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Homecoming Apocalypse Discussion

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Homecoming Apocalypse Discussion

Post by 3mptylord on Tue Jun 30, 2009 11:00 pm

Tatorz, we really need to finish this lol.

I think the quest has changed too much to even be spoiler'd, lol. How many Guardians did we have left to finish? 8-11 if I recall. Tongue

To do list
Spoiler:

Authors needed for;
Moss, guarded by N/A. Obtained from the Serpant-tongue. Location: Drynor Sewers.
Fog, guarded by Thrip the Banshee. Location: Mort Myre.
Lightning/Static, guarded by Thorg the Giant. Location: Taverly.
Mind, guarded by Adyna the Harlequin. Location: Varrock/Miscellania Palace.
Venom, guarded by Weaver, the Crypt Spider/the Widowmaker. Location: Bounty Hunter.
Stone, guarded by Drystan the Fallen King. Location: Edgevile.
Magma, guarded by Zenerka the Sorceress. Location: Karamja Volcano.
Ash, guarded by Derohk the Ash Dragon. Location: Wilderness.
Bark, guarded by Colossus the Ent. Location: Unknown.
Bone, guarded by Xercus the Lycan. Location: Castle Drakan.
Flesh, guarded by Neurosha the Fleshling. Location: Blood Varrock, Demon Realm.
Sand, guarded by Yantos the Sandworm. Location: Kharidian Desert.
Tar, guarded by Ramesh the Tarbeast. Location: Dorgesh'kaan.

A general concept for each has already been planned, with the exception of one or two, so ask if you wanna take one. Smile

Being written;
Thorn, guarded by Eirwen the Songstress. Location: Tiranwwn.
Gust, guarded by Ragnos the Dragon. Location: Crandor. I have permission to use an idea from a thread on the forums for this idea, it just needs some alterations.
Mud, guarded by the Mountain. Location: Arandar.

Beacons
Spoiler:
Marsh;
- Bone, guarded by Xercus the Lycan. Location: Castle Drakan. Combat.
- Lightning/Static, guarded by Thorg the Giant. Location: Taverly. Combat.
- Magma, guarded by Zenerka the Sorceress. Location: Karamja Volcano. Combat.
- Psyche, guarded by Adyna the Harlequin. Location: Varrock/Miscellania Palace. Combat.

Ocean;
- Acid, guarded by the Serpant-tongue. Location: Drynor Sewers. Peaceful.
- Fog, guarded by Thrip the Banshee. Location: Mort Myre. Combat.
- Sand, guarded by Yantos the Sandworm. Location: Kharidