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F2P Boss Monster - Elvarg | 30+ supporters! | NEW! Support siggy's!


nerdboyxxx

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Thanks for coming in to see the thread! I'm nerdboyxxx, and I have a crazy idea for a new boss monster that every player will have access to! I know that f2p don't pay, and they rarely recieve major updates on this kind of scale, but they really do lack any kind of boss monster. So, I have taken an age-old monster, who's been around since rsc, and made it accessable beyond just a quest. That's right, I'm talking about Elvarg. Please put forward any constructive criticism you may have!

 

[hide=Latest updates]9-9-09: I've finally worked up the courage to oversee the quest again, fix up broken storyline gaps and such. It will take me at least a month to get it right, but once it is done I'll show you guys (it'll be called version 2.0 ;)). Also, there has been a major lack in RSOF support for the idea. Please show your support and post your support there!

 

5-9-09: Created an RSOF thread for this suggestion, added mage stats and more! Check them out and post your support on the RSOF!

 

4-9-09: Completed the mage armour stats. I'm going to make a section for the headdress as well, and I also changed the drop list a bit.

 

31-8-09: Changed the Rune drops to be HEAPS less rare, but still rare enough to not be majorly abundant as a drop. Also altered other drops to make them a bit less rare, so Elvarg is more profitable.

 

30-8-09: Sorry for lack of updates, but real life calls. I've been working on the mage armour stats, they are proving to be difficult to get right. Still more supporters coming in, thinking of an rsof thread as well, where a jmod will see it. Tidied up the thread, added Hawkxs' concept art under their respective tabs (sorry for the delay guys!). Also added a section under location for the altar.

 

22-8-2009: Truckload of new supporters (thanks everyone!). I've added statistics for the range armour set, and have a volunteer for drawing up the melee armour set (big thanks to Hawkxs!). I made the dragon hides stackable and renamed them to Nechrotic Hides (because it sounds heaps cooler and matches the theme), and corrected a few spelling errors I noticed. Also updated and tidies up the post a bit.

 

10-8-2009: Yes, I finally added the melee armour set for draconic armour. Please critique the stats I've given the individual armour pieces :) also changed the drops, removing most mithril, some addy and rune drops, while keeping the good moneymakers. Smaller updates also.

 

08-8-2009: Edited the quest to make it a bit easier, lowered the max hit of Elvarg and Risgad and allowed players to bank before the fight. Due to some errors I lost all the work I did on Draconic armour :wall: :wall: :wall: I'm never using a Mac again. I'll get started again on all the stats, but I still need someone good at photoshop to create the armour set for me. Some minor updates also.

 

01-8-2009: Added a section for Draconic armour, help still needed in some areas, but everything is in development. I'm going out for the weekend so there will be a lack of updates, sorry :(.

 

29-7-2009: Added some more supporters, no major updates at the moment. Continuing to work on a Draconic Armour Set to go along with the Draconic Helm (I'll be making a platebody, platelegs, and possibly gloves. Not sure about boots though). Minor updates.

 

26-7-2009: Changed Elvargs Dragon Helmet to the name Draconic Helm, just sounds more 1337 <img src='http://forum.tip.it/public/style_emoticons/<#EMO_DIR#>/icon_upup.gif' class='bbc_emoticon' alt=':<img src='http://forum.tip.it/ipbnew/public/style_emoticons/<#EMO_DIR#>/happy.gif' class='bbc_emoticon' alt='^_^' />:' /> Also changes some little things around to tidy it up. Small, minor updates as well.

 

25-7-2009: Added more drops, mainly mithril items, Herb drops, and some more arrows/ores/other drops, found a new location for fighting Elvarg which is also added below. Lowered the max hit of Elvargs dragonbreath while a player has either an anti-dragon or dragonfire shield equipped. Other minor updates.

 

24-7-2009: Started the topic, recovered the original project, and tidied up some parts. Changed the drops from percentages to kill ratio. Minor updates. Added many more drops including seeds and members-only items. Increased drop frequency/number dropped for items: Swordfish, Adamant weapons and armour, D'hide armour, Antidragon shield, Lobsters, Arrows. Added: Seeds, members drops, more rune and adamant items, yew logs, adamant ore, mithril ore, coal, Elemental and non-elemental runes, Gems, Charms, Tuna.[/hide]

 

---RSOF THREAD---

 

I have created an RSOF thread, please post your support there so a J-Mod for Forum Mod can see it!

 

Quick-Find Code: 79-80-276-59524813

 

I will continually update this post for the idea, but please keep constructive criticism in this thread, and support on the RSOF thread. That will be updated along with this thread, but at a slower pace (because the RSOF is just horrible to use :?).

 

 

---SUPPORT SIGNATURES---

 

Please support this idea by adding this to your signature! Copy and paste whats in the code box below into your signature bar to support this thread and ensure its existence!

 

j5i3pv.jpg

[url=http://forum.tip.it/index.php?/topic/240819-f2p-boss-monster-elvarg-30-supporters-new-armour/][img=http://i46.tinypic.com/j5i3pv.jpg][/url]

 

Thanks to Hawkxs for the amazing job on the signature!

 

 

---ORIGINAL IDEA---

 

The original idea was to create a challenging, fun, and decent boss monster for f2p. Of course, we could have just adjusted some of the stats of the Greater Demon, Cockroach Soldier, or even a Revenant, called it an "epic" version of the monster and thrown it in the middle of Edgeville dungeon. Too boring ;) we wanted a boss monster that people would recognise, could fit nicely in a quest, and looked awesome. Of course, the first thing that came to mind was Elvarg. But, the Elvarg we fought in the original Dragon Slayer quest was nowhere near as epic as required. So, with some creativity, a bit of changing, and a nice storyline, we came up with the idea for the first f2p boss monster.

 

NOTE: That "mysterious person" I keep making mention of (well, I make menton of us) is perfectchaos. He left tipit though, so I took over the idea from where he left off.

 

---THE BOSS---

 

Elvarg.PNG

 

---STATISTICS---

 

Elvarg's Level- 210 (subject to change; I'm not too sure how Jagex work out the level's of monsters).

 

Elvarg's HP- 420

 

Elvarg's Melee Attack (Slash and Bite) Elvarg rears up and slashes/bites her foes violently, attacking with slash or crush (crush = Bite, slash = Claws). Hits one player. Max Hit 16

 

Elvarg's Ranged Attack (Gust of Wind) Elvarg flaps her wings violently, causing dust and rocks to fly at incredible speeds, smashing into any in its path. Hits all players. Max Hit 15

 

Elvarg's Magic Attack(Dragonbreath) Elvarg lets out a blistering stream of flame, which curls in all directions. Hits all players. 55 Max Damage without Anti-Dragon Shield/Dragonfire Shield, 12 with Anti-Dragon Shield/Dragonfire Shield

 

Once Elvarg reachs 50% HP, her Melee Max hit rises to 26, and she uses her dragon breath more often.

 

The first player to enter the cave will get attacked, and after that any player who causes the most damage will become the priority target for her.

