Create your own GW:EN dungeon!
Glitched
I have fairly recently switched to heavily playing WoW and haven't touched guild wars, but now that we have these new dungeons coming I am starting to look back (or forward) to the new expansion. While new heroes, skills, and armor are exciting, its the 18 dungeons I am really looking for to playing. We have little information thus far about how exactly these dungeons will play out, but let this thread serve as a way to get your creativity going and share your ideas for a GW:EN dungeon! I'll start...
Inner Glacier
Background: The Norn of the far shiverpeaks, fearless as they may be, have been taking caution when traveling through the mountainous wastes near the collossal glacier. What could drive these barbarions to even the slightest hint of fear is actually none other than a Yeti! Standing nearly ten feet tall, this monstrous being has been feeding on livestock in the cold dead of night. You, as a fearless ally of the Norn, have been tasked with hunting down and destroying this menace. Trackers in the area have reported that its tracks lead to none other than the nearby glacier.
The Dungeon: (Room 1) After your party of eight is assembled and ready to go, you step into the mouth of the glacier. A large cirular chamber of icy walls and stony floors is a barren sight, with no sign of life and the only light coming from the cloud-enveloped sun outside. It seems there is no way to progress into the cave, but as you step further in the wall emits an icy blue light. Three glowing clouds descend from the walls and stop at the floor, materializing into spear-hurling soldiers of pure ice. After the short, sweet fight, five more appear in the same fashion. Upon the defeat of both groups, the ceiling of the chamber crashes to the floor, killing all party members caught unaware in the center of the room. A small avalanche blocks the entrance, and a large gash in the ice reveals the way forward. Don't proceed too quickly however as the fallen ice takes shape into a large golem, with high armor and enough snares to slow kiters to a near halt. There's no way but forward...
(Room 2) The second room is a short, thick hallway constructed of the same material as the first room. Tread lightly, as spiders constructed of ice and more spear throwers show themselves as you advance. One thing that will catch some players' eyes is the strong reflections on the ice-laden wall. Casting Light of Deldrimor will light the room in a flash of light, revealing a vaporous chest otherwise unnoticable (or openable). The keyless chest will contain a random max gold, or a Vapor Axe green 10% of the time. The chest is not necessary to advance
(Room 3) This room is a visual splendor. A massive chamber of intricately carved stone ramps and a gigantic metal chandalier of blue flame is remarkable against the usual ice wall. A long series of fights against spear hurlers, ice spiders, and eventually two ice golems lead the party to the bottom of the room. The scourge of inaxperienced first-time groups, a clear ice wall separates the group from the next room. The wall is targettable and attackable, but will not mealt until dealt 200 fire damage.
(Room 4) No fighting in this strange room. This contains a series of slopes leading in a downward zig-zag pattern to the next room. Beware, as when you have moved 25% of the way down the slope, a large ice boulder will sail right down, killing all in its path. You have two options: A runner must make his way to the end triggering all traps, or someone with ranged fire damage must deal atleast 120 fire damage to the boulders when they come down.
(Room 5) This room is a gigantonormous circular chamber with a highly reflective glass floor. Gladatorial like combat awaits you in this room. Your party must complete six rounds of combat to proceed, with 20 seconds of rest after every fight. The fights are as follows:
1.) 6 spear hurlers
2.) 4 spear hurlers and 2 ice spiders
3.) 1 ice giant and 2 ice spiders
4.) 12 spear hurlers
5.) 3 vaporous wizards (immune to physical damage, ice eles)
6.) 2 ice giants and 1 vaporous wizard
After completing all six rounds, the floor cracks under all the weight, and then shatters as the party falls a floor down.
(Room 6) Finally, the boss chamber. You are at the end of what appears to be a throne room of white ice. Many rows of chairs align both sides, and every row spawns 2 spear throwers as you walk down. When you almost make it to the throne, the yeti shows himself from a back room, and engages the party. He has high armor and lots of health, but is just a rather long but simple fight. When he is down and you think its over, the true boss makes herself known.
(BOSS: Ice-Queen Namia) This tall, gray skinned woman is dressed elegantly in white fur and holding a staff of blue flame. She expresses to the party her deep anger for the slaying of her pet. After a few moments, she engages the party. This boss is immune to cold damage, but has 70 armor to all else. Her health supply however is staggering as is typical of a dungeon boss. She fights by very rapidly shooting blue flame from her staff, dealing roughly 100 cold damage a shot. Periodically she summons an icecicle chamber to surround a party member, halting their movement and slowing spellcasting by 100% for 15 seconds. She also conjures a blizzard whenever she loses 20% life, dealing 250 cold damage to all party members and launching them to the back of the room. Finally, a spear hurler joins the queen every twenty seconds in the fight, who should be dealt with quickly. Her defeat summons a large icy-blue chest beside the throne, containing the phat lewt you've worked so hard for.
Boss Loot!:
Icecicle Daggers
7-17 cold damage
Damage +15% (while health is above 50%)
Health +30
PVE ONLY: 20% chance to interrupt spellcast on hit
Namia's Staff of Blue Flame
Energy +15
11-22 cold damage (req. 9 water)
Halves skill recharge time of spells (20%)
Energy +5
Health +30
PVE ONLY: Your water magic spells deal 20% more damage while under the effect of a water enchantment
Reflective Ice Shield
Armor: 16
Armor +10 versus cold damage
Health + 30
PVE ONLY: Armor against fire damage is set to 60, but all heals targetting you also affect one nearby ally.
As you can see, my idea behind dungeon boss loot is normal stats, but with additional bonuses while in pve. Naturally only 3 of eight people will get the drops, but the others will recieve 1-10 platinum compensation at random. Now, show your own ideas!
Inner Glacier
Background: The Norn of the far shiverpeaks, fearless as they may be, have been taking caution when traveling through the mountainous wastes near the collossal glacier. What could drive these barbarions to even the slightest hint of fear is actually none other than a Yeti! Standing nearly ten feet tall, this monstrous being has been feeding on livestock in the cold dead of night. You, as a fearless ally of the Norn, have been tasked with hunting down and destroying this menace. Trackers in the area have reported that its tracks lead to none other than the nearby glacier.
The Dungeon: (Room 1) After your party of eight is assembled and ready to go, you step into the mouth of the glacier. A large cirular chamber of icy walls and stony floors is a barren sight, with no sign of life and the only light coming from the cloud-enveloped sun outside. It seems there is no way to progress into the cave, but as you step further in the wall emits an icy blue light. Three glowing clouds descend from the walls and stop at the floor, materializing into spear-hurling soldiers of pure ice. After the short, sweet fight, five more appear in the same fashion. Upon the defeat of both groups, the ceiling of the chamber crashes to the floor, killing all party members caught unaware in the center of the room. A small avalanche blocks the entrance, and a large gash in the ice reveals the way forward. Don't proceed too quickly however as the fallen ice takes shape into a large golem, with high armor and enough snares to slow kiters to a near halt. There's no way but forward...
(Room 2) The second room is a short, thick hallway constructed of the same material as the first room. Tread lightly, as spiders constructed of ice and more spear throwers show themselves as you advance. One thing that will catch some players' eyes is the strong reflections on the ice-laden wall. Casting Light of Deldrimor will light the room in a flash of light, revealing a vaporous chest otherwise unnoticable (or openable). The keyless chest will contain a random max gold, or a Vapor Axe green 10% of the time. The chest is not necessary to advance
(Room 3) This room is a visual splendor. A massive chamber of intricately carved stone ramps and a gigantic metal chandalier of blue flame is remarkable against the usual ice wall. A long series of fights against spear hurlers, ice spiders, and eventually two ice golems lead the party to the bottom of the room. The scourge of inaxperienced first-time groups, a clear ice wall separates the group from the next room. The wall is targettable and attackable, but will not mealt until dealt 200 fire damage.
(Room 4) No fighting in this strange room. This contains a series of slopes leading in a downward zig-zag pattern to the next room. Beware, as when you have moved 25% of the way down the slope, a large ice boulder will sail right down, killing all in its path. You have two options: A runner must make his way to the end triggering all traps, or someone with ranged fire damage must deal atleast 120 fire damage to the boulders when they come down.
(Room 5) This room is a gigantonormous circular chamber with a highly reflective glass floor. Gladatorial like combat awaits you in this room. Your party must complete six rounds of combat to proceed, with 20 seconds of rest after every fight. The fights are as follows:
1.) 6 spear hurlers
2.) 4 spear hurlers and 2 ice spiders
3.) 1 ice giant and 2 ice spiders
4.) 12 spear hurlers
5.) 3 vaporous wizards (immune to physical damage, ice eles)
6.) 2 ice giants and 1 vaporous wizard
After completing all six rounds, the floor cracks under all the weight, and then shatters as the party falls a floor down.
(Room 6) Finally, the boss chamber. You are at the end of what appears to be a throne room of white ice. Many rows of chairs align both sides, and every row spawns 2 spear throwers as you walk down. When you almost make it to the throne, the yeti shows himself from a back room, and engages the party. He has high armor and lots of health, but is just a rather long but simple fight. When he is down and you think its over, the true boss makes herself known.
(BOSS: Ice-Queen Namia) This tall, gray skinned woman is dressed elegantly in white fur and holding a staff of blue flame. She expresses to the party her deep anger for the slaying of her pet. After a few moments, she engages the party. This boss is immune to cold damage, but has 70 armor to all else. Her health supply however is staggering as is typical of a dungeon boss. She fights by very rapidly shooting blue flame from her staff, dealing roughly 100 cold damage a shot. Periodically she summons an icecicle chamber to surround a party member, halting their movement and slowing spellcasting by 100% for 15 seconds. She also conjures a blizzard whenever she loses 20% life, dealing 250 cold damage to all party members and launching them to the back of the room. Finally, a spear hurler joins the queen every twenty seconds in the fight, who should be dealt with quickly. Her defeat summons a large icy-blue chest beside the throne, containing the phat lewt you've worked so hard for.
Boss Loot!:
Icecicle Daggers
7-17 cold damage
Damage +15% (while health is above 50%)
Health +30
PVE ONLY: 20% chance to interrupt spellcast on hit
Namia's Staff of Blue Flame
Energy +15
11-22 cold damage (req. 9 water)
Halves skill recharge time of spells (20%)
Energy +5
Health +30
PVE ONLY: Your water magic spells deal 20% more damage while under the effect of a water enchantment
Reflective Ice Shield
Armor: 16
Armor +10 versus cold damage
Health + 30
PVE ONLY: Armor against fire damage is set to 60, but all heals targetting you also affect one nearby ally.
