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darth_knukle
Abysmal Arena



Tutorial Island has been abandoned by the Instructors, and just in time. Just a few months after they moved to the mainland, an earthquake, sent by Zamorak, tore a huge gash in the land. From it, all sorts of strange things emerged to cover Tutorial Island. The once-happy island was now the twin of Crandor, only worse. Some had stopped calling it Tutorial Island, and had given it a new, more accurate name: the Abysmal Isle.

King Roald decided that enough was enough. He needed someone - or somepeople - to reenter Tutorial Island. They must slay all monsters in their path, discover which filthy depth they were rising from, and seal it. The rewards could be numerous.

The consequences? Deadly.

For, of course, Zamorak has only just started the fun. It amused him to see these adventurers trying to battle his will, and, to make a cruel mockery of the human race, he enlisted his own group of mortal, human adventurers to battle off against their royal counterparts. Humans slaying each other was, after all, what he liked best.

And, to command them, he sent forth a creature of a type never before seen. At one moment it was Undead, another it was a Dragon, another Demon, and sometimes it was a horrid, dark, unrecognizable shape. Yet it had a name: Mordrast.

Upon landing on the Abysmal Isle, the leader of the King's forces, Lord Ryth, and his group were immediately attacked by a party led by Mordrast. Their troops were decimated, but they fought bravely. Still, the fiends of Zamorak killed enough of his soldiers so that they could not go on. Ryth sent a call for help back to the King, who organized a ferry service to Ryth's camp for whoever wanted to help him. Adventurers were needed to bring badly needed aid to Ryth's army.

Meanwhile, Mordrast organized his own passage to the mainland, by way of an underground tunnel. Adventurers in search of ruthless bloodshed could enter the tunnel from a cave under Draynor and reemerge inside Mordrast's own camp. There, they could be recruited for the hordes of Lord Zamorak.

Which side will you chose? Help Lord Ryth, or stamp him out? Either way, an adventure awaits you and your fellow soldiers....

***************************************


So begins the epic showdown between Lord Ryth and Mordrast. Players can choose one of two sides to fight for, either Ryth or Mordrast. Players can reach Lord Ryth by a ferry, which launches from Port Sarim and lands inside Lord Ryth's camp on the Shores of Tutorial Island, or, as it is now called, Abysmal Isle. There, to join, all they need to do is talk to Ryth, who asks them if they would like a random group or a clan battle. If the player selects "random", then they are put in a group with other people who chose the same option. They are assembled and are sent out to fight.

If, however, a player chooses "clan", everyone on their clan channel gets an invitation to join them. They can do so by talking ot Ryth and asking for a clan battle. Once they have done that, they enter a waiting area with their clanmates, where they wait two minutes (like in Clan Wars) before heading out into the depths of the Isle.

This will function partly like Clan Wars, but also partly like Bounty Hunter. In Clan Wars, you have large groups of people, but only two groups. In Bounty Hunter, you're by yourself, but there's a lot of people around you.

In this minigame, there are six groups out at a time, three of Lord Ryth's and tree of Mordrast's. Each group has 10-25 people in it. they could be random, or they could be clan. Which groups are out, however, is completely random. For instance, all three of Mordrast's groups can't be from the same clan.

Much of Abysmal Isle is covered in dark foliage. The groups will constantly run into each other as they wander about the Isle. If two or more enemy groups meet, they can fight or run or whatever their chosen strategy is. If two allied groups meet, they can help each other out.

The task of the three groups of Lord Ryth is to penetrate as far into the Isle as they can and destroy as many evil creatures as they can. Also, when Ryth first was attacked, the fiends stole a powerful charm, and afterwards destroyed it. The three groups must find all fifteen pieces. Once that happens, the game is over, and they win.

Mordrast, of course, will do everything in his power to stop them. Players can join the Horde of Night by taking an underground tunnel from Draynor to Mordrast's own underground volcanic chamber. They speak to him, and are presented with the same options as with Ryth: random or clan?

You know what happens. So then, after they choose and are sent up to the surface, they are given their instructions, which are basically: Protect the charm and, of course, slaughter any of Ryth's people. When all of the enemy lies dead, then the game is over, and they win.

Rewards


After each battle, depending on whether they win or lose, players get a certain amount of tokens. The tokens for Ryth and Mordrast are the same, so players can use them no matter who they fight for. Mordrast has a range of equipment and neat tricks for those who can fight to claim them. Ryth, on the other hand, sells items bearing the Royal Crest of Misthalin, for true champions of the King.

