109 lines
9.5 KiB
Plaintext
109 lines
9.5 KiB
Plaintext
Guardians of the Rift is a non-combat minigame that takes place within the Temple of the Eye. The main goal of the game is to assist The Great Guardian in closing an abyssal rift to the Scar, the most dangerous part of Abyssal Space, by supplying it with guardian stones while protecting it from the abyssal creatures that come through the rift.
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Gameplay
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Main article: Guardians of the Rift/Strategies
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The objective of the minigame is to allow the Great Guardian to charge up enough power to close the rift where Abyssal creatures are coming through.
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An overview of the Temple of the Eye, where the minigame takes place.
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Players will need to do the following throughout the battle:
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Imbue essence acquired during the minigame at runic altars to power up the Great Guardian
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Create elemental and catalytic guardians to do battle with the incoming Abyssal creatures
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Create/repair barriers to protect the Great Guardian from Abyssal creatures
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To imbue essence, players must obtain guardian fragments from guardian remains of varying sizes in the Temple. There are three nodes that can be mined off of: guardian parts, guardian remains, and large guardian remains. Parts and normal remains can be found in the edges of the temple area, while the larger remains are past some rubble in the mid-east of the Temple area, requiring level 56 Agility (not boostable) to access.
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The huge guardian remains, which give guardian essence when mined, are found at the mid-western area of the temple. Though normally inaccessible, portals will occasionally appear that take players there, spawning approximately every 2 minutes. Portals remain active for around 25 seconds.
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The doubling effect of certain mining enhancers—such as Varrock armour (all tiers) and charged celestial rings—will apply when mining for guardian fragments and essence.
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Imbuing essence
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The UI showing the time remaining for the active earth and blood Portal Guardians and the portal to the huge guardian remains, among other things.
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Creating guardian essence on the workbench. Crafted runes can be deposited into a bank via the Deposit Pool next to it.
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Guardian fragments are converted into guardian essence, which are storable in essence pouches. They are brought to runic altars to be imbued via entering Portal Guardians surrounding the centre of the Temple. Only two portals are active at a time: one elemental and one catalytic. Imbuing guardian essence requires the same Runecraft level as crafting them regularly in the corresponding altar. Note that imbuing on runic altars during the minigame will not give players the rift guardian pet.[1]
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In addition, for every guardian essence imbued, there is a 1/250 chance that players will receive a portal talisman,[2][3] which can be used on the Portal Guardians to take them back to the runic altar they previously used, even if the portal is closed for that altar. These cannot be kept after the game ends, so players should use them whenever possible. Players can right-click "Toggle-talisman" on a Portal Guardian to stop receiving portal talismans of the selected type.
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Once players imbue their essence into either an elemental or catalytic guardian stone, they can return to the Temple and power up the Great Guardian. Each guardian stone will give two energy of the respective type; if crafting combination runes, players will instead receive polyelemental guardian stones, which give three elemental energy when used on the Great Guardian.
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The number of guardian stones required to fully charge up the Great Guardian scales with player count: the Great Guardian must be powered up with 250 guardian stones for each player inside the temple in order to reach 100%.[4] If there are over 20 players, every player beyond the 20th grants a 20% scaling penalty on the charge required to power up the Great Guardian, meaning 200 essence is required for each player after the 20th rather than 250.
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When powering up the Great Guardian, the player's run energy will be restored by 1% for each guardian stone granted to the Guardian. In addition, a small bonus amount is restored based on the player's current special attack energy, ranging from 1% extra with a totally depleted special energy bar up to 11% additional run energy when the special bar is completely full.[5]
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Be aware that players need to have completed certain quests to be able to enter some Portal Guardians:
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Guardian of Cosmic - Lost City
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Guardian of Law - Troll Stronghold
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Guardian of Death - Mourning's End Part II
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Guardian of Blood - Sins of the Father
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Charging cells
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Charged cells are used to create rift guardians and erect barriers. Uncharged cells are obtained from a container near the entry barrier, and are charged in the same way guardian essence is. Players can hold up to ten uncharged cells and have only one charged cell at a time.
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Barriers and rift guardians protecting the Great Guardian from Abyssal creatures.