As you can see, my idea behind dungeon boss loot is normal stats, but with additional bonuses while in pve. Naturally only 3 of eight people will get the drops, but the others will recieve 1-10 platinum compensation at random. Now, show your own ideas!
Nevin
Very creative, reminds me of something I posted in the suggestion branch of this forum. It was a quest for "end game items" in Prophecies, to make Prophecies equal to the rest of the campaigns. But now that I have been given a chance to reflect on that thought I believe that Prophecies should just use the Titan quests as they are already implemented into the game. Get a titan heart upon the completion of each quest, then offer all of them to the vision of Glint. Once you give her all of them, she teleports you to a special outpost with end game quality collectors. But the end game room is an outpost, where people can stay. Talk to the Vision of Glint there, and she gives you a Scroll of the Flame Seeker Prophecy. This is the item you trade to the collector of your choice. The reason this place is an outpost is because you travel there on your own, that way it prevents hitch hikers from coming with you. Anyways sorry for hijacking your thread, but I'm glad theres a few creative minds out there besides me. So aside from that, I feel as after all that I should at least contribute something, but I'm short on time at the moment, so expect something soonish.
Glitched
Thanks
Blackwater Sanctum
Background For years, the subterranean Asurans have traversed the depths of Tyria with powerful warpgates, constructed from the brilliance of the elders. After all of their construction from the primary Asuran civilization, it seems their reach isn't what it used to be. Targeted destinations are becoming too far out to reach with standard technology. These people have a manifest destiny of sorts, and will not give up until every crack and crevice in the under-world is mapped and explored. How will they reach these destinations? With advanced technology of course! Asuran scholars speak of a mystical artifact in a temple beneath the Blackwater Swamp. As the rodent-people are you friends, you have agreed to retrieve the artifact for them. However, there is that little legend about the bugs...
Dungeon (Room 1) The first room of the dungeon is not actually within the sanctum. Blackwater is a dense and dangerous swamp, with water some swear could swallow a man. Your party stands at the edge of the pool, understanding clearly why the swamp gets its name. Large flying bugs dance among the cattails, and the surrounding forest plays its dark, natural melody in the remaining light of sunset. Your party must wade slowly through the thick liquid to the water-logged entrance in the center. Along the way, massive mosquito-like insects swoop down from above and assault the party with axe attacks, making them an immediate priority lest you be torn apart. Don't forget that this is not normal water. Every once in a while a party member will be plunged to the bottom of the swamp. All spells you try to cast or recieve from members on the surface will be cut off, so you must run quickly to where you started before the 30 health loss a second overcomes you.
(Room 2) Your party must walk down a short flight of stairs to the next room. What your party sees is the center of the dungeon: a huge circular chamber with a spiraling flight of stairs leading to a black pool just a short ways down. The walls are a golden brown with markings not unlike what we would expect from an Incan temple. The stone near the stairs is faded and coated in a slimy black mess. As you follow the stairs down, there is a hall to your left, and an abrupt stop at the water. There are no enemies in the room, and your party must head through the hall to the next room.
(Room 3) Don't progress too quickly. Instead, usher your party to look above them. There are holes in the torch-lit ceiling, and each contains quite a frightening spike. The group must navigate carefully through, for if they step under a spike, they are impaled and killed instantly. What they see at the end of this hall is a simple puzzle. A large, thick wooden pole stands at the center of the room, with eight stone walls sticking out from it. Between every wall is a switch, and each party member must navigate around the wall of the clustered circular room and find their own switch. When every switch is stood on, the strange contraption begins to spin and send those in it with it! Three mosquito enemies and four poisonous snakes assault the party, and it up to everyone to leave their section when it passes by the entrance to the room. Only there will it be safe to engage the enemies. Once they have been killed, return to room 2.
(Room 2) Upon your return to room 2, it seems that the water level has been lowered, allowing you to advance down the stairs. Another hall awaits you, and another dead-end at the water.
(Room 4) This hall is much darker than the previous, making it impossible to see the spikes on the ceiling. If you look closely however, there are dim, faint squares on the floor signaling the trap location. When you reach the end, you find quite the discouraging obstacle: a large maze of stone. At the start of the maze is a targettable, attackable lit brazier. Deal 300 cold damage to put out the flame. Doing so will cause a large hunk of brick to fall out of the wall. Reach in, and discover a map of the whole maze! If you dont have sufficient cold damage, you'll just have to rough it out. A switch at the end will lower the walls of the maze and make it possible for everyone to get through. The same octagonal challenge awaits you in the next room. Run back to room 2.
(Room 2) The water has been reduced to a small "well" of sorts at the bottom of the room. Finish the flight of stairs and at the bottom awaits a large group of mosquitos, snakes, and what look like large fireflys. Attacks from the fireflys make it impossible to score a critical hit. After slaying these enemies, proceed down the final hall...
(Room 5) No traps here, just a very long hall and scary music. At the end is a cavernous room you'll swear is the size of a small explorable area. Before you have time to think, a party member is grasped by a white string and thrown across the air to the other side of the room and up the wall.
(BOSS: Tarantulord <excuse the name>) This is a huge hairy spider grasping her web up the wall in the chamber. Your party member must try his/her hardest to stay alive until the party comes to the rescue. When the spider has taken 10% damage, the party member falls to the floor and is replaced. Melee characters cannot attack the spider unless they are on her web. When she reaches 20% life, she immediately crawls to the top of the room. Thirty, actually thirty small spiders will attack the party. AoE is essential or you will be run down in a matter of seconds, but they dont have much life. Finally she will descend from the ceiling by a string-like web, grasp a party member, pull it back up, deal 500 damage and then go back for another. You can only finish her off when she is down near the floor. Upon her defeat, a golen chest spawns near the entrance to the chamber containing the phat lewt, the artifact for your quest, and a small spider to assault the chest opener for kicks.
Boss Loot!:
Silk-Strung Recurve Bow
Piercing Damage: 15-28 (req. 9 Marksmanship)
Damage +15% (while health is above 50%)
Lengthens Crippling duration by 20%
Health +30
PVE ONLY: Increased attack speed by 15% while under the effects of a preparation
Venomous Spider Fang
Energy +12 (req. 9 Blood, Curses, Death, or SR at random)
Halves skill recharge of ^ skills (20% chance)
Health +30
PVE ONLY: 33% chance of poisoning an enemy for 15 seconds when struck in melee
Explorer's Peril
Piercing damage: 14-27 (req. 9 Spear Mastery)
Damage +15% (While health is above 50%)
Armor Penetration 20% (20% chance)
Health +30
PVE ONLY: Your spear attacks may also strike one additional foe behind your target
Definately different from my first, not sure if its better. You don't have to post a dungeon to reply
Blackwater Sanctum
Background For years, the subterranean Asurans have traversed the depths of Tyria with powerful warpgates, constructed from the brilliance of the elders. After all of their construction from the primary Asuran civilization, it seems their reach isn't what it used to be. Targeted destinations are becoming too far out to reach with standard technology. These people have a manifest destiny of sorts, and will not give up until every crack and crevice in the under-world is mapped and explored. How will they reach these destinations? With advanced technology of course! Asuran scholars speak of a mystical artifact in a temple beneath the Blackwater Swamp. As the rodent-people are you friends, you have agreed to retrieve the artifact for them. However, there is that little legend about the bugs...
Dungeon (Room 1) The first room of the dungeon is not actually within the sanctum. Blackwater is a dense and dangerous swamp, with water some swear could swallow a man. Your party stands at the edge of the pool, understanding clearly why the swamp gets its name. Large flying bugs dance among the cattails, and the surrounding forest plays its dark, natural melody in the remaining light of sunset. Your party must wade slowly through the thick liquid to the water-logged entrance in the center. Along the way, massive mosquito-like insects swoop down from above and assault the party with axe attacks, making them an immediate priority lest you be torn apart. Don't forget that this is not normal water. Every once in a while a party member will be plunged to the bottom of the swamp. All spells you try to cast or recieve from members on the surface will be cut off, so you must run quickly to where you started before the 30 health loss a second overcomes you.
(Room 2) Your party must walk down a short flight of stairs to the next room. What your party sees is the center of the dungeon: a huge circular chamber with a spiraling flight of stairs leading to a black pool just a short ways down. The walls are a golden brown with markings not unlike what we would expect from an Incan temple. The stone near the stairs is faded and coated in a slimy black mess. As you follow the stairs down, there is a hall to your left, and an abrupt stop at the water. There are no enemies in the room, and your party must head through the hall to the next room.
(Room 3) Don't progress too quickly. Instead, usher your party to look above them. There are holes in the torch-lit ceiling, and each contains quite a frightening spike. The group must navigate carefully through, for if they step under a spike, they are impaled and killed instantly. What they see at the end of this hall is a simple puzzle. A large, thick wooden pole stands at the center of the room, with eight stone walls sticking out from it. Between every wall is a switch, and each party member must navigate around the wall of the clustered circular room and find their own switch. When every switch is stood on, the strange contraption begins to spin and send those in it with it! Three mosquito enemies and four poisonous snakes assault the party, and it up to everyone to leave their section when it passes by the entrance to the room. Only there will it be safe to engage the enemies. Once they have been killed, return to room 2.
(Room 2) Upon your return to room 2, it seems that the water level has been lowered, allowing you to advance down the stairs. Another hall awaits you, and another dead-end at the water.
(Room 4) This hall is much darker than the previous, making it impossible to see the spikes on the ceiling. If you look closely however, there are dim, faint squares on the floor signaling the trap location. When you reach the end, you find quite the discouraging obstacle: a large maze of stone. At the start of the maze is a targettable, attackable lit brazier. Deal 300 cold damage to put out the flame. Doing so will cause a large hunk of brick to fall out of the wall. Reach in, and discover a map of the whole maze! If you dont have sufficient cold damage, you'll just have to rough it out. A switch at the end will lower the walls of the maze and make it possible for everyone to get through. The same octagonal challenge awaits you in the next room. Run back to room 2.
(Room 2) The water has been reduced to a small "well" of sorts at the bottom of the room. Finish the flight of stairs and at the bottom awaits a large group of mosquitos, snakes, and what look like large fireflys. Attacks from the fireflys make it impossible to score a critical hit. After slaying these enemies, proceed down the final hall...
(Room 5) No traps here, just a very long hall and scary music. At the end is a cavernous room you'll swear is the size of a small explorable area. Before you have time to think, a party member is grasped by a white string and thrown across the air to the other side of the room and up the wall.
