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Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
This is a suggestion for a new area complete with a nice new quest, a new boss monster, an area for a unique type of staking/Pvp, a skilling zone, etc.

New Area: Atlantis
Atlantis is an underwater city (but I’m sure you already knew that) located south-east of Ape Atoll. Speak with any charter ship member to travel there for free. Upon arrival to Atlantis, you will be left on a small island with a staircase leading down to the city. The city is protected from the seas by a magical barrier and is roughly the same size as Port Phasmatys. The city is surrounded by a castle wall with a palace towards the centre. The city has a bank, an herb patch, a fishing/hunter supply store, a magic shop, an herb shop, a weapon/armor shop, and a pub (what is a city without a pub?). The rest of the space is occupied by housing (with ranges and sinks). The palace is about the same size as the castle in Camelot. There is also a nice little garden in front of the palace. Atlantis is open for all players; only some features are restricted for those that have not completed the quest.

Herb patch: This patch is just a regular farming patch, but intended for gill weed.
Fishing/hunter supply store: Octopus/eel/squid bait, and massive nets.
Magic shop: The stock of this magic shop is identical to that of the one in Port Sarim.
Herb shop: This shop sells vials, pestles and mortars, gill weed, and gill potions (3).
Armor/weapons shop: Soft-Hard coral gear.
Pub: This shop sells beer, octopus wraps, eel wraps, and squid wraps.

Kelp Forest: The Kelp Forest is a location just outside of the city. It can only be accessed while wearing a diving apparatus and fishbowl helmet, the new armor of Atlantis, or while under the influence of a gill potion. The Kelp Forest should be around the same size of Mc Grubber’s Wood. The area would essentially be fenced in by the city and the Coral Reef (explained later). In the Kelp Forest, there are various kelp trees, coral mining spots, and fish hunting locations.

23-Oct-2013 22:01:55

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
Woodcutting kelp-
Light Kelp: Level 30 Woodcutting
Medium Kelp: Level 50 Woodcutting
Dense Kelp: Level 70 Woodcutting

Mining Coral-
Soft Coral: Level 30 Mining
Medium Coral: Level 50 Mining
Hard Coral: Level 70 Mining

Hunting Fish-
Octopus: 50 Fishing, 30 Hunter, 30 Strength
Moray Eel: 70 Fishing, 50 Hunter, 50 Strength
Giant Squid: 90 Fishing, 70 Hunter, 70 Strength

Cooking-
Octopus Wrap: 55 Cooking (cooked octopus + light kelp) Heals 14
Eel Wrap: 75 Cooking (cooked eel + medium kelp) Heals 18
Squid Wrap: 95 Cooking (cooked squid + dense kelp) Heals 22

Crafting-
Soft Coral Armor/Weapons: 40 Crafting
Medium Coral Armor/Weapons: 60 Crafting
Hard Coral Armor/Weapons: 80 Crafting


Fletching- (for harpoon gun (essentially a crossbow))
Soft Coral Arrow Tips: 30 Fletching
Medium Coral Arrow Tips: 50 Fletching
Hard Coral Arrow Tips: 70 Fletching

Herblore-
Gill Weed: 20 to identify
Gill Potion: Level 20. Gill weed, ground air rune

Farming-
Gill Weed: 30 Farming

23-Oct-2013 22:02:38

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
The Quest: The Drowned City
Description: After a legendary storm unveils the lost city of Atlantis, strange rumors dating back to the God Wars may endanger the surface.
Difficulty: Master
Requirements: 80 Magic, 40 Agility, 50 Thieving, 66 Crafting, 20 Herblore may be an advantage
Completing the Pirate Pete section of Recipe for Disaster may be an advantage

To start the quest, speak to Queen Aquarius. The queen will tell you of the legendary storm that revealed the location of Atlantis and how she predicted its coming years ago. She will also tell you of the history of Atlantis. Years ago, before the God Wars, Atlantis was a thriving community. However, the God Wars ravaged the city and brought it to near ruin. The four greatest mages of Atlantis, the Mage of Storm, the Mage of Sea, the Mage of Sand, and the Mage of Magma, had devised a plan to save their city from destruction. The Mage of Sands lowered the city into the sea, while the Mage of Seas pushed back the waters. The Mage of Magma brought forth the lava out from the sea floor, while the Mage of Air cooled the magma into a shield from the seas. Atlantis was then hidden until it was recently uncovered by the legendary storm. After the strange death of all four mages the following day, rumors spread that from death, the mages would summon a storm that would uncover Atlantis, and they would take revenge on the surface after the God Wars. It was also rumored that the only thing that could destroy the mages was their own staves. She asks if you could look into this legend and prevent the return of the mages. You accept her quest.