Mordrast's Stock:

Almighty Rods: Fishing poles that can catch anything: lobster, crayfish, salmon, tuna....as long as it's F2p. They require no bait, but do need to be recharged once in a while. They can be recharged in the same manner as Fist of Guthix items.

Helm of Mordrast: This headpiece looks like a deep, deep purple H'ween mask, with the exception that it has three eyes and a flowing mane of moldy green hair going down the back. It gives substantial bonuses to range and prayer.

Claw: Torn from some primordial creatue, this weapon is a giant crab claw that fits onto your hand. It does crushing, slashing, and stabbing attacks very well.

Amulet of Torture: This blood-stained stone rests in silver, hanging on a runite chain. It has been blessed by Zamorak. Every once in a while, it takes away from a foe's health and adds to yours, but it, too, needs to be recharged.

Squid Ring: Who would need a small, black ring, with a squid entwined around it? A good lot of people, considering that this ring has the power to reflect attacks back at an opponent. It, sadly, can only take so many hits before a recharge is needed.

Flamiker: This longsword is made out of pure hatered, giving it the power to attack with melee, magic, or range. No prayer can completely protect a player from this sword's devastating effects. Recharges are needed.

Kebab: I could tell you that this kebab was wrought in the deepest furnaces of Zamorak, but in fact they were mass-produced by Mordrast as food for his creatures. However, one day an adventurer got it into his head just what you could do with meat and vegetables on a stick...

...a very pointy stick....

Special attack: uses 1/2 of the bar, stick extends to twice it's length and makes a sharp jab that could cause 5 seconds of paralysis.


And, finally, the one of the most mysterious, sought-after objects in all of RuneScape, by both free players and members....

The Sceptre of Illusions:

This magical sceptre can auto-cast the sixteen combat spells: waves, blasts, bolts, and strikes. But that's not all that makes it worthwil to obtain:
This staff can make you, for a short time, completely invisible.

Yes, that's right, completely invisible. Your dot won't show on the minimap, and on the actual main screen, you won't even cast a shadow. This invisibility will be very brief before a recharge is needed, and this feature can only be used withing a minigame, such as Fist of Guthix or Clan Wars. But during that short while, no one will know where you are.

Ryth's Rewards:

Misthalin Mace: This hammer is faster than a scimatar yet hits harder than a warhammer. Occasional recharge needed.

Knightly Armor: Show your stature as a Knight of Misthalin! This armor resembles full rune (g), but the Platebody has the Emblem of Misthalin on the front, the kiteshield has it, too, and it has a royal purple trim.


Shining Hammer: Made by a long-forgotten race that dwelt where the Al-Kharid Duel Arena now stands, this hammer has been blessed by Armadyl. To wield, you need 50 each of magic, attack, and strength. It's attacks are part magic, part melee. It has a special attack that uses up all of the bar; it shoots an air wave.

Energy Boots: For those of you who wish for Seven-League Boots, this is another step forward. These boots make your run energy deplete half as fast as the normal rate, allowing you to run twice as far! They have to be recharged after a total of 3,500 run energy is used.

Cape of Misthalin: Gold cape with the Emblem of Misthalin on the back. It give + 6 to all your stats, and can be operated for an emote where the ground cracks open, a clawed hand reaches out, but you stamp on it, and it withdraws.

King's Quiver: A quiver from the King's personal stock, it rests on your back when you wear it and takes up the spot where your cape normally goes. It gives you an extra 1,500 invisible addamant arrows (which are used when all of yours run out.) Must be recharged to be filled with arrows after it's empty.

Currently working on it, give me some time. More to come.

All updates will appear in different colors, so check back to see what's new! Any comments/critisism will be accepted, appreciated even, so don't hold back what you have to say! This idea is pretty new, so I'm sure there's a lot that can be improved.
ddsp11
ZOMG!! its awesome H.gif like a combination of pest control, castle wars, and fist of guthix, its perfect H.gif
darth_knukle
I meant for it to be a massive strategy game. I mean, I know Fist of Guthix is strategy, but it's one-on-one. And there may be member's-only strategy games for lots of people at once, but...well...they're member's-only.

Plus I thought it was a good idea.
ddsp11
can i add on to Ryth's rewards?

Energy boots: Energy is used half as fast, and restored twice as fast. Must be recharged every 5000 run energy is used.