(BOSS: Tarantulord <excuse the name>) This is a huge hairy spider grasping her web up the wall in the chamber. Your party member must try his/her hardest to stay alive until the party comes to the rescue. When the spider has taken 10% damage, the party member falls to the floor and is replaced. Melee characters cannot attack the spider unless they are on her web. When she reaches 20% life, she immediately crawls to the top of the room. Thirty, actually thirty small spiders will attack the party. AoE is essential or you will be run down in a matter of seconds, but they dont have much life. Finally she will descend from the ceiling by a string-like web, grasp a party member, pull it back up, deal 500 damage and then go back for another. You can only finish her off when she is down near the floor. Upon her defeat, a golen chest spawns near the entrance to the chamber containing the phat lewt, the artifact for your quest, and a small spider to assault the chest opener for kicks.
Boss Loot!:
Silk-Strung Recurve Bow
Piercing Damage: 15-28 (req. 9 Marksmanship)
Damage +15% (while health is above 50%)
Lengthens Crippling duration by 20%
Health +30
PVE ONLY: Increased attack speed by 15% while under the effects of a preparation
Venomous Spider Fang
Energy +12 (req. 9 Blood, Curses, Death, or SR at random)
Halves skill recharge of ^ skills (20% chance)
Health +30
PVE ONLY: 33% chance of poisoning an enemy for 15 seconds when struck in melee
Explorer's Peril
Piercing damage: 14-27 (req. 9 Spear Mastery)
Damage +15% (While health is above 50%)
Armor Penetration 20% (20% chance)
Health +30
PVE ONLY: Your spear attacks may also strike one additional foe behind your target
Definately different from my first, not sure if its better. You don't have to post a dungeon to reply
Glitched
Thanks
Blackwater Sanctum
Background For years, the subterranean Asurans have traversed the depths of Tyria with powerful warpgates, constructed from the brilliance of the elders. After all of their construction from the primary Asuran civilization, it seems their reach isn't what it used to be. Targeted destinations are becoming too far out to reach with standard technology. These people have a manifest destiny of sorts, and will not give up until every crack and crevice in the under-world is mapped and explored. How will they reach these destinations? With advanced technology of course! Asuran scholars speak of mystical artifact in a temple beneath the Blackwater Swamp. As the rodent-people are you friends, you have agreed to retrieve the artifact for them. However, there is that little legend about the bugs...
Dungeon (Room 1) The first room of the dungeon is not actually within the sanctum. Blackwater is a dense and dangerous swamp, with water some swear could swallow a man. Your party stnads at the edge of the pool, understanding clearly why the swamp gets its name. Large flying bugs dance among the cattails, and the surrounding forest plays its dark, natural melody in the remaining light of sunset. Your party must wade slowly through the thick liquid to the water-logged entrance in the center. Along the way, massive mosquito-like insects swoop down from above and assault the party with axe attacks, making them an immediate priority lest you be torn apart. Don't forget that this is not normal water. Every once in a while a party member will be plunged to the bottom of the swamp. All spells you try to cast or recieve from members on the surface will be cut off, so you must run quickly to where you started before the 30 health loss a second overcomes you.
(Room 2) Your party must walk down a short flight of stairs to the next room. What your party sees is the center of the dungeon: a huge circular chamber with a spiraling flight of stairs leading to a black pool just a short ways down. The walls are a golden brown with markings not unlike what we would expect from an Incan temple. The stone near the stairs is faded and coated in a slimy black mess. As you follow the stairs down, there is a hall to your left, and an abrupt stop at the water. There are no enemies in the room, and your party must head through the hall to the next room.
(Room 3) Don't progress too quickly. Instead, usher your party to look above them. There are holes in the torch-lit ceiling, and each contains quite a frightening spike. The group must navigate carefully through, for if they step under a spike, they are impaled and killed instantly. What they see at the end of this hall is a simple puzzle. A large, thick wooden pole stands at the center of the room, with eight stone walls sticking out from it. Between every wall is a switch, and each party member must navigate around the wall of the clustered circular room and find their own switch. When every switch is stood on, the strange contraption begins to spin and send those in it with it! Three mosquito enemies and four poisonous snakes assault the party, and it up to everyone to leave their section when it passes by the entrance to the room. Only there will it be safe to engage the enemies. Once they have been killed, return to room 2.
(Room 2) Upon your return to room 2, it seems that the water level has been lowered, allowing you to advance down the stairs. Another hall awaits you, and another dead-end at the water.
(Room 4) This hall is much darker than the previous, making it impossible to see the spikes on the ceiling. If you look closely however, there are dim, faint squares on the floor signaling the trap location. When you reach the end, you find quite the discouraging obstacle: a large maze of stone. At the start of the maze is a targettable, attackable lit brazier. Deal 300 cold damage to put out the flame. Doing so will cause a large hunk of brick to fall out of the wall. Reach in, and discover a map of the whole maze! If you dont have sufficient cold damage, you'll just have to rough it out. A switch at the end will lower the walls of the maze and make it possible for everyone to get through. The same octagonal challenge awaits you in the next room. Run back to room 2.
(Room 2) The water has been reduced to a small "well" of sorts at the bottom of the room. Finish the flight of stairs and at the bottom awaits a large group of mosquitos, snakes, and what look like large fireflys. Attacks from the fireflys make it impossible to score a critical hit. After slaying these enemies, proceed down the final hall...
(Room 5) No traps here, just a very long hall and scary music. At the end is a cavernous room you'll swear is the size of a small explorable area. Before you have time to think, a party member is grasped by a wing string and thrown across the air to the other side of the room and up the wall.
(BOSS: Tarantulord <excuse the name>) This is a huge hairy spider grasping her web up the wall in the chamber. Your party member must try his/her hardest to stay alive until the party comes to the rescue. When the spider has taken 10% damage, the party member falls to the floor and is replaced. Melee characters cannot attack the spider unless they are on her web. When she reaches 20% life, she immediately crawls to the top of the room. Thirty, actually thirty small spiders will attack the party. AoE is essential or you will be run down in a matter of seconds, but they dont have much life. Finally she will descend from the ceiling by a string-like web, grasp a party member, pull it back up, deal 400 damage and then go back for another. You can only finish her off when she is down near the floor.
Boss Loot!:
Silk-Strung Recurve Bow
Piercing Damage: 15-28 (req. 9 Marksmanship)
Damage +15% (while health is above 50%)
Lengthens Crippling duration by 20%
Health +30
PVE ONLY: Increased attack speed by 15% while under the effects of a preparation
Venomous Spider Fang
Energy +12 (req. 9 Blood, Curses, Death, or SR at random)
Halves skill recharge of ^ skills (20% chance)
Health +30
PVE ONLY: 33% chance of poisoning an enemy for 15 seconds when struck in melee
Explorer's Peril
Piercing damage: 14-27 (req. 9 Spear Mastery)
Damage +15% (While health is above 50%)
Armor Penetration 20& (20% chance)
Health +30
PVE ONLY: Your spear attacks may also strike one additional foe behind your target
Definately different from my first, not sure if its better. You don't have to post a dungeon to reply
EDIT: Sorry for the about the double post. Can I please get some comments in here?
Blackwater Sanctum
Background For years, the subterranean Asurans have traversed the depths of Tyria with powerful warpgates, constructed from the brilliance of the elders. After all of their construction from the primary Asuran civilization, it seems their reach isn't what it used to be. Targeted destinations are becoming too far out to reach with standard technology. These people have a manifest destiny of sorts, and will not give up until every crack and crevice in the under-world is mapped and explored. How will they reach these destinations? With advanced technology of course! Asuran scholars speak of mystical artifact in a temple beneath the Blackwater Swamp. As the rodent-people are you friends, you have agreed to retrieve the artifact for them. However, there is that little legend about the bugs...
Dungeon (Room 1) The first room of the dungeon is not actually within the sanctum. Blackwater is a dense and dangerous swamp, with water some swear could swallow a man. Your party stnads at the edge of the pool, understanding clearly why the swamp gets its name. Large flying bugs dance among the cattails, and the surrounding forest plays its dark, natural melody in the remaining light of sunset. Your party must wade slowly through the thick liquid to the water-logged entrance in the center. Along the way, massive mosquito-like insects swoop down from above and assault the party with axe attacks, making them an immediate priority lest you be torn apart. Don't forget that this is not normal water. Every once in a while a party member will be plunged to the bottom of the swamp. All spells you try to cast or recieve from members on the surface will be cut off, so you must run quickly to where you started before the 30 health loss a second overcomes you.
(Room 2) Your party must walk down a short flight of stairs to the next room. What your party sees is the center of the dungeon: a huge circular chamber with a spiraling flight of stairs leading to a black pool just a short ways down. The walls are a golden brown with markings not unlike what we would expect from an Incan temple. The stone near the stairs is faded and coated in a slimy black mess. As you follow the stairs down, there is a hall to your left, and an abrupt stop at the water. There are no enemies in the room, and your party must head through the hall to the next room.
(Room 3) Don't progress too quickly. Instead, usher your party to look above them. There are holes in the torch-lit ceiling, and each contains quite a frightening spike. The group must navigate carefully through, for if they step under a spike, they are impaled and killed instantly. What they see at the end of this hall is a simple puzzle. A large, thick wooden pole stands at the center of the room, with eight stone walls sticking out from it. Between every wall is a switch, and each party member must navigate around the wall of the clustered circular room and find their own switch. When every switch is stood on, the strange contraption begins to spin and send those in it with it! Three mosquito enemies and four poisonous snakes assault the party, and it up to everyone to leave their section when it passes by the entrance to the room. Only there will it be safe to engage the enemies. Once they have been killed, return to room 2.
(Room 2) Upon your return to room 2, it seems that the water level has been lowered, allowing you to advance down the stairs. Another hall awaits you, and another dead-end at the water.
(Room 4) This hall is much darker than the previous, making it impossible to see the spikes on the ceiling. If you look closely however, there are dim, faint squares on the floor signaling the trap location. When you reach the end, you find quite the discouraging obstacle: a large maze of stone. At the start of the maze is a targettable, attackable lit brazier. Deal 300 cold damage to put out the flame. Doing so will cause a large hunk of brick to fall out of the wall. Reach in, and discover a map of the whole maze! If you dont have sufficient cold damage, you'll just have to rough it out. A switch at the end will lower the walls of the maze and make it possible for everyone to get through. The same octagonal challenge awaits you in the next room. Run back to room 2.
