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Underground Pass PvM + Prif

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Weston XD
Oct Member 2018

Weston XD

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Table of Contents

1.1 - Table of Contents + Basic Concept
1.2 - Puzzle Rooms
1.3 - Weaker Boss Mechanics
1.4 - Demon Boss Mechanics
1.5 - Demon Boss Mechanics, cont'd
1.6 - Demon Boss Mechanics, cont'd
1.7 - Demon Boss Mechanics, cont'd
1.8 - Loot
1.9 - Loot, cont'd
1.10 - Weapon Stats

Basic Concept


Rumors of treasure hidden deep within the Underground Pass has broken out. As a result, many difference races from across Gielinor have rushed to try to claim it before anyone else. However, this has resulted in conflict and essentially an all out battle royale between the races. The four races within the main area are gnomes, dwarves, elves, and ogres. Each section is locked behind an instanced puzzle room and can only be accessed upon completion of this puzzle. It will be randomly generated for every player and be different every time. Furthermore, these bosses will have no bodyguards but several complex mechanics to compensate.

However, should we happen to get Prif some day this lore could be altered. Also, future quests may be balanced around this idea and perhaps unlocked upon completion of the quest.
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07-Jul-2018 17:12:01 - Last edited on 08-Jul-2018 04:34:18 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
Puzzle Rooms


Each section of this dungeon is safeguarded by a puzzle room as follows:

The elven section will be protected by an agility course randomized for every player similar to Kruk's dungeon during MMII.

The gnomes section will be protected by a puzzle room full of trees and the door is covered up by vines. One tree is connected to the vines and upon chopping it down, the vines will let loose. Higher leveled trees have a higher chance of being the one connected to the vines.

The dwarven section will have a gatekeeper (potentially Klank) protecting the entrance until you mine a select amount of ores in the room. They cannot be noted and must be mined on the spot as a result. He will hold your supplies and anything else while you mine the ores for 25k.

The ogres section puzzle room will have several ogres walking around with one big ogre guarding the entrance. You may either kill the several smaller and regular sized ogres walking around or thieve them for a chance at receiving a special rock cake. Giving the big ogre the rock cake will allow you to pass through.

The demonic section will be on a lower level and guarded by a puzzle similar to the soulless during the Underground Pass quest. You must wear Klank's gauntlets or you will take damage.

All puzzles will be instanced and randomly generated for every player.
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07-Jul-2018 17:12:05 - Last edited on 03-Sep-2018 21:08:39 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
Boss Mechanics


Ogre Boss

The room will dim and one corner will turn dark. If no one is standing in that corner, everyone in the room can get hit for 40+ damage. If someone is standing in standing in that corner, they can get hit for 75+ damage and no one else gets hurt.

The ogre will toss three boomerangs that hit around 20 damage and ricochet or bounce off walls until they hits someone. The longer they are going around the room, the more damage, they deal when they hit someone. Having boomerangs bouncing off the walls will not prevent him from performing this attack again.

Dwarven Boss

A boulder will start tumbling from the northern wall and give the team 3 seconds to prepare. Whoever it hits first gets hit for 30+ damage and gets their prayer drained.

The boss will select one player and throw a boulder that will follow that player around to hit them for a large amount of damage and hits through prayer. This attack can be intercepted if another player gets in the way and takes the damage for them.

Elven Boss

This boss teleports around the room frequently and primarily attacks with range. Furthermore, it uses a crystal bow, so it has a large range.

The boss will shoot an arrow in a straight line aimed at the closest player and hits the first person it comes into contact with, drastically draining their agility and run energy. In addition, it has the potential ability to reduce the duration of a stamina potion effect if it is currently active.


Gnome Boss

This boss can teleport every player except the one it's aggressive onto to one side of the room whilst taking the player it's aggressive towards onto the other side while spawning a series of trees to be cut down to separate the DPSers from the tank.

The boss will light up to signal that it is going to explode, and hit the closest player for a large sum of damage whilst taking away half its current health.
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07-Jul-2018 17:12:08 - Last edited on 07-Jul-2018 17:38:39 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
Demon Boss

This boss will have seven phases. This may seem like a lot, but Nex and the Corporeal Beast were only meant to be fought in groups of ten or more. The goal is to create something of the caliber.

Phase I Mechanics

Three tiles will turn red and those tiles will disable protection prayers for a minute.