Cape of Misthalin: gives +6 to all stats, and can be operated for a cool emote where an Abysmal creature appears and you slay it with the Misthalin mace, then you put 1 foot on it and hold up your mace victoriously H.gif

Quiver of Misthalin: Provides 2000 arrows equivilent to adamant invisibly, must be recharged after it is out of ammo
WARfrog
Mordrast

Infernal Worm: A sharp summoned familiar that has razor like teeth that rotates in it's mouth. Yellow spikes rests on it's armor like charcoal skin. Able to do 5-8 damage, but is incredibly slow

Special Attack: TRAP!: The worm will spit out out a spider like web that inflects a very nasty motion poison. Which causes a deduct of 5 hp every 2 seconds for 10 seconds. It can't be used on the same opponent TWICE
It also traps the opponent in a tight web for 5 seconds total.

Durability: This familiar would have a lasting time of three days.


Wondrous Potion: A gift that includes 10 noted potions that has a wonderful gem covered glasses with a crystal cap on the top.

Ability: Heals all your health points, restores all your lost prayer points, and gives 50% of your run energy.




Ryth

Dagger of Penetration: A ghost like dagger that inflicts paralysis which stops the users next attack; when inflecting 10 or more damage.

Special Attack: uses 1/3 of the the special bar: The dagger's blade would extend 5 times the length for only a moment to inflect a long range attack. No extra effect, but the ability to paralyze. (This weapon is poison able

Durability: Has the Durability of 2000 hits. Then must be Recharged.



Aquarious: A icy blue mace like wand with three edged points separating 3 bamboo sticks; the 3 sticks would merge into the handle of the mace like wand. In between laying in center of the three edges, a deep blue sphere of some sorts that is said to contain the power of water itself. Gives a +19 magic attack and defence.

Special Attack: Uses 1/2 of the special bar: When you think the enemy is getting rather TOO close you can click the special bar which unleashes a rather small Tsunami which Has four effects two of them is random

Damage: depends how much your magic level is: 99 would be about 15 damage
Push rate: depends how much your magic level is: 99 would push it to the end of your main screen.

~random~
Stun: Has a 80% chance of stunning your opponent for about 4 seconds

Frost: Has a 10% chance of Freezing the opponent for about 10 seconds, for every second being frozen the opponent will loose 5hp, then after being frozen it would continue to loose 3 hp for every step it takes.
This effect is only available when your magic level hits 80

Durability: This staff would have to be recharged after 2000 casts of magic, special attack included.





I WIN COOKIE? whistle.gif
Overdoziz
WARfrog, those things are way to good.
And the colours hurt my eyes.

I really like the Abysmal Arena idea, sounds very interesting.
darth_knukle
Ddsp's items sounded nice, I'll add them, although I think +2k addy arrows is a bit too much, maybe +1500?

ABout WARfrog's ideas....
I don't know too much about summoning, being F2p, but that still came off as way too powerful.

And that Aquarious...well, let's do some math.

QUOTE
Gives a +19 magic attack and defence.

Special Attack: Uses 1/2 of the special bar: When you think the enemy is getting rather TOO close you can click the special bar which unleashes a rather small Tsunami which Has four effects two of them is random

Damage: depends how much your magic level is: 99 would be about 15 damage
Push rate: depends how much your magic level is: 99 would push it to the end of your main screen.

~random~
Stun: Has a 80% chance of stunning your opponent for about 4 seconds

Frost: Has a 10% chance of Freezing the opponent for about 10 seconds, for every second being frozen the opponent will loose 5hp, then after being frozen it would continue to loose 3 hp for every step it takes.
This effect is only available when your magic level hits 80



Ok, that Freeze effect: 10 seconds frozen x 5 damage per second = 50 DAMAGE right there. Now, the effect is only available for people with 80+ magic. 80+ magic means a higher combat level, and that means that during those 10 seconds you can inflict, like, 60 damage.

So, total damage taken: 110. Now, the maximum health for any player is 99, or 100 with the skillcape. Let's say, for a moment, that during those 10 seconds you didn't hit any damage. After them you'd face a sorely weakened opponent. That is, if they don't commit suicide by trying to run off. 3 damage per step, remember?

And, I note, this freeze effect has only a 10% chance of working. However, the attack only uses 1/2 of the attack bar, you can always try again!

Way overpowered.

The Wondrous Potion? A little too wondrous. 10 noted potions, each restoring everything that can be restored? Players aren't meant to be gods.