(Room 2) The water has been reduced to a small "well" of sorts at the bottom of the room. Finish the flight of stairs and at the bottom awaits a large group of mosquitos, snakes, and what look like large fireflys. Attacks from the fireflys make it impossible to score a critical hit. After slaying these enemies, proceed down the final hall...
(Room 5) No traps here, just a very long hall and scary music. At the end is a cavernous room you'll swear is the size of a small explorable area. Before you have time to think, a party member is grasped by a wing string and thrown across the air to the other side of the room and up the wall.
(BOSS: Tarantulord <excuse the name>) This is a huge hairy spider grasping her web up the wall in the chamber. Your party member must try his/her hardest to stay alive until the party comes to the rescue. When the spider has taken 10% damage, the party member falls to the floor and is replaced. Melee characters cannot attack the spider unless they are on her web. When she reaches 20% life, she immediately crawls to the top of the room. Thirty, actually thirty small spiders will attack the party. AoE is essential or you will be run down in a matter of seconds, but they dont have much life. Finally she will descend from the ceiling by a string-like web, grasp a party member, pull it back up, deal 400 damage and then go back for another. You can only finish her off when she is down near the floor.
Boss Loot!:
Silk-Strung Recurve Bow
Piercing Damage: 15-28 (req. 9 Marksmanship)
Damage +15% (while health is above 50%)
Lengthens Crippling duration by 20%
Health +30
PVE ONLY: Increased attack speed by 15% while under the effects of a preparation
Venomous Spider Fang
Energy +12 (req. 9 Blood, Curses, Death, or SR at random)
Halves skill recharge of ^ skills (20% chance)
Health +30
PVE ONLY: 33% chance of poisoning an enemy for 15 seconds when struck in melee
Explorer's Peril
Piercing damage: 14-27 (req. 9 Spear Mastery)
Damage +15% (While health is above 50%)
Armor Penetration 20& (20% chance)
Health +30
PVE ONLY: Your spear attacks may also strike one additional foe behind your target
Definately different from my first, not sure if its better. You don't have to post a dungeon to reply
EDIT: Sorry for the about the double post. Can I please get some comments in here?
Pickletron
I'm liking that loot with the bonus PvE effects
David Lionmaster
Wow, I really like the pve bonus on the items. It's definitely a lot more balanced than other pve item ideas, they give a bonus, but its not insane, and they usually have a condition.
Don Doggy
I too like the pve bonus and think its an excellent idea. And would love it if we had a feature like this In GW:EN.
zwei2stein
that PvE bonus is worst. idea. ever; itemization power creep with necesary grind to obtain it in its finest, its just ugly.
David Lionmaster
Quote:
Originally Posted by zwei2stein
that PvE bonus is worst. idea. ever; itemization power creep with necesary grind to obtain it in its finest, its just ugly.
Yes, because going through a dungeon that is already part of the story is grind...
zwei2stein
Quote:
Originally Posted by David Lionmaster
Yes, because going through a dungeon that is already part of the story is grind...
Already part of story? huh? Dungeons are told to be optional, besides, this is user creating, how the hell is that part of story?
Anyway, you might actually hate that area. I know i would, just based on principle of adding tier 2 items equivelent to gw. Considering how much you will have to do it to get item you want utill random decides that you are worthy, you are looking at about eight tries and lots of hours spent. Considiering that uber teambuild would be created soon, you would be looking at a lot more times getting group if you ware one of unfavored professions. Alternative is to get gold and buy it, which is pure grind.
And dont kid yourself that you would get party as paragon without double strike spear or as warrior without tanking shield. no other effect is overlookable too.
Guess kids cant just enjoy fact that they did beat challenge and must have phat lewt.
---
If you want item power progression, got play D2 or WoW. one of GW bases is that is there is no item power progression. Thou devs of course are willing to listen to bad ideas against gw nature (see pve skills crap).
Anyway, you might actually hate that area. I know i would, just based on principle of adding tier 2 items equivelent to gw. Considering how much you will have to do it to get item you want utill random decides that you are worthy, you are looking at about eight tries and lots of hours spent. Considiering that uber teambuild would be created soon, you would be looking at a lot more times getting group if you ware one of unfavored professions. Alternative is to get gold and buy it, which is pure grind.
And dont kid yourself that you would get party as paragon without double strike spear or as warrior without tanking shield. no other effect is overlookable too.
Guess kids cant just enjoy fact that they did beat challenge and must have phat lewt.
---
If you want item power progression, got play D2 or WoW. one of GW bases is that is there is no item power progression. Thou devs of course are willing to listen to bad ideas against gw nature (see pve skills crap).
Zallya
Make these PvE only bonuses disable the use of an Elite, problem solved.
While powerful, they'll limit your build - and the additional flavor added by some nice items such as these will make up for it.
Or maybe an elite PvE only skill that activates them?
While powerful, they'll limit your build - and the additional flavor added by some nice items such as these will make up for it.
Or maybe an elite PvE only skill that activates them?
Yawgmoth
About itamz:
The dungeons coming in GW:EN really need unique rewards, something special and not easily obtainable. If all they will offer will be more of the same stuff we got now, just different skins, they won't be worth playing more than once.
However at this point, making items which are *strictly better* that what is considered perfect now is unacceptable, because this would make all the existing items, even the very bestest ones simply crap.
But there's another way:
- using the old nerfed mod combinations on rare green items, example: a -2/-2 shield
- continuing the proph/factions greens which can't be reproduced with the inscription system (like Kindlerock, Incetol's Focus etc.)
- +20%dmg vs mob species mod on weapons
- +10armor vs mob type on shields
- *introducing items completely new type of items which never existed in gw* (i have a detailed article on this coming soon)
The dungeons coming in GW:EN really need unique rewards, something special and not easily obtainable. If all they will offer will be more of the same stuff we got now, just different skins, they won't be worth playing more than once.
However at this point, making items which are *strictly better* that what is considered perfect now is unacceptable, because this would make all the existing items, even the very bestest ones simply crap.
But there's another way:
- using the old nerfed mod combinations on rare green items, example: a -2/-2 shield
- continuing the proph/factions greens which can't be reproduced with the inscription system (like Kindlerock, Incetol's Focus etc.)
- +20%dmg vs mob species mod on weapons
- +10armor vs mob type on shields
- *introducing items completely new type of items which never existed in gw* (i have a detailed article on this coming soon)
arcanemacabre
Quote:
Originally Posted by Yawgmoth
But there's another way:
- using the old nerfed mod combinations on rare green items, example: a -2/-2 shield
- continuing the proph/factions greens which can't be reproduced with the inscription system (like Kindlerock, Incetol's Focus etc.)
- +20%dmg vs mob species mod on weapons
- +10armor vs mob type on shields
- *introducing items completely new type of items which never existed in gw* (i have a detailed article on this coming soon) /signed
Awesome ideas Yawgmoth. Especially the vs. species items. I would love some greens that have that. Also caster items with +33% longer conditions, so we don't have to use a sword/axe/spear with that mod just to get longer weakness or poison or something. Stuff like that would be a breath of fresh air.
I am interested in these "completely new type of items" you speak of. You gonna be posting this in Sardelac?
- using the old nerfed mod combinations on rare green items, example: a -2/-2 shield
- continuing the proph/factions greens which can't be reproduced with the inscription system (like Kindlerock, Incetol's Focus etc.)
- +20%dmg vs mob species mod on weapons
- +10armor vs mob type on shields
- *introducing items completely new type of items which never existed in gw* (i have a detailed article on this coming soon) /signed
Awesome ideas Yawgmoth. Especially the vs. species items. I would love some greens that have that. Also caster items with +33% longer conditions, so we don't have to use a sword/axe/spear with that mod just to get longer weakness or poison or something. Stuff like that would be a breath of fresh air.
I am interested in these "completely new type of items" you speak of. You gonna be posting this in Sardelac?
arcanemacabre
I've got another idea to add to that for "leet" green items - instead of different effects, how about lower requirements? Req. 8 greens for the really tough dungeon bosses, or maybe for that dungeon in hard mode.
Lourens
very cool ideas keep up the good work guys o and req7 greens would be awesome :P
Clord
Mirror World
Room 1: This is where it just begins.
Room 2: If player character is not near ally more than 2 seconds, player character takes 350 damage and is teleported to Room 1. Room got five mirrors and only one mirror is right (random mirror, not always same), if someone enter to wrong mirror, that player character is teleported to room 1 and in room 2 appear mirrored copy from that character as foe.
Room 3: Level 24 mirrored party from players party appear, they get all same skills etc. If mirrored copy from same character attack to where it was copied from, mirrored character deals double damage.
Room 4: Mirror Maze, walls are invisible and there is only one way to reach next door, however additional way exist to get chest what drop random gold item. Character take damage over time in this maze.
Room 5: Mirror Boss. Boss asks 10 questions about Guild Wars lore. Answering 3 times wrong, party is defeated. Answer total 10 questions right and party is able to challenge him.
MIRROR BOSS
HP: 15000
AL: 60
Mirror of Dark Mind
Skill (recharge 5). If character is not adjacement any ally during next 5 seconds, that character takes 99% damage to based current remaining HP.
Mirror of Life
Skill (recharge 15). If character is still adjacement any ally after 5 seconds, Mirror Boss heal himself 500 HP from each character who this skill apply.
Mirror of Fear
Skill (recharge 60). If Mirror Boss HP is below 25%, he uses this skill, manifest from mind either level 28, Shiro, Lich or Varesh to fight along with him.
Room 1: This is where it just begins.
Room 2: If player character is not near ally more than 2 seconds, player character takes 350 damage and is teleported to Room 1. Room got five mirrors and only one mirror is right (random mirror, not always same), if someone enter to wrong mirror, that player character is teleported to room 1 and in room 2 appear mirrored copy from that character as foe.
Room 3: Level 24 mirrored party from players party appear, they get all same skills etc. If mirrored copy from same character attack to where it was copied from, mirrored character deals double damage.
Room 4: Mirror Maze, walls are invisible and there is only one way to reach next door, however additional way exist to get chest what drop random gold item. Character take damage over time in this maze.
Room 5: Mirror Boss. Boss asks 10 questions about Guild Wars lore. Answering 3 times wrong, party is defeated. Answer total 10 questions right and party is able to challenge him.
MIRROR BOSS
HP: 15000
AL: 60
Mirror of Dark Mind
Skill (recharge 5). If character is not adjacement any ally during next 5 seconds, that character takes 99% damage to based current remaining HP.
