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In 1020BC, Aquaman came to ancient Atlantis in the wake of the Imperiex War. Captured and interrogated by Gamemnae, he was magically trapped in a pool of water. Realising that Aquaman's friends, the Justice League, would eventually come looking for him, she looked for defenses. Finding six other metahumans, she arranged for Rama Khan to receive visions, and then helped him gather her allies with his stories of a "seven-headed Hydra" who would savage the world. Under the command of Gamemnae and Rama Khan, the heroes left their homes and began training
At an auspicious time, Gamemnae sent Tezumak & Manitou Raven into the future to kill the League pre-emptively. However, the League was able to withstand the Ancients, and the two Ancients escaped into the past. Following them, the League snuck about ancient Atlantis looking for news, before attacking openly. However, with Rama Khan's visions, the Justice Leagues weaknessnesses had been exposed. The Ancients' brutality won them the day, and they killed the Justice League.
However, Manitou Raven had been suspicios of Gamemnae since she had sent him to the future. When he tried to question Aquaman, she revealed her true plan: to use the power of Atlantis to absorb the souls and metahuman powers of the Ancients, and use this new power to conquer the world for Atlantis. Considering Manitou Raven not worth her effort, she allowe d him to escape, but was trapped afterwards when Manitou Raven used the souls of the JLA to imprison Gamemnae behind an impentrable barrier.
After 3000 years imprisoned, Gamemnae tried to escape, with the power of the League. However, she was defeated when the Justice League rescued Aquaman, who sunk ancient Atlantis again. With the lost of its power, Gamemnae's stolen powers burned her alive and the League of Ancients was destroyed.
Equipment: None known.
Ancient Magicks is a branch of Magic that is unlocked upon completion of the quest Desert Treasure. This magic requires higher skill levels to use (all spells except the home teleport require at least 50 Magic), but include the most powerful combat spells in the game.
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To change to Ancient Magicks, the player must go to Jaldraocht Pyramid in the desert south of Al Kharid, west of Pollnivneach and north of Menaphos. After entering the pyramid at the rear, the player can pray at the altar there to change between Ancient Magicks and the standard spellbook. Praying at this altar drains the player's prayer points to zero, but players can still change your spellbook even with your prayer being 0.
It is easier for some players to change back to normal via Astral Altar, by changing to Lunar Spells, and then back to Standard Spellbook, as it prevents players from having to go to the desert and having their prayer drained.
The quickest way to reach the pyramid is to use a Pharaoh's Sceptre (obtainable through the Pyramid Plunder minigame), and use the "Jaldraocht" Teleport. This places the teleporting player directly on top of the pyramid. The player can then simply walk through the doors, run down the stairs and enter via the tunnel at the back. Another way to reach this pyramid is to use a Camulet to teleport inside Enahkra's temple, climbing out of the temple, and running east.. Another method is by using Ali Morisanne's magic carpet fleet for transport to the Bedabin Camp or Pollnivneach, and running from there to the pyramid. A Slayer Ring can teleport the player to Pollnivneach. Also, if your player-owned house is located in Pollnivneach, you may use the teleport to house spell for quick access.
After the player completes the Desert Treasure quest, he/she can buy an Ancient staff for 80,000 coins from Eblis, who is found around the circle of mirrors seen in the quest. The staff can only be bought once. However, it is tradeable between players. The ancient staff may also be bought on the Grand Exchange for 67,100 coins or it can be obtained as a drop from Mummies found in the pyramid or the Chaos Tunnels. While originally one of the few staves that could auto-cast ancient magic spells, the update on 2 September, 2009 changed this so that any player can autocast directly from the spellbook, rendering the original purpose of the ancient staff useless. Now, however, the ancient staff provides 10% bonus damage to any spell cast while it is equipped.
Whilst the teleport spells used in Ancient Magicks aren't as useful as regular magic teleport spells, the combat spells are quite powerful.
These group of spells are commonly used by mage tanks in multi-combat PvP minigames such as the Tzhaar Fight Pit. They are also commonly used in magic only duels in the Duel Arena and other minigames such as Castle Wars and Fist of Guthix. The ice spells notably have the same effect as the Bind-type spells, as well as causing damage.