So overall, they aren't bad ideas, just a little too strong. You seem to like the paralysis effect. Do you know how much 10 seconds really is?
WARfrog
Lemme try again~~. Oh yes i LOVE Paralysis tongue.gif

Fer good guys

Shining Hammer-

Req: 50 attack 50 strength 50 magic

Description: A magical hammer blessed by Thor himself. A weapon that evenly distributes through magic and melee. Rune Battle Axe + Battle Staff.

Special Effect: Uses full special bar. Waves the hammer in a circle and a piercing lightning bolt shoots out causing the same damage ratio as a water wave.

fer bad guys

Kebab

Req: 45 attack

Description: Delicious Meat and Vegetables on a sharp metal stick.

Special Effect: Uses 1/2 of the special bar. A razor fast jab that may cause Paralysis. wub.gif wub.gif
darth_knukle
Better; I love the Kebab! Although, Thor? The Norse god? Maybe not....something more RuneScapeish....maybe Armadyl?
ddsp11
Only came up for Mordrast stuff this time tar312.gif

Zamorak's Sword: Same as a rune scimitar, but when used with a Zamorak armor set, (from treasure trails, and the robes only are the top, bottom, and mitre) it will look as if on fire, and will always hit atleast 4 damage every time, and will be able to hit 6 above the normal max hit. Also, if the user has 60 magic, 5% of the time there will be a random Flames of Zamorak cast. Every 4 magic levels after 60, the chance of the cast will be 1% higher, reaching 16% at 99 magic. The sword needs to be recharged after dealing 2,500 damage, and requires 60 attack to weild.

Imitation Suit: Same bonuses as adamant armor, but copies the opponents armor if their armor is identifiable. The Imitaion Suit copies the exact stats of the helm, torso, legs, gloves, and boots only. Requires 50 defence to wear, and needs a recharge after taking 2,000 damage

Robes of conceiling: 25% chance that the opponent's attack will miss completely. If the Scepter of Illusions is also equipped, there is a 50% chance the attack will miss completely. Requires 40 defence and magic, also needs a recharge after 10 hours of accumulated combat. Robes of conceiling give the same defence and magic attack bonuses of mystic robes, but only the top and bottom.


I hope you leik whistle.gif
darth_knukle
Yes, they're nice, new concepts that haven't been suggested before; but why are all the suggestions all for awards? Is there anything wrong with the actual gameplay?

And of these suggestions, all are weapons/armor! Does anyone have ideas for noncombat items, like the Almighty Rod?
ddsp11
QUOTE(darth_knukle @ Aug 15 2008, 12:35 PM) *
Does anyone have ideas for noncombat items, like the Almighty Rod?
(@8ball are any of these suggestions gonna be non cb items? - no tar312.gif ) I'll think of some soon enough, but weapons are my thing H.gif
darth_knukle
Weapons are everybody's thing, they're the easiest to invent.
WARfrog
Gauntlet Blade.

Is like this IPB Image

Requirements

50 attack

special

uses all the special bar. Your character leaps over the monster while jabbing a section of their spine lowering their accuracy by 30%


The girl looks scary
ddsp11
Ryth rewards:

Blank Stare: requirements-50 magic, fishing, mining, and woodcutting. Increases speed by 50% in fishing, mining and woodcutting. also increases speed of alch spells by 100%, and all alchs give 20% more gold. needs to be recharged after 5000 uses. If in combat, the blank stare helm has the same bonuses as a adamant full helm, without negative bonuses


Gem gloves: depending on the gloves, depends on the crafting level required. There is a variety of these gloves-sapphire, emerald, ruby, diamond, and dragonstone (members). whatever gem the glove represents, is the crafting level needed. Gloves give a 50% xp bonus whie cutting the gem they represent. Each pair of gloves last for 1000 uses

All skilling things i can think of atm
WARfrog
The Fail sword who tries to Win

A sword that fails.

So it's like a wheel with a spinner 1/3 is win damage and 2/3 is fail damage

Fail damage: You heal your opponent by 5

Win damage: You will do an automatic 5 - 30 damage depending on strength that can freeze, paralyze, inflame, or poison.

Your sword turns snow white = win

Your sword is rusted brown = fail

It will randomizes and your sword will turn to the color of the up coming damage

Special: uses all of the special bar. Makes the uses sword fail and you win.

So basically you will be doing win damage and they doing fail damage for 5 seconds XD.gif
Lamborgini8
I would totally play it mostly because it's on tutorial island smile.gif
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