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  1. Revenant Caves As I've noticed, the revenant caves have been lacking action lately. The only people you will find there are AFKers with a yoshi waiting for that prizekey. Other than that there is no much PKing action going on there nowadays since the hotspot has been changed to Rogue's Chest, therefor I'd like to suggest replacing the existent revenant caves with the OSRS revenant caves. These caves can introduce NPCs from RuneX to keep the caves interesting. Revenant Caves in OSRS Ofcourse some of the NPCs in the cave have to be changed in order to fit SpawnPK, therefor I will suggest an NPC/activity per section. Let's get started on how I envision the revenants in the cave to work. The general drops as they are in OSRS will not work for SpawnPK, therefor I'd like to suggest letting the revenants have a droptable somewhere along the lines of: No 100% chance to roll on the droptable, chance to roll on the droptable is scaled with the NPCs level Common (1/1): Coins (2M - 3M) Common (1/1): Blood Money (2-3) Common (1/1): Revenant Ether - X / 3, (X = NPC level) Common (1/5): Noted: Super Combat Potion (4) (1-3) Common (1/5): Noted: Stamina Potion (4) (1-3) Common (1/5): Noted: Anti Venom (4) (1-2) Common (1/10): Special Restore (4) (1) Uncommon: Bracelet of Ethereum (1/45)* Uncommon: Point Mystery Box (1/50) Rare: PvP Mystery Box (1/500) Very Rare: Prize Key (1/2500) The bracelet of ethereum is a bracelet that will need to be charged with revenant ether, and upon charging it will provide you immunity from the attacks of the revenants, these bracelets will be auto-lost. Ultra Rare (1/3500): Craw's Bow The effects the Craw's Bow would be the same as they are in OSRS with the exception of a 15% damage boost outside of the wilderness. The rest of it's properties should remain the same, the properties are as follows: 'When Craw's Bow is charged with revenant ether, an additional 50% ranged accuracy and damage boost is applied when attacking ANY NPC in the Wilderness, consuming 1 ether per attack whether the player hits or not. The bow's effect stack with the slayer helmet.' This would result in the bow being the best ranged weapon to use in the wilderness, it would even out-DPS a Twisted Bow. Even though it might seem overpowered, keep in mind that it would only have a 50% damage boost inside the wilderness. The bow should be a viable option in PKing but it should not be the BIS bow for player killing, therefor I would suggest the stats to be better than a 3rd Age Bow, but on par with the Zaryte Bow damage wise. Nevertheless, I would like to see it's special effect have the same effect as the 3rd age bow, to not make a copy of the Zaryte Bow. Since ether is required to fire the bow, I would suggest something like a 20% chance to ignore Protect for Range upon using the bow, to not make the Zaryte Bow way better in PvP situations. Ultra Rare (1/3500): Vigora's Chainmace The effects of Viggora's Chainmace would harbor the same as they are in OSRS with the exception of a 15% damage boost outside of the wilderness. The rest of it's properties should remain the same, the properties are as follows: 'When Viggora's Chainmace is charged with revenant ether, an additional 50% melee accuracy and damage boost is applied when attacking ANY NPC in the Wilderness, consuming 1 ether per attack whether the player hits or not. The bow's effect stack with the slayer helmet.' I understand that this weapon would only be good to use on revenants in the state as mentioned above, therefor I'd like to add an effect to the mace that would only occur in PvP combat. The mace would hold the same stats as the Dragon Scimitar (or), and it would have a 25% chance to smite the opponent for 1/6th of what you hit on them, it's special attack would resemble the special attack of the ancient mace, but instead of taking 100% special, it should only take 75% special to use. Ultra Rare (1/3500): Thammaron's Sceptre Thammaron's Sceptre isn't used a whole lot in OSRS, but it's effect would have a huge impact on doing Mage Bank on SpawnPK, therefor the effect it has in the wilderness seems balanced for the server, which reads as the following: 'When Thammaron's sceptre is charged with revenant ether, an additional 100% magic accuracy and 25% magic damage boost is applied when attacking any NPC in the wilderness, consuming 1 ether per attack whether the player hits or not. This effect will stack with the slayer helmet.' For PvP I would suggest a 15% magic damage boost (Toxic Staff of the Dead has 10%) and a 25% magic accuracy, this staff would not be able to cast Ancient Spells. That sums up how I would like to see the revenant part of the game to work, let's continue to other sections of the cave. Crimson Cave Swifts This is me trying to find a use for the useless skills (which is actually all of them) we have in SpawnPK. Crimson Cave Swifts are a type of bird that can only be caught by buying a 'Reinforced Bird Snare', this special kind of bird snare can be bought for 25 blood money at the blood money store, upon death these bird snares will be auto-lost, and they will grant the PKer with 10 blood money for each bird snare in the victims inventory. Upon successfully catching a Crimson Swift, you will get 5-10 fierce feathers and you will suffer from a 30 second teleport block because the birds screeches prevent your ability to teleport, this teleblock effect would make it so even if you have an alien, a bit of skill might still be involved upon an unfriendly encounter with a PKer. At the magic chest next to Mandrith, you can exchange 7500 of these feathers for a Molten Chompy Hat (as seen in RuneX). This molten chompy hat would have +16 range attack bonus, and 7 range strength bonus, but around +30 in the defensive department. This would make the Molten Chompy Hat better than the Viper Helmet offensive wise, but worse defensive wise and it does not grant venom immunity and does not venom your opponent. This hat will not be autokeep In order to give agility a use, a teleport portal north of the Crimson Swifts would be introduced in the blue square below. The agility shortcut will only be available for people with 99 agility, if you don't have 99 agility, you have to tank a little longer. Thermonuclear Smoke Devil The Thermonuclear Smoke Devil would be the newest addition to the bossing roster, and it would be located at the following position: The thermonuclear smoke devil will be exclusive to the revenant cave and would harbor the following droptable: Common (1/1): Coins 5-10 Common (1/1): Blood money 3 - 5 Common (1/15): Point Mystery Box (1) Common (1/15): Revenant ether (150) Uncommon (1/75): Small Revenant Box *(1) Uncommon (1/35): Bracelet of Ethereum Rare (1/250): Occult Necklace Rare (1/500): Big Revenant Box *(2) Ultra Rare: Smoke Battlestaff *(3) Ultra Rare: Thermonuclear SmokeDevil Pet *(4) (1) The small revenant box would grant you a free roll on the drop table of the revenants. (2) The big revenant box would give you 10 free rolls on the drop table of the revenants (3) The Smoke Battlestaff would provide 25% more damage on fire spells (4) For the Thermonuclear Smoke Devil Pet I couldn't quite come up with fitting effects, perhaps it could work as a bracelet of ethereum and increase the feathers you get upon catching the crimson swifts with 50%, but please leave your suggestions. The boss would not be AFK-able, since praying versus it will only reduce damage done to you by 40%. On that note I would like to round it up, I know not even half of the revenant caves will be filled with this content, this part will: But considering our playercount, it would be in the best interest of the server to not use the entire revenants cave immediately, as this would kill any other wilderness content. Yours sincerely, Hooke V2
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