 

---DROPS---

 

(m)= members only

 

100%/Special Drops

 

Gold (100-1,000)

 

Big Bones (4) (unnoted)

 

Nechrotic Hide(3) (unnoted) (see Draconic Armour below)**

 

Elvarg's Head (1/25 chance, unnoted)

 

**Nechrotic Hide is stackable

 

Weapons and Armour

 

Dragon Spear(m) (1/110 chance, unnoted)

 

Dragon Dagger P++(m) (1/130 chance, unnoted)

 

Rune Platelegs/Skirt (1/180 chance, unnoted)

 

Rune Scimitar (1/100 chance, unnoted)

 

Rune Chainbody (1/150 chance, unnoted)

 

Rune Hatchet (1/90 chance, unnoted)

 

Rune PlateBody (1/180 chance, unnoted)

 

Green d'hide body (1/160 chance, unnoted)

 

Adamant Platebody (1/80 chance, unnoted)

 

Adamant Longsword (1/50 chance, unnoted)

 

Adamant Platelegs (1/80 chance, unnoted)

 

Mithril 2h Sword (1/40 chance, unnoted)

 

Staff of Air (1/50 chance, unnoted)

 

Staff of Fire (1/50 chance, unnoted)

 

Staff of Earth (1/50 chance, unnoted)

 

Staff of Water (1/50 chance, unnoted)

 

Maple Longbow (1/55 chance, unnoted)

 

Runes/Arrows

 

Mithril Arrows (40-350) (1/80 chance)

 

Adamant Arrows (10-200) (1/95 chance)

 

Iron Arrows (25-450) (1/60 chance)

 

Chaos Rune (10-70) (1/45 chance)

 

Death Rune (5-50) (1/50 chance)

 

Law Rune (3-40) (1/45 chance)

 

Blood Rune(m) (5-30) (1/65 chance)

 

Uncut Gems

 

Ruby (1-5) (1/130 chance, noted)

 

Diamond (1-3) (1/150 chance, noted)

 

Charms (members only)

 

Crimson Charm (2) (1/30 chance)

 

Blue Charm (2) (1/50 chance)

 

Seeds (members only)

 

Ranarr Seed (1/110 chance)

 

Poison Ivy Seed (1/80 chance)

 

Snapdragon Seed (1/180 chance)

 

Potatoe seed (1/10 chance)

 

Wildblood Seed (1/40 chance)

 

Spirit Weed Seed (1/50 chance)

 

Kwuarm Seed (1/90 chance)

 

Herbs (members only)

 

Various herbs, chance depends on rarity. Only drops one type at a time, anywhere between 1-5 unnoted herbs.

 

Other Drops

 

Swordfish (5-85) (1/30 chance, noted)

 

Lobster (10-105) (1/30 chance, noted)

 

Tuna (15-120) (1/35 chance, noted)

 

Runite Ore (1-3) (1/120 chance, noted)

 

Adamant Ore (3-12) (1/90 chance, noted)

 

Mithril Ore (4-50) (1/70 chance, noted)

 

Iron Ore (10-80) (1/20 chance, noted)

 

Coal (10-60) (1/30 chance, noted)

 

Soft Clay (15-100) (1/40 chance, noted)

 

Level 3 Clue Scroll(m) (1/300 chance)

 

Thanks to PolarBearBlue for tidying up the drop list :D

 

I have decided to convert the percentage ratio of each drop to average number of kills required. It helps give a better idea of the frequency of drops. If anyone could help as well with some ratios that would be much appreciated. Take a look at them and tell me what I should change. I am, right now, in the need to add some more valuable drops. Since I don't want to cause the influx of hundreds of Rune items into the market, I have had to keep those good drops rather limited. If you have any ideas for ores, logs, food, etc. Which it could drop (particuarly noted) it would be a great help. Also, if you have any members drops which I could add please tell me so I can put them in. I am mainly looking for food items, possibly some logs for it to drop. I do not wish to add any more expensive dragon items though, as this boss is primarily f2p.

 

---DRACONIC ARMOUR---

 

With the release of the Elvarg boss monster (if it ever happens, that is ;)) I wanted to give it a bit of uniqueness, so that f2p and p2p could both enjoy this update. So, Draconic armour was created! Credits to Kaida23 for this awesome suggestion :thumbsup:

 

[hide=Draconic Armour Melee Set]Draconic_Melee_Concept_Art_by_hawkxs.jpg

 

Draconic Helm

 

Attack Bonuses

 

magic: -9

 

range: -1

 

Defence Bonuses

 

stab: +36

 

slash: +45

 

crush: +29

 

magic: 0

 

range: +24

 

summoning: +10

 

Other Bonuses

 

strength: 0

 

Prayer: 0

 

Draconic Platebody

 

Attack Bonus

 

Magic: -45

 

Range: -14

 

Defence Bonus

 

Stab: +87

 

Slash: +84

 

Crush: +78

 

Magic: -4

 

Range: +75

 

Summoning: +45

 

Other Bonuses

 

Strength: +3

 

Prayer: +1

 

Draconic Platelegs

 

Attack Bonuses

 

Magic: -50

 

Range: -10

 

Defence Bonuses

 

Stab: +57

 

Slash: +56

 

Crush: +52

 

Magic: -2

 

Range: +43

 

Summoning: +18

 

Other Bonuses

 

Strength: +1

 

Prayer: 0

 

Draconic Gauntlets

 

Attack Bonuses

 

Magic: 0

 

Range: -4

 

Defence Bonuses

 

Stab: +15

 

Slash: +17

 

Crush: +17

 

Magic: 0

 

Range: +4

 

Summoning: +12

 

Other Bonuses

 

Strength: +1

 

Prayer: 0

 

Extra Information

 

Hides Needed: 42 for the entire set. 6 for the gloves, 10 for the helm, 12 for the platelegs and 14 for the platebody. You also require Elvarg's Head to create the helm.

 

Degrading: Once the set/individual pieces have degraded, they will lose all strength bonuses, and all of the stats will be reduced to those of a mithril platebody. You can, however, still wear the armour after it has degraded. Once fully degraded, you can take it to Oziach and get it repaired. Individual pricings are 20K for the gauntlets, 50K for the helm, 80K for the platelegs and 120K for the platebody.

 

Creating the Set: Take a Rune Platebody, Rune Platelegs, Rune Full Helm and Worn-Out Rune Gauntlets to Oziach, with 100K, 42 Nechrotic Hides and Elvarg's Head. He will make you the entire set, which will then be turned into a Draconic Melee Set. Because of this change, the armour is untradeable. After you have created the armour, you cannot change the armour back into a full Rune set.[/hide]

 

[hide=Draconic Armour Range Set]Draconic_Range_Concept_Art_by_hawkxs.jpg

 

Draconic Coif

 

Attack Bonuses

 

Magic: -14

 

Range: +6

 

Defence Bonuses

 

Stab: +7

 

Slash: +10

 

Crush: +11

 

Magic: +6

 

Range: +4

 

Summoning: +5

 

Other Bonuses

 

Strength: 0

 

Prayer: +1

 

Draconic Body

 

Attack Bonuses

 

Magic: -25

 

Range: +20

 

Defence Bonuses

 

Stab: +46

 

Slash: +40

 

Crush: +49

 

Magic: +28

 

Range: +36

 

Summoning: +45

 

Other Bonuses

 

Strength: +1

 

Prayer: +1

 

Draconic Chaps

 

Attack Bonuses

 

Magic: -20

 

Range: +15

 

Defence Bonuses

 

Stab: +30

 

Slash: +26

 

Crush: +30

 

Magic: +14

 

Range: +18

 

Summoning: +18

 

Other Bonuses

 

Strength: +1

 

Prayer: 0

 

Draconic Vambraces

 

Attack Bonuses

 

Magic: -14

 

Range: +12

 

Defence Bonuses

 

Stab: +6

 

Slash: +5

 

Crush: +4

 

Magic: +5

 

Range: 0

 

Summoning: +5

 

Other Bonuses

 

Strength: 0

 

Prayer: +1

 

Extra Information

 

Hides Needed: 44 for the entire set. 8 for the coif, 16 for the body, 14 for the chaps and 6 for the vambraces.

