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New Minigame: Hallowed Harvest [New Concept Art!]


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Hallowed Harvest

 

Background History

 

In a remote corner of Runescape, far from man and civilization, lies an ancient battlefield from the Third Age. It is a desolate place; warped trees and stunted plants grow from earth scarred with violent markings. In some places, the ground has been torn asunder, and lava which has seeped to the surface casts a weird red glow upon the surrounding scenery. While the cause of conflict and even the allegiances of the forces involved have been lost in the mists of time, traces of potent magicks which were unleashed during the cataclysm prevent the spirits of those who died from leaving this accursed land.

 

After being forgotten for millennia, this site has been stumbled upon by an expedition of religious zealots loyal to the god Zamorak. Realizing the vast potential in harvesting the trapped spiritual energy for use in demonic rituals, they set up camp on the western edge of the area and began their excavation. Word of this discovery reached the followers of Saradomin, and soon after, a rival faction arrived to wrest control away from the forces of evil. However, both groups soon realized that removing the remains required a much larger workforce than what they had at their disposal. So the call went out to all adherents of faith, a call to perform deeds for the glory of their god. A new battle was brewing, and it would be fought over the souls of the deceased.

 

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Introduction

 

Because the trek to the old battlefield is lengthy and quite dangerous, both camps have agreed to share the use of a portal that would allow adventurers to teleport directly to the site. This portal can be found in the center of the Graveyard of Shadows, since the aura of death in that location is strong enough to ease the immense burden of maintaining a permanent rift to the area. Once at the battlefield, players can choose to join either the Saradominists or the Zamorakians for the duration of a 20 minute round. Each team must have a minimum of 10 players for a game to start and must have approximately the same number of members. Each side is capped at 30 players, and multiple games may be running at each world.

 

No familiars are allowed on the battlefield, as latent energy leaking from the ground seems to seriously interfere with the mental connection between players and their followers. In addition, the gods frown on unnecessary violence which could further taint the sacred ground, so direct combat between members of opposing teams is prohibited. However, there is no such rule against more indirect means of competition. More on this system will be explained in a later section.

 

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Area Map

 

A map of the Hallowed Harvest minigame is shown below. Major landmarks and points of interest have been marked out, and will be described in greater detail in the following sections:

 

Map-1.png

 

Key:

 

  • The Saradomin base is marked in blue while the Zamorak base is denoted by red. An enclosed colored rectangle is where rituals take place.
  • Supply tables are found within the walls of each base.
  • Altars are marked as yellow four-pointed stars.
  • Healing fonts are marked as red hearts.
  • Tombs are marked as blue crosses.
  • Purple diamonds mark the location of rock outcroppings that hold Mirrored Gems. These pillars are surrounded by a maze of rubble and boulders, shown as a series of concentric lines.
  • Green rectangles are where herbs may be found.
  • A green dot show the tent where incense is prepared.
  • Orange lines are lava, and are uncrossable.
  • Dark grey lines are low walls, also uncrossable.

 

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Getting Started

 

The process to purify or corrupt the spirit remnants from this ancient battlefield begins with gathering Mortal Remains from the many tombs scattered over the map. To do this, you will need to take a spade from the supply table and find an undisturbed gravesite. Once you have located a suitable spot, select the dig option and your character will enter into an animation that shows then digging up the place, and possibly finding some Mortal Remains. The grave will then cave in, which shows that it has recently been raided, and that another set of remains will not respawn for a minute or two.

 

There are three levels of tombs, each with a different prayer requirement to plunder. Please note that although you are not guaranteed to find Mortal Remains in every grave that you dig up, higher level tombs increase the likelihood of this event. However, each grave may also spawn a guardian spirit whose combat level corresponds to the type of tomb from which it was awoken. The appearance of a guardian and the probability of finding remains are independent of each other.