Thus, ancient ice spells are extremely dangerous.These spells are the most commonly used in the ancient spellbook because of their spell effects, damage, and price. The ice spells are commonly used in PvP minigames such as Bounty Hunter, Castle Wars, and Clan Wars because of their ability to freeze multiple opponents and cause damage at the same time. The miasmic spells are special spells that can only be cast if the caster is wielding Zuriel's staff . They are the highest hitting group of spells which have the ability to lower opponent's ranged and melee weapon speed which is very useful in long-term fights.
However, these spells are not commonly seen because few people have Zuriel's staff. Ancient Magick spells are commonly used in the Fist of Guthix minigame because of their ability to freeze, and the fact that free runes are given to the players before the game starts. The highest hitting group of spells are the miasmic spells, followed by ice, blood, shadow, and smoke.
Ancient Magicks is not allowed in Barbarian Assault.
The Ancient Magicks combat spells are divided into five categories; Smoke, Shadow, Blood, Ice, and Miasmic. Each categories has its own special effect along with the damage the spell would normally do. These effects are:
Note: All max hits are doubled in the While Guthix Sleeps quest's final battle. The max hits are out of date due to new magic boosting potions and magic damage boosting staves/wands.
| Icon | Spell | Magic Level | Runes Required | Experience | Max Hit | Spell Effects |
|---|---|---|---|---|---|---|
| Smoke Rush | 50 | 2 |
30+ | 13 | Poisons target starting at 2 damage. | |
| Shadow Rush | 52 | 1 |
31+ | 14 | Temporary lowers target's Attack level. | |
| Blood Rush | 56 | 1 |
33+ | 15 | Heals caster 1/4 of damage inflicted. | |
| Ice Rush | 58 | 2 |
34+ | 16 | Prevents victim from moving for 5 seconds. | |
| Miasmic Rush | 61 | 1 |
36+ | 19 | Slows opponent's melee or ranged attacks by 50% for 12 seconds. This spell can only be cast while wielding Zuriel's staff. | |
| Smoke Burst | 62 | 2 |
36+ | 19 | Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 2 damage. | |
| Shadow Burst | 64 | 2 |
37+ | 20 | Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level. | |
| Blood Burst | 68 | 2 |
39+ | 21 | Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted. | |
| Ice Burst | 70 | 2 |
40+ | 22 | Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 10 seconds. | |
| Miasmic Burst | 73 | 2 |
42+ | 24 (26 because you must use a staff giving 10% to magic damage) | Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 24 seconds. This spell can only be cast while wielding Zuriel's staff. | |
| Smoke Blitz | 74 | 2 |
42+ | 23 | Poisons target starting at 4 damage. | |
| Shadow Blitz | 76 | 2 |
43+ | 24 | Temporarily lowers opponents Attack level. | |
| Blood Blitz | 80 | 4 |
45+ | 26 | Heals caster 1/4 of damage inflicted. | |
| Ice Blitz | 82 | 2 |
46+ | 29 | Prevents victim from moving for 15 seconds. | |
| Miasmic Blitz | 85 | 3 |
48+ | 28 (30 because you must use a staff giving 10% to magic damage) | Slows opponent's melee or ranged attacks by 50% for 36 seconds. This spell can only be cast while wielding Zuriel's staff. | |
| Smoke Barrage | 86 | 2 |
48+ | 27 | Multi-target spell. Hits opponents within a 3x3 space of target. Poisons opponent(s) starting at 4 damage. | |
| Shadow Barrage | 88 | 3 |
48+ | 28 | Multi-target spell. Hits opponents within a 3x3 space of target. Temporarily lowers opponent(s) Attack level. | |
| Blood Barrage | 92 | 1 |
51+ | 29 | Multi-target spell. Hits opponents within a 3x3 space of target. Heals caster 1/4 of the damage inflicted. | |
| Ice Barrage | 94 | 2 |
52+ | 33 | Multi-target spell. Hits opponents within a 3x3 space of target. Prevents victim(s) from moving for 20 seconds. | |
| Miasmic Barrage | 97 | 4 |
54+ | 32 (35 because you must use a staff giving 10% to magic damage) | Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 48 seconds. This spell can only be cast while wielding Zuriel's staff. |