 

Degrading: Once the set/individual pieces have degraded, their range bonuses will be divided by three, rounding up, to a minimum of +1. Also, all defensive bonuses will be divided by two, rounding up. To repair the degraded set, take it to Oziach. He will repair the individual pieces at a cost of 40K for the coif, 80K for the body, 70K for the chaps and 20K for the vambraces. The armour can still be equipped once fully degraded.

 

Creating the Set: To create the set, you will require 3 pieces of thread, a needle, 80K and 44 Nechrotic Hides. Take these to Oziach, wo will then create the individual armour pieces out of the hides, in a similar fashion to making dragonhide armour out of dragon leather. You will recive a Draconic Dragonhide Set. After recieving the armour it will become untradeable.[/hide]

 

[hide=Draconic Armour Mage Set]Draconic_Mage_Concept_Art_by_hawkxs.jpg

 

Draconic Mage/Wizard Hat

 

Attack Bonuses

 

Magic: +2

 

Range: 0

 

Defence Bonuses

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Mage: +2

 

Range: 0

 

Summoning: +2

 

Other Bonuses

 

Strength: 0

 

Prayer: 0

 

Draconic Robe top

 

Attack Bonuses

 

Magic: +14

 

Range: 0

 

Defence Bonuses

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Mage: +14

 

Range: 0

 

Summoning: +12

 

Other Bonuses

 

Strength: 0

 

Prayer: 0

 

Draconic Robe Bottom

 

Attack bonuses

 

Magic: +12

 

Range: 0

 

Defence Bonuses

 

Stab: 0

 

Slash: 0

 

Crush: 0

 

Mage: +12

 

Range: 0

 

Summoning: +12

 

Other Bonuses

 

Strength: 0

 

Prayer: 0

 

Extra Information

 

Hides Needed: 36 Hides are needed for the set. 8 for the hat, and 14 for the rob top/bottom.

 

Degrading: Once the set/individual pieces have degraded, their mage bonuses will be reduced to +1 for all attack/defence bonuses. To repair the degraded set, take it to Oziach. He will repair the individual pieces at a cost of 40K for the hat, 60K for the robe top, 50K for the robe bottom. OR, you can take 100 air, earth, fire and water runes with 40K to Oziach and have him repair the armour for you. Once the armour is fully degraded, it will have the number 0 next to its name. The armour can still be equipped once fully degraded.

 

Creating the Set: Creating the set is different from the others. You require a blue skirt, Wizard Robe (blue), and a wizard hat (blue). Black wizard robes will not work. You must take 36 Hides, 80K and 10 air, water, fire and earth runes. This allows the robes to be imbued with magical properties, thus supplying a mage bonus. Because of this, it is possible to recieve uncharged robes. They will supply a +1 mage attack/defence bonus for all items regardless, and only their appearance will be changed. They will have the number 0 next to the item name. You cannot, however, change your robes back into wizard robes this way, or deliberately uncharge them.[/hide]

 

Here is some artwork of the armour, done by hawkxs :)

 

Mage_Range_Melee_Concept_Art_by_hawkxs.jpg

 

And here is an excellent model of the mage armour made by Zokot!

 

Final-4.png

 

ALL armour degrades completely after 1 hour of combat use on normal worlds, and degrades within half an hour of combat on PvP/BH worlds. Also, if pieces of the set are worn separately, the degradation times are cut in half (so they will last 30 minutes on normal worlds and 15 minutes on PvP/BH worlds). To avoid confusion with the degrading times, if you use the armour on a PvP/BH world for 10 minutes, then switch to a normal worlds, it will count as 20 minutes of usage in combat. So, the time is simply doubled/divided depending on what world you are using. You will recieve a warning every 5 minutes that the armour degrades. Once the player has 1 minute or less before the entire armour set degrades, they will recieve a warning, saying; "Your draconic XXX has nearly degraded completely! You have less than one minute left!". Armour pieces do not get any weaker until they have fully degraded.

 

---QUEST---

 

The quest revolves around a power-hungry necromancer, reviving the original Elvarg and placing her under his control. The player must make there way through the dangerous caverns of Karamja, filled with lava, demons, and puzzles, so they can find and kill the necromancer placing Elvarg under his control.

 

[hide=Quest]Elvarg's Revenge

 

Difficulty Level: Experienced

 

Start Location: Champions Guild, Talk to Guild Master.

 

Requirements

 

Quests: Dragon Slayer

 

Skills: 61 Firemaking, 72 strength, 65 defence, 60 ranged, 52 smithing, 40 crafting. Not needed, but at least 43 prayer for protect from melee/ranged/magic.

 

Items: Tinderbox, logs, rope, pickaxe, hammer, knife, VERY good food and armour, possibly potions (ultimate strength, prayer potions, etc).

 

 

 

Storyline

 

 

>>>Your player returns to the champions guild.<<<

 

 

 

Guildmaster: Ah, *player name*, how goes your adventure?

 

 

 

Player: Rather good.

 

 

 

Guildmaster: Slain any more dragons?

 

 

 

Player: No, not re-

 

 

 

>>>A Messenger bursts though the door.<<<

 

 

 

Messenger: Guildmaster, Guildmaster! I have terrible news!

 

 

 

Guildmaster: And what would this terrible news be?

 

 

 

Messenger: Karamja has been attacked by Elvarg!

 

 

 

Player: Impossible! I slayed that dragon.

 

 

 

Guildmaster: That is true, but...

 

 

 

Guildmaster: Dragons can never truly die.

 

 

 

Player: What do you mean NEVER TRULY DIE!?

 

 

 

Guildmaster: Beasts of such power can, over time, regenerate there wounds.

 

 

 

Player: But I removed the beasts head!

 

 

 

Guildmaster: Removing the head of these creatures SHOULD be enough

 

 

 

Guildmaster: To put them down for good. Unless...

 

 

 

Player: Unless what?

 

 

 

Guildmaster: ...We may be in trouble.

 

 

 

Player: And a giant Dragon attacking an island isn't trouble enough?

 

 

 

Guildmaster: This is serious, *player name*! If my worst fears are

 

 

 

Guildmaster: Coming true, we might ALL be in danger. Not just Karamja!

 

 

 

Messenger: Sir, the island of Karamja is requesting your assistance.

 

 

 

Guildmaster: It might not just be Karamja that requires aid. I must

 

 

 

Guildmaster: Attend to things. *Player name*, will you go to Karamja and

 

 

 

Guildmaster: Aid the island? I have to get to the bottom of this.

 

 

 

Player: Options;

 

 

 

#Not right now, I'm busy.

 

#Of course, Guildmaster!

 

#What is more important than aiding the island, Guildmaster?

 

 

 

Option 1: Guildmaster: Please, *player name*, hurry! They require our aid!

 

 

 

*Afterwards, when players talk to the Guildmaster, he will begin the discussion by saying,

 

"*player name* will you go to Karamja and aid the island? I have things to attend to."

 

and all three options will appear again.*

 

 

 

Option 2: *Textbox Closes*

 

 

 

Option 3: Player: What is so important that you will not aid the island, Guildmaster?

 

 

 

Guildmaster: In truth, I am disappointed that I cannot aid the island.

 

 

 

Guildmaster: But, what I am doing may save many more lives. Please, hurry *player name*!

 

 

 

*After discussion, you are returned to the three previous options*

 

 

 

>>>Player can either talk to the messenger to be taken to Port Sarim...<<<

 

 

 

Messenger: Quickly, there isn't much time! Follow me!