 

Mound (requires level 20 prayer to unearth)

  • Has a 30% chance of containing Mortal Remains
    Has a 40% chance of spawning a Vengeful Spirit (level 87)

 

Marker (requires level 50 prayer to unearth)

  • Has a 40% chance of containing Mortal Remains
    Has a 40% chance of spawning a Vengeful Spirit (level 94)

 

Monument (requires level 80 prayer to unearth)

  • Has a 50% chance of containing Mortal Remains
    Has a 40% chance of spawning a Vengeful Spirit (level 112)

 

These guardian spirits are ghostly manifestations of the soldiers who died during the conflict long ago, and seek to prevent any adventurers from removing or tampering with whatever remains of their physical bodies. Therefore, they will be aggressive toward the person who first digs into their grave, and will continue to attack that person until they are defeated, or the target moves out of range. If a Vengeful Spirit does spawn, it interrupts the digging process, and no one will be allowed to complete the excavation until it is killed. Defeating one also grants a small amount of prayer xp.

 

Spirit.png

 

Vengeful Spirit (Level 87)

  • Hitpoints: 80
    Max hit with melee: 8
    Max hit with magic: 6
    Grants 40 prayer experience when killed

 

Vengeful Spirit (Level 94)

  • Hitpoints: 100
    Max hit with melee: 12
    Max hit with magic: 9
    Grants 60 prayer experience when killed

 

Vengeful Spirit (Level 112)

  • Hitpoints: 120
    Max hit with melee: 16
    Max hit with magic: 12
    Grants 80 prayer experience when killed

 

The spirits use both magic and melee based attacks, and will switch combat styles accordingly if you use protection prayers. Its highly recommended that you pray against one style while wearing armor that offers high defense bonuses against the other style. Even though their magic attacks have lower max hits, they are quite a bit more accurate. Therefore, its up to you to decide which prayers and equipment youd prefer to use when fighting them.

 

There are benefits to slaying these guardians, however. Depending on the level, each Vengeful Spirit will drop a number of vials of Ethereal Essence, which are stackable. Level 87 spirits drop one vial of essence, level 94 spirits drop two vials at a time, and level 112 spirits drop three. These can be made into objects that can either help your team or hinder your opponents, and their effects will be explained in detail under the Items Section.

 

Once you have collected some Mortal Remains, its time to return to your base. Followers of Saradomin will need to consecrate the deceases soul before cremation to free it, while Zamoraks disciples must desecrate the remains so that their spiritual power can be harnessed for demonic rituals.

 

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Ritual Preparations

 

In the heat of combat, powerful energies forced twin outcroppings of rock to erupt from the land on opposite sides of the battlefield. Embedded within these giant sentinels are numerous glittering gems which have been infused with divine power, enabling them to transmit or reflect currents from the spirit realm. During rituals, they are used to focus energy on Mortal Remains in order to pry loose their souls from earthly attachment. However, obtaining these magical jewels is no simple process. Mining operations have been significantly complicated by continuing earthquakes and other ground movements that have pushed smaller slabs of stone up the surface, and caused cascades of rubble to fall from the outcroppings themselves.

 

Consequently, the two rock monoliths are ringed with fragments and boulders of various sizes that form a veritable maze which must be navigated to reach the Mirrored Gems. There are three types of debris fields, each requiring certain expertise with a pickaxe to remove. While excavating them, there is a possibility of being injured by shifting rock, although high level miners can reduce or eliminate that risk altogether.

 

GemRock.png

 

Small Boulder (requires 20 mining to remove)

  • Has a 20% chance of dealing 2-6 damage
    No risk of failing at 60 mining or higher
    Grants 40 mining experience when cleared

 

Large Boulder (requires 40 mining to remove)

  • Has a 30% chance of dealing 4-8 damage
    No risk of failing at 80 mining or higher
    Grants 60 mining experience when cleared

 

Rockslide (requires 60 mining to remove)

  • Has a 40% chance of dealing 6-10 damage
    Reduced risk (20%) of failing at 95 mining or higher
    Grants 80 mining experience when cleared

 

It should be noted that because the earth is constantly shifting, you may find that new boulders will fall into cleared sections after a minute or two, necessitating more mining if you wish to pass. Once the central outcropping has been reached, you will need a mining level of 70 to successfully extract an uncut Mirrored Gem. This earns you 100 mining experience.

