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Wilderness Agility Dungeon By: artman40

#1 User is offline   artman40 Icon

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Posted 29 August 2004 - 03:39 AM

[EDIT1:]Added some new pictures
[EDIT2:]Added other places where new monsters could be found
[EDIT3:]People are saying that there is already a wilderness agility dungeon. Well, Wilderness training course is meant for training agility exp and not giving other rewards. This agility dungeon is more like Yanille agility dungeon where you get some treasure, but not much agility experience.
[EDIT4:]Fixed some grammar errors, added sapphiroid, improved a map and some other stuff.
[EDIT5:]Improved some drops for some monsters and some other stuff.

WILDERNESS AGILITY DUNGEON

INTRODUCTION:
Agility could be more useful skill if there are enough single obstacles, which give you some or many new advantages. So I came up with the Agility Dungeon in Wilderness. The purpose of this suggestion is to add more places to use your agility, more places to pk and more places to have fun and as you know, good games should be fun. The dungeon is quite rewarding for players with low and mid-level agility, but if agility level goes above 60 it becomes very useful and rewarding dungeon. Remember, it's still in the deep wilderness so be aware of pk'ers lurking there looking for some valuable loot. While this dungeon hasn't much room to run, it would be non-multicombat zone to be good for pk'ers who don't want to team. Also, teleport block spell dosen't seem to work here...

MAP(click HERE if you want to see this map.)
Posted Image

DUNGEON LOCATION AND ENTRANCE:

This dungeon's entrance can be found near south of hobgoblin mine. In front of the house where the entrance is, there are some Skeletion rangers guarding the door. They are there for non-members too (however non-members cannot enter the house). Inside the small house, there are 3 thugs waiting for you. More important, there is a ladder which leads inside the dungeon.

DUNGEON ITSELF AND OBSTACLES:

Entrance of the dungeon has some level 7 and 20 darkwizards ready to use their spells on you. If you leave this room and go little north and then west, you come across on chaos druids warriors. If you want to access other arenas, you must have some agility.

First obstacle is slippery rocks on water on east. You need level 12 agility to step over those stones. You may fall and lose 3 health. In the other side, there are chaos druids waiting to die and drop some precious herbs and a steel bar respawn.

Second obstacle is ropeswing right in south of chaos druid warriors which leads to level 35 dakwizards. They are meaner then their weaker fellows because they are eager to test wind bolt and curse at you. There is also chaos rune respawn where players can get 3 chaos runes from each time they spawn. They only have to collect it. All this for player, whos agility is level 17 or more. If you are not lucky, you will fall onto spikes which makes you lose 6hp.

In you go little closer to the entrance of the dungeon again, third obstacle awaits you if your agility level is 24 or larger. It's a pile of rubble. You can climb there with no problems at all. Some thugs are waiting you but it's no problem when you are a skilled fighter. Actually, it's pretty good to fight with them because of the loot they drop. There are also 2 vials of water which respawn pretty quickly.

Now let's move forward a bit back to chaos druid warriors. East of there is another pile of rubble which needs 33 levels of agility to climb over it. You may fail and lose 2 hp but what's that making for you anyway? In top there is a small cave with lots of skeletion rangers. If you want to fight with them without losing health, try your 'protect from ranged' now. Skeletion rangers will drop some useful stuff for rangers. In case you are intrested, pestle and mortar respawns there too with mithril arrows (3 per spawn).

Next obstacle is monkey bars next to 'another pile of rubble'. This obstacle needs level 44 agility to cross. Of course this obstacle is quite slippery and you may fall into spikes and lose 8-10 hp which is pretty lot of damage. If you succeed, this dungeon becomes very useful. First, you will encounter some rouges in case you want a lockpick because there are some chests and doors with some valuable stuff. Going south there is a small mine with 3 copper, 3 tin and 3 iron rocks. There is a locked door which needs level 44 thieving skill and a lockpick to get in. Inside the room there is a furance. It may sound a bit too easy with mine and furance nearby, but remember the fact, that you're still in the deep wilderness. Near the mine you will meet a giant who is a general store shopkeeper. Among with other stuff, he sells iron pickaxes and amulet moulds.

A bit north of the mine you'll see yet another pile of rubble. Want to go up there, well first you must have level 52 agility or more to climb up of that obstacle. Fortunately you can't fail this obstacle and reach a chaos altar where you can load up your prayer. 2 greater demons want test their hitting skills so be aware of that or if not, you may die if you are low leveled fighter.

