next post will include more details information about the Rewards and the Monsters in the Quest. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 27, 200917 yr Author Res. Please be patient if this post isn't fully complete. [hide=Rewards]NOTE: Before you flame be about how overpowered the weapons are, know this: 1) You must have finished the quest, and 2) Would you have said Godswords were overpowered when they came out? What about the whip? Point is there's always room for expansion. I know of the whole "but we only have 99 hp" thing. My response is that you'd probably hit only like 5 or something higher with the best weapon in this equipment compared with the AGS. So until then there's room for Jagex to fix that problem. Plus none of these have as much KO potential (imo) than D Claws. Soul runes The Abyss route is opened, monsters will drop soul talismans. Soul runes require 86 runecrafting and five 12.5 xp per rune. You may also choose to craft them through the Dragonkin castle. Spirit runes are crafted in the same way as during the quest and give no xp. Enhanced Dragon Weapons Make these in the same way as during the quest. Enhanced dragon weapons have a +7 strength and +12 accuracy boost to the appropriate stat(s). In addition they deal 5% extra damage against dragons. You can also make enchanced dragon arrows. Arrigar Mines You are allowed to mine 1 Arrigar Mine and keep only 1 at a time. It increases your magic defense by 15% when you equip it (it acts as a weapon, like the pet rock). Short-Range Teleports Cyrisus' personal reward is teaching you these nice teleports which allow you to teleport through walls! Each cast costs 2 laws, 2 airs, and 2 earths. There is 1 for each spell set, and each requires 70 magic to cast. MODERN: You teleport 10 squares in any direct, through any obstacles. LUNAR: You teleport to where ever the flag on the minimap is or the next place you click, through any obstacles. ANCIENT:You teleport past the next obstacle in any direction Summoning Panels You may only have 6 at a time in your bank or inventory. You make these from 3 planks, a hammer, and 10 nails. Use a panel on a summoned familiar and the familiar will be stored in the panel. The timer will not go down while the familiar is in the panle, but any effects that the familiar gives you will not take effect (bunyip healing you, for example. This applies to scroll use as well). During this time, you can summon another familiar, although you still can't have 2 familiars out at the same time. Think about it this way: it's just like pokemon where you can store pokemon in pokeballs. Same here, you can store familiars in panels for convenience. This allows you not to worry when you go to places like the GE with a ghraak or other expensive familiar. Also you can make the most out of your familiar by storing it and stopping its timer when it is not in use. (However, any items it is holding will be dropped.) Imperial Equipment These are dropped by Adamant and higher dragons as well as Higher Guards. IMPERIAL KATANA: A Japanese-style katana. 68 strength, 70 stab, 87 slash Spec: Death Draw: 50%: 30% attack and strength boost, and addition 5% boost to each if it is the first strike on the opponent. IMPERIAL STEALTH: A ninja-style sword 60 str, 62 stab, 70 slash Spec: Physical Double: 100%: Creates a mirage of yourself which continues to fight whatever monster you are attacking while you can do other things, such as eat, but you can't both attack the monster. IMPERIAL LANCE: A Chinese-style war lance which acts like a Halberd. 74 str, 94 stab, 87 slash Spec: Fatal Stab: Uses the remainder of the special bar. For every 10% drained, you recieve 2 level boosts depending on your attacking style: Stab (accurate): attack Stab (aggressive): strength Stab (controlled): hitpoints Stab (defensive): defense Special attack does no damage. IMPERIAL AXE: A huge 2h axe 115 str, 100 slash, 130 crush Speci: Bone Cruncher: 50%: If your hitpoints are low, you get 35% boost to strength. If your hitpoints are high, you drain your opponent's defense REGAL'S SWORD: The sword of an emperor. 