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Name: Ragnarok the Nordic Armageddon
Location: Trollweiss Mountain---
Stats:
Phases - 3
Phase Levels - One = 3, Two = 666, Three = 963
Phase Health - One = 3, Two = 666, Three = 1080
Phase Armor - One = 3, Two = Medium, Three = High-ish(Near the end of medium/middle of high values, whatever they are, some suggested values are written below)
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PHASES, BEHAVIOR and ABILITIESAbilities in Phase One:Life Drain Aura - If fewer than 3 players approach him, 12HP/second (unavoidable) will be drained, with 3 or more players the drain reduces to 0-6HP/second (avoidable). The aura can't kill, but it will leave players with 10 HP if they don’t heal.
Chained – When this NPC is chained, it can’t attack and is invulnerable; you need to break the chains to initiate phase two.
First Phase:Ragnar is chained down to the ground and is in a weakened state (Spiritual Form). Ragnar is immune to all attacks; approaching him will drain your HP.
There are a total of five chains holding Ragnar down. The chains can be destroyed only by using a Dragon/Rune/Adamant Pickaxe, if a lower tier Pickaxe is used the player will be stunned for 5 seconds.
Each chain has 270HP and 9 Defence.
Chains' weakness is Smash style of attack.
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Phase between 1 and 2:If all the chains are broken, he will start to grow; he will be untargetable for 1 second.
In that one second Rengar will grow slightly (1.2-1.5x larger) also grow wings (or he could just float) and start to fly so that you can't reach him with melee weapons.
He also puts up a forcefield so that he can't be damaged with ranged weapons; this is to prevent safespotting.
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[Ragnar enters his Magical Form]---
Abilities in Phase Two:Life Drain Aura - If fewer than 3 players are in the vicinity, the drain will be 9HP/second (unavoidable), if 3 or more players are in the vicinity, then it only drains 0-3 (avoidable).
Chain Attack - Chains do 3-21 melee damage to a single target and chain to nearby players (in a 3x3 area around the players that are hit) for the same damage. This attack can be dodged by moving away from the hit area that will be marked (1x1); targets nearest the player in a 7x7 AOE (or a random player if all players are the same distance away), has 1 second delay.
Burning Breath - Olaf breathes fire and burns players hit for 7HP/Second for 3 Seconds with Magic Damage, the ability should have a 3 tile long frontal AOE (area of effect).
Fireworks - Shoots a slow moving projectile that targets the nearest player (or a random player if all players are the same distance away). The projectile impacts on the location after 3 seconds and then explodes; the location will be marked after 2 seconds have passed whilst the boss charges the ability; (projectile and explosion can both be avoided by moving away from the marked location, will explode both on impact with a player and ground; impact with a player does 30 Magic Damage, explosion does 39 Magic Damage to everyone in the 3x3 AOE, the boss will stop moving and attacking to charge and will gain 99 Defence during it).
Wings/Ghost - Ragnar can fly. No melee weapons you scrubs.
Evasion - Ragnar is so agile that no marksman could ever hope to hit him with a bow, no matter how skilled! (Guns not included). You can’t damage him with range.
Second Phase:Weakness(es) in this Phase are Ice/Water Spells.
Ragnar will ignite the chains that were attached to his hands and attack you with them (if possible, chains or Ragnar should have a burning effect).
Ragnar can also use his fire breath to ignite players with a damage-over-time effect and throw projectiles of fire that explode on impact and deal AOE damage.
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Abilities in Phase between 2 and 3:Titanfall - Ragnar falls to the ground and deals Melee Damage in a 5x5 AOE, damage is highest below him and lowest 2 tiles away from him: 69 damage is directly below him; 36 is in 3x3 area around him; 18 is in 5x5 area around him; damage is also blocked by terrain(e.g - trees, rocks, water, etc).
Phase between 2 and 3:When Ragnar falls below 333 health, he will fall to the ground with a huge explosion. The chains also start to crumble and will disappear in 9 seconds; during that 9 seconds, he will gain Very High (~210) defence and can still attack and be attacked. He can now also be attacked with melee weapons, but ranged weapons are still blocked.
If he can’t be killed during those 9 seconds, Phase Three will initiate.
If he is killed during those 9 seconds, he will die like in Phase Three and drop extra loot.
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[Ragnar is englufed in flames; when he comes out of the flames, he has the face of a lost demon "Teemo the Satan"]
[Ragnar enters his Physical Form]---
Abilities in Phase Three:Spell Block - Ragnar puts up a shield against what hurt him most the last time he fought; the more damage that he took, the more resistance against that that damage type he gains.
Swing It! - Ragnar attacks players with his mighty axe! The axe deals 18-30 melee damage in a frontal AOE, 3 tiles in front of him in a cone shape.