 

You may only have up to five gems in your inventory at any given time. Any more, and latent power from the excess jewels will awaken violently and cause it to shatter, while dealing 10 damage to you in the process. Bring your uncut Mirrored Gems to the large tent next to your team's altar. If you have a crafting level of at least 60, use it on one of the tables inside to begin the process of faceting the stone. After a few seconds of animation, a cut Mirrored Gem will appear in your inventory. Should you not have the required crafting ability, a crate just inside the tent's entrance will accept your uncut gems for deposit, and allow more skilled teammates to withdraw them later for processing. Cutting a Mirrored Gem grants 100 crafting experience.

 

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Further Preparations

 

Lingering dark magic has seeped in the ground and provides a great hindrance to any living thing that may dare to grow in this hostile environment. What little vegetation exists is clumped together on small patches of shallow soil, stunted and corrupted by energy from the pulsing earth. Yet the mystics have discovered that certain plants can be harvested and their infused abilities put to use as incense during the final ritual. With careful cultivation and a bit of enchantment, they have been able to coax a particular set of wild herbs into flourishing among the otherwise deserted expanse.

 

Each bundle of incense is made from the dried fibers of 3 types of herbs twisted together in tight strands. Guam, marrentil, and tarromin patches are found scattered around the open area just outside camp. Similar to flax, each patch will yield several herbs before becoming depleted and needing some time to regenerate. Instead of receiving grimy herbs in your inventory, the herbs will be marked as tainted. You will need to clean off the lingering residue before the herbs can be made into incense.

 

Back inside your teams base, there is a large spigot and basin located beside the font where you obtain bowls of holy or unholy water. To fill the basin, a person must pump in a constant supply of fresh water using their run energy. Each pump takes 10% of your energy, and you become too exhausted for the task once your run energy falls below 40%. The basin can hold up to ten pumps of water at any given time, while the water drains at a rate of one pump per 20 seconds in order to keep rinsing fluid clean. Using your herbs on the filled basin will get you stunted guam, marrentil, or tarromin. You will earn 10 herblore experience for every herb you clean, and 10 strength experience for every pump of water you do.

 

Next, the herbs must be dried in the nearby clay oven. The oven requires a steady source of coal to burn in order to keep the heat inside from dipping too low. While watching the temperature gauge, buckets of coal must be fetched from one of several large crates and fed into a shute. The gauge has a range from 0 to 100, and it must be at 70 or higher for the herbs to dry properly. Each batch of coal raises the gauge by ten degrees, while the gauge falls at a rate of that same number every 5 seconds as the fuel is consumed. For every bucketful of coal fed into the oven, you earn 20 firemaking experience, although none is granted if the gauge is already at 100.

 

The final step involves weaving the dried herbs into strands. With at least one of each type of herb in your inventory, use it on spinning wheels located next door to obtain bundles of incense. The incense can then be placed in the burners located at each corner of ritual site and lit with a tinderbox. Only when all four burners are aflame can a successful ceremony be performed, otherwise the gods will not accept any Mortal Remains. A lit burner last for about a minute before puttering out and needing to be replaced. 100 herblore experience is granted for each incense bundle you make, and 100 firemaking experience is granted for lighting it.

 

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The Ritual

 

When your team has completed the above tasks, descend into the circular depression to begin the ritual.

 

With the incense burners lit has noted above, the next stage is to fit the cut Mirrored Gems. There are 8 beacons located around the central altar, with 2 located along each compass point. These beacons will focus the spiritual power unleashed during the ritual process and conduct it toward the heavens. Each beacon requires a stone to be placed in its holder before remains can be offered. Doing so will grant you 100 crafting experience. When all of them have been filled, beams of energy will direct themselves from these points onto the altar, bathing the locale with light and activating the temple. Mirrored Gems last between 1 to 2 minutes before shattering and needing to be changed.