 

 

 

*Player is taken to Port Sarim. Screen goes dark, then player appears in Port Sarim.*

 

 

 

!!!NOTICE!!!: Players CANNOT take the normal transportation to Karamja. Talking to the sailors will end up with the message, "Sorry, we are not sailing today. There is word of danger on Karamja!"

 

 

 

Player: We had better head off soon.

 

 

 

Messenger: Would you like to head off now?

 

 

 

Player: Options;

 

 

 

#Hang on, there are some things I need before we go.

 

#Yes, let's go.

 

 

 

Option 1: Player: Hang on, there are some things I need before we go.

 

 

 

Messenger: Hurry, *Player name*! We don't have much time!

 

 

 

Option 2: Player: Yes, let's go.

 

 

 

Messenger: Before we head off, is there anything you need to get?

 

 

 

Player: Options;

 

 

 

#Yes, I need to get some supplies

 

#No, I'm ready to set off

 

 

 

Option 1: Player: Yes, I need to get some supplies.

 

 

 

*A bank screen opens. Players may take out or deposit anything they need.*

 

 

 

Messenger: Would you like to head off now?

 

 

 

Player: Yes, let's go

 

 

 

*Player boards a small boat docked in the port, which then takes the player to Karamja.

 

This transport does not require a fee, and cannot be boarded without talking to the

 

messenger.*

 

 

 

Option 2: Player: No, I'm ready to set off.

 

 

 

*Player boards a small boat docked in the port, which then takes the player to Karamja.

 

This transport does not require a fee, and cannot be boarded without talking to the

 

messenger.*

 

 

 

*As the player docks, a large figure flies overhead, letting out a burst of flame and setting parts of the jungle on fire. As quickly as it arrived, the creature departs, flying over the large volcano separating the denizens of the island. Karamja becomes instanced.*

 

 

 

Player: What was THAT?!

 

 

 

Messenger: That is Elvarg! Ferocious, isn't she?

 

 

 

Player: Yes, I don't remember her been that powerful...

 

 

 

Messenger: That certainly can't be good. Quickly, you must see

 

 

 

Messenger: Sir Issdhat! He is located atop the volcano.

 

 

 

*Players must then run to the top of the volcano. They will be continually damaged by flame, inflicting 1 damage every 0.5-1.5 seconds. Once players reach the top of the volcano, they soon meet a man dressed in wargear, with several warriors close by.*

 

 

 

Player: Good day, Sir Issdhat. I am *player name*, I have come

 

 

 

Player: To aid your people.

 

 

 

Sir Issdhat: Welcome, *Player name* to Karamja. It hasn't been quite

 

 

 

Sir Issdhat: So good a day as usual on the island. As you can see...

 

 

 

Player: Yes, it does seem to be rather horrible...

 

 

 

Sir Issdhat: Indeed. I haven't heard from one of my men in a while.

 

 

 

Sir Issdhat: I sent him to search the volcano two days ago, to see if

 

 

 

Sir Issdhat: He could find anything relating to this disturbance.

 

 

 

Player: Do you want me to find him?

 

 

 

Sir Issdhat: Not exactly. We believe he may be dead. I ask that you pick

 

 

 

Sir Issdhat: Up from where he left off. We gave him a journal to write

 

 

 

Sir Issdhat: Anything of interest. We believe he ran into trouble, possibly

 

 

 

Sir Issdhat: The cause of Elvargs return. We require you to locate him,

 

 

 

Sir Issdhat: And continue his mission.

 

 

 

Player: Options;

 

 

 

#Yes Sir!

 

#Sorry, I can't right now.

 

#Why do I have to do it? You have plenty of men here!

 

#This sounds dangerous...

 

#Who are you exactly?

 

 

 

Option 1: Player: Yes Sir!

 

 

 

>>>Players will now be required to enter the Volcano<<<

 

 

 

Option 2: Player: Sorry, I can't right now...

 

 

 

Sir Issdhat: Please hurry, the fate of the island may be at stake!

 

 

 

*text box closes, players may talk to him again to be taken back to the options.*

 

 

 

Option 3: Player: Why me? Can't another one of your men go in there?

 

 

 

Sir Issdhat: We must defend the island against the attacks, and protect the people.

 

 

 

Sir Issdhat: I cannot spare any of my men.

 

 

 

*Players are taken back to the option screen*

 

 

 

Option 4: Player: Who are you exactly?

 

 

 

Sir Issdhat: I am a knight from a distant island. Our purpose is to protect these islands

 

 

 

Sir Issdhat: And other islands surrounding it from possible threats.

 

 

 

*Players are taken back to the option screen*

 

 

 

>>>Once players are inside the volcano, they will discover a cave entrance. Directly beside the entrance lies a skeleton. Players are required to search the skeleton before they go further into the volcano. Upon searching the corpse, players will find a journal. Players are required to read the journal before entering the cave. The journal contains the following information:<<<

 

 

 

Journal: I have ventured into a previously uknown cavern, in hopes of finding some meaning in this chaos. Upon entrance, I have discovered that the cieling, walls, and sections of the floor appear to be covered in lava. I believe this is some form of magma tube, but the lava seems to be held aloft by some strange, invisible force...

 

 

 

Journal: Further venturing into the cave, I have found that it is quite dark. I have found a suitable light source, which should serve me well during my ventures. A while back I noticed some strange markings on the wall, I have noted them down in case they may serve a deeper purpose than a first glance will tell me.

 

 

 

Journal: I am extremely deep into the cavern now. There seems to be all sorts of creatures in here, from demons to bats and other creepy-crawlies. I can see a light ahead, though I cannot make out what its source is. I am assuming now it is lava. It is a magma tube, after all. I am now entering the passage, hopefully this will uncover something of importance.

 

 

 

Journal: I write this to warn anyone who wishes to enter: DO NOT. The powers at work here...are too great, greater than...any could have...imagined. Don't enter...it's...

 

 

 

*Message appears: "The page is stained with some sort of liquid, making it impossible to read further"*

 

 

 

>>>after reading the journal, players may enter the cave. Upon entering, they will enter a room with lava on the walls and some on the floor. If players step in the lava, they will suffer up to 20 damage. The lava forms a very faint trail on the map, which players can follow. On the other side of the room lies another passage, which players must climb down (rope was left there from the previous expedition). Players ALSO require 65 defence, otherwise they will take considerable damage (up to 5 hits every 1-2 seconds) due to the intense heat.<<<

 

 

 

>>>Once in the second passage, players are confronted by a seemingly dark room. A pile of sticks lie to the side of the rope, which must be tied together and lit. This requires some rope, a tinderbox, and logs. Players pick up the pile of sticks (one item), ues the rope on the pile of sticks, then (after lighting a fire) use the unlit torch on the fire, recieve a torch (tieing the sticks requires 40 crafting, and lighting the torch requires 61 firemaking). Players then are able to navigate through the dark room, to reach the other side. Once on the other side, players must pull there way up a rock formation (requiring 72 strength) to reach the next room.<<<

 

 

 

>>>When players reach the top of the rock formation, they will be confronted by several Lesser Demons (level 82) and Greater Demons (level 90). Players must run through this room until they reach the other side. Note that the rooms are still dark, and require the light source (the light source wll not run out). At the end of the room are some strange markings. From the ones that are noted down in the journal, players are required to find the meaning of the words. The Knight managed to translate some of the phrase, before he met is end. The phrase will read, "marintho, kaperminium luthares!" Players will now be taken to the final room.<<<

 

 

 

>>>The final room is much like the first, only players will now be faced with a greater challenge, using all the materials available to them. A backpack (previously carried by the first adventurer) will contain all that the player needs. Players are required to drag the three loose sections of rock (previously the floor) to them, building a bridge that will lead to a portal on the other side of the room. By using the lava surrounding them, players will now need to use the hammer, knife, rope, coal ore, iron ore, vice grip, pickaxe, and custom crossbow to cross the room. Player must smith the ore, making a steel bar (using the vice grip to lower it into the lava), hammering the steel bar into a thick grapple, use the rope on the grapple and equip the grapple (which will take up the arrow spot in the equipment screen) to complete the challenge. To smith the grapple requires 52 smithing, and to fire it requires 60 ranged.<<<

 

 

 

COMPLETING THE CHALLENGE

 

 

 

1. After equipping the grapple(s), hover your mouse over the closest piece of floating ground. The closest one will be spinning.