90 str, 87 stab, 90 slash Spec: Regal Slash: 25% drain: 20% attack and strength boost. IMPERIAL BALL AND CHAIN: A huge dragon ball and chain (2h) 140 str, 155 crush Spec: Demolish: 100% drain, the wind-up is bigger than normal, hitting everything around you 3 times before you get a 30% boost to strength and crash down on your opponent. NOTE: This weapon is very slow. After each attack, it must "wind up" first by swinging it above your head. This is slower than Godsword. IMPERIAL BOW: A Chinese-style longbow 100 ranged Spec: Regal Shot: 50%: 30% damage increase IMPERIAL CROSSBOW: A powerful crossbow. 65 ranged Spec: Armor Pierce: 80%: Ignores half of your opponent's ranged defense for 1 hit. IMPERIAL SHORTBOW: A Chinese-style shortbow 56 ranged Spec: Superarrow: 100%: Stuns opponent for 10 seconds. IMPERIAL STAFF 22 mage Spec: Magical Bane: 100% Fires 2 spells at once for 10x the runes. IMPERIAL METAL ARMOR Each piece alone is equal to dragon. However the entire set gives a bonus +50 to each melee defense stat. IMPERIAL LEATHER ARMOR Each piece alone is equal to black dragonhide (and FOG Coif). However the entire set gives +20 to all defense and +10 to ranged attack. IMPERIAL ROBES Each piece is equal to infinity, but gives a +15 magic, melee, and ranged defense and +15 magic attack when it is worn as a set. Golden Road: Minigame Basically the same as the quest, start at the Merchant in Xian or Jing and offer to transport goods to the other city. Rewards is similar to Temple Trekking, but you have a chance of getting Imperial armor, weapons, or clothing or Resistance weapons. There is also a 10k-100k cash reward added to each. Siege of Arrigar: Minigame Replay the Siege. Each win nets 50 points. If you beat another player you get 75 points. You can use the points to buy Imperial Clothing or Resistance Weapons Teleport Orbs You are given 2 over the course of the quest. You can charge the orbs at a Magic Stone at each of the following locations to get a teleport to that location. If you wish to change, simply charge the Orb at a different location. -Arrigar -Baihua -Jing -Longjing -Xian Imperial Clothing IMPERIAL WARRIOR ROBES 4 str, 10 all attack, 70 all melee def, 50 ranged def, -20 magic def IMPERIAL GUNMAN 60 ranged, 60 mage def, 57 ranged def, 30 melee def IMPERIAL SPELLWEAVER 40 mage, 37 mage def, 12 ranged and melee def IMPERIAL BARRON IMPERIAL VILLAGER No bonuses Resistance weapons RESISTANCE DOUBLE HOOKED SWORDS: One sword in each hand! (2h) 65 strength, 80 all attack Spec: Double Slash: 25%: Two hits in one turn. NOTE: This weapon changes depending on attacking style: Accurate: Attacks like claws-slash attack Aggressive: Swings both swords at once, like a 2h-crush attack Defensive: One acts like a defender and the other attacks-slash attack RESISTANCE SCIMITAR 77 str, 90 all attack Spec: Total War: 100%: Lowers opponent's combat stats by whatever you hit RESISTANCE LANCE: Halberd-effect 95 str, 100 attack Spec: Lanceman's Fury: 50%: Increases str and attack by 10% and lowers def by 10%. Stacks with itself if used twice. RESISTANCE DARTS 20 ranged Spec: Triple Puncture: 25%: Throws 3 darts RESISTANCE LONGBOW 70 ranged Spec: Death Arrow: 100%: Fires 2 arrows which are guareenteed to hit.[/hide] [hide=Monsters in-depth]In order of appearance, except for dragons which I've grouped at the end. Karamthulu (78) 65 hp Melee King Karamthulu (108) 97 hp Melee Darkthulu (151) 110 hp Melee, Mage Tripthulu (256) 150 hp Melee, Mage Kraken (319) 179 hp All combat styles, prays Higher Guard (110) 100 hp Melee, prays Assassin (unattackable) Range Higher soldier (75) 60 hp Melee, range Higher Lancer (110) 90 hp Melee Green Dragon Riders (280) 200 hp Melee, Range, Dragonfire, prays Admiral (420) 210 hp Melee, MAgic, prays Enraged Spirit (310) 700 hp Melee, Magic, Ranged Bandit (127) 100 hp Melee, Ranged Rock Beast (210) 135 hp Melee, ranged Dragon Weapons (130) 80 hp Melee and special attacks Dragon Knight (210) 100 hp Melee, mage, prays Spirit (210) 95 hp Melee Tree Spirit (180) 100 hp Melee Dragonkin Shade (170) 120 hp Melee, mage Desert Dragon (300) 200 hp Melee, mage, range, dragonfire, prays[/hide] [hide=New Metal