 

At this point, there is a slight divergence in procedure depending on the team you belong to. Saradominists must bring their remains to a large niche on the east side of the depression and place them into the glowing pool of sacred oil. You will receive Sanctified Remains. Zamorakians should take their remains to a similar niche on the west side of their ritual area and place them into the burning pyre. This will grant you Charred Remains. For the last step, the Sanctified or Charred Remains may be used on the large altarpiece located in the center of the area. As a token of their satisfaction with your efforts in their name, the gods will grant you 100 prayer experience for every set of remains you offer.

 

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Items

 

Potions and all manner of food are prohibited on the battlefield, as the gods favor a true test of might and wills without excessive outside influences. For healing, players can take bowls from the supply tables and fill them from a font located in the center of each base. Each bowl of holy (Saradomin team) or unholy water (Zamorak team) heals 12 hitpoints.

 

Although direct combat between members of opposing teams is prohibited on this sacred ground, the zealots of each camp have discovered ways to circumvent this rule. One of the ways to encourage competition involves refining the Ethereal Essence dropped by Vengeful Spirits into more practical products. Magicians for both factions have each modified and enchanted a still with the capability to condense the essence into a powerful serum. Simply use the vials on the machine to pour the essence into the collection spout, and Concentrated Essence can be retrieved from the other end. Each vial of Concentrated Essence requires five vials of Ethereal Essence to produce, and gives 100 herblore experience when made.

 

Once you have the Concentrated Essence, you may then use it on an altar to have it either blessed or cursed. Invoking your patron gods sanction will result in Blessed Essence, while incurring that gods wrath creates Cursed Essence.

 

Cursed Essence can be used on a player of the other team to greatly reduce their effectiveness in several areas of play. While under the influence of a curse, you will have a 20% increase in the likelihood of disturbing a Vengeful Spirit while looting tombs, or being injured by falling rocks when mining. In addition, it instantly drains the targets run energy and prayer to zero and also reduces one random combat stat (attack, strength, defense, magic, or range) by 50%. These stat reductions, including run and prayer, do not replenish over time and can only be removed by praying at your teams altar or by drinking a vial of Blessed Essence.

 

Curses do have a stacked effect, so its possible that one unlucky person may be under the influence of several curses at once. While praying at an altar doesnt extend any additional protection from curses, drinking Blessed Essence has the benefit of conveying immunity from negative effects for 3 minutes. At the same time, a blessing decreases the chance of awakening spirits or being injured by 20%.

 

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Item Examines

 

Below are listed the unique items of this minigame and their examines in alphabetical order.

 

  • Blessed Essence
    A vial of serene spiritual energy that gives off a brilliant glow.
  • Charred Remains
    Mortal Remains that have been scorched by fire.
  • Coal Bucket
    It's a bucketful of coal.
  • Concentrated Essence
    A vial of condensed spiritual energy.
  • Cursed Essence
    A vial of churning spiritual energy that gives off a malevolent glow.
  • Dried Guam
    Dried plant fibers of guam.
  • Dried Marrentil
    Dried plant fibers of marrentil.
  • Dried Tarromin
    Dried plant fibers of tarromin.
  • Ethereal Essence
    A vial of potent spiritual energy.
  • Holy / Unholy Water
    A bowl of holy / unholy water I can drink. Heals 12 hitpoints.
  • Incense
    A spun bundle of dried guam, marrentil, and tarromin ready to be fired.
  • Mirrored Gem
    A polished gemstone flashing with power.
  • Mortal Remains
    The sad remnants of a long dead soul.
  • Sanctified Remains
    Mortal Remains that have been cleansed with holy oil.
  • Stunted Guam
    A diminutive guam leaf that has been cleaned.
  • Stunted Marrentil
    A diminutive marrentil leaf that has been cleaned.
  • Stunted Tarromin
    A diminutive tarromin leaf that has been cleaned.
  • Tainted Guam
    A guam leaf tainted with dark residues. This needs cleaning.
  • Tainted Marrentil
    A marrentil leaf tainted with dark residues. This needs cleaning.
  • Tainted Tarromin
    A tarromin leaf tainted with dark residues. This needs cleaning.
  • Uncut Mirrored Gem
    A dull gemstone brimming with potential.