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Rift guardians are created with a chisel via the essence piles near the tables at the south, and can either be elemental (east) or catalytic (west). These will follow the elemental/catalytic guides in the outer ring. Only ten rift guardians can be active at any time.
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Barriers are created by using charged cells on the cell tiles at the front-centre. Using increasingly higher tiers of cells in order (ex. medium to strong cells) will also strengthen them. Using lesser charged cells (ex. a strong cell on an overcharged barrier) will instead recharge the barriers by "healing" them. Should a barrier break, the cell tile will need to be repaired, which requires 12 guardian fragments.
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The strength of the cell corresponds to the Runecraft level of the runic altar it is charged in:
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Standard runes
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Runecraft Level Type Tier Alignment
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1 Air Weak Elemental
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5 Water Medium Elemental
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9 Earth Strong Elemental
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14 Fire Overcharged Elemental
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2 Mind Weak Catalytic
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20 Body Weak Catalytic
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27 Cosmic Medium Catalytic
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35 Chaos Medium Catalytic
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44 Nature Strong Catalytic
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54 Law Strong Catalytic
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65 Death Overcharged Catalytic
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77 Blood Overcharged Catalytic
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Combination runes
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Since each combination rune can be made on either of two altars, the cell tier is determined by the elemental altar that's used.
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Runecraft Level Type Alignment
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6 Mist Polyelemental
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10 Dust Polyelemental
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13 Mud Polyelemental
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15 Smoke Polyelemental
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19 Steam Polyelemental
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23 Lava Polyelemental
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90 Aether Polycatalytic
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Gaining energy
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Players can gain energy by either using cells, by using guardian stones on the Great Guardian, or by repairing a barrier. For each stone used, players will get 5 Runecraft experience and two energy in elemental or catalytic depending on the type of essence used; if crafting combination runes, players will get a polyelemental guardian stone instead, which gives three elemental energy. If players use twelve fragments on repairing a cell tile they will gain 25 energy in both types.
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Each cell can be used in one of four ways: to build a barrier, to recharge a barrier, to strengthen a barrier (one tier at a time), or to create a guardian. Higher level cells give more energy, except for when building barriers, which always gives 2 energy in both types. Using cells on barriers gives equal energy in elemental and catalytic, whereas creating a guardian gives energy only in the energy type matching the guardian they created. Creating a guardian awards 2x+1 energy, where x is the energy that would be awarded for strengthening a barrier with the same cell.
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Tier Barrier Guardian
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Placing Strengthening Recharging Health restored XP Creating[n 1] XP
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Weak 17 N/A 2 10 Runecraft 30 6 Runecraft 30
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Crafting 80
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Medium 20 7 5 25 Runecraft 100 15 Runecraft 100
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Crafting 80
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Strong 24 13 9 50 Runecraft 180 27 Runecraft 180
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Crafting 80
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Overcharged 30 22 15 100 Runecraft 250 45 Runecraft 250
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Crafting 80
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Creating rift guardians only yields energy in either elemental or catalytic, while other uses of cells yield equal energy in both.
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Phases of the battle
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Charged with enough power, the Great Guardian closes the rift.
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The battle is split into three phases:
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The first phase is short, giving players two minutes to prepare by obtaining guardian essence and uncharged cells to create and power up guardians. Initially, there are some weak cells used in the beginning stages of the battle that should be used to erect barriers.
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After the two minutes pass, abyssal creatures will begin spawning from the rift, consisting of mostly abyssal leeches and guardians. There will be a few walkers among them. The monsters will attempt to attack the Great Guardian, with their attacks draining its energy. They will also attack barriers and rift guardians, although they only retaliate back for the latter, not actively targeting them. Should the Great Guardian's energy level reach 0%, the encounter will fail.
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When the guardian reaches 60% charge, the temple will rumble as the rift glows more intensely, damaging all active barriers by 50 health (in a mass) and spewing out more guardians and walkers compared to leeches. Players should heal the barriers and create more rift guardians if necessary.
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When the guardian reaches 100% charge, it will seal the rift. All abyssal creatures and rift guardians will automatically die once this occurs and there is a brief period of respite for players inside to leave or reposition themselves.
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At the beginning of a new game, all guardian fragments, essence, and portal talismans acquired during the game will be removed from the player's possession. This also applies when leaving the minigame area.
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