Mirror of Life
Skill (recharge 15). If character is still adjacement any ally after 5 seconds, Mirror Boss heal himself 500 HP from each character who this skill apply.
Mirror of Fear
Skill (recharge 60). If Mirror Boss HP is below 25%, he uses this skill, manifest from mind either level 28, Shiro, Lich or Varesh to fight along with him.
Mordakai
You guys have too much time on your hands....
Brandon1107
No, it is fun.
Siren's Glare
Background
Finally found the remnants of Orr, but even more interestingly a Dungeon. This dungeon full of reoccurring magic is very powerful and not a place for sight-see'ers. Though if you want an adventure and just you hope the luck is in you turn because maybe you could land upon great fortune while in side.
Dungeon
Room 1 This giant rectangular room is full of white marble broke pillars and debris of white stone everywhere on the floor. As you enter this room you will notice the floating debris, whatever you do, do not stand under one. Though there are many traps in this room, including the cripple trap right near the entrance of the next room, and the collapsing floor in the middle that looks eerily like a sewer. But as you make your way forward you can either go up to the ramp on the left which will take you to another room, the ramp on the right which will take you to a separate room, or the room right ahead. You think this room is empty but as you make your decision on which path to take a giant undead worm pops up. Kill it or you might never make it back.
Room 2 (Path to the Left)
This hallway is silent and very narrow filled with condition traps. As you through the door your exit closes on you and though their is a silence you can still hear a small squeak. You walk about 20 meters when a flock of level 18 bats fly towards you some attacking you with fangs that make you bleed and others that stay back and heal their wounded. A horrible attack because you can't run past them because they're so many. But once you do you can get down the hall to the next room that is giant rectangular with what seems nothing but blue orbs and zombies.
Room 2 (Path to the Right)
In this orange chandelier lit hallway all you can hear is a soft moan. This hall is pretty wide and you see it is tiled with white marble. Some though a cracked and if you step on them you will get knocked down and when you stand back up you are crippled. So watch out. You see this path turns back in the same direction as the entrance. If you look to your left you see an open room. Go in it and you will find a chest. It is not locked but might store awesome treasure. But this is not an ordinary place and you open it and everyone nearby it is now suffering disease. You back to the hall and see it is filled with undead zombies. They are not very great but still there are so many. Once you beat the you will find a locked chest and the doorway to a giant circular room.
Room 3 (Path forward and thee room that ends if you take the right path)
As you enter this moss filled circular room you will see bluish glowing blue orbs. A worm pops up just as you attack it the orbs soar in attacking the ones attacking the worm. The orbs are very powerful but no doors are opening unless you kill the worm. The orbs circle around its victim(s) and for each orb adjacent you suffer 100 lightning damage. Finally you killed the worm and now you have to kill the orbs but once the worm dies you see things like hammers fall out of the ceiling and a smoke type substance coming out of the ground. If you get hit by the hammers you are knocked down for 4 seconds and suffer a deep wound. If you go on the smoke you have a 50% chance to be dazed for 13 seconds or maybe have a bonus +50% speed. Finally you killed them and enter a giant room.
Room 4
You enter this room with only to see those blue orbs and a couple zombies. The room though is filled with marble buildings crumbled. You can see though that their is archways that are covering half the room. That looks like the way. Once you beat almost all the foes you can travel through the arches to find a huge circular statue that is rotating miraculously producing a soft blue glow. You approach it because their is now othe rway it seems but them Moss Beetles appear around the statue and the archways close. A greenish gas is now produced from the ceiling making everyone poisoned. You finally kill them seeing their is a chest sometimes in one of the corners. If you are lucky to ge that chest you will find great treasure and a giant Moss Golem guarding it. You travel though the statue.
Room 5
It looks like you almost done but not yet. You are not in a small circular room where you suffer a condition called Sleeping Powder. When under this condition you are easily interrupted. Bats and Undead Golems swarm in and attack you. You can either go left or right. If you go right you will find yourself in a light hallway and the condition goes away. The exit you came through is now blocked by rocks and debris is flowing around. As you go through the hall you will see debris go in front of you and break down turning in to stone monsters. You will see another room to the left or you can go forward. If you go to the left you will see a rocky filled sword warrior boss. You can kill it for the green. (See below) Or go forward to the next room.
If you went down the right hall you will find a silent hallway with traps all around. You will see lights that can be targeted. Trigger it and you might find yourself with loot, or dead! So be sure to have someone who can resurrect you. If you turn to your right you will find a room filled with a boss. Kill it and you might get a green, or go forward to the next room.
Room 6
Last room until the boss. Bats swarm you while a worm attacks also and knocks you down. It seems like their are no exits in this white lit marbled mossy room. Rocks float around and drop suddenly killing the one under. Finally you kill the bats and worms but you see zombies walking around. As you make your way you see a ramp is being produced with each enemy you kill but the rooms also seems to be collapsing so kill them quick. Finally you killed them but you see a chest near the entrance. Make your choice quick!
Good you went with the ramp.
Room of the Sirens (Boss room)
The game music shuts off and you hear a soft beautiful singing. You work forward in this orangey lit room. Rocks fall down suddenly knocking down the pursuer. Moss Beetles pop up as you see orbs come in from a compartment in the ceiling. Make you way down the room through the hole to see a giant room with a giant what seems like Statue with a woman’s face. The room is big and circular with her in the middle. She has water all around her which looks like a swamp and the room is covered in moss. Her name is the Siren's Keeper. Don't get knocked down by the falling debris. You almost get to her but evil looking bird pop up singing! If you get in earshot you are dazed and blinded! Kill them quickly because now the boss sees you. (see her attacks at bottom) You kill her, nice job! A chest pops up and you get her weapons and maybe some inscribable golds! (see bottom)
Room 7 (room you are teleported to)
This room seems to be like a giant hall. You run down it dodging traps and killing the couple zombies in the way. There is a room to thr right with a chest. Some are lucky to find treasure in it while others die instantly. Be careful! You finally made it out, nice, go back with your part to kill the boss.
The Siren Keeper's Attacks
Death Stomp - All foes are knocked down nearby her. All foes knocked down are now crippled and suffer a deep wound or 10 seconds.
Magical Lift - Target foe is lifted up and teleported into another room.
Siren's Song - She is vulnerable now taking double damage but anyone who attacks is knocked down and can't attack for 10 seconds
Call of the Undead - A very scary attack as she uses this undead pop up from the water attacking you.
Weapons from Bosses and Chests
Molotav Rocktail's Weapons
The Rocktail (Axe)
Piercing Damage 6-28 (req.9 Axe Mastery)
+15% damage (health above 50%)
+30 Health
20% Armor Penetration (20%)
PvE Only: Chance of foe bleeding for 20 seconds is 20%.
Molotav's Anguish (Hammer)
Slashing Damage 19-35 (req.9 Hammer Mastery)
15% damage
-5 energy
10% chance to gain double adreneline
+30 Health
PvE Only: You have a 33% chance to knockdown a foe for +2 seconds.
Felix the Charr's Weapons
Felix's Hiss (Staff)
Lightning Damage 11-22 (req. 9 Either Energy Storage, Fast Casting, Soul
Reaping, Divine Favor, Spawing Magic)
+15 Energy
Halves skill recharge of above type of skills (20% chance)
+30 Health
+30 Health
PvE Only: Your primary attributes are boosted by two for the spell your casting. (20% Chance)
Felix's Rebound (Focus)
+12 Energy (req. 9 Either Energy Storage, Fast Casting, Soul Reaping, Divine Favor, Spawing Magic)
Enchantments Last 20% Longer
+5 Energy
PvE Only: +20 Armor while casting a spell
The Siren Keeper's Weapons
Siren's Harmony (Scythe)
Slashing Damage 9-41 (req. 9 Scythe Mastery)
+5 Energy
+30 Health
20% Armor Penetration (20% Chance)
PvE Only: You attack speed is increased by 20% while under an enchantment
Keeper's Melody (Wand)
Earth Damage 11-22 (req. 9 Primary Universal)
Halves skill recharge of spells for item's attribute (Chance 20%)
Halves skill recharge of spells for item's attribute (Chance 20%)
+30 Health
PvE Only: You cannot be interupted while a spell is recharging
Siren's Slicer (Sword)
Slashing Damage 15-22 (req. 9 Swordmanship)
+15% Damage
-5 Energy
+30 energy
20% Armor Penetration (Chance 20%)
PvE Only: You gain +2 energy when an attack skill also gets a critical hit
Siren's Glare
Background
Finally found the remnants of Orr, but even more interestingly a Dungeon. This dungeon full of reoccurring magic is very powerful and not a place for sight-see'ers. Though if you want an adventure and just you hope the luck is in you turn because maybe you could land upon great fortune while in side.
Dungeon
Room 1 This giant rectangular room is full of white marble broke pillars and debris of white stone everywhere on the floor. As you enter this room you will notice the floating debris, whatever you do, do not stand under one. Though there are many traps in this room, including the cripple trap right near the entrance of the next room, and the collapsing floor in the middle that looks eerily like a sewer. But as you make your way forward you can either go up to the ramp on the left which will take you to another room, the ramp on the right which will take you to a separate room, or the room right ahead. You think this room is empty but as you make your decision on which path to take a giant undead worm pops up. Kill it or you might never make it back.
Room 2 (Path to the Left)
This hallway is silent and very narrow filled with condition traps. As you through the door your exit closes on you and though their is a silence you can still hear a small squeak. You walk about 20 meters when a flock of level 18 bats fly towards you some attacking you with fangs that make you bleed and others that stay back and heal their wounded. A horrible attack because you can't run past them because they're so many. But once you do you can get down the hall to the next room that is giant rectangular with what seems nothing but blue orbs and zombies.
Room 2 (Path to the Right)
In this orange chandelier lit hallway all you can hear is a soft moan. This hall is pretty wide and you see it is tiled with white marble. Some though a cracked and if you step on them you will get knocked down and when you stand back up you are crippled. So watch out. You see this path turns back in the same direction as the entrance. If you look to your left you see an open room. Go in it and you will find a chest. It is not locked but might store awesome treasure. But this is not an ordinary place and you open it and everyone nearby it is now suffering disease. You back to the hall and see it is filled with undead zombies. They are not very great but still there are so many. Once you beat the you will find a locked chest and the doorway to a giant circular room.