The boss will turn orange and toss the tank, or player it's aggressive towards against a wall to stun them for a couple seconds. This attack also causes a bleed effect and takes away 2 hp every 10 seconds for 3 minutes. With the tank stunned against a wall, it has a cooldown of three seconds. The secondary tank must then attack the demon whilst the DPSers stay away until the boss is aggressive towards the secondary tank to be safe.

The boss will start glowing and spawning rings of fire around it slowly increasing in radius. It will stop once it has hit someone.

Phase II Mechanics

The boss will target a player and have flames chase him throughout the room that do 20+ damage per game tick while he is standing still, 10-15+ damage per game tick while he is walking, or around 5-7 damage every two game ticks while he is running. This will only stop once he takes 250 damage. He also becomes immune to any form of damage, except for water spells.

The boss will create a fissure in the center of the room and teleport half of the players to the other side of the room. The players are selected at random. It will spawn a strong demon similar to K'ril Tsutsaroth in difficulty and the fissure will disappear once both bosses have been killed. After one boss is dead, that side may use ranged or magic to help kill the boss on the other side. The demon boss will be in the sky launching projectiles to be dodged throughout this phase.

The boss will glow different colors to indicate which combat style to attack him with. Attacking him with the wrong combat style will heal him instead depending on which combat style was used. When he's green, you should
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07-Jul-2018 17:12:11 - Last edited on 07-Jul-2018 17:42:03 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
attack him with range. Magic will heal him the most. When he's red, you should attack him with melee. Range will heal him the most. When he's blue, you should attack him with magic. Melee will heal him the most.

Phase III Mechanics

The boss will mark a player to have his stats, including prayer and run energy, drained over the course of 30 seconds. Any players standing within two tiles of him or her will have their stats drained as well while taking rapid damage. Furthermore, they will be venomed for severe damage.

The boss will start spawning lessers that evolve into greater, black, and then demonic gorillas if ignored for too long. Furthermore, they will have significantly buffed stats.

The boss will knock everyone against the wall, stunning them. He will then automatically be aggressive towards the player with the lowest defensive stats towards the combat style he is using. The only way to get him to be aggressive onto the tank is to have one of the tanks use their Dinh's Bulwark special attack. This special mechanic will not be used every couple of seconds, but it will be used frequently enough to make sure that the special attack bar isn't waste by the tanks or the team will be severely disadvantaged.

Phase IV Mechanics

The boss commonly use blood barrage with buffed magic to heal, so it would be wise to have all of the players stay away from each other to minimize the healing.

The boss will mark a tile. After six seconds (10 game ticks), it will detect the tile closest to it, if no one is on that exact tile, with player(s) and do 350 damage to the players on that tile evenly split up. This means that if there are 10 players on that tile, everyone will take 35 damage.

The boss will mark a corner to turn dark. After every two game ticks, it expands its NxN radius until it gets someone. This means that it starts with just the corner tile. After two game ticks, this area will engulf a 2x2 radius square in that corner and so on. When it hits
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07-Jul-2018 17:12:14 - Last edited on 07-Jul-2018 17:43:36 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
someone, the player(s) it englufs have their prayer drained, attack speed halved (similar to miasmic spells), and their run energy drained to almost 0.

Phase V Mechanics

The boss will rapidly move around the room, targetting whoever is closest to it whilst ice barraging players.

He will spawn icicles around himself with a radius of 1 square. If you get hit by this icicle, you can take up to 70+ damage. They will also block the path and must be destroyed with fire spells before being able to move through.

He will start spawning demonic gorillas rapidly towards the end of this phase and cannot be killed until all of the gorillas are dead.

Phase VI Mechanics

He will be able to cast a Vengeance that registers once per player meaning that every player will have one attack reflected back onto them. Their prayer is also drained by how much damage is reflected back, similar to the Ancient Mace special attack.

The boss will start pulling in random players close to him, similar to Glough's third phase during the MMII quest. Furthermore, he is surrounded by a ring of fire that damages everyone, but the closest players take the most damage. Dinh's Bulwark special attack will only focus his aggression towards the user for a short period of time as he is constantly switching targets.

The boss will mark a 3x3 area to launch a fire-projectile and if any player is hit, it expands to hit in a 4x4 radius. The same process occurs until either no one is hit for the attack or everyone is hit.

Phase VII Mechanics

The boss will select the five players that have dealt the most damage and will constantly switch targets between those players while focusing its aggression onto them. This forces the DPSers up until that point to start tanking and the tanks up until that point to start DPSing.

The boss will send an AoE tsunami that slams the players it hits against the wall, stunning them and draining their defensive stats.