 

 

 

2. The option "fire grapple" will appear. After clicking, players will be taken to an image of the spinning section of ground. Players will then, once a suitable rock appears (jutting out of the top), be required to click it.

 

 

 

3. If players choose the right rock, the grapple will attach and the floating section of ground will be dragged towards the player. Then, the player will be required to use the knife to cut the rope, and then tie the remaining rope (will be on the ground) to the rock adjacent to the floating piece of ground.

 

 

 

4. If players FAIL to click on the correct rock, the grapple will fire, miss, and land in the lava. Players are required to mine enough iron and coal ore to make a steel bar, and start the procedure of making a grapple again. All needed supplies may also be found in the backpack. Coal and iron veins can be found on certain sections of the room. Note that if you fail to mine an ore, you will suffer 5 damage due to intense heat from the lava.

 

 

 

5. Repeat the above steps for all 3 floating sections.

 

 

 

>>>When players complete the above challenge, they can then walk through the portal. A cutscene will show, where the players land on a distant island, covered in ashes. Above is Elvarg, flying across the sky. Players must run into the cave paralell from where they are standing, as quickly as possible. Elvarg will, every 30 seconds or so, fly over and let out a blast of flame, dealing up to 40 damage. The cave, however, is only a 10 second run, if you begin straight away.<<<

 

 

 

*When players enter the cave, they will be greeted by a shady figure*

 

 

 

Shady Figure: Arrrgh! I KNEW I should've sealed the entrance to the cave!

 

 

 

Shady Figure: Eh, no matter. You will be dead soon. EVERYONE will be!

 

 

 

Player: Who are you?!

 

 

 

Shady Figure: I, adventurer, am none other than Risgad Rhuildon!

 

 

 

Player: I don't believe I've heard of you before...

 

 

 

Risgad: Never heard of me?! Rrrr, what has the world come to...

 

 

 

Risgad: Never mind. Everyone will know my name soon enough!

 

 

 

Player: It was YOU that brought back Elvarg, wasn't it?

 

 

 

Risgad: Very observant, young one. And with this beautiful creature, and its immense

 

 

 

Risgad: Power, I will rule all of Geilinor! Let me show you the full extent of its abilities!

 

 

 

*Risgad raises his hands in the air. Suddenly, the room shakes, and Elvarg enters through the cave entrance behind the player.*

 

 

 

*Suddenly, before the dragon can let out its breath of fire, Issdhat, and his bodyguard, equipped with anti-dragon shields, run into the cave, protecting you from the extent of the attack.*

 

 

 

Issdhat: Quickly, *player name*! Take this shield, and help us slay the dragon!

 

 

 

>>>A bank screen will appear so you can deposit/withdraw any items you need. Note that you cannot use the bank again after you exit the screen.<<<

 

 

 

FIGHTING THE DRAGON

 

 

 

Players will now be required to fight Elvarg. During THIS BATTLE ONLY, she has the following stats:

 

 

 

Level: 240

 

 

 

Hitpoints: 200

 

 

 

MAX HIT

 

 

 

-Melee: 21

 

-Magic: 17 (up to 60 without shield!)

 

-Ranged: 18

 

 

 

Players will be assisted by Issdhat (now level 112) and his bodyguard (5 soldiers, all level 83). Elvarg will direct the majority of her attacks at the player, and the player is also required to inflict at least 1 damage.

 

 

 

Once reduced to 1 health, Elvarg will exit the cave, wounded but still alive. Then, the player will face off against Risgad.

 

 

 

Risgad: HOW DARE YOU MEDDLE IN MY PLANS! YOU WILL ALL PAY!

 

 

 

*Risgad will teleport into the cave, and teleother all the knights outside of it. A magical barrier will appear in front of the exit.*

 

 

 

FIGHTING RISGAD

 

 

 

Players are now required to defeat risgad without any assistance. He is VERY powerful against melee, but fairly weak against ranged. It is advised that players use ranged equipment to fight Risgad, as fighting him with melee is near impossible.

 

 

 

Risgad has the following stats:

 

 

 

level: 90

 

Hitpoints: 175

 

 

 

MAX HIT

 

 

 

-Melee: None (he does not use melee attacks).

 

-Magic: 23

 

-Ranged: 15

 

 

 

Players, as mentioned before, will be required to fight Risgad alone. He will frequently teleport around the cave, bind players and fire HIGHLY DAMAGING magic attacks. He can also weaken players by up to 10 strength, attack, defence and range.

 

 

 

*When players have defeated Risgad, he will teleport to the middle of the cave, and collapse. A cutscene will show, where the player walks up to the defeated Risgad and interrogates him*

 

 

 

Risgad: Defeated...by...someone like YOU! Owwww...

 

 

 

Player: Where is Elvarg now!

 

 

 

Risgad: I might as well tell you...I ordered her to go back to the cave and block the entrances.

 

 

 

Player: Right. Issdhat! We have to slay-

 

 

 

Risgad: FOOL! You can never defeat her. All my energy has been spent on her. She will never die,

 

 

 

Risgad: But she will be significantly weakened. I believe that she is a lost cause...

 

 

 

Player: Well, we'll make sure that she cannot escape.

 

 

 

Risgad: I believe I have already taken care of that. If she knew what I had done, she would

 

 

 

Risgad: Come after me with all her remaining strength.

 

 

 

Player: What makes you think that she has escaped?

 

 

 

Risgad: Be seeing you, *player name*!

 

 

 

*Risgad Teleports out of the cave. The barrier blocking the exit falls*

 

 

 

Players must now exit the cave, to begin a cutscene.

 

 

 

*Players are greeted by Issdhat, and a mighty cheer is raised for you.*

 

 

 

Issdhat: Thank you, *player name*! You have saved Karamja, and Geilinor from his evil plans!

 

 

 

Player: Thank you, Issdhat. But, how did you find me?

 

 

 

Issdhat: We noticed that Elvarg left, so we followed you into the cave. We knew that something

 

 

 

Issdhat: Was wrong when you didn't come back. So, we went in to see what we could find, and we

 

 

 

Issdhat: Wound up here!

 

 

 

Player: But how do we get off the island?

 

 

 

Issdhat: Not to worry! We had ships come and locate us. They will be arriving anytime now.

 

 

 

*cutscene plays. Ships sail into the port of the island, and the player, Issdhat, and Issdhat's bodyguard board the ship. Screen blacks out, and player end up in Port Sarim.*

 

 

 

Issdhat: Thank you again, adventurer! Farewell!

 

 

 

Player: Farewell!

 

 

 

*Another cutscene plays. The ships exit the port and sail out on the open sea.*

 

 

 

>>>Players may now go and see the Guildmaster to complete the quest.<<<

 

 

 

Guildmaster: How goes your adventure, *player name*?

 

 

 

Player: I have stopped Elvarg's reign of terror, but Risgad escaped!