 

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Scoring

 

After a round of Hallowed Harvest, the zealots will reward each person with an appropriate amount of Favor based on both individual and team performance. You will notice that greater weight is placed on personal achievements, which is an intentional act by both camps to encourage active participation by all players. Below are listed the scoring guidelines.

 

  • For every Vengeful Spirit defeated: 5 Favor points
  • For every vial of Cursed or Blessed Essence made: 5 Favor points
  • For every Mirrored Gem mined: 4 Favor points
  • For every Mirrored Gem cut: 2 Favor points
  • For every bundle of incense made: 6 Favor points
  • For every incense burner lit: 4 Favor points
  • For every Mirrored Gem fitted to a beacon: 4 Favor points
  • For every Mortal Remain successfully offered in a ritual: 5 Favor Points

 

Each player on a side will also earn 1 Favor point for every ritual performed by their team that game.

 

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Rewards

 

The zealots are accomplished workers of several skills, and may be induced to part with some of their knowledge if you prove to be helpful in their aims. In addition, there are a variety of items they hold which may prove useful to adventurers. As devout followers of Saradomin or Zamorak, they are the keepers of 3 new high-leveled prayers from the normal hymnal as well, whose secrets are revealed only to especially fervent players.

 

Sacred Balm (4): 25 Favor points

 

When used on any type of bone, Sacred Balm increases the amount of prayer experience you receive from burying it to 4 times the normal amount. Each dose will cover one set of bones, and the effect does not apply to bones that are offered at a POH altar or ground up at the Ectofuntus. There is a "Make-All" option when combining Sacred Balm and bones in your inventory. Nontradeable.

 

Unlocking Forfeiture: 1,000 Favor points

 

A level 75 prayer. When activated, your next successful attack will cause an equal drain of both you and your opponent's prayer points, until one person reaches 0. The drain is instantaneous.

 

Unlocking Fortitude: 2,000 Favor points

 

A level 85 prayer. When initially activated, 20% of all damage taken by the player is nullified. This percentage increases to 40% over time. Fortitude drains at about the same rate as Piety, and can not be activated with protection prayers.

 

Unlocking Plea: 5,000 Favor points

 

A level 95 prayer. When activated, it allows the player to hit through any protection or deflection prayer with the exception of those affecting Summoning. This prayer does not work on certain monsters which cannot already be attacked by a combat style. For example, you cannot melee the second form of Kalphite Queen, but you can attack Tormented Demons when they are praying melee. Plea has an extremely fast drain rate, at about twice the speed of Piety.

 

Imbuing Firemaking Equipment: 2,000 Favor points each

 

The zealots have discovered a way to enchant some of the reward items obtained from the Beacon Network. Imbuing these items infuses them with a mystic energy that increases their skill enhancements. A ring of fire (i) and flame gloves (i) will each give a 4% boost to any firemaking experience you earn, and if worn together, gives a total bonus of 9%. Nontradeable.

 

Imbuing Mining Equipment: 2,000 Favor points each

 

An amulet of glory (i) increases your odds of obtaining gems during mining while also limiting them to ruby or higher. The skills necklace (i) has a 1/30 chance of causing you to mine two ores instead of one, with full experience for the second ore. However, only jewelry that has lost its teleport charges can be imbued with special effects. If you wish to remove the enchantment, either dip the glory into the Fountain of Heroes, or touch the skills necklace to the Totem Pole.

 

Imbuing Crafting Equipment: 2,000 Favor points each

 

Goldsmithing gloves from the Family Crest quest can be enchanted and worn to offer 20% more experience for all jewelry made from gold. Similarly, a silver ring (i) purchased from the mystics offers the same bonus if equipped while making items from silver bars.

 

Skill Experience: Varies

 

You may also trade in your Favor for experience in Mining, Crafting, Firemaking, or Prayer in increments of 50, 500, and 5,000. The amount of experience you receive for each Favor point increases as your level in that skill rises. A 10% bonus to experience earned is given for redeeming 5,000 Favor at once.