Wanna go further, OK. Monkey bars for players with level 58 agility or more await you to feel the clasping of hand. If you fail, you will fall into poison spider pit so get out of there quickly. Anyway, if you climb to the other side successfully you can fight with lava warriors, lesser demons, greater demons and black demons. You'll like the lava warriors because they drop some great stuff for everybody. I hope you noticed a slow uncut emerald respawn in this large room which is good for making ammies and rings because if you have level 58 thieving and a lockpick you managed to steal from rouges, then in the northwestern part of that large room is a door ready to be lockpicked. Inside the room you'll see and are able to mine (in case if you have good mining level) from 4 gold rocks. In addition there are 9 coal rocks and 5 mithril rocks too if you don't have gems to be cut and added into rings and amulets. There are no monsters at all is you discount some small rats.

Now comes the middle if that lava room with lava warriors. There are some slippery rocks on lava where you are able to jump on if you have level 60 agility to reach the central 'isle' in case you succeed. If not, you will burn your butt and lose 15 hp. In the central isle, some fire giants want to burn you if you hadn't burn yourself already by crossing slippery stones. Oh and a law rune respawn is also there with 1 law rune per respawn.

But let's leave this lava room and try to cross mossy rope on the south if you have level 62 agility or above that. If you are not lucky, you'll fail, fall into slipes and lose 7hp. If you are, you have crossed the gap and landed in the other side. There are couple lesser wateroids to kill in case they or other pk'ers don't kill you. If you want, you may take mithril mace and sell it to general store because it respawns in this room.

The biggest 'room' is yet to be discovered,if you go back to room with lava warriors and crawl under the partly collapsed tunnel if you have agility level 65 or more. You will enter into large jungle with huge ferns. You'll first encounter some snakes, then some jogre warriors and finally mutants.Jogre warriors and especially mutants drop some very good stuff if you are powerful enough to kill them. In the 'jungle' there is nature rune respawn (1 rune per spawn) and steel axe respawn to cut down some trees. Northest part of the 'jungle' has 2 fishing spots where you can catch a tunas, swordfishes and sharks if you have a harpoon with you.

But if you don't, no worries if your agility level is 66 or more. In southern part of the so-called-jungle, there is a pile of rubble where you can climb up with no problems. There is a harpoon respawn point and a locked chest which needs a lockpick and level 68 thieving or more to open. The chest contains 2 meat pies, 3 chaos runes, 400gp and half of an apple pie and respawns in 7 minutes.

Let's return to the lesser wateroid room again and cross the Icy ground with icy spikes. You can do that of your agility level is 68 or above this level. You may slip and lose 12 hp. There are ice giants and more importantly, sapphiroids (with uncut sapphire respawn) which are the toughest enemy in this dungeon.

In east of the lesser wateroid room there is a ledge. If your agillity level is 70 or more you can cross it. Remember, you may fall down into spikes and lose 7hp which isn't good. If you succeed, you are in the room with greater wateroids of course trying to blast you. In this room you can also collect nature runes from nature rune respawn (2 runes with each spawn) and there is also death rune respawn (1 death rune in each spawn).

If your agility level is 73 or more you can cross slippery rocks on lava in northeast of greater wateroid room. If you fail, you'll lose 20hp. If not, you will get into small cave room with some fire giants. It would not be recommened room to go but there is a chest. If you have a lockpick and level 78 thieving or more, you can unlock this to get an uncut ruby, chocolate cake, 1500gp and 2 adamanite bars. Items in this chest reappear once in 14 minutes.

Remember the ice giants and sapphiroids room? In western part of this room there is a pipe. If your agility level is 76 or above that, you can squeeze through it with no failure chance. You will come across a room with some ice spiders guarding it. More important, it contains 6 adamanite and 3 runite rocks. Remember that you are still in the wilderness and there are not many people with level 76 or above agility and level 85 or more mining at the same time.

Finally, when your agility level is 80 or more, you can climb up of the icy ladder. This is the alternative escaping route for people who are mastered with agility. There is a failing chance to lose 7 hp, but if you succeed, you will spawn outside the dungeon near the Graveyard of Chaos where you can run to the Edgeville.