 

 

 

Guildmaster: You faced Risgad?! You MUST be good! He has plotted against Geilinor for many years now.

 

 

 

Player: Yes, and he is out there somewhere.

 

 

 

Guildmaster: Not to worry! While you were away, I was searching for his whereabouts. I believe

 

 

 

Guildmaster: I have found his location now. I will lead some of my most elite guild members against

 

 

 

Guildmaster: His lair, and bring him to justice!

 

 

 

Guildmaster: Thanks to you, Geilinor is safe! Your name will be forever revered in the Champions Guild!

 

 

 

QUEST COMPLETE!

 

 

 

Rewards: -10,000 experience In any 3 skills you wish, over level 50.

 

-Access to Elvarg's cave on Karamja Island, in the Volcano.

 

-You can have Oziach in Edgeville make you an Elvarg's Dragon Helmet by giving him Elvarg's head, a Rune full helmet, and 50,000gp.

 

 

Quest Points upon Completion: 2

 

I also need help tidying up the quest and changing things around. It was meant to be a draft (and it still is...) so any criticism and suggestions are always welcome :)[/hide]

 

---LOCATION---

 

As I said before, I was a bit worried about putting both Elvarg from the Dragon Slayer quest and the multi-combat version in the same room. It seems, with a bit of instance magic, we can make this happen :) this will ensure that people can complete Dragon Slayer without been hassled by monster hunters or large groups of people.

 

It will work like this. For players who have yet to complete Dragon Slayer AND for those who have yet to start Elvarg's Revenge, they will see Elvarg's lair as it is at the present time (Elvarg will be in there so players may enter and fight her when they start Dragon Slayer). For those who have completed Dragon Slayer and started Elvargs Revenge, the lair will be in ruins. A large shaft of light will come down in the middle of the lair. Claw marks run along the walls, and outside of Crandor a large hole can be found in the middle of some trees (the hole can not be reached). When examined it will display, "this must be how she escaped..." (if players examine the hole before starting the quest, it will display "I wonder what made that?"). Players may not enter her lair during the Quest. Once players have finished Elvargs Revenge they may enter Elvargs lair. It will look exactly as I have described it above, only Elvarg will be roaming inside (she will be level 120 and much larger. She will also be covered in scars). For this to work, both the Dragon Slayer quest and the boss monster must be instanced to avoid any conflicts. So, when a player enters the lair to finish the Dragon Slayer quest, they will become instanced and can fight Elvarg separately from everyone else. Then, players fighting the Boss monster are NOT instanced but can fight Elvarg without disturbing anyone else. With this put in place, clans can enter without all been separately instanced and no hassles or conflicts occur when trying to finish Dragon Slayer.

 

The original idea was made by MiokieJJ, lots of thanks :D

 

---THE ALTAR---

 

One major problem when designing a boss for f2p was the lack of portable prayer restoration such as prayer potions. We could of made them f2p, but that would make a lot of the other tasks in f2p too easy, and would also affect the cost of prayer potions. Instead we opted to just place an altar inside the lair, so when you are fighting Elvarg you can restore prayer. But, of course, their is always a few limitations.

 

I have designed a little description of what I mean, so it is more understandable. Basically, the restrictions imposed just affect the frequency that the player can use the altar. If you read the table you will undertand what I mean :)

 

1 Player in Lair: Altar can be used every 1 minute(s) per player

 

2 Players in Lair: Altar can be used every 2 minutes per player

 

3 Players in Lair: Altar can be used every 3 minutes per player

 

4 Players in Lair: Altar can be used every 4 minutes per player

 

5+ Players in Lair: Altar can be used every 5 minutes per player

 

Basically, the more people killing Elvarg, the longer you have to wait between using the altar. Also, if someone suddenly leaves while fighting Elvarg, or enters, the time will be altered by one minute. So, if four people ditch on you while fighting, never fear; that means you can use the altar to recharge your prayer points and run out/finish the fight.

 

If you have any questions about the altar, or have any suggestions to make it better, please do put them forward.

 

---SUPPORTERS---

 

For now, unless requested, all positive feedback is considered support. Whether it be helpful suggestions or a nice comment. If you see your name on the list and want it removed, please just ask and I'll remove it within 24 hours.

 

Thank you everyone who has supported this idea, and made some really good suggestions!

 

- RpgGamer

- acowswrath

- MiokieJJ

- Big_Stingman

- Kaida23

- mweddle

- thragon13

- plugpoint92

- quelmotz

- Peter144

- cheeseater

- Mage_Man0103

- intervention

- PolarBearBlue

- Alksei

- Thisbenathan

- s1reatalot

- karanbest3

- Yosonic

- hawkxs

- Ilufyou

- Crazyboy1102

- Orioles8

- Junkmutt

- RayOxide

- kteague

- sammyboy894

- abbydog95

- starman945

- Nagrom_17

- g4ses

- Flamingboy52

- Sonic3190

- Sman25000

- roccodog25

- Granzi

- dasDoughnutz

- gioandjack

- armybuilder

- seathe

- zokot

- I am a Bahai

- LordAdib

- hellaunibrow

- Saru Inc

- ilovetopk

- Geerboggles

- Sublexation

 

---CONCLUSION---

 

Thank you for all your help, I'm sure that this idea can be developed further. Hopefully once it is ready we can put it on the RSOF, as it would benefit both p2p and f2p. Everybody wins :) please note that I will not take any notice of comments like, "f2p don't get quests" or "f2p don't get updates like this." My grammar might not be perfect in some areas, if it is not please tell me where I've screwed up so I can fix it. If you wish to be credited for any ideas you come up with, feel free to just ask and credit will soon follow.

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The requirements are a tad high for the average f2p player, but it seems very well thought out. I like the idea. And I'm all for the expansion of the f2p world. I would knock down the rune drops a bit, and maybe lower the quest requirements a few levels, but other than that, it sounds pretty fun.

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The requirements are a tad high for the average f2p player, but it seems very well thought out. I like the idea. And I'm all for the expansion of the f2p world. I would knock down the rune drops a bit, and maybe lower the quest requirements a few levels, but other than that, it sounds pretty fun.

 

 

 

Thanks for the feedback :) Are you a supporter?

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I might add some more drops to the list, possibly some more adamant items and maybe some mithril. I have changed the drop ratio to average number of kills to give a better understanding of drops.

 

 

 

If anyone has more suggestions, please feel free to add them. Also added a supporter section, once I have a decent amount of supporters I might make a post on the RSOF :D

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The cave entrance could be in elvargs old lair.

 

It looks like people would kill this for no other reason then a challenge, as the drops are rare, and most are inexpensive. Perhaps you could add drops like 100 noted yews/swordfish/coal that are a little bit more common ( 1/10 maybe ) to make it more worth it.

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The cave entrance could be in elvargs old lair.

 

It looks like people would kill this for no other reason then a challenge, as the drops are rare, and most are inexpensive. Perhaps you could add drops like 100 noted yews/swordfish/coal that are a little bit more common ( 1/10 maybe ) to make it more worth it.

 

 

 

I have thought about just moving it to elvarg's old lair, but as of now access to Elvarg's lair is not allowed once you have completed Dragon Slayer. And, for Elvarg to be non-attackable and non-aggressive to some players and to others aggressive might be a problem. I picked the spot I did because as of now there is nothing in the way, it will disturb minimal people and seems lie a good spot for a lair.

 

 

 

I will probably be adding more valuable drops soon. These will have a higher rate of dropping than Rune items, and possibly Adamant items as well. You can also expect to see multiple of some items dropped. I wil change the ratio of Swordfish to around 5-85 noted, but slightly decrease the chance of the drop by a few kills. I will add other ores like Adamant, Mithril, and Coal soon, they will all be noted as well.