23-Oct-2013 22:03:20

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
Now, ask the citizens of Atlantis about this legend and ask them if anything unusual is happening. Many of them will tell you that they have been having strange dreams and that they have heard voices in their ears saying that “The time has come.” Talk to the queen once more and she will tell you that they are returning. She will tell you of the tomb of the four mages. After the four mages mysteriously died, a tomb was built just outside of the city in the Coral Reef. She will then give you a gill potion (3). This potion will allow you to breathe underwater for 15 minutes. After the 15 minutes is up, you will take damage in the form of rapids 1’s much like you would in a cave. Go to the entrance of the tomb just outside of the city and examine the door. “Precious like a gem are the keys, Scattered through nature they be, But never fret, Blood and sweat, will deliver the prize to thee. From the blistering heat, to the snowing sleet, From the dry and wet, the keys you will get.” The answer to the riddle is to perform a special spell on the door with the staves of the four mages. Go to the palace library and speak with the librarian to learn more about how to retrieve the staves. The librarian will suggest “A History of the Four Mages.” Read this to discover that their staves were spread throughout Gilenor to prevent the return of the four mages. In the book is a locator spell for the locations of the staves. It requires 1 of each of the four elemental runes per cast. You can cast the spell by using the “Cast spell” option on the book. There is also a spell to open the tomb door with each of the staves. The Staff of Storms will cast “Summon Storm” (1 blood rune, 1 nature rune), The Staff of Seas will cast “Summon Sea* (1 blood rune, 1 nature rune), etc. These spells can only be casted with their respective staves. These spells require level 80 to cast.

23-Oct-2013 22:04:02

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
The location of the Mage of Storm’s staff is on the peninsula north-east of Rellekka in the hunter area. The location of the Mage of Sea’s staff is just outside of Atlantis in the Kelp Forest. The location of the Mage of Sand’s staff is just south of the Desert Mining Camp in the Kharidian Desert. The location of the Mage of Magma’s staff is in the Karamja Volcano. Upon finding the correct location of the staves, a trapdoor will become visible and you must enter. Each dungeon will contain appropriate elementals (ie. the Mage of Storms will have storm elementals). These elementals will be around level 80 and will be aggressive. The dungeons will be small, only containing one large room. This room will be filled with various caskets and agility obstacles. All caskets require their locks to be picked (elementals cannot reach you when you are picking the lock), and only one will have the staff.

23-Oct-2013 22:04:46

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
After retrieving all of the staves, you will notice that all are in need of repair. Repair the Staff of Storms with a diamond, the Staff of Seas with a Sapphire, the Staff of Sands with an emerald, and the Staff of Magma with a ruby. Then enchant each of the staves with their respective spells (enchant sapphire, enchant ruby etc.). Finally, go to the tomb door and cast Summon Storm, Summon Sea, Summon Sand, and Summon Magma on it. The door will open and you can enter. The first room is a small room with a protective spell on it so that the room is void of water. You no longer need any gill potions or diving apparatuses. After the completion of this quest, a banker will be in this room. Now there are five doors (excluding the entrance). The big door in the center is locked and requires four keys to enter. These four keys can be obtained in the other four doors. These each of these doors is a tomb for the soldiers that fought in the God Wars. Each tomb contains warriors (around level 100) that use all 3 types of combat and are aggressive. Also, each tomb’s theme is one of the four mages (as you probably guessed). Once obtaining all four keys, you may use them on the door. At this point in time you should be prepared for a nice fight. A cut scene will ensue and you will see all four mages rise from their graves and telekinetically snatch their staves. They are around level 400 and look pretty nasty. In this cut scene you will discover that they had predicted the storm years ago and used this to their advantage to circulate the rumor of their return and their weakness to the staff. This way and adventurer would come along and bring them the staves to resurrect themselves. They were well aware that they could not take revenge during the God Wars, and that they would not end in their lifetime so they had to make sure that they could outlive the wars to take their revenge. You also learn that they are weak from being summoned only moments ago.

23-Oct-2013 22:05:36

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
Now the fight will start. Deal damage to the Mages until they a cut scene ensues. The mages have a collective health, so attacking one will spread the damage between all of them. The cut scene will happen after you damage them 20%. You will see the mages all cast a single spell and summon a massive elemental. Queen Aquarius will also appear and help you vanquish the elemental. The fight will continue. Once the Elemental is vanquished, the queen will cast a spell trapping the mages and allowing you to escape. More information on this fight will be in a later section.

Speak to the queen just outside in the safe room. She will tell you that she manage to trap the mages in that room and that they could do no harm in there. She also says that you are free to go in and vanquish them if you like. She then thanks you. Quest complete!

Rewards: Ability to wear Atlantian Armor, Ability to wield the staves of the four mages, Ability to fight the four mages, 60,000 experience in Magic, 15,000 experience in Crafting, 10,000 experience in Thieving, 7,000 experience in Agility, an experience lamp with 50,000 experience in it for any skill.