Room 3 (Path forward and thee room that ends if you take the right path)
As you enter this moss filled circular room you will see bluish glowing blue orbs. A worm pops up just as you attack it the orbs soar in attacking the ones attacking the worm. The orbs are very powerful but no doors are opening unless you kill the worm. The orbs circle around its victim(s) and for each orb adjacent you suffer 100 lightning damage. Finally you killed the worm and now you have to kill the orbs but once the worm dies you see things like hammers fall out of the ceiling and a smoke type substance coming out of the ground. If you get hit by the hammers you are knocked down for 4 seconds and suffer a deep wound. If you go on the smoke you have a 50% chance to be dazed for 13 seconds or maybe have a bonus +50% speed. Finally you killed them and enter a giant room.
Room 4
You enter this room with only to see those blue orbs and a couple zombies. The room though is filled with marble buildings crumbled. You can see though that their is archways that are covering half the room. That looks like the way. Once you beat almost all the foes you can travel through the arches to find a huge circular statue that is rotating miraculously producing a soft blue glow. You approach it because their is now othe rway it seems but them Moss Beetles appear around the statue and the archways close. A greenish gas is now produced from the ceiling making everyone poisoned. You finally kill them seeing their is a chest sometimes in one of the corners. If you are lucky to ge that chest you will find great treasure and a giant Moss Golem guarding it. You travel though the statue.
Room 5
It looks like you almost done but not yet. You are not in a small circular room where you suffer a condition called Sleeping Powder. When under this condition you are easily interrupted. Bats and Undead Golems swarm in and attack you. You can either go left or right. If you go right you will find yourself in a light hallway and the condition goes away. The exit you came through is now blocked by rocks and debris is flowing around. As you go through the hall you will see debris go in front of you and break down turning in to stone monsters. You will see another room to the left or you can go forward. If you go to the left you will see a rocky filled sword warrior boss. You can kill it for the green. (See below) Or go forward to the next room.
If you went down the right hall you will find a silent hallway with traps all around. You will see lights that can be targeted. Trigger it and you might find yourself with loot, or dead! So be sure to have someone who can resurrect you. If you turn to your right you will find a room filled with a boss. Kill it and you might get a green, or go forward to the next room.
Room 6
Last room until the boss. Bats swarm you while a worm attacks also and knocks you down. It seems like their are no exits in this white lit marbled mossy room. Rocks float around and drop suddenly killing the one under. Finally you kill the bats and worms but you see zombies walking around. As you make your way you see a ramp is being produced with each enemy you kill but the rooms also seems to be collapsing so kill them quick. Finally you killed them but you see a chest near the entrance. Make your choice quick!
Good you went with the ramp.
Room of the Sirens (Boss room)
The game music shuts off and you hear a soft beautiful singing. You work forward in this orangey lit room. Rocks fall down suddenly knocking down the pursuer. Moss Beetles pop up as you see orbs come in from a compartment in the ceiling. Make you way down the room through the hole to see a giant room with a giant what seems like Statue with a woman’s face. The room is big and circular with her in the middle. She has water all around her which looks like a swamp and the room is covered in moss. Her name is the Siren's Keeper. Don't get knocked down by the falling debris. You almost get to her but evil looking bird pop up singing! If you get in earshot you are dazed and blinded! Kill them quickly because now the boss sees you. (see her attacks at bottom) You kill her, nice job! A chest pops up and you get her weapons and maybe some inscribable golds! (see bottom)
Room 7 (room you are teleported to)
This room seems to be like a giant hall. You run down it dodging traps and killing the couple zombies in the way. There is a room to thr right with a chest. Some are lucky to find treasure in it while others die instantly. Be careful! You finally made it out, nice, go back with your part to kill the boss.
The Siren Keeper's Attacks
Death Stomp - All foes are knocked down nearby her. All foes knocked down are now crippled and suffer a deep wound or 10 seconds.
Magical Lift - Target foe is lifted up and teleported into another room.
Siren's Song - She is vulnerable now taking double damage but anyone who attacks is knocked down and can't attack for 10 seconds
Call of the Undead - A very scary attack as she uses this undead pop up from the water attacking you.
Weapons from Bosses and Chests
Molotav Rocktail's Weapons
The Rocktail (Axe)
Piercing Damage 6-28 (req.9 Axe Mastery)
+15% damage (health above 50%)
+30 Health
20% Armor Penetration (20%)
PvE Only: Chance of foe bleeding for 20 seconds is 20%.
Molotav's Anguish (Hammer)
Slashing Damage 19-35 (req.9 Hammer Mastery)
15% damage
-5 energy
10% chance to gain double adreneline
+30 Health
PvE Only: You have a 33% chance to knockdown a foe for +2 seconds.
Felix the Charr's Weapons
Felix's Hiss (Staff)
Lightning Damage 11-22 (req. 9 Either Energy Storage, Fast Casting, Soul
Reaping, Divine Favor, Spawing Magic)
+15 Energy
Halves skill recharge of above type of skills (20% chance)
+30 Health
+30 Health
PvE Only: Your primary attributes are boosted by two for the spell your casting. (20% Chance)
Felix's Rebound (Focus)
+12 Energy (req. 9 Either Energy Storage, Fast Casting, Soul Reaping, Divine Favor, Spawing Magic)
Enchantments Last 20% Longer
+5 Energy
PvE Only: +20 Armor while casting a spell
The Siren Keeper's Weapons
Siren's Harmony (Scythe)
Slashing Damage 9-41 (req. 9 Scythe Mastery)
+5 Energy
+30 Health
20% Armor Penetration (20% Chance)
PvE Only: You attack speed is increased by 20% while under an enchantment
Keeper's Melody (Wand)
Earth Damage 11-22 (req. 9 Primary Universal)
Halves skill recharge of spells for item's attribute (Chance 20%)
Halves skill recharge of spells for item's attribute (Chance 20%)
+30 Health
PvE Only: You cannot be interupted while a spell is recharging
Siren's Slicer (Sword)
Slashing Damage 15-22 (req. 9 Swordmanship)
+15% Damage
-5 Energy
+30 energy
20% Armor Penetration (Chance 20%)
PvE Only: You gain +2 energy when an attack skill also gets a critical hit
Lauryn
I decided to do mine a little differently, so it'll be more like a story or walk through rather than descriptions of each room and background etc...
*Warning - I'm crap with names
**Partway through writing it at this point lol, I might go into details about the team but I'll try leave the 'main character' slot ambiguous lol -- this is turning into a fan fiction I can feel it lol
***Also obviously there would be more mobs, it'd just get boring if I repeatedly said you kill X then Y then X again etc etc lol
Logan's Mouth
In the far north of the shiverpeaks looms an enormous cavern coated in ice crystals and huge stalactites, not far outside of the opening is a small dwarven camp. You enter the camp and are approached by 2 dwarves, Orotar Highmeld and Acolyte Trebious. Orotar tells you of a small scientific research team that was sent into the dungeon in search of its legendary relics, but alas, the team has been gone for nearly a week now and fears of their safety are mounting, Trebious is worried for his master - Abbot Nerhenicous, who had joined the team as their beacon and he is now willing to go with you deep into Logan's Mouth as your beacon.
Your team sets of with Trebious entail into the icy caverns, most of the rock was worn away centuries ago by huge underground river systems which you can still hear in the distance, the light from Trebious shimmers over the ice walls as you make your decent, your presence in the cavern is obviously known. The granite bridge that you are walking on forks, one side leading to what seems a hole in the walls, while the other leads to a system of boulders and more granite pathways. Trebious spots a small glowing icon on one of the rocks on the granite pathway, a path finding beacon left by the Abbot, so he quickly tells you to set off that way at once. A small tricking of water gets louder as you move towards the ice, you hold back for a second just as a wall breaks free and a huge system of icy water floods into the cavern completely destroying the pathway ahead, you grab Trebious and fling him to safety behind you as the granite falls into the abyss below. As you clamber through the little gap in the wall you hear another huge thunder of water rushing below you as once frozen rocks are crashing into the torrents below.
The new room is a much larger cavern covered with stalagmites and stalactites stretching ahead of you, strange colours of greens, yellows and blues dance across them as you pass. The shimmers light up and dance around the entire room, glinting off ice crystals, a small group of bats is awoken and comes to attack the intruders, but they are easily dispatched, what ranger couldn't pick off a few flying targets? And what elementalist is going to be bested by a bat? Trebious warns you that you wont just have bats in the cave, a legendary beast and his cohorts guarded those legendary relics that Nerhenicous and his team went after. Still, unruffled you plunge on further. A small mist of shattered ice falls from above your head, you look up and see a small crevice leading all the way through the mountain, you can see a slight hope of sunlight at the top. As you round a corner Trebious is pounced upon by a group of large scaly carnivores, a whole heard of the beasts are living in this room. You kill Terbious' aggressor and quickly begin the main battle. Beside you Narina fires an arrow through the arm of one of the beasts, a shriek goes up and they clamour towards her, you rush forward to defend her and see their leader shouting orders in whatever heathen language the beasts cry in - short battle and their leader is down and without him the beasts are in disarray, Jorgen finishes the last of the confused foes with a small electrical charge which flies from beast to beast. Terbious is hurt, you can see it - His breathing is heavy and there is a huge bleeding gash on his right arm. You ask him if he would prefer it if he went back to the camp and let you go on without him, he refuses. You decide to let him stay and call over Hina to give him a once over. She says that the bleeding will stop in time and chants a small healing spell. You move slower now, stepping softly you can see hordes of these beasts littering the cave, they're agitated after hearing that penetrating shriek. Suddenly a wail of screams fills all your hearing, you've been spotted! A mass of screaming scales flies at you and your team, you crowd together Jorgen keeping them at bay with short sharp shocks while Hina looks over Trebious' cowering form. You finish the fight hardly unscathed but Hina is on hand to heal your wounds, after salvaging what you can from their corpses you continue deeper into the dungeon.
As you enter the adjoining chasm you notice an eerie dark green glow below you, you gently step closer to the edge and see that the frozen bridge you are walking on is not any normal lump of granite, its a giant carving of a staff. The statue is huge, straining your eyes you can still only see down to its waist and you can just about make out its face hundreds of feet above you, the details on the staff are incredibly intricate, you chip away at some of the ice that hass formed on top and you can see that its embedded with jewels and has seems of silver spiralling round it. Trebious speaks to you of an ancient sect of the dwarves that worshipped different gods based on facets of earth fire and ice, this must be a statue to Karagoth the earth tempest. As you scale your way down the statue using the many folds in his frozen robe you can see, between the feet of the statue, a small temple with what seems a new encampment in it. Cautiously you begin to approach to camp, but Terbious sees another of Nerhenicous' beacons and rushes forward.