NEW MONSTERS:


Dark wizard:Posted Image
Appearance: Like a darkwizard lvl 20, but with a wizards hat, air staff and red eyes.
Level: 35
Note: He uses wind bolt against you and also casts curse to weaken your defence.
Other places where they could be found:1 or 2 in DarkWizards tower.
Loot: Bones, coins (20-45), mind runes (23), air runes (34), water runes (30), earth runes (26), fire runes(25), body runes (35), chaos runes (6-8), death runes (1-2), blood runes (1, rare), nature runes (6), cosmic runes (4), law runes (4), black robe, black wizards hat, staff, magic staff (pretty rare), air talisman, water talisman, earth talisman, fire talisman, chaos talisman (rare), sapphire amulet of magic (rare), and all ordinary elemental staffs (rare).
Examine: Hes eyes seem to glow red light.

Skeletion ranger:Posted Image (not all skeletions are right-handed anyway)
Appearance: Like a skeletion with a bow.
Level: 40
Note: It shoots steel arrows at you from a distance and close range.
Other places where they could be found: Wilderness dungeon (you know, that Edgeville one) and Wilderness.
Loot: Bones, coins (30-60), iron arrows (30 and sometimes 40), steel arrows (20-25), mithril arrows (12, rare), adamant arrows (8, very rare), oak longbow, willow longbow, maple shortbow (pretty rare), herbs, air runes (18), chaos runes (3, not very common), law runes (1, not very commun), herbs, maple logs, unstrung yew shortbow (rare), steel arrowheads (15), mithril arrowheads (5, rare), runite arrowheads (2, extreamly rare), uncut gems (rare), key half (extremely rare), headless arrows (25), arrow shafts (20), feathers (35), treasure trail clue (level 2), green dragonhide chaps (rare), blue dragonhide vambrances (extremely rare), studs (2 and sometimes 5) and steel bar (rare).
Examine: Example what a diet made with ranger.

Lava warrior: Posted Image
Appearance: Like an ice warrior but orange and wearing a battle axe.
Level: 76
Other places where they could be found: Waterfall dungeon, Yanille Agility Dungeon and Karamja volcano.
Loot: Coins (80-150), fire runes (40 and sometimes 50), chaos runes (5 or sometimes 7), death runes (3), blood runes (1), terror runes (1 pretty rare), uncut gems (pretty rare). half of the key (very rare), dragonshield left half (extremely rare), nature runes (5, not common), cosmic runes (5), law runes (3), herbs (high level ones more often), mithril shortsword, mithril full helmet, treasure trail clue (level 2), mithril bars (1, 2 or sometimes 3), steel arrows(10), unenchanted ruby ring (pretty rare), fire talisman, chaos talisman (pretty rare), half of the redberry pie, cooked lobster (pretty rare), red dragonhide (rare), adamant axe (pretty rare) and adamanite ore.
Examine: Warm hearted elemental warrior, but still not nice.

Jogre warrior: Pic (image limit of post sorry) (yeah, I know Jogre don't look like that but beastiary isn't uptaded)
Appearance: Like a jogre, but wearing two axes.
Level: 88
Note: He makes damage which is as powerful as ordinary jogre's but 1.5 times faster.
Other places where they could be found: Few in the Karamja jungle, but not more since they drop some good stuff.
Loot: Big bones (pretty rarely 3 with 1 dragon bone), coins (50-75), adamanite ore, banana, steel javelin (4), mithril javelin (3 pretty rare), adamant javelin(1, rare), steel darts (30), mithril throwing axes (8, pretty rare), rune throwing axes (2, very rare), herbs (high level ones more often), treasure trail clue (level 3), steel throwing knives (20 sometimes 30), mithril throwing knives (12) adamant throwing knives (8, pretty rare), rune throwing knives (3 extremely rare), adamant battleaxe (rare), adamant axe (pretty rare), uncut gems (pretty rare), half of the key (very rare), dragonshield left half (extremely rare), cosmic runes (2), nature runes (5), earth runes(26) and death runes (2).
Examine: That's not fair! He can wear two axes!

Lesser wateroid:Posted Image
Appearance: Like a witch but deep blue colored and wearing a dagger.
Level: 132
Note: She shoots players with a water bolt spell from a distance but if player reaches her, she starts using melee attack too.
Other places where they could be found:Varrock sewers, Members Dungeon.
Loot: Hardwater, coins (85-360), water runes (60 or sometimes 85, very often), earth runes (25), nature runes (6 or sometimes 8), cosmic runes (7), chaos runes (15), death runes (4), blood runes (2, sometimes 3), terror runes (1), left half of the dragon shield (extremely rare), law runes (7 or 9), water staff, treasure trail clue (level 3), mystic water staff (extremely rare), mithril bar, cooked swordfish, raw shark, cooked anchovies, seaweed (3), herbs (high level ones more often), body staff (rare), rune dagger (rare), uncut gems (pretty rare) and dragon medium helmet (you'd better guess how rare it would be :-D ).
Examine: Why can't I just drink her?