| Icon | Spell | Magic Level | Runes Required | Experience | Notes |
|---|---|---|---|---|---|
| Edgeville Home Teleport | 0 | None | None | Teleports next to the bank of Edgeville free of charge. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes. | |
| Paddewwa Teleport | 54 | 2 |
64 | Teleports to the entrance of Edgeville Dungeon. | |
| Senntisten Teleport | 60 | 1 |
70 | Teleports to the Digsite and Senntisten Temple. | |
| Kharyrll Teleport | 66 | 1 |
76 | Teleports to Canifis. The only teleport that can be used in a POH portal that is not from basic spell book. | |
| Lassar Teleport | 72 | 2 |
82 | Teleports to the top of Ice Mountain. | |
| Dareeyak Teleport | 78 | 2 |
88 | Teleports to the ruins in the Wilderness. | |
| Carrallangar Teleport | 84 | 2 |
82 | Teleports to the Graveyard of Shadows in the wilderness. | |
| Annakarl Teleport | 90 | 2 |
100 | Teleports to the demonic ruins in the Wilderness. | |
| Ghorrock Teleport | 96 | 2 |
106 | Teleports to Ice Plateau in the Wilderness. |
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|---|---|
| Rush spells |
Smoke Rush • Shadow Rush • Blood Rush • Ice Rush • Miasmic Rush |
| Burst spells |
Smoke Burst • Shadow Burst • Blood Burst • Ice Burst • Miasmic Burst |
| Blitz spells |
Smoke Blitz • Shadow Blitz • Blood Blitz • Ice Blitz • Miasmic Blitz |
| Barrage spells |
Smoke Barrage • Shadow Barrage • Blood Barrage • Ice Barrage • Miasmic Barrage |
| Basic magics |
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| Lunar spells |
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| Ancient Magicks |
Edgeville Home • Paddewwa • Senntisten • Kharyrll • Lassar • Dareeyak • Carrallangar • Annakarl • Ghorrock |
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| Oldak's Moving-over-distance Spheres |
Dorgesh-kaan sphere • Goblin village sphere • Plain of Mud Sphere • Bandos throne room sphere |
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| Runecrafting Teleport Tablets |
Air • Mind • Water • Earth • Fire • Body • Cosmic • Chaos • Astral • Nature • Law • Death • Blood • Runecrafting Guild |
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The Ancients were worshiped as deities by the age-revering Klatooinian people. From the earliest period in their recorded history, the Klatooinians believed in the idea of strength through age, as exemplified by the Fountain of Ancients. This spectacular formation was considered a gift of the Ancients, inspiring them to tenacity, patience, and respect for tradition.[1]
After the Hutts made contact with the Klatooinians and signed them into servitude, the long-lived gastropods were identified with the Ancients. Millennia later, however, younger Klatooinians who wanted freedom from their Hutt overlords disputed this.[1]
The Ancients is the term used on the Transformer colony worlds of Velocitron, Jungle Planet and Gigantion to refer to the Transformers who sent their ancestors' colony ships out into space. Warp
Logically, the Four wise elders who sent the ships on their mission would be considered Ancients. Balance
Vector Prime and Logos Prime are also identified as part of the Ancients.
| Ancients | |
|---|---|
{{{caption}}} |
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| Status | Major Race |
| Classification | |
| Size | |
| Weight | |
| Homeworld | Unknown |
| Multi-world | Empire |
| Canon | yes |
| Reference | Adventure 12 Secret of the Ancients |
The Ancients were a major race or society whose civilization apparently ceased to exist many tens of thousands of years before the Vilani empire was established. The Ancients had technology whose level was apparently unmatched by the Imperium, and seeded sentient beings including Humaniti across various worlds of the galaxy. Available information about the Ancients has grown over the centuries as new excavations have been completed and as newly available artifacts have been analyzed.