It attacks every 4 ticks. It will read
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07-Jul-2018 17:12:17 - Last edited on 07-Jul-2018 17:46:01 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
the overhead prayer on the second tick and attack using a combat style that is not prayed against on the fourth tick similar to the blobs in the Inferno. If the player it is aggressive towards isn't attacking it for six game ticks at a time, its attack speed increases to every two game ticks whilst reading the overhead prayers every game tick. L2PK nubnubs.

07-Jul-2018 17:12:20 - Last edited on 07-Jul-2018 17:46:32 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
Loot


Ogre Boss

Blast Maul - a melee weapon that hits in a 3x3 radius but blows up once out of charges (amount of charges scales with the user's firemaking level). It would essentially be a melee version of chinning and bursting/barraging in the sense that it would be expensive but quick xp.

Righteous Mace - one handed crush weapon that has no special attack, accuracy similar to a dragon dagger, but has a magic based attack (meaning it would tear through melee armor), and has the attack speed of a toxic blowpipe

Dwarven Boss

Dwarven armor set - has negative offensive bonuses but defensive bonuses are comparable or maybe greater than those of PvP armors, upgrades from Barrows and degrades to dust

Elven Boss

Crystal Pickaxe, Axe, and Dagger - all of these degrade into a crystal seed and fees to repair are the same as repairing a crystal bow

Gnome Boss

Tome of Earth - similar to the Tome of Fire but works for earth spells and has a 10% chance to save runes and stacked with the Staff of Light and Staff of the Dead
Tome of Water - similar to the Tome of Fire but works for water spells and halves damage from fire spells including the flames attack on Phase II and ring of fire on Phase VI

Demon Boss

Demonic Scroll - for use on the Staff of the Dead to allow it to autocast Ancient Magicks and degrades to dust after 10,000 casts thus bringing the original Staff of the Dead down with it and effectively causing an item sink (con: could potentially devalue Kodai Wand)

Tormented Robes Set - when wearing the full mage set, there is a chance that a fraction of the damage dealt that tick (bursting and barraging add up damage from all of the monsters attacked) would be restored as prayer; this set would have defensive bonuses worse than Ahrim's and offensive bonuses equal to that of Ahrim's without a significant prayer bonus

Vampiric Necklace - buffs blood spells damage and accuracy by 15%, upgrades from occult necklace
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07-Jul-2018 17:12:22 - Last edited on 09-Jul-2018 02:22:19 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
Frozen Necklace - buffs ice spells damage and accuracy by 15%, upgrades from occult

Necklace of Shadows - buffs shadow spells damage and accuracy by 15%, upgrades from occult necklace

Noxious Amulet - buffs smoke spells damage and accuracy by 15%, upgrades from occult necklace

Armor Set Upgrades - takes Bandos, Ancestral, and Armadyl gear to make 20 sets of buffed DPS gear that degrades to dust thus effectively causing item sinks

Miasmic Scroll - gives access to nerfed miasmic spells (cuts attack speed to 2/3 instead of 1/2) which would use wrath runes
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07-Jul-2018 17:12:25 - Last edited on 08-Jul-2018 04:38:54 by Weston XD

Weston XD
Oct Member 2018

Weston XD

Posts: 1,502Mithril Posts by user Forum Profile RuneMetrics Profile
Crystal Dagger

Requirements: 70 Attack, 70 Agility

Offensive Stats:

+57 Stab

+32 Slash

-4 Crush

+1 Magic

+0 Ranged



Defensive Stats:

+0 Stab

+0 Slash

+0 Crush

+1 Magic

+0 Ranged



Other Bonuses:

+57 Strength

+0 Ranged Strength

+0 Magic Damage

+0 Prayer



Weapon Speed: 7



Special Attack: N/A.

Extra: Requires “Roving Elves” quest and Western Provinces Hard diary to wield. After dealing 2500 hits of damage, reverts to a “Dagger Crystal Seed.” This seed can only be recreated by Ilfeen. The first recharge costs 1.8m, and each subsequent recharge is reduced by 360k, until it reaches a minimum of 360k (recharging any other Crystal items does not affect/reduce the recharge cost of the Dagger Crystal Seed). Must be imbued at Nightmare Zone to maintain full stats as it degrades. It is not possible to trade the “Dagger Crystal Seed” with other players. Only fully charged Crystal Daggers are able to be traded. Can be coated with Poison.

Appearance: Similar to Bronze-Rune Daggers, but with a white hilt and clear blade.

Drop Rate: 1/512
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07-Jul-2018 17:12:28 - Last edited on 11-Jul-2018 04:53:01 by Weston XD

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