23-Oct-2013 22:06:06

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
The Tomb of the Four Mages:
Before the battle: Before fighting the Four Mages, one must collect the four keys to open the main door. Upon entering the room, a cut scene will be triggered. The four mages will rise out of their caskets at each of the four corners of the room. Aside from the four caskets, his room is void of all features, for now. It is just a large room about the size of two God Wars Dungeon general rooms. This is a multi-combat area so you and your friends can fight side by side.
Basic attacks:
Mage of Storm-
-Summon Storm: A raincloud is summoned briefly that shocks your avatar with a lightning bolt, dealing up to 30 damage. It can also stun your avatar for up to 5 seconds.
-Wild Winds: Your avatar is pushed back up to 6 spaces.
-Endless Hail: A hail cloud is summoned that deals rapid 1’s and can last up to 10 seconds. (treated as ranged damage)
-Tornado: Your avatar is thrown against a random wall, stunned for up to 5 seconds, and dealt up to 30 damage. (treated as mele damage)
Mage of Sea-
-Summon Sea: A rush of waves hits your avatar totaling up to 40 damage.
-Tsunami: A massive wave pushes your avatar into the wall dealing up to 30 damage. (treated as mele damage)
-Consuming Vortex: Your avatar is pulled beneath the surface and held there for up to 5 seconds, and dealt up to 20 damage.
-Shell Shower: Shards of shells are thrown at your avatar. (treated as ranged damage)
Mage of Sand-
-Summon Sand: Sand bombards your avatar dealing up to 40 damage.
-Sand Storm: Sand barrages your avatar dealing rapid 1’s and can last up to 10 seconds. (treated as ranged damage)
-Sand Trap: Your avatar is pulled beneath the surface and held there for up to 5 seconds, and dealt up to 20 damage.
-Shifting Sands: Your avatar’s movements are slowed greatly for up to 10 seconds. If your avatar remains stationary, you may take up to 10 damage.

23-Oct-2013 22:06:50

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
Mage of Magma-
-Summon Magma: Magma barrages your avatar dealing up to 40 damage.
-Volcanic Eruption: Magma rains down dealing up to 20 damage. (treated as ranged damage)
-Oozing Lava: Lava chases your avatar for up to 10 seconds. You must move or you will be hit with rapid 1’s.
-Rain of Ash: Ashes cloud your field of vision and can stun you for up to 5 seconds.
Phase One: Each of the four mages are around level 600. The mages share 8,000 health points. The mages will use all of their basic attacks sparingly. The most common of their attacks will be the non-summon attacks. After 20% of their life total is gone, the Mage of Storm will summon a level 400 Storm Elemental with 1000 health points. At this point in time, you will be unable to attack any of the mages. The Storm Elemental’s attack list will mimic that of the Mage of Storm’s in addition to having a mele and a ranged. When the Elemental is summoned, the room will be filled with gusts of wind. Players may be randomly transported throughout the room via these wind gusts. The mages may still attack you at this time. Kill the elemental to proceed. After the elementals are killed, the effects they had on the room (wind gusts) will stop.
Phase Two: The mages will now attack more aggressively. They will begin to use the summon spells more often. After knocking them down another 20% (of the total), the Mage of Sea will summon a Sea Elemental. This elemental will once more have the same attack set as the Mage of Sea with a mele and a ranged option. This time, the room will be filled with water. Your avatar will sustain rapid 1’s unless he is wearing a diving apparatus and fishbowl helm, is under the influence of a gill potion, or is wearing Atlantian Armor. Kill the elemental to proceed.

23-Oct-2013 22:07:17

Spike96k

Spike96k

Posts: 1,210 Mithril Posts by user Forum Profile RuneMetrics Profile
Phase Three: Once more, the mages have become more aggressive. Their attacks are now more rapid, and they are hitting harder. They are using all attacks frequently. Damage the mages yet another 20% (of the total) to face the Sand Elemental. This elemental too has the same attacks as the Mage of Sand in addition to the punch and ranged attack. The visibility in the room will now diminish because of the sandstorm. Also, it has become more difficult to move around in the sand and your avatar will slow down and lose run energy at a much quicker pace. Kill the elemental to proceed.
Phase Four: The mages are still more aggressive. Do 20% (of the total) again to have the Mage of Magma summon the Magma Elemental. This elemental is just like the others, but made of magma (you get the idea). This time, the room will have spots of magma scattered everywhere. Avoid standing on them to prevent damage. You may be hit for up to 10 every few seconds if you are not careful. Kill the elemental to proceed.
Final Phase: As you guessed, the mages are quite riled up. They are giving it everything that they have got at this point. Knock them down until they are out of health. Once they are down all of the way, they will summon a Nature Elemental. This is a level 600 elemental with 2000 health points and all of the powers of the four mages combined. Not only that, but all of the environmental effects are going on at once. Finish this bad boy off to win the prize.
Drops: Large amounts of runes, Any of the four mages’ staves (level 80 mage), Atlantian Armor and weapons (level 80 Defense/Attack/Ranged), and the like.
Atlantian Armor: Typical armor, on par with Bandos, but perhaps slightly better stats?
Atlantian Weapons: harpoon gun (similar to a crossbow), trident, net, etc.

23-Oct-2013 22:07:44

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