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Scattered throughout known space are the ruins of a civilization which once dominated this region of the galaxy. Early explorations by the Vilani thought each ruined site to be representative of a different race, but excavations and explorations soon showed that this was not so- they were all examples of the same civilization.
The antiquity of these sites (showed by various dating methods) gave rise to the term Ancients to generally describe this vanished race. All sites have been dated as established at around -300,000. The allowance for error in the dating methods is about 10,000 years: the conclusion is that the Ancient civilization lasted less than 20,000 years in total.
This Ancient civilization was wide ranging. Confirmed Ancient sites have been found in every sector of the Imperium, as well as throughout Vargr and Aslan territory. It is reported, but unconfirmed, that Ancient sites also occur with great frequency in Zhodani territory. The total number of confirmed Ancient sites visited by the Imperium is more than 200.
The Ancients never had a very large population. The planets they settled usually had only one, or at most a handful, of bases. Estimates of population vary, but do not exceed one million per world.
Some investigators believe that their high population worlds held billions, and that these were reduced to asteroid belts; that only low population worlds were not completely destroyed. Others counter that none of the evidence found in the asteroid belts confirms this.
If the asteroid belts created by the Ancients were worlds with populations in the billions or tens of billions, then total population of the Ancients at their height could have been in the trillions. If those worlds, like other Ancient sites, held no more than one million each, then the total population of the Ancients has been estimated at less than one billion.
No one has found the Ancient homeworld.
Investigators always hope that the next Ancient site they discover will be the homeworld; theoretically there would be fossil evidence that the Ancients had evolved on such a world and the evidence would confirm the find.
Some propose that the search is futile: the homeworld was undoubtedly reduced to an asteroid belt during the Final War.
Others have at least conjectured as to what the Ancient homeworld would be like. They have analyzed the Droyne and determined that that race evolved on a small world (size 3 to 6) with a standard or dense atmosphere (6 or 8) and at least some water (hydrographics 3 +). They base this on the fact that the Droyne have wings and can fly if the world is small enough and the atmosphere dense enough. The requirement for water is dictated by the initial evolutionary needs as well as the continuing need for water for survival.
See also Eskayloyt
The Ancients' civilization was destroyed in a cataclysmic war. Over a period of about 2,000 years, they fought with such ferocity that archeologists today work under a severe handicap trying to piece together the bits and fragments that remain.
The Final War was fought with technology far beyond that available to the Imperium, or to any civilization extant. Estimates place the resources used at tech level 25 or greater: a level virtually incomprehensible to those investigating the war.
The weapons of the Final War were brutal in their power. They were capable of great destruction; entire planets were reduced to asteroid belts by what must have been planet-buster bombs. In other cases, planetoids and small moons were seized, moved, and directed toward planets to obliterate what must have been bases, cities, and installations. Many worlds still bear the marks of such attacks.
The weapons of the Final War were also sophisticated. Entire worlds appear to have escaped unscathed from the war; only when an Ancient site is discovered does it become apparent that that particular site was the target of an attack. There is no evidence of misses, no pattern bombing, no random attacks. What was attacked was hit; high technology controlled the attacks.
Imperial studies of the reported locations of Ancient sites have produced some statistical data. The results are purely statistical, but point toward certain conclusions.
Overall, the frequency of Ancient sites declines with distance from a central point.
That central point is somewhere in the Spinward Marches.
The most striking aspect of Ancient technology is not its high level, but its diversity. Of the hundreds of Ancient sites which have been excavated and analyzed, each appears to express a different type of technology. It would be easy to take each site as a different culture or technology.
One site might use familiar screw fasteners, while another would depend on adhesives for the same tasks. Still others depend on rivets, or interlocking ellipsoids, or silicon plastic clamps.
One site might show evidence that it used silicon chip circuits; another performed the same function with fiber optics, still another used fluid dynamics, yet another used channeled heat transfer.
It appears that each site involved the near total re-invention of even basic technology as it was constructed.
Even writing, data formats, recording formats, systems and standards vary between sites. The high technology equipment is entirely compatible within a site, but rarely do artifacts from different sites show any ability to function together.