 

 

 

I could increase the rate at which it drops rune items, but we don't want there to be a huge influx of them. A group of 5+ f2p players at around 110+ combat could easily get around 15 kills here if they continue to get food from karamja, so the drop rate should stay as it is. But I will definitely increase the drop potential of some items on the list :) thanks for all your feedback.

 

 

 

Oh, are you supporting?

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I think this is very well planned out and i support it 100%

 

 

 

I see you need help on what should happen to elvargs lair from dragon slayer, i Think:

 

 

 

There should be claw marks all around the edge of the cave and beams of sunlight coming from the roof. On Crandor Isle there should be a hole in the ground (Quite large) that is examinable that reads "I guess this is how the beast escaped...". The hole should be in some trees so the floor that the hole is in is not already walkable, so that will not confuse people that havent started the quest.

 

When a player is doing dragon slayer it will be different for them, Like in Recipe for disatser (When a player enters the dinign room in lumbridge castle, they can see what is inside (the people sitting around the table, etc...)

 

So depending on what quest teh player is doing depends on what it looks like inside the lair, and the lair is not viewable from outside the lair, and you have to squeeze through a crack in the wall,Which you can also look through and in dragon slayer You can see the dragon walking about and in Elvargs revenge you view teh beam of light comign through the roof and the other stuff i said. after viewing you have the option to 'Squeeze through crack'.

 

 

 

Hope you understood that mess. ;)

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I think this is very well planned out and i support it 100%

 

 

 

I see you need help on what should happen to elvargs lair from dragon slayer, i Think:

 

 

 

There should be claw marks all around the edge of the cave and beams of sunlight coming from the roof. On Crandor Isle there should be a hole in the ground (Quite large) that is examinable that reads "I guess this is how the beast escaped...". The hole should be in some trees so the floor that the hole is in is not already walkable, so that will not confuse people that havent started the quest.

 

When a player is doing dragon slayer it will be different for them, Like in Recipe for disatser (When a player enters the dinign room in lumbridge castle, they can see what is inside (the people sitting around the table, etc...)

 

So depending on what quest teh player is doing depends on what it looks like inside the lair, and the lair is not viewable from outside the lair, and you have to squeeze through a crack in the wall,Which you can also look through and in dragon slayer You can see the dragon walking about and in Elvargs revenge you view teh beam of light comign through the roof and the other stuff i said. after viewing you have the option to 'Squeeze through crack'.

 

 

 

Hope you understood that mess. ;)

 

 

 

Thanks for the support :)

 

 

 

I reckon that'd be great, I was always planning to have it in the original lair, but my main problem was the two quests clashing. If you don't mind (and with credit) I'll use that idea you have above :) it sounds great and it'll work.

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I think this is very well planned out and i support it 100%

 

 

 

I see you need help on what should happen to elvargs lair from dragon slayer, i Think:

 

 

 

There should be claw marks all around the edge of the cave and beams of sunlight coming from the roof. On Crandor Isle there should be a hole in the ground (Quite large) that is examinable that reads "I guess this is how the beast escaped...". The hole should be in some trees so the floor that the hole is in is not already walkable, so that will not confuse people that havent started the quest.

 

When a player is doing dragon slayer it will be different for them, Like in Recipe for disatser (When a player enters the dinign room in lumbridge castle, they can see what is inside (the people sitting around the table, etc...)

 

So depending on what quest teh player is doing depends on what it looks like inside the lair, and the lair is not viewable from outside the lair, and you have to squeeze through a crack in the wall,Which you can also look through and in dragon slayer You can see the dragon walking about and in Elvargs revenge you view teh beam of light comign through the roof and the other stuff i said. after viewing you have the option to 'Squeeze through crack'.

 

 

 

Hope you understood that mess. ;)

 

 

 

Thanks for the support :)

 

 

 

I reckon that'd be great, I was always planning to have it in the original lair, but my main problem was the two quests clashing. If you don't mind (and with credit) I'll use that idea you have above :) it sounds great and it'll work.

 

 

 

Thanks, you can use it if you wish. :D

 

Im just happy to help :D

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I think this is very well planned out and i support it 100%

 

 

 

I see you need help on what should happen to elvargs lair from dragon slayer, i Think:

 

 

 

There should be claw marks all around the edge of the cave and beams of sunlight coming from the roof. On Crandor Isle there should be a hole in the ground (Quite large) that is examinable that reads "I guess this is how the beast escaped...". The hole should be in some trees so the floor that the hole is in is not already walkable, so that will not confuse people that havent started the quest.

 

When a player is doing dragon slayer it will be different for them, Like in Recipe for disatser (When a player enters the dinign room in lumbridge castle, they can see what is inside (the people sitting around the table, etc...)

 

So depending on what quest teh player is doing depends on what it looks like inside the lair, and the lair is not viewable from outside the lair, and you have to squeeze through a crack in the wall,Which you can also look through and in dragon slayer You can see the dragon walking about and in Elvargs revenge you view teh beam of light comign through the roof and the other stuff i said. after viewing you have the option to 'Squeeze through crack'.

 

 

 

Hope you understood that mess. ;)

 

 

 

Thanks for the support :)

 

 

 

I reckon that'd be great, I was always planning to have it in the original lair, but my main problem was the two quests clashing. If you don't mind (and with credit) I'll use that idea you have above :) it sounds great and it'll work.

 

 

 

Thanks, you can use it if you wish. :D

 

Im just happy to help :D

 

 

 

thanks again :)

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Elvarg's Magic Attack(Dragonbreath) Elvarg lets out a blistering stream of flame, which curls in all directions. Hits all players. 40 Max Damage without Anti-Dragon Shield, 18 with Anti-Dragon Shield

 

 

 

Even with an Anti-Dragonfire shield? I think any other dragon only has a max of like 6 or something. And those are dragons that are level 200+.

 

Might wanna think that over. I think the shield should disable it that same amount.

 

 

 

Still good idea though and a nice read.

 

 

 

Support.

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Elvarg's Magic Attack(Dragonbreath) Elvarg lets out a blistering stream of flame, which curls in all directions. Hits all players. 40 Max Damage without Anti-Dragon Shield, 18 with Anti-Dragon Shield

 

 

 

Even with an Anti-Dragonfire shield? I think any other dragon only has a max of like 6 or something. And those are dragons that are level 200+.

 

Might wanna think that over. I think the shield should disable it that same amount.

 

 

 

Still good idea though and a nice read.

 

 

 

Support.

 

 

 

Thenks for supporting :thumbsup:

 

 

 

Yeah, that includes the dragonfire shield. I'll add it now. I'll look up the max hit with an anti-dragon/dragonfire shield from dragonbreath on a few dragons (probably look at KBD, green dragon, blue dragon, black dragon) and then change accordingly.

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I think this is a great idea and I support it fully. :thumbsup:

 

I really like the idea of the Draconic Helm as well, and I have a further suggestion:

 

 

 

Maybe Oziach could make a whole set of Draconic armor if we brought him enough pieces of Elvarg hide?

 

 

 

After you've gotten the Draconic Helm, Elvarg drops a piece of Necromatic Dragonhide. You take it, a piece of Rune armor (other than the helm, of course) and 100k to Oziach and he crafts it into a piece of Draconic Rune armor. The Draconic Rune armor would have stats about half way between Rune and Dragon and require level 60 defense to wear. One piece of Necromatic Dragonhide per trip. Necromatic Dragonhide and Draconic Rune armor pieces are not tradable.