The dwarf camp is small, dirty and smells rotten, two small mounds of earth with an axe on top of each shows that their voyage was not without loss. One of the other dwarves was lost along the way, while 2 of the researchers and Nerhenicous remain. Nerhenicous believes that the fire tempest Remus was actually a djinn that was entombed by golems that used to inhabit the area and how the sect had tried to revive it. His story is cut short as a small fragment of the statue to Karagoth hurtles down causing the ground to shake like an earthquake, but the shaking doesn't stop. Out of the ground 6 mounds of earth begin to rise, slowly taking form from the earth these huge hulking golems roar enraged at your group. Jorgen fires out lightning bolts to no avail, while Narina's arrows ricochet off their bodies. The golems advance towards the group with deafening roars and thunderous steps, shaking loose rocks and shards of ice from the roof of the chasm miles above. As the rocks smash on their bodies you notice one get pieced by a huge ice shard, Narina takes quick aim and fires an arrow into the weakened golem taking off its arm, you scream at Jorgen to weaken them with ice while you and Narina lop off their limbs and torsos. Far above another fragment falls to the floor narrowly missing Hina, as your team fleas from the temple Karagoth's hand breaks free, it plummets to the ground in front of your group and cracks the earth. A cataclysm of events start happening as the ground shakes, freeing more rocks, causing the walls and floor the crack and break. Slowly you hear a feint roaring coming, getting louder, a few drips of icy cold water fall from the ceiling. Soon a stream of water careers out of one of the walls, then around you it shoots up from cracks in the floor, behind you an entire wall gives way as the floor moves beneath you, you see a wall of water rushing towards you. Take a deep breath. Everything goes black.
You regain conciousness and open your eyes to blackness, no light from anywhere. You can hear muffled groaning and voices, it seems your team and Trebious have survived, but there's no sign of Nerhenicous or the researchers. Trebious uses his beacon spell to create enough light for you, but its not much. [At this point the radar would go black outside the aggro bubble, because you really cant see and again there would be mobs and stuff here lol] Now you're just trying to find a way out, you have no idea how deep you've come or even where you are, the huge underground rivers could have taken you anywhere. Still, the only way is forwards.
Soon you spot small crystals in the walls, giving of a dull blue glow. Moving further on you see more and more, soon enough Trebious doesn't need to use his beacon spell any more. The blue glow expands into a grand chamber, a once civilised chamber; small worn down houses, a well, bigger buildings and temples, but the entire room is dominated by a huge forge. The entire area is crawling with lesser flame djinns and more of the scaly beast creatures living in the looted homes, even larger golems wander around the chamber, but they are not aggressive to you - only to the djinns. Trebious tells you how he managed to talk to Nerhenicous about the sect before he was lost. The ancient dwarves managed to revive the djinn from the golems grasps, at first the djinn was thankful and defended the dwarves against Karagoth's uprising - the dwarves then began to worship Remus as a godlike figure, and Karagoth was labled as a destructor, but soon Remus grew tired of the dwarves and began to attack the dwarves. The dwarves flocked back to the old temples of Karagoth praying that he entomb the djinn again, and he tried - he sent forth golems. But Remus had retreated to the dwarven forge, creating magics and lesser djinn from his own essence and using the constant fire to replenish himself. The two armies fought, Fire against Earth and as you can see neither could truly win. The battle must have been raging for thousands of years and the dwaves could obviously no longer survive in the cavern.
As you dispatch wave after wave of lesser djinn and the beasts you slowly make your way towards the forge. As you get nearer the forge, the intense heat puts strain on you and your team [swirly heat-like effects and all spells/skills cause exhaustion (except signets/adrenaline) hehe] Remus leaps out of the forge [he'd look like a really huge, evil flame djinn] and begins to attack the team:
Boss-
Remus
Health - 2000
AL - 100
Natural Health regeneration of 1 pip
Attacks-
Intense Heat - For 20 seconds Targets skills cost 5 more base energy (including signets/adrenaline)
Flame Blast - Deals 80 damage to all adjacent foes, foes Burning take another 120 damage, foes not Burning are set on fire for 6 seconds.
Flame Spitter - Summons: (at 90% health) 1 lesser djinn, (75%) 2 lesber djinn, (50%) 3 lesser djinn, (25%) 5 lesser djinn - can only cast at those 4 times
Engulf - Target foe is interupted and set on fire for 5 seconds
Living Flame - At 5% health he'l jump back into the forge and after 30 seconds come back at 75% health (and get the summons again)
-----
After you have lowered his health to 5% for the second time a cinematic will start
You: "We can't keep this up, there has got to be another way! Cant you think of anything Trebious?"
Trebious "I-I Don't know sorry"
*Researcher comes running in*
Researcher "Trebious! Trebious! After I got separated from the group (Yes its him lol) I found some runes about a third god!
Trebious "You mean Logan? The Ice tempest, yes, why did he not have any part in the fight between Remus and Karagoth... He was the strongest of the three elementals"
You "How could Ice defeat Fire anyway? It would melt"
Trebious "Yes, but thats the point. Fire melts the Ice into water! The water would submerge the forge and Remus! ... That must be whats happening, the underground water systems would completely submerge the entire city here"
*The giant golems start attacking Remus as he comes out of the forge again*
You "They're going for him!"
*They start roaring and stomping causing earthquakes*
Trebious "Looks like we weakened him enough for them to attack again, so Karagoth and Logan would be allied against Remus it seems..."
You "Wait... They are going to crack the ground and walls again, like what they did with us?"
Trebious "Yes I think that would be the easiest way to rid of him"
You "Then how would we get out?"
Trebious "Well we, umm..."
*Floor and walls crack and water floods in - all goes black*
-----
You wake up again in what seems to be an Ice palace, a large human figure covered in Ice stands before you (and your team). Logan thanks you for aiding him and Karagoth of ridding Remus, he says how he guided the water flows to lead you to his palace unharmed. He says that such efforts deserve rewards, he opens a chest next to the throne (spawns 3 weapons reserved for random people). Logan states how before Remus became unruly the ancient dwarves created wonderous relics in their forge, also gives a tome to Trebious
Weapons-
Remus' Essence (Focus)
+12 Energy (req. 9 Energy Storage)
Halves skill recharge (of spells) 20%
+30 Health
PvE Only: +40 Armor while casting a Fire spell
Fire Spitter (Staff)
Energy +10
Fire Damage 11-22 (req 9 Spawning Power)
Halves skill recharge (of spells) 20%
Halve Casting Time of Spells (Spawning Power) 20%
HP +30
HP +30
Two Handed
PvE Only: 20% Chance for summons to have +20% health
Karagoth's Defence (Sheild)
Armor: 32 (Requires 13 Strength)
-5 Recieved Damage (Chance 20%)
Health -30
PvE Only: +30 Armour vs Fire
Karagoth's Purity (Wand)
Earth damage 11-22 (Requires 9 Protection Prayers)
Halves skill recharge of Protection Prayers spells (Chance: 20%)
Energy +5 (while Health is above 50%)
PvE Only: 5% Chance of Blinding foe for 5 seconds
Logan's Fury (Scythe)
Cold damage 9-41 (req. 9 Scythe Mastery)
Damage +15% (while Health is above 50%)
Health +15
Armour +5
PvE Only: 10% Chance for Enchantments to last 10% Longer
Logans Companion (Hammer)
Cold Damage 19-35 (Requires 9 Beast Mastery)
Damage +15% (while pet is alive)
Health +30
PvE Only: Armour +20 while pet is alive
Dwavern Daggers (Daggers)
Slashing Dmg: 7-17 (Requires 9 Dagger Mastery)
Energy +5
Armor penetration +20% (Chance: 20%)
Health +30
PvE Only: +10% Chance that your daggers will double strike
Nerhenicous' Beacon (Staff)
Energy +10
Chaos damage: 11-22 (req. 9 Illusion Magic)
Halves casting time of Illusion Magic spells (Chance: 20%)
Halves skill recharge of spells (Chance: 20%)
Health +30
Energy +5
PvE Only: 20% Chance that conditions on you expire 20% sooner
-----
Woo, that took a little while hope you like it (and actually read all of it lol)
*Warning - I'm crap with names
**Partway through writing it at this point lol, I might go into details about the team but I'll try leave the 'main character' slot ambiguous lol -- this is turning into a fan fiction I can feel it lol
***Also obviously there would be more mobs, it'd just get boring if I repeatedly said you kill X then Y then X again etc etc lol
Logan's Mouth
In the far north of the shiverpeaks looms an enormous cavern coated in ice crystals and huge stalactites, not far outside of the opening is a small dwarven camp. You enter the camp and are approached by 2 dwarves, Orotar Highmeld and Acolyte Trebious. Orotar tells you of a small scientific research team that was sent into the dungeon in search of its legendary relics, but alas, the team has been gone for nearly a week now and fears of their safety are mounting, Trebious is worried for his master - Abbot Nerhenicous, who had joined the team as their beacon and he is now willing to go with you deep into Logan's Mouth as your beacon.
Your team sets of with Trebious entail into the icy caverns, most of the rock was worn away centuries ago by huge underground river systems which you can still hear in the distance, the light from Trebious shimmers over the ice walls as you make your decent, your presence in the cavern is obviously known. The granite bridge that you are walking on forks, one side leading to what seems a hole in the walls, while the other leads to a system of boulders and more granite pathways. Trebious spots a small glowing icon on one of the rocks on the granite pathway, a path finding beacon left by the Abbot, so he quickly tells you to set off that way at once. A small tricking of water gets louder as you move towards the ice, you hold back for a second just as a wall breaks free and a huge system of icy water floods into the cavern completely destroying the pathway ahead, you grab Trebious and fling him to safety behind you as the granite falls into the abyss below. As you clamber through the little gap in the wall you hear another huge thunder of water rushing below you as once frozen rocks are crashing into the torrents below.