Greater wateroid: (see picture above, pretty much the same)
Appearance: Like a lesser wateroid but much bigger and wearing a shortsword.
Level: 165
Note: She shoots players with a water blast spell from a distance but if player reaches her, she starts using melee attack too.
Other places where they could be found:Deep in the member's dungeon.
Loot: Hardwater, coins (120-560), water runes (90 and sometimes 120, very often), earth runes (37), air runes (45), nature runes (10 or sometimes 12 or rarely 15), cosmic runes (9 or 10), chaos runes (20, sometimes 25), death runes (6 or sometimes 7), blood runes (4), water talisman, treasure trail clue (level 3), mithril ore notes (6, rare, 10, very rare), terror runes (2), law runes (10), water staff, herbs (very high level ones more often), mystical water staff (pretty rare), adamant bar, cooked swordfish (2), jug of wine, raw seaturtle, uncut gems, half of the key (rare), cooked salmon, blue dragonhide body, unenchanted sapphire amulet, seaweed (3), left half of the dragon shield (very rare), mind staff (very rare), rune mace(rare), dragon medium helmet (extremely rare) and terror talisman (extremely rare).
Examine: A large woman made of water and evilness.

Mutant: Posted Image
Appearance: A blue creature with spider legs, 2 large hands, a necktie (lol), purple glowing eyes and a medium helmet.
Level: 192
Note: Hits player 3 times faster than player wearing a dagger. Maximum damage is 4 what he can do with each hit.
Other places where they could be found: Fire Giants Dungeon.
Loot: Mutant bones, mutant meat, coins (180- 720), rune dagger, rune medium helmet, fire runes (50), water runes (70), earth runes (60), air runes (80), adamant bars (3), runite ores (2, very rare), herbs (very high level ones more often), cosmic runes (15), mind runes (100), chaos runes (25, sometimes 30), death runes (10), blood runes (5) terror runes (3), nature runes (25), red dragonhide body, black dragonhide vambrances (pretty rare), nature talisman (pretty rare), gold bar notes (20, pretty rare 30, rare), uncut gems, half of the key (rare), unenchanted diamond amulet, black dragonhide chaps (pretty rare), treasure trail clue (level 3), left half of the dragonshield (very rare), rune axe, dragon medium helmet (very rare), mithril bar notes (20), adamanite plate mail, magic shortbow and terror talisman (extremely rare).
Examine: He looks a bit stronger than a chicken.

Sapphiroid: (no image)
Appearance: Similar to rock golem, but they are translucent blue colored and with 2 spharks which represent eyes.
Level: 200
Note: Sometimes he uses water wave spell but not often.
Other places where they could be found:In fire giants dungeon.
Loot: (note: he always drops something) Coins (250- 900), uncut sapphire (30% chance), water runes (200), air runes (90), noted mithril bars (6), cosmic runes (8), mind runes (80), chaos runes (30, sometimes 40), death runes (12), blood runes (6), terror runes (3, sometimes 4), mithril plate mail, treasure trail clue (lvl-3), runite short sword (rare), runite dagger (pretty rare), other uncut gems, half of the key (pretty rare), rune essence note (250, only if you have completed rune mysteries quest), unenchanted sapphire ring, cosmic talisman, unenchanted sapphire necklace, unenchanted sapphire amulet, blue dragonhide body, dragon medium helmet (very rare), dragon dagger (rare) and additional uncut sapphires (2).
Examine: If it was a statue, it would cost at least two millon gold pieces.

NEW ITEMS:

Terror runePosted Image
Description: It's a rune needed to cast very high level missle spells so it's pretty rare rune.

Terror talismanPosted Image
Description: A talisman needed to get to the terror temple. You get 15 experience for each rune you craft from rune essence. To craft terror runes, you need level 87 runescafting levels. So this talisman is a very rare drop from highest level monsters.

Hardwater (not heawy water) (removed because it was bad picture)
Description: It's a new item for making prayer experience. You can get this for killing wateroids.
Prayer experience given when buried:35

Mutant bonesPosted Image
Description: It's a new bone for making prayer experience. Mutants drop these.
Prayer experience given when buried:70

Limpwurt plant (no picture)
Description: Not an item but an object. You can take their roots to get...you already know it...limpwurt roots. You get the roots again in 2 minutes.

