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Old Feb 21, 2006, 09:04 PM // 21:04   #1
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Default Desecrated Coliseum

Desecrated Coliseum

The spirits of warriors slain in grueling fights rest here, wandering the halls and arenas, seeking to channel their anger on those who dare to enter. Only the bravest of the brave step foot in the arena to combat one another, as the mischief had by the spirits brings down even the mightiest after enough time.
Players who seek to conquer this Desecrated Coliseum must win matches against other teams in every room and hall, alternating between halls and rooms each match. A team that goes all of the way will find themselves in the Treasure Chamber, a well-hidden room with rewards for their combat expertise.

The 5 Halls:

Hall of Reflections
Within this hall, it becomes difficult to track the movements of your foes, as their bodies are distorted by the enchanted walls. Every 20 seconds, a global effect goes up, causing attacks by players to miss 75% of the time for the next 8 seconds.

Hall of Enchanters
The souls of many mages were bound into cursed Totems lining this hall, that would obtain their ability to cast spells. These totems, which number 4, have a wide array of enchantments and hexes [Each one possessing a different set of spells], and automatically cast them on random players in their range, at an attribute level of 10. They can not be attacked or interrupted, and have limitless energy to cast them with.

Hall of Wonder
Blood, magic, and lavish spending has produced a wondrous hall full of intriguing designs. Something about it calls your attention, almost like a compulsion. All players in this arena are Dazed every 20 seconds for 6 seconds at a time.

Hall of Traps
Occasionally, it would be entertaining to view combatants attempt to move on through this hall, sometimes futilely, as it was laden with traps. Unseen traps are placed at various choke points around the arena at 12 Wilderness Survival and are refreshed every 20 seconds.

Hall of Bones
The walls of this room are cursed, to force spirits of the dead to be unable to rest. Upon death, corpses are immediately exploited to create lvl 18 masterless Bone Horrors. There is also a sarcophagus in the center of the room that can not be destroyed which spawns a lvl 14 masterless Bone Fiend every 8 seconds.

The 5 Arenas:

Arena of Pestilence
The dead combatants of all fights were buried here, where parasitic plants and insects took up residence, spreading plague and leeching the life out of both living and dead bodies. All players in this arena suffer Health degeneration of -3, Energy degeneration of -1, and the effectiveness of healing is reduced by 50%.

Fissure Arena
This arena was built on a magically created fault line, which quakes and rumbles only within its boundaries. Watchers from the stands would laugh with mirth as combatants were flung face first into the ground. Every 10 seconds, players are knocked down for 2 seconds.

Arena of Lost Souls
Animals and people alike were slaughtered here, and their blood and spirits soaked into the very earth. Occasionally, they take a corporeal form and cause various effects to befall those who come near. 1 Random Ranger spirit are summoned here of all types every 6 seconds, and 1 offensive/debuffing Ritualist spirit as well. The spirits are masterless and may be killed by either team.

Arena of Sorcery
Killed in combat, the spirits of mages were bound into Cursed Totems to make future matches more exciting, giving them the ability to unleash deadly spells in the arena. 4 Cursed Totems cast AoE spells Fire Storm, Chaos Storm, Maelstrom, Eruption, Searing Heat, Meteor Shower, Chain Lightning, and Deathly Swarm, against randomly targeted players in their range at attribute level 12. They have unlimited energy and can not be attacked nor interrupted.

Arena of Eternity
The oddest of all of the arenas, the Arena of Eternity had shards of crystals embedded with pure time sown into the ground. Time shifts somewhat chaotically in the area, alternating between 'normal time', 'accelerated time', and 'decelerated time'. During 'normal time', there is no effect. During 'accelerated time', spells and skills cast 50% faster, recharge 50% faster, cost 50% less to cast, attacks are 50% faster, and players move 50% faster. During 'decelerated time', spells and skills take twice as long to cast, take twice as long to recharge, cost 33% more to cast, attacks are 50% slower, and players move 66% slower.


Treasure Chamber:
If you have made it into the Treasure Chamber, your party must have been incredibly valiant and skilled. Congratulations. There are 4 chests that may be opened without a key that function the same way as chests found out in the wild, dropping one item a piece per teammate. There is also a ghostly king who awaits you, and gives each person upon talking to him an automatically customized crown, for their conquest, a headpiece with 60 AL. After 2 minutes, prizes claimed or not, teams are automatically booted to the waiting area.

Last edited by Mercury Angel; Feb 21, 2006 at 09:09 PM // 21:09..
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Old Feb 22, 2006, 12:38 AM // 00:38   #2
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/signed for this fabulous idea

Aye, superb idea!
It's teams of 4 people versus others teams of 4 people ya?

If possible, make it so that we have 2 options
- random arena
- team arena

So that people who can find groups, can play team arenas, and those who can't find groups, lazy to find groups, want a quick battle, can opt for random arena.
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Old Feb 22, 2006, 02:24 AM // 02:24   #3
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/signed
I have only one question. The point is to kill all the enemies I assume, but if the bone room sarcophogus continually spawns a bone horror, how do you win? Unless maybe you have to kill everything before it spawns. Yea, I guess that must be it. Well, at least this adds one more to me post count.

Oh, and I love this idea if I didn't say it already.
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Old Feb 22, 2006, 02:30 AM // 02:30   #4
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No no, the bone room sacophogus spawns a level 14 masterless bone fiend all the time, to annoy the players who are still alive, and maybe kill them them in the process.
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Old Feb 22, 2006, 09:51 AM // 09:51   #5
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/signed
Superb idea
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Old Feb 22, 2006, 12:42 PM // 12:42   #6
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i'd say very very nice idea...
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Old Feb 23, 2006, 07:35 AM // 07:35   #7
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/signed

I love it. Only thing that i could suggest a change in is the Hall of Traps. Teams will just camp until one moves forward to get blasted by a trap. I suggest if there is no consistent movement for 10 seconds, all 4 offensive traps are set underneath the offending player, or something like that. Consistent movement means moving out of a certain area (to prevent constant square movement) and into a new one. Entering the old one will keep the countdown if you have been in it no more than 10 secs ago. Consistent movement also means attacking, casting offensive spells, or actively healing/protecting.
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Old Feb 23, 2006, 07:39 AM // 07:39   #8
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/signed.

Love the idea.
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