The Ancients had great capabilities as genetic engineers. They were capable of altering living matter to perform specific tasks or fill specific functions. Many life forms still exist today which have been shown to be the result of Ancient genetic tampering.
It has been fairly well established that the Ancients were responsible for transporting humans from Terra to a number of other worlds. It is estimated that humans were taken to more than a hundred worlds, with evidence of their presence on at least 90 worlds. On about 40 worlds, humans took root, surviving a period of barbarism before achieving civilization.
Once the Solomani Hypothesis (which theorized that all humaniti came originally from Terra) was accepted, it was a simple matter to analyze the gene pools available to each of the distinct human races found on worlds other than Terra. Those studies have concluded that the Ancients visited Terra many times, taking groups of between 1,000 and 10,000 humans to each of perhaps 100 planets.
The reason for Ancient interest in humaniti is unknown. Theories involving humans as slaves, assistants, workers, even as pets have been advanced, but there is not enough evidence to support any specific conjecture.
At approximately the same time that the Ancients snatched human samples from Terra, they took samples of dogs. Those dogs were genetically engineered to produce an upright posture, an opposed thumb, and intelligence.
Just as the reason for Ancient interest in humaniti is unknown, so is the reason for the Ancients interference in creating the Vargr.
Although the Droyne are well known as a race, and have been the subject of extensive research by academics, it is only recently that the relationship between the Ancients and the Droyne has been even partially understood.
The Droyne are known to be physically identical with the Ancients. That is to say, the known installations of the Ancients are physically compatible with the dimensions and requirements of the Droyne. Doors and furniture are best adapted to the limbs and sizes of the Droyne; ledges and balconies are compatible with the flying abilities of the Droyne; pictorial representations of Droyne can be found in many known Ancient sites.
What remains unknown is why the Droyne show no signs of having retained the superior technology of the Ancients.
In some cases, the Ancients have moved whole worlds. Their exploits in such matters were so great that even the Final War was unable to destroy them.
The Ancients created a rosette of five worlds at Tireeen(in the Vargr Extents). Five planets were shifted into points equidistant from each other in the same orbit and then transformed into identical habitats. Evidence as to what the worlds were like before the shift is lacking, so the degree of transformation is unknown, but even shifting worlds in their orbits consumes unbelievable amounts of energy, and the Ancients shifted at least four worlds in that system.
Each of the worlds has physical characteristics 484, which indicates that the worlds would be especially hospitable to Droyne. At least one of the worlds in the rosette was inhabited by Droyne when the system was discovered by Vargr in -2530, but they have since died out.
The Ancients also created a ringworld in the Leenitakot system of the Hinterworlds. Even their approach to building a ringworld puzzles the experts. It circles a dim M1V star at less than 30 million kilometers. The ringworld is a narrow band less than 100,000 kilometers wide, and the construction looks unfinished, without soils, atmosphere, or any provision for life to live on its inner surface. And even so, this small ringworld has an inner surface area equal to 25,000 Terras.
Rarely do excavations of Ancient sites produce working artifacts. One site proved to be a treasure trove with more than 2,000 operating black globe generators almost waiting to be installed in Imperial ships. Black globes typify the incomprehensible artifacts of the Ancients: each of the devices found is a small metal device measuring about 300 cm on a side with a shiny metal finish. Two minor discolorations on the surface are the on and off switches.
When the device is activated, it projects a black force field in a sphere around the device at a radius of about one meter. In the first experiments with the device,a researcher was cut in half by the force field when he touched the switch; in the second, it was activated remotely by a rod. Both of the black globes could not then be turned off because the off switch was inside the force field.
The black globe was adopted by the Imperial Navy as a form of armor, for its fighting ships. Using the many black globe devices found, the Navy has been able to produce crude duplicates of them, but researchers are still a long way from a good understanding of how these devices work.
Many theories about the Ancients have been formed based on the available evidence. The three or four major theories currently in vogue are:
| This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author. |
| – Supplement 8 Library Data (A-M) |
| – Adventure 1 The Kinunir |
| – GURPS Traveller |
| – Adventure 12 Secret of the Ancients |
| This article has a secret. |
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