Mutant meatPosted Image
Description:It's a new meat you can get from mutants.
Cooking level requied: 30
Cooking exp: 70
Heals: 8 hp

Mutant pizzaPosted Image
Description:New pizza. Just add mutant meat to plain pizza to have it.
Cooking level requied: 70
Cooking exp: 50
Heals: 24 hp

Body staffPosted Image
Description: If you wear it, you can cast confuse, curse or weaken with no body runes needed.

Mind staffPosted Image
Description: If you wear it, you can cast strike spells with no mind runes needed.

NEW SPELLS:

New spells are only very high level missle spells.

Wind ripple
Level requied to cast: 81
Maximum damage that can be done: 21
Number of runes requied: 7 air runes and 1 terror rune.

Water ripple
Level requied to cast: 84
Maximum damage that can be done: 22
Number of runes requied: 10 water runes, 8 air runes and 1 terror rune.

Earth ripple
Level requied to cast: 87
Maximum damage that can be done: 23
Number of runes requied: 10 earth runes, 9 air runes and 1 terror rune.

Fire ripple
Level requied to cast: 90
Maximum damage that can be done: 25
Number of runes requied: 10 fire runes, 10 air runes and 1 terror rune.

CONCLUSION:
This dungeon could be very rewarding and dangerous at the same time. So how about some agility training?
Sorry that I couldn't make all pictures.

Images and suggestion created by Artman40. More than 20 000 letters are used to make this suggestion


Please post feedback and constructive critisism and rate if you like.

This post has been edited by artman40: 19 March 2005 - 06:10 AM

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#2 User is offline   Destiny Icon

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Posted 29 August 2004 - 04:24 AM

well u put time into it good work man not bad at all
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#3 User is offline   Still Rich Icon

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Posted 29 August 2004 - 07:50 AM

Well, I just finished reading that and I think its very good. The only thing I don't like is that its in high level wilderness. I think having it wilderness would work, but a lower level. Like level 5 Wilderness the whole time. Because people would not SURVIVE long enough to travel the whole dungeon and it would become unused because of its extreme danger.

But other than that I think its a great suggestion. A bank for level 85+ Agilitors would be nice, because getting 85 and you deserve it. Although, if you brought the right items (Tinderbox, Axe, Lobby Pot, Fire Staff) you could probably stay there forever.

Accually, forget the bank... For an 80 Agility and 70 Theif their would be a bank chest. What this would mean, is you could add things to the bank, but not take them out.

When you died or left the course, those items would be taken to your bank. And you could take the items you put in there out, until then. There would also be a lever in a locked room that should be able to tele you to lumbridge for level 70 Theif and 80 Agility.

Then smart players who were willing to take a risk, could run up to the house with alot of items, and food certs and money. They could uncert the foods into the bank chest. Then pull them out. They could leave all the items they needed, like amulet and ring mould. In there. This way people could make their own bars in deep wild. And transport them back to the world!

It would make agility a grand skill! I LOVE THIS SUGGESTION!

-Still Rich
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#4 User is offline   LivingHell Icon

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Posted 29 August 2004 - 08:40 PM

This combines all the elements of danger: Wilderness, Dungeon, Agility Course, and of course Hard Water. That stuff'll add a one-inch layer of lime to yer sinks and tubs.

Awesome suggestion. Let's get this tuned up, add some more pictures, add some unnecessary details, and find someone to give it a Hall of Fame nomination, because this is really, really big. And it would make agility leet.

I'm not sure about who wants to eat blue meat, though.
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#5 "Firestorm50k"

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Posted 29 August 2004 - 11:00 PM

cool suggestion, i like the idea of terror runes and those high lv spells..gives u a reason to get past 80 mage
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#6 "El Jaxo"

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Posted 29 August 2004 - 11:28 PM

i didnt read the whole thing i scimed but yah looks awesome man but one prob the rewards a re a bit extreme just knok them down a ll bit not a lot if ur gonna put a bank in there lol i thought u was gonna suggest the agility train ground
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#7 User is offline   artman40 Icon

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Posted 01 September 2004 - 10:37 AM

OMG!!! I just looked, what Hard Water means from English-Estonian dictionary... :lmao: :lmao: :lmao: :lol: :lol: :-D :yes: :huh: :-$

Anyway, Im glad that I wrote hardwater not hard water. ROFL!
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#8 User is offline   toxic f Icon

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Posted 24 October 2004 - 02:12 AM

Brilliant idea. But I don't think there should be a mind staff, it'll make life far too easy. Staffs are just normal, battle, magic or elemental, there shouldn't be body and mind. And should include location for terror alter also? maybe somewhere deep in the wilderness would be approprietate. Great suggestion, 9/10.-
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#9 "Pilliy"

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Posted 10 November 2004 - 04:47 AM

This is a very detailed very good suggestion (no wonder why its in here)
nice grammar and punctation
i loved the use of pics
only thing bad is the wildy already has a agility place
but sicne its so good im going to give u a 9.8
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#10 User is offline   MrIncoming Icon

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Posted 10 November 2004 - 04:13 PM

I found the mind and body runes to be fine. They are REALLY rare, and will cost like over a mil.