 

 

 

I think this would allow F2P'ers to show off their combat abilities while giving them a bit of a defense boot without upsetting the P2P'ers by making regular Dragon armor obsolete. Making the pieces untradable would prevent high level players from flooding the market with them and allow them to remain a symbol of achievement, like the Fire Cape.

 

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I think this is a great idea and I support it fully. :thumbsup:

 

I really like the idea of the Draconic Helm as well, and I have a further suggestion:

 

 

 

Maybe Oziach could make a whole set of Draconic armor if we brought him enough pieces of Elvarg hide?

 

 

 

After you've gotten the Draconic Helm, Elvarg drops a piece of Necromatic Dragonhide. You take it, a piece of Rune armor (other than the helm, of course) and 100k to Oziach and he crafts it into a piece of Draconic Rune armor. The Draconic Rune armor would have stats about half way between Rune and Dragon and require level 60 defense to wear. One piece of Necromatic Dragonhide per trip. Necromatic Dragonhide and Draconic Rune armor pieces are not tradable.

 

 

 

I think this would allow F2P'ers to show off their combat abilities while giving them a bit of a defense boot without upsetting the P2P'ers by making regular Dragon armor obsolete. Making the pieces untradable would prevent high level players from flooding the market with them and allow them to remain a symbol of achievement, like the Fire Cape.

 

 

 

Thanks for the support, and that great idea :thumbsup: I'll have to make sure the bonuses of the armour are balanced so they are good, but don't overpower f2p range or make them especially strong against f2p mage, which is already a problem, but the idea is great. With a bit of creativity I can come up with some balanced armour, and maybe design some armour for examples :D all credit for the idea will go to you of course ;)

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Support. F2p NEEDS a boss monster and this imo is the only way to do it. Like I said earlier and you said this is the only way to make a f2p boss I mean seriosly a level 110 skeleton boss? :lol: Great Idea though :lol: ;) :cry: :evil: ;) :(. Oh and maybe on members worlds the helm would make dragons unagressive? I dont know just a suggestion.

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Support. F2p NEEDS a boss monster and this imo is the only way to do it. Like I said earlier and you said this is the only way to make a f2p boss I mean seriosly a level 110 skeleton boss? :lol: Great Idea though :lol: ;) :cry: :evil: ;) :(. Oh and maybe on members worlds the helm would make dragons unagressive? I dont know just a suggestion.

 

 

 

thanks for the support :thumbsup: I might add that, but it might make certain things a bit too easy like gathering white berries for instance. I'm not sure if Jagex would want that to happen.

 

 

 

Maybe, though, instead of been aggressive for X amount of levels above/below you, that get's cut in half, so if they are about X amount of levels below you, divide that in half, then you get what level they are aggressive as. Not very well worded :P I'll fix it up a bit later. Still working on that draconic armour set ;)

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I support this idea as it will help everyone in f2p get more interested in training some of there skills higher and would be a good selling point for them to go p2p as you would have access to antifirepots and such making this a little easier.

 

 

 

supported...

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I support this idea as it will help everyone in f2p get more interested in training some of there skills higher and would be a good selling point for them to go p2p as you would have access to antifirepots and such making this a little easier.

 

 

 

supported...

 

 

 

Giving f2p access to a boss monster is a GREAT marketing tool, because they know that membership opens up to them a world of boss monsters to sink there teeth (or blade ;)) into. So, it's a win-win situation for Jagex, f2p AND p2p :D thanks for the support btw.

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Very good idea! :thumbsup: I was thinking about boss monster for f2p too, but I think full set of Dragonic armour is not needed, helmet is more than enought. Also, I think that instead of Elvarg, f2p could get the three-headed dragon near Lumbridge Castle as a boss. He would be f2p KBD, lul :) . At all, I think that adding new armour isn't wise. The boss should have just a good rate of Rune items, drop high amounts of items for skilling (logs and gems), and MAYBE a low chance to drop Corrupt dragon ( I don't think it's a good idea) or some kind of gloves to help skilling (Maybe, the ones which would increase your chance to catch swordies for a thousand or so catches).

 

 

 

~Mundisv

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Very good idea! :thumbsup: I was thinking about boss monster for f2p too, but I think full set of Dragonic armour is not needed, helmet is more than enought. Also, I think that instead of Elvarg, f2p could get the three-headed dragon near Lumbridge Castle as a boss. He would be f2p KBD, lul :) . At all, I think that adding new armour isn't wise. The boss should have just a good rate of Rune items, drop high amounts of items for skilling (logs and gems), and MAYBE a low chance to drop Corrupt dragon ( I don't think it's a good idea) or some kind of gloves to help skilling (Maybe, the ones which would increase your chance to catch swordies for a thousand or so catches).

 

 

 

~Mundisv

 

 

 

You can already get fishing gloves from the FoG minigame :D

 

 

 

I'll add you as support, but why do you think draconic armour is a bad idea? Maybe it can be degradable? Maybe it can degrade twice as fast in PvP? It is non-tradeable also. Just some ideas to help balance it out. Honestly, corrupt dragon armour was given to f2p pkers, so why not a new armour set for f2p PVE'ers?

 

 

 

Adding a good rate of rune items could seriously mess around with the current prices, and I don't want smithing to be dragged down further with a massive influx of rune items. So they are going to be rare drops at the moment, unless smithing gets a major revamp.

 

 

 

Corrupt dragon armour is only available in PvP. As of now I don't know of any f2p monsters that drop it. So it will stay a PvP only set.

 

 

 

I chose Elvarg because she has a solid background to work with for a quest, and already has a quest to build upon.

 

 

 

If you only really have a problem with the armour, then I'll tell you it isn't as good as dragon armour, but it's a step above rune armour in terms of stats. It is non-tradeable, will degrade within an hour on normal worlds, and within half an hour on PvP worlds/BH worlds. It will cost around 500K to make the whole set using original Rune armour, and CAN be repaired at the cost of 300K for the platebody, 200K for the platelegs, 100K for the helm, and around 50K for the boots. To make the entire set will require you to kill Elvarg around 12 times, assuming you get the dragon leather drop all the time (she drops 3 pieces of dragon leather at a time, meaning 3x12= 36 pieces of leather required, and you also need Elvargs head for the helm).

 

 

 

So, I reckon the armour is worth the effort. It wouldn't give any major advantages in PvP (they would still be weak against rangers but powerful against rangers), it would help players in PvE stand up to tough monsters a bit better (like Elvarg for instance ;)) and will look pretty darn sweet if I can do a good job on it.

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Love the idea, the one thing I will say is that there is such thing as too many drops ;)

 

But yeah, stick me down as a supporter if you like

 

 

 

I just get so excited :lol:

 

 

 

Once I'm happy with the drops I'll probably remove a few of the useless ones. But I'm kinda busy right now :?

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The armour and boss looks reasonable, but the quest should be changed as you either need far less items during the quest, or if you are allowed to bank before they fight the bosses, as the items take up around 13 slots if you don't drop anything (Journal, sticks( I counted this as 1), tinderbox, backpack, hammer, knife, rope, two coal, iron, vice, pickaxe and crossbow), leaving the player with 15 slots

 

 

 

The boss do too much damage for freeplay, as the best healing you can heal in one turn is 14 with a swordfish, they could easily be outdamaged by elvarg, with a max of 27, and even if they do defeat her, they have to fight another boss straight afterwards, who uses magic attacks that hit up to 30, and as they will most likely be wearing rune, this is extremely dangerous.

 

 

 

I would suggest you tone down the damage, and possibly the style aswell for the second boss, and allow players to withdraw some food before they fight the bosses.

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