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14-Sep-2011 - Ritual of the Mahjarrat
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Author:  Mike [ September 14th, 2011, 8:24 am ]
Post subject:  14-Sep-2011 - Ritual of the Mahjarrat

RuneScape.com wrote:
14-Sep-2011 - Ritual of the Mahjarrat

“They signal their arrival with a devastating shriek, and leave nothing but ash, flame and destruction in their wake. All tremble in fear as they approach, and the ground rumbles in sympathy.”

There is news of a devastating attack on Mos Le’Harmless, and Sir Tiffy is quick to call you for help. Rumours seem to hint towards an ancient evil, once thought to be myth, and the implications of its appearance could spell disaster for this plane. It is unclear what they want, and there is nothing to say why they have risen now.

Yet, with one threat comes another: the planets have aligned, signalling the Ritual of the Mahjarrat. These mighty and ambitious beings are looking to draw the life from one of their order, sacrificing them to regain lost energies and add flesh to bones. The ritual will also offer near-limitless power to a single Mahjarrat who has already been gathering superhuman strength and influence. With an ***** of weapons taken from the gods, could the ritual be your last opportunity to stop him before he achieves complete domination?

With two monumental threats such as these, humanity risks being utterly crushed. Fighting now would require armies of bold and fearless warriors, yet only a precious few are able to stand up and face them. The question is: are you ready to join the defence of RuneScape?

Survive to the end of Ritual of the Mahjarrat and you can be sure of a wealth of rewards. Aside from the customary (but large) stack of XP, you will gain access to a new spell, a new reward dungeon, ranging and mage gear, the opportunity to gain three new boots and other rewards that we would rather keep secret!

If you want to play a leading role in one of the biggest events of RuneScape’s history, we encourage you to log in now...

How to start

Speak to Sir Tiffy Cashien in Falador park.

Requirements
  • The Temple at Senntisten
  • While Guthix Sleeps
  • Hazeel Cult
  • Enakhra's Lament
  • The Slug Menace
  • Fairy Tale III - Battle at Ork's Rift
  • Rocking Out
  • A Tail of Two Cats
  • Fight Arena
  • Level 76 Crafting
  • Level 77 Agility
  • Level 76 Mining
  • You must be capable of fighting creatures of combat level 475

Paul, Mod Chris L and Mod Srowley
RuneScape Content Developers

Author:  Adbot [ September 14th, 2011, 8:24 am ]
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Author:  Anubis [ September 14th, 2011, 8:52 am ]
Post subject:  Re: 14-Sep-2011 - Ritual of the Mahjarrat

If you don't want to know the rewards of read my criticisms of them, don't read my post. While the rewards are already ingame, some of you might not want to know anything about them (though it'd be hard because the rewards are quite wide) so I've put everything in spoiler tags.

Spoiler for rewards:

3 Quest Points
110,000 Agility XP
60,000 Constitution XP
40,000 Crafting XP
40,000 Mining XP
Three 80,000 XP lamps
Access to fight a new barrows brother (Akrisae) and gain new barrows equipment
Access to mine bane ore
Be able to make bane arrows and bolts
The Lunar Spell Tune Bane Ore
The ability to gain combat bonuses in certain areas
Access to fight Glacors
The ability to craft Armadyl runes
The ability to create an Armadyl battlestaff to enhance the power of the Storm of Armadyl spell
Gain a bonus 3000 Prayer XP


I can't do the quest on any of my accounts due to quest requirements so I can't really comment on how good the quest is but what I can say is that it looks very good and the rewards are appropriate for the length of time it'll take to finish it.

Spoiler for criticisms:

My biggest gripe is the lack of creativity when it came to naming the Armadyl rune. Seriously, it would make much more sense to use current runes for the spell and be able to make the staff through other means which would then be a requirement to use the spell, much like the Flames of Zamorak or Claws of Guthix. They could also have simply named it something which wasn't so... cliche. There's no Zamorak rune or Saradomin rune or even Guthix rune named after the creator of runes, why does Armadyl get one? Not only this but you need only one rune to cast it - I don't know what the spell does, but one rune even for a non combat spell especially at a mid-high level like 77 will give a pretty cheap way to gain magic experience. Plus, isn't Armadyl supposedly associated with ranged? BUT, since there was a staff of Armadyl in the Temple of Ikov quest I'm obligated to accept the possibility such a spell had been planned long before the release of this quest. The mechanics of the spell, aside from the fact you need 74 runecrafting to make it and the completion of the recent quest, needs some alteration.

My final issue is the seeming lack of forethought when it comes to releasing a new barrows outfit. The quest isn't going to be completed by a vast majority of players. It's got far too many requirements and this is a good thing. But those players who do go through the quest and finish it - guess what they'll be doing tonight? Farming barrows that's what. Hell there's nothing wrong with that, I'd do the same. But the problem now lies with the fact there's only one new set. This means that, unless the set is ridiculously common, there will be a massive influx of older barrows equipment on the grand exchange. The prices are terrible nowadays anyway, but they will crash more and more. This could simply have been fixed by adding three superior sets rather than just one.

But then again I know absolutely NOTHING about the barrows set or the new spell. Just what I can see without actually using any of them.
For all I know, the new spell might give 1/3rd the exp of a typical offensive spell and the new set might be a barrows version of void armour.

But eitherway, there's some reworking needed for a few of these things.


Spoiler's aside I'm quite happy to see that Paul's been involved with this quest. He wrote the original Temple of Ikov quest and I've followed the lore surrounding Armadyl for quite some time.


4/5.

Author:  Bonsai99 [ September 15th, 2011, 1:40 pm ]
Post subject:  Re: 14-Sep-2011 - Ritual of the Mahjarrat

http://runescape.wikia.com/wiki/Storm_of_Armadyl
"Upon the release of this quest, there was a glitch where players could use this spell to attack anyone, anywhere. They would have a gravestone outside of wilderness, but if it was in wilderness you would still see their items as a drop. Inside the wilderness it was the same, you could attack anybody regardless of combat level, and multiple players could attack one player even within non-multi zone. This was fixed a few hours later."

Yay, another falador massacre...

Author:  Papero Hawt [ September 17th, 2011, 4:48 pm ]
Post subject:  Re: 14-Sep-2011 - Ritual of the Mahjarrat

No lore. Hazeel pops in to say "I agree" and "Hmpf." Akthanakos and Enachra do almost nothing. Khazard is just there for a boss fight. Azzanadra does almost nothing. Sliske turns out to be a ****. Jhalan doesn't even say anything. Zemouregal's fortress is easier to break into than his wilderness dungeon. 2/3 of the quest is Dragonkin, even when it's specifically titled "Ritual of the MAHJARRAT." The rewards aren't too great either. Shorter than most master quests. The boss fights were okay, but there's nothing exciting about defeating high-level minions. Kuradel doesn't even show up. A cutscene that had nothing to do with the Mahjarrat is probably the best cutscene in the game (you'll know which one I'm talking about). Bilrach and Kharshai aren't mentioned. The Armadyl Runes make no sense since the quest has nothing to do with Armadyl. Kethsi would've been so much better if they hadn't released it months ago.

I'm sorry to say, but this quest was a serious let down. 2/5. It could've been so much better. It honestly wasn't a true sequel to WGS. It was only the prequel to the dragonkin quest, which I have low expectations for. I think Mahjarrat should be Geilinor's villains, not dragonkin.

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