I LOVE LOVE LOVE LOVE the terror rune stuff. The only problem I see with terror runes is that at the current location, it will take like 10 minutes to get there from edgeville... blood runes are craaaazy expensive as it is, terror runes would cost like 1k each... How about also a karma rune for 15% curse, weaken, an the other thing(reduce att, str, def, by 15%) (karma was the only thing I could think of that sorta follows in the path of body, soul, and is more powerful than either)

How about a QWD(queen white dragon, check in the monster section) that drops more multi-element staves, so there are combinations of each element(there should be 6 total) and perhaps the terror spells would all be dual element(again, 6 spells) as this would give much more use to multi-element staves.

This is quite possibly THE greatest suggestion I have EVER seen. But again, my only problem is the location. Perhaps the inside of the dungeon shouldn't be pk-zone, like the KBD area.
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#11 User is offline   finway Icon

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Posted 10 November 2004 - 04:29 PM

Great Locations,
Great detail,
Great Suggestion,
10/10, One of the best! B-)
Four years at Runescape Community!
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#12 User is offline   Lasham Icon

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Posted 24 November 2004 - 12:06 PM

Only thing I saw that wasn't good was the mind staff. Way to cheap to have unlimited mind runes...


Also, the ripples should start at 86 and goto 99


and

the runecrafting level should be like 93 or something higher...
Nhtonig rlelay mtatres
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#13 "KiruK"

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Posted 24 November 2004 - 12:31 PM

R E D Blood, on Nov 24 2004, 06:08 PM, said:

Only thing I saw that wasn't good was the mind staff. Way to cheap to have unlimited mind runes...

Minds are based on the same price as elemental runes [market price], and the required runecraft level is lower than all but one elemental rune. Personally I think the mind staff would just mean people have to knock out more elemental runes, and considering it's easily 3 or 4 elemental runes to only one mind - it wouldn't be abused in the slightest.

Great suggestion all in all, maybe you should think of making chaos staffs accessible? ;-)

Would love to see this implemented, you've put alot of work into it, and made prayer a little easier - fantastic. ^_^


Kiruk`
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#14 User is offline   Ruddy Icon

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Posted 30 November 2004 - 11:48 PM

Very nice, but i think the new stuff is a bit too good, and the mutant... hmm... intresting.
Keep it coming ;-)

Ruddy ^_^
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#15 "hond89"

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Posted 01 December 2004 - 01:43 PM

R E D Blood, on Nov 24 2004, 07:08 PM, said:

Only thing I saw that wasn't good was the mind staff. Way to cheap to have unlimited mind runes...


Also, the ripples should start at 86 and goto 99


and

the runecrafting level should be  like 93 or something higher...

:offtopic: :offtopic:
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#16 "LF2King"

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Posted 08 December 2004 - 10:38 AM

cool!
i love the monsters, nice drawing!

i do not think body staff is useful, :lmao:
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#17 User is offline   toby Icon

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Posted 31 December 2004 - 12:45 PM

Quote

Body staff
Description: If you wear it, you can cast confuse, curse or weaken with no body runes needed.

Mind staff
Description: If you wear it, you can cast strike spells with no mind runes needed.

the staves are elemental staffs bcos they give unlimited elemental runes
body and mind are n't elemtanltl so that :blink:
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#18 User is offline   FrozenDevl Icon

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Posted 13 February 2005 - 04:38 PM

Wow i love the idea, but wouldnt it make mining rune too easy..?
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#19 User is offline   frenzen Icon

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Posted 14 February 2005 - 06:57 AM

great idea, i like it, it is good, that would make agility alot usefull, but not me, 43+ agility :-P :-P
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#20 "Waheedo"

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Posted 26 November 2005 - 05:38 PM

Very well thought through, 10/10 but what happens if u are lvl 3 with 90 agility?
:rolleyes:
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