 

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Supporters (RSN Used)

 

1. Granzi

2. EDDHAS MOOBS

3. Hedgehog One

 

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Credits

 

Jagex - The creators and owners of Runescape

Granzi - The author of this suggestion

Epic - For suggesting further effects of blessed and cursed essence.

 

Constructive comments and critique are welcome. If this suggestion gets enough positive feedback, I will consider posting it on the RSOF. I am also looking for someone to make images of the new items, a map of the playing area, or even some support banners. Thanks for reading!

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You're introductory story was really good! Definitely liked the background. :D Game doesn't sound like there's much to it yet, but that can be worked on. A good "ultimate" reward of sorts would be a high level prayer, like level 75. Not sure what it would do.. but you'd have to buy it using the rewards system from this minigame. I'm not sure I understood the part where the players managed to circumvent not being able to directly combat each other. Is it supposed to be a method of harming other players? Or just making it harder for them to kill the spirits? Either way, it sounds great in the making!

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Finally posted this huh? Looks great!

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Added Mining section.

 

@ Blakdragon: It's meant to do both. Your opponent's efficiency in the minigame will be greatly reduced, and they will also suffer a greater chance of dying to one of the NPCs.

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  • 1 month later...

Added quite a bit of stuff this time. Crafting and Firemaking sections are fairly complete, and I'll be adding the detailed explanation of the ritual. Also elaborated on the items used in the minigame.

 

I've been formulating the reward tables as well, which includes an experience booster obtained from this minigame that helps train prayer. That's coming soon as well.

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All in all, it looks good. Perhaps make it so that if you are cursed, you have a higher chance of digging up a spirit? The reverse if you have been blessed. I think I'd play it (if I was a member) a lot. Sounds like fun.

Ciao

If you want to know who I am, then just ask.

 

As a general rule of thumb, I believe that most humans are idiots.

Runescape players doubly so.

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Great idea. You've been credited in the new Credits section. :)

 

Also added the Scoring and Rewards Sections. I might go back later and add some non-prayer rewards (it's leaning too heavily toward that skill), so any suggestions for improvement in this area would be greatly appreciated.

 

Last piece of the ritual coming soon.

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Great idea. You've been credited in the new Credits section. :)

 

Also added the Scoring and Rewards Sections. I might go back later and add some non-prayer rewards (it's leaning too heavily toward that skill), so any suggestions for improvement in this area would be greatly appreciated.

 

Last piece of the ritual coming soon.

 

Glad to help.. Hmm... Are you having the cursed effect that I mentioned stack as well? If so, it would be very easy to make it so that it is impossible to get anything but spirits, and while that is certainly an interesting idea, if that happens, you might want to make it so that the curse affecting your chances of a spirit is depleted every time you dig...

 

[hide]

EXAMPLE:

Player 1 gets piled by three other people, who all curse him. He has a prayer level of 50 (Poor noob....) so his chances of digging up remains are now 0%. He does not quite realize this, and so he goes and tries to dig up some remains. He is attacked by a spirit, so he runs (Like I said, noob.) and finds another area to dig. This keeps happening, until he gets blessed.[/hide]

 

I think you either want to have it so that when Player 1 digs up a spirit, it makes his chances of digging up remains instead a little better. Say, 10% maybe?

 

[hide]

EXAMPLE:

Player 1 gets piled by three other people, who all curse him. He has a prayer level of 50 (Wait, didn't we meet him already?) so his chances of digging up remains are now 0%. He does not quite realize this, and so he goes and tries to dig up some remains. He is attacked by a spirit, so he runs (Like I said, noob.) and finds another area to dig. Now his chances of digging up remains are 10% instead of 0% and so on.

[/hide]

 

Either have that, or make it so that your chances of digging up remains never go below a certain amount.

 

Also, perhaps have it so that by killing spirits, it will increase your chances of successfully digging up remains.