Dragons in-depth]All of these drop Imperial armor and weapons as well as dragon arrowheads/dart heads. All of the below also drop the basic drops, such as rune items and such which are largely uninteresting, so I'll only make note of the unique drops. Adamant Dragon (310) 270hp Melee, range, mage, dragonfire Unique drops: dragon armor pieces, 3-4 adamant bars Runite Dragon (430) 350hp Melee, range, mage, dragonfire, prays Unique drops: dragon armor pieces, dragon claws, 1-3 runite bars Imperial Dragon (460) 450hp Melee, range, mage, dragonfire, prays Unique drops: dragon armor pieces, dragon claws, 2-5 runite bars[/hide] ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 28, 200917 yr Author bump? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 28, 200917 yr I thought that was a very well thought out quest, better than most I have seen. I think the Imperial Staff should have a higher magic bonus, compared to the special. Otherwise, that was a really good quest. :thumbup: Yay and 1st post.
January 28, 200917 yr Author I thought that was a very well thought out quest, better than most I have seen. I think the Imperial Staff should have a higher magic bonus, compared to the special. Otherwise, that was a really good quest. :thumbup: Yay and 1st post. Hmm, maybe. Mage bonus doesn't effect max hit anyway so I guess I'll boost it a bit. Ty for the post \ ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 28, 200917 yr I personally like it, but it is a tad too long and a few parts are long and repetitive. Could use with a bit of editing down. Also needs more Lucien considering how important he was to the preceding quest and hot little he's in this one. This website and its contents are copyright © 1999 - 2010 Jagex Ltd.
January 28, 200917 yr Author I personally like it, but it is a tad too long and a few parts are long and repetitive. Could use with a bit of editing down. Also needs more Lucien considering how important he was to the preceding quest and hot little he's in this one. Sounds reasonable. When someone says "hard quest", I usually think long and repetitive, like One Small Favor or Monkey Madness, not challenging content, such as MEP2, so I think the quest being long and repetitive was just me playing by my experiences. How should I change it? I tried to make Lucien work in deeper, but it doesn't really work out since he's not allied with the Kin either. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 30, 200917 yr Author wow good read and i totally support. Thanks : ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 30, 200917 yr certain weapons are overpowered, the new dragons seem easy. Corporeal Drops:2xHoly elixersBandos Drops: Bcp(soloed) 5x hilts 8x tassets Armadyl Drops:Armadyl Hilt(trio)Zamorak Drops: 2xZamorakian spear 3x Steam battlestaff
January 31, 200917 yr Author certain weapons are overpowered, the new dragons seem easy. I know the weaps are strong, they're meant to be that way. I think they're personally stronger than what we have now, but within reason. Easy dragons? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
January 31, 200917 yr Reading through the quest, all it seems is that it is a long Master quest. Ok, thats alright, but it doesn't help but on top of this on that it is too easy! You need to make a couple of difficult puzzles, and intrigue upon more intrigue And it needs to be across Gielenor as far as i'm concerned - new areas of the Underground Pass, new areas of While Guthix Sleeps dungeons, and other things This is just what I think - the second (or third) grandmaster quest would have to be more difficult than the quest prior And you need to add Elemental Workshop Part 2 to the requirements - since there would probably be 300 (assuming 270 now) quest points in the game, meaning it would be easy for people to get the points! Plus, you need it to do the quest so it needs to be a requirements Still, good quest and good ideas! Boom! Dead Shot
January 31, 200917 yr I really, really like this. My only gripe is I think Lucien shouldnt be so easily subdued. Possibly take him aout and have him dealt with in a different quest?