Battle Charge - Ragnar raises his shield and runs to a location, dealing Melee Damage and a stun to anyone in the way (stuns players for 1 second and deals 18-36 melee damage).
Trembling Quake - Ragnar smashes his weapon/shield into the ground dealing damage in a 3x3 AOE; players in the AOE take 6-24 ranged damage.
Boulder Smash - Ragnar picks up a boulder and throws it at the farthest player, dealing 9-39 magic damage in a 3x3 AOE; then the boulder will roll for 2 tiles and damage anyone caught in the way for 6-21 magic damage.
Phase Three:Weakness(es) in this Phase are Bows/Crossbows.
Ragnar will drain power from the ground for 3 seconds, gain a higher level, and heal himself fully with an extra 414 health for a total of 1080 health; he can’t attack nor be attacked during those 3 seconds.
Ragnar no longer drains HP.
Ragnar puts up a Spell Shield to prevent Mage attacks.
Melee and Ranged attacks can now be used against him.
Ragnar pulls out his giant axe and swings it at players in front of him.
Ragnar can charge towards a location, dealing damage and a stun to anyone in the way.
Ragnar can smash his shield/axe to the ground,. creating a shockwave around him.
Ragnar can pick up a huge boulder from the ground and throw it at players.
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EVENT and DROPSThe death of Logan the Nordic Armageddon will trigger a mini event.
Upon death Ragnar says: "Until I'm awoken, I shall sleep again."
In the chat there will be a message: "The Egg of the King has been dropped!"
Somewhere on the map (random location, but still in Trollweiss Mountain) will spawn an Egg of the King, which must be destroyed in order to spawn Ragnar again in a few minutes.
The Egg of the King has 6000 health and is a
passive object (like barricades). The Egg of The King has high armour.
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Drops from the Egg:rune items, high level herbs (noted), ores.
Rare Drops: 1-2 God bones, 1-5 Fury sharks.---
Drops from Ragnarok:BalmungLevel 70, 2-handed weapon, same attack speed as Zamorakian Spear.
Has the same attack range as a halberd.
Special attack costs 50% and deals Ranged damage, will be a good weapon against Mages.
This weapon will be tradable and dropped on death like normally.
Hybrid Armours -Vanguard/Trickster/Battle-Mage sets.
LVL80 armour, hybrid stats, weak to the style it's missing.
Sets have helm, body, legs, gloves and boots.
Should be dropped as an 'Essence of the Warrior/Archer/Magus' Which can be used on GWD armour pieces to turn it into Hybrid Armour.
Using an Essence of the Warrior on Armadyl Chestplate would make Vanguard Body, for example.
It would have stats similar to 3rd age, but have no stats at all in the style it's missing. A vanguard set would have next to no Magic Defence.
Offensive bonus should be between GWD and 3rd age armours. All armours require a defence level of 80 and 80 in their combat styles (attack for melee) to be worn.
The armours will be untradable, the Essences will be tradable; if dropped on death the Essence will appear and the GWD item will be destroyed.
Stats will be similar to 3rd age and GWD armours, not much above that.
You can combine the Essences for a Hybrid Essence that can be used to craft Hybrid Armour(requires 99 rune crafting, mage and crafting levels to create).You require 6 Hybrid Essences for body, 4 for legs, 3 for helm, 3 for boots and 2 for gloves for a total of 18 Hybrid Essences.
These sets will give bonus stats to all styles of Attack and Defence (+6%). It should be the strongest Hybrid Armour in-game.
The Hybrid Armour will be untradeable, but the Essences will be tradable; when Hybrid Armour is dropped on death, the Essences will appear and the armour will be dismantled.
Combinations:
(Requires 99 mage and 90 smithing)Warrior Essence + Armadyl Armour pieces = Vanguard Armour (has good offensive and defensive stats in Ranged and Melee)
Magus Essence + Bandos Armor pieces = Battle Mage Armour (has good offensive and defensive stats in Melee and Mage)
Archer Essence + Battle Robe pieces = Trickster Armour (has good offensive and defensive stats in Ranged and Mage)
(Requires 99 mage and runecrafting)Archer Essence + Magus Essence + Warrior Essence = Hybrid Essence
God bones:
Give 2100 Prayer EXP.Drop in quantities of 1-2 from Ragnar directly, not from the Egg.
A big thanks to Charr for some drop ideas and Fate for (some)formatting and grammar/spelling mistakes!
I'd also like to thank my amazing crew for helping me!EDIT: Topic is open. If you want to suggest any changes please feel free to do so.
This is how one of my crew mate thought Ragnarok should look like. Note that this is only an example.