The new room is a much larger cavern covered with stalagmites and stalactites stretching ahead of you, strange colours of greens, yellows and blues dance across them as you pass. The shimmers light up and dance around the entire room, glinting off ice crystals, a small group of bats is awoken and comes to attack the intruders, but they are easily dispatched, what ranger couldn't pick off a few flying targets? And what elementalist is going to be bested by a bat? Trebious warns you that you wont just have bats in the cave, a legendary beast and his cohorts guarded those legendary relics that Nerhenicous and his team went after. Still, unruffled you plunge on further. A small mist of shattered ice falls from above your head, you look up and see a small crevice leading all the way through the mountain, you can see a slight hope of sunlight at the top. As you round a corner Trebious is pounced upon by a group of large scaly carnivores, a whole heard of the beasts are living in this room. You kill Terbious' aggressor and quickly begin the main battle. Beside you Narina fires an arrow through the arm of one of the beasts, a shriek goes up and they clamour towards her, you rush forward to defend her and see their leader shouting orders in whatever heathen language the beasts cry in - short battle and their leader is down and without him the beasts are in disarray, Jorgen finishes the last of the confused foes with a small electrical charge which flies from beast to beast. Terbious is hurt, you can see it - His breathing is heavy and there is a huge bleeding gash on his right arm. You ask him if he would prefer it if he went back to the camp and let you go on without him, he refuses. You decide to let him stay and call over Hina to give him a once over. She says that the bleeding will stop in time and chants a small healing spell. You move slower now, stepping softly you can see hordes of these beasts littering the cave, they're agitated after hearing that penetrating shriek. Suddenly a wail of screams fills all your hearing, you've been spotted! A mass of screaming scales flies at you and your team, you crowd together Jorgen keeping them at bay with short sharp shocks while Hina looks over Trebious' cowering form. You finish the fight hardly unscathed but Hina is on hand to heal your wounds, after salvaging what you can from their corpses you continue deeper into the dungeon.
As you enter the adjoining chasm you notice an eerie dark green glow below you, you gently step closer to the edge and see that the frozen bridge you are walking on is not any normal lump of granite, its a giant carving of a staff. The statue is huge, straining your eyes you can still only see down to its waist and you can just about make out its face hundreds of feet above you, the details on the staff are incredibly intricate, you chip away at some of the ice that hass formed on top and you can see that its embedded with jewels and has seems of silver spiralling round it. Trebious speaks to you of an ancient sect of the dwarves that worshipped different gods based on facets of earth fire and ice, this must be a statue to Karagoth the earth tempest. As you scale your way down the statue using the many folds in his frozen robe you can see, between the feet of the statue, a small temple with what seems a new encampment in it. Cautiously you begin to approach to camp, but Terbious sees another of Nerhenicous' beacons and rushes forward.
The dwarf camp is small, dirty and smells rotten, two small mounds of earth with an axe on top of each shows that their voyage was not without loss. One of the other dwarves was lost along the way, while 2 of the researchers and Nerhenicous remain. Nerhenicous believes that the fire tempest Remus was actually a djinn that was entombed by golems that used to inhabit the area and how the sect had tried to revive it. His story is cut short as a small fragment of the statue to Karagoth hurtles down causing the ground to shake like an earthquake, but the shaking doesn't stop. Out of the ground 6 mounds of earth begin to rise, slowly taking form from the earth these huge hulking golems roar enraged at your group. Jorgen fires out lightning bolts to no avail, while Narina's arrows ricochet off their bodies. The golems advance towards the group with deafening roars and thunderous steps, shaking loose rocks and shards of ice from the roof of the chasm miles above. As the rocks smash on their bodies you notice one get pieced by a huge ice shard, Narina takes quick aim and fires an arrow into the weakened golem taking off its arm, you scream at Jorgen to weaken them with ice while you and Narina lop off their limbs and torsos. Far above another fragment falls to the floor narrowly missing Hina, as your team fleas from the temple Karagoth's hand breaks free, it plummets to the ground in front of your group and cracks the earth. A cataclysm of events start happening as the ground shakes, freeing more rocks, causing the walls and floor the crack and break. Slowly you hear a feint roaring coming, getting louder, a few drips of icy cold water fall from the ceiling. Soon a stream of water careers out of one of the walls, then around you it shoots up from cracks in the floor, behind you an entire wall gives way as the floor moves beneath you, you see a wall of water rushing towards you. Take a deep breath. Everything goes black.
You regain conciousness and open your eyes to blackness, no light from anywhere. You can hear muffled groaning and voices, it seems your team and Trebious have survived, but there's no sign of Nerhenicous or the researchers. Trebious uses his beacon spell to create enough light for you, but its not much. [At this point the radar would go black outside the aggro bubble, because you really cant see and again there would be mobs and stuff here lol] Now you're just trying to find a way out, you have no idea how deep you've come or even where you are, the huge underground rivers could have taken you anywhere. Still, the only way is forwards.
Soon you spot small crystals in the walls, giving of a dull blue glow. Moving further on you see more and more, soon enough Trebious doesn't need to use his beacon spell any more. The blue glow expands into a grand chamber, a once civilised chamber; small worn down houses, a well, bigger buildings and temples, but the entire room is dominated by a huge forge. The entire area is crawling with lesser flame djinns and more of the scaly beast creatures living in the looted homes, even larger golems wander around the chamber, but they are not aggressive to you - only to the djinns. Trebious tells you how he managed to talk to Nerhenicous about the sect before he was lost. The ancient dwarves managed to revive the djinn from the golems grasps, at first the djinn was thankful and defended the dwarves against Karagoth's uprising - the dwarves then began to worship Remus as a godlike figure, and Karagoth was labled as a destructor, but soon Remus grew tired of the dwarves and began to attack the dwarves. The dwarves flocked back to the old temples of Karagoth praying that he entomb the djinn again, and he tried - he sent forth golems. But Remus had retreated to the dwarven forge, creating magics and lesser djinn from his own essence and using the constant fire to replenish himself. The two armies fought, Fire against Earth and as you can see neither could truly win. The battle must have been raging for thousands of years and the dwaves could obviously no longer survive in the cavern.
As you dispatch wave after wave of lesser djinn and the beasts you slowly make your way towards the forge. As you get nearer the forge, the intense heat puts strain on you and your team [swirly heat-like effects and all spells/skills cause exhaustion (except signets/adrenaline) hehe] Remus leaps out of the forge [he'd look like a really huge, evil flame djinn] and begins to attack the team:
Boss-
Remus
Health - 2000
AL - 100
Natural Health regeneration of 1 pip
Attacks-
Intense Heat - For 20 seconds Targets skills cost 5 more base energy (including signets/adrenaline)
Flame Blast - Deals 80 damage to all adjacent foes, foes Burning take another 120 damage, foes not Burning are set on fire for 6 seconds.
Flame Spitter - Summons: (at 90% health) 1 lesser djinn, (75%) 2 lesber djinn, (50%) 3 lesser djinn, (25%) 5 lesser djinn - can only cast at those 4 times
Engulf - Target foe is interupted and set on fire for 5 seconds
Living Flame - At 5% health he'l jump back into the forge and after 30 seconds come back at 75% health (and get the summons again)
-----
After you have lowered his health to 5% for the second time a cinematic will start
You: "We can't keep this up, there has got to be another way! Cant you think of anything Trebious?"
Trebious "I-I Don't know sorry"
*Researcher comes running in*
Researcher "Trebious! Trebious! After I got separated from the group (Yes its him lol) I found some runes about a third god!
Trebious "You mean Logan? The Ice tempest, yes, why did he not have any part in the fight between Remus and Karagoth... He was the strongest of the three elementals"
You "How could Ice defeat Fire anyway? It would melt"
Trebious "Yes, but thats the point. Fire melts the Ice into water! The water would submerge the forge and Remus! ... That must be whats happening, the underground water systems would completely submerge the entire city here"
*The giant golems start attacking Remus as he comes out of the forge again*
You "They're going for him!"
*They start roaring and stomping causing earthquakes*
Trebious "Looks like we weakened him enough for them to attack again, so Karagoth and Logan would be allied against Remus it seems..."
You "Wait... They are going to crack the ground and walls again, like what they did with us?"
Trebious "Yes I think that would be the easiest way to rid of him"
You "Then how would we get out?"
Trebious "Well we, umm..."
*Floor and walls crack and water floods in - all goes black*
-----
You wake up again in what seems to be an Ice palace, a large human figure covered in Ice stands before you (and your team). Logan thanks you for aiding him and Karagoth of ridding Remus, he says how he guided the water flows to lead you to his palace unharmed. He says that such efforts deserve rewards, he opens a chest next to the throne (spawns 3 weapons reserved for random people). Logan states how before Remus became unruly the ancient dwarves created wonderous relics in their forge, also gives a tome to Trebious
Weapons-
Remus' Essence (Focus)
+12 Energy (req. 9 Energy Storage)
Halves skill recharge (of spells) 20%
+30 Health
PvE Only: +40 Armor while casting a Fire spell
Fire Spitter (Staff)
Energy +10
Fire Damage 11-22 (req 9 Spawning Power)
Halves skill recharge (of spells) 20%
Halve Casting Time of Spells (Spawning Power) 20%
HP +30
HP +30
Two Handed
PvE Only: 20% Chance for summons to have +20% health
Karagoth's Defence (Sheild)
Armor: 32 (Requires 13 Strength)
-5 Recieved Damage (Chance 20%)
Health -30
PvE Only: +30 Armour vs Fire
Karagoth's Purity (Wand)
Earth damage 11-22 (Requires 9 Protection Prayers)
Halves skill recharge of Protection Prayers spells (Chance: 20%)
Energy +5 (while Health is above 50%)
PvE Only: 5% Chance of Blinding foe for 5 seconds
Logan's Fury (Scythe)
Cold damage 9-41 (req. 9 Scythe Mastery)
Damage +15% (while Health is above 50%)
Health +15
Armour +5
PvE Only: 10% Chance for Enchantments to last 10% Longer
Logans Companion (Hammer)
Cold Damage 19-35 (Requires 9 Beast Mastery)
Damage +15% (while pet is alive)
Health +30
PvE Only: Armour +20 while pet is alive
Dwavern Daggers (Daggers)
Slashing Dmg: 7-17 (Requires 9 Dagger Mastery)
Energy +5
Armor penetration +20% (Chance: 20%)
Health +30
PvE Only: +10% Chance that your daggers will double strike
Nerhenicous' Beacon (Staff)
Energy +10
Chaos damage: 11-22 (req. 9 Illusion Magic)
Halves casting time of Illusion Magic spells (Chance: 20%)
Halves skill recharge of spells (Chance: 20%)
Health +30
Energy +5
PvE Only: 20% Chance that conditions on you expire 20% sooner
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Woo, that took a little while hope you like it (and actually read all of it lol)
Ravi
you guys know what, a-net should hold a create-a-dungeon contest, that would own face
thezed
Quote:
Originally Posted by Ravi
you guys know what, a-net should hold a create-a-dungeon contest, that would own face
We should see what the dungeons are going to be like before we go designing our own, but I agree. A "Create-A-Dungeon" contest, with the winning dungeon being added as free content, would ROCK.