February 1, 200917 yr Author Ok, I'll update this idea later. I don't have much time at all this weekend but I will next weedend. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
February 3, 200917 yr Really, really nice dude. Id start the day it came out. I'd be proud to have thought up something this new and in-depth. Gratz. \
February 3, 200917 yr Author Really, really nice dude. Id start the day it came out. I'd be proud to have thought up something this new and in-depth. Gratz. \ Thank you : ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
April 14, 200917 yr I'm sorry but no... :P If I was running Jagex I wouldn't even consider something like this. This is simply releasing too much at once which is bad because of several reasons: 1. It advances the game so fast you're bound to get overpowered items compared to what exists now. Releasing not 1, but a whole line of stronger monsters means you also need items which are a lot stronger. 2. Releasing 3 different dragons at once cuts off a possibility for a long and very interesting storyline. Think about it, wouldn't it be much more logical to just release an adamant dragon and save the others for quests later on in the story or in other storylines? 3. You've just made most of the strong items in game kind of pointless by releasing not just one item but at least one of every imaginable type (+ a few new ones you made up), almost all of them stronger then the strongest in existence right now. I'm afraid I could go on for a while... It's also a little too easy to get the items. There's at least 3 ways to get them... I'm sorry but no, I don't think this is such a good idea. I like the summoning tabs though, I hate having to dismiss my titan at the G.E. :P (Btw, yes I know this topic was a little old, I just saw it in the guys sig and read through it... Had to reply. ^^) My guide: Ring of Wealth explained 8 Dragon Boots (885 kills, 1/111, with RoW)
April 14, 200917 yr Author You, sir, are right. Looking back on this, half the stuff does seem overly challenging. But then again, it was supposed to be a challenging quest. On releasing all 3 dragons: Keep in mind it doesn't have to be a procession of metal dragons. They would simply be leather dragons, except a step up from black. That would allow for the "storyline" you mention on metal dragons, while maintaining the quest basis, which needs more than 1 type of new dragon. Instead, simply make the adamant one the highest leveled. On the weapons, I'm strapping that idea entirely. It was fun to write up, but the creation of new weapons, I think, is a shot much better used on smithing. Imagine if all those weapons were only smithable? How profitable would smithing become? That is the idea background being my Reviving Smithing idea, which you may like to check out as well. You seem like you know what limits the current game can hold in regards to item strength, so give it a read and see if you can catch anything there. There's no story behind it, so it won't be as entertaining to read, but it's shorter at least. I'd encourage you to give it a look. And also remember progress must happen. In it's day, adamant was the strongest armor in the game. What is it now? Surely one day the Godsword would cease to be a high-level weapon and become a mid level weapon? History happens to everything. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
April 22, 200917 yr Oh yes, weapons will get stronger, there's no denying that. ^^ It just seems a little fast to release complete sets of this strength at once. My guide: Ring of Wealth explained 8 Dragon Boots (885 kills, 1/111, with RoW)
April 23, 200917 yr Author Oh yes, weapons will get stronger, there's no denying that. ^^ It just seems a little fast to release complete sets of this strength at once. True. I addressed that in my post though. I know that Jagex is probably working on the sequel as we speak, so this ends up just being a suggestion for a future quest along the line. I do not expect this to be added in word for word. I DO expect this to be added piecemeal. For example, the rewards could be added into the next quest, while the whole Higher Gielnor concept into say, the 4th quest in the line. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
September 1, 200916 yr Author Wow, I just remember I had this. Reread it and it seems like it's too extreme now that I know more of where Jagex is going. Some part certainly will not be added, I see now. I'm bumping this for reader's enjoyment, if anyone bothers to read it. However I also want feedback. Does anyone think any of the concepts in this suggestion are usable? ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
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