 

[hide]

EXAMPLE:

Player 2 (Player 1 is still getting piled) has 50 prayer (Hey, sounds familiar) and tries to dig up some remains. He finds a spirit instead. Well, being braver than Player 1 (Or maybe just dumber) he fights, and kills, this spirit. Now, instead of having a 30% chance of finding remains in the mounds, he has a slightly better chance... Perhaps 35% or even just 33%?

[/Hide]

 

Well, that's all. Still a good idea. Needs a tad bit of flushing out though. ;)

Ciao

If you want to know who I am, then just ask.

 

As a general rule of thumb, I believe that most humans are idiots.

Runescape players doubly so.

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Well, I stated that the odds of finding Mortal Remains when you dig into a grave or causing a spirit to spawn are independent events. So the person in your example will go looting and 1 of 3 things will happen every time he digs (assuming he does not run away when a spirit spawns):

 

1. He finds some Mortal Remains.

 

2. A Vengeful Spirit spawns. He kills it, digs again, and finds nothing.

 

3. A Vengeful Spirit spawns. He kills it, digs again, and finds some Mortal Remains.

 

Now, since the curses only affect the rate at which the spirit spawns, said noob with level 50 prayer will always have a 30% chance of finding remains if he loots a mound, and 40% if he loots a marker. However, if he's cursed (or cursed multiple times), he will need to fight off the spirits more often than not, up to a 100% spawn rate. I posted that you have to defeat a Vengeful Spirit if one so happens to spawn before you can go back to looting the same grave.

 

If you're the guy cursing him, you're doing so with the intent of slowing down the rate at which he gathers remains, or perhaps even causing his death (remember the combined stat/prayer/run drain). Therefore, your team indirectly benefits whether it's through less competition for these resource sites, or just for competition's sake ("Ha! Red team beat blue! [insert name-calling]")

 

I should make the initial probability of spirits spawning more clear though. How about 40%? That way, it'd take 3 curses before the rate is boosted completely to 100%.

 

[And I like your noob examples. Made me lol.] :D

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Well, I stated that the odds of finding Mortal Remains when you dig into a grave or causing a spirit to spawn are independent events. So the person in your example will go looting and 1 of 3 things will happen every time he digs (assuming he does not run away when a spirit spawns):

 

1. He finds some Mortal Remains.

 

2. A Vengeful Spirit spawns. He kills it, digs again, and finds nothing.

 

3. A Vengeful Spirit spawns. He kills it, digs again, and finds some Mortal Remains.

 

Now, since the curses only affect the rate at which the spirit spawns, said noob with level 50 prayer will always have a 30% chance of finding remains if he loots a mound, and 40% if he loots a marker. However, if he's cursed (or cursed multiple times), he will need to fight off the spirits more often than not, up to a 100% spawn rate. I posted that you have to defeat a Vengeful Spirit if one so happens to spawn before you can go back to looting the same grave.

 

If you're the guy cursing him, you're doing so with the intent of slowing down the rate at which he gathers remains, or perhaps even causing his death (remember the combined stat/prayer/run drain). Therefore, your team indirectly benefits whether it's through less competition for these resource sites, or just for competition's sake ("Ha! Red team beat blue! [insert name-calling]")

 

I should make the initial probability of spirits spawning more clear though. How about 40%? That way, it'd take 3 curses before the rate is boosted completely to 100%.

 

[And I like your noob examples. Made me lol.] :D

 

Ok, thanks for clearing that up... While I try to be helpful, I should probably do it when I have more sleep. :P

Ciao

If you want to know who I am, then just ask.

 

As a general rule of thumb, I believe that most humans are idiots.

Runescape players doubly so.

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This looks really fun.

 

One thing that I can say to this would be that the concentrated essence should be broken down into four "levels" of sorts. If you put 2 normal essence into the still, you would get a level 1 concentrated essence, in that it would be 1/4 as strong as the strongest level. Of course, level 4 would require 5 essence, and have the full stat effects. The reason would be that you could put different herblore requirements on them, so that people in various level ranges could make them. Also, it would add another opportunity for strategy, wherein the players question if it's worth making a level 4 on a low level opponent, when a level 1 would be less wasteful.

 

Additionally, i think there should be a zeal system (if there already is, I'm sorry, I'm a bit tired), so that there won't be as many leachers.

 

Otherwise, this sounds like a great game that I would surely enjoy.

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That's a great suggestion, hedgehog. It's 1 more piece of the post I'll need to work on (and I thought I was getting close to being finished!). I haven't had much free time recently, but I'll post my additional work soon. I'm glad you'd like to play this minigame; when I get a finished idea on TIF, I plan on posting the entire thing to the RSOF. :)

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Ritual Section has been posted. This suggestion is now considered to be complete and ready for full review!

 

Hedgehog, on second thought, I have decided not to add different levels of Essence. Doing so would add even more complexity in terms of how stat reductions would work, and whether or not run or prayer would be drained completely or only partially for each level. It's just something which I don't adds more to the play of this minigame without being confusing. However, I did add herblore xp to be gained when making Concentrated Essence.

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  • 2 weeks later...

An image of Mirrored Gem rocks and a map of the playing area has been added:

 

GemRock.png

 

Map-1.png

 

Key:

 

  • The Saradomin base is marked in blue while the Zamorak base is denoted by red. An enclosed colored rectangle is where rituals take place.
  • Supply tables are found within the walls of each base.
  • Altars are marked as yellow four-pointed stars.
  • Healing fonts are marked as red hearts.
  • Tombs are marked as blue crosses.
  • Purple diamonds mark the location of rock outcroppings that hold Mirrored Gems. These pillars are surrounded by a maze of rubble and boulders, shown as a series of concentric lines.
  • Green rectangles are where herbs may be found.
  • A green dot show the tent where incense is prepared.
  • Orange lines are lava, and are uncrossable.
  • Dark grey lines are low walls, also uncrossable.

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A very well thought out suggestion. I like that it offers experience in expensive skills like Herblore and Prayer, and I like most of the rewards. Might I suggest that the act of tying the three herbs together should grant Herblore experience rather than Crafting?

 

The prayers have interesting effects.

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To put it bluntly, [bleep] off.

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Very nice. Did you make it yourself?

Yes. With the exception of some concepts, all the work you see was done by myself.

 

A very well thought out suggestion. I like that it offers experience in expensive skills like Herblore and Prayer, and I like most of the rewards. Might I suggest that the act of tying the three herbs together should grant Herblore experience rather than Crafting?

 

The prayers have interesting effects.

I initially thought that spinning dried herbs into incense bundles would be similar to spinning flax into bowstrings, which gives crafting xp. However, the player already get crafting xp from cutting the gems and fitting them into the beacons, so I've followed your suggestion and changed it to herblore xp instead.

 

They do, don't they? I'm sure people will find interesting ways of using them if these prayers are ever released into the game. Originally, Fortitude was named Deflection, and would have worked in a similar manner to the Deflect prayers now found in the ancient hymnal. I've had to tweak their effects a bit since that piece of content was released.

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Sounds very interesting! I think I'd like to play it if it ever got released.

 

One thing: The ritual stuff, with how long each thing lasts and all, seems a bit short. Might be just me, and it's hard to tell w/o actually playing it. The rapidity of the draining of the pumping and stuff though, I'm fairly certain are almost definitely too fast.

Balance may be power, but chaos is still pretty damn fun.

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Canada can't be second rate, polar bears are their main mode of transportation.

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Bump, don't be discouraged by the lack of response, this idea is so fleshed out that I do not really think anything else can be added.

11-1.jpg[

Guild Wars 2-In game screenshot, the MMORPG you are waiting for. Click for thread.

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  • 2 weeks later...
  • 2 weeks later...

Thanks for support and interest guys.

 

I'll think about adding farming in somehow, but the nature of farming involves a lot of time, more so than perhaps a 20 minute round can provide.

 

Changed basin drain rate to 1 pump per 20 seconds. I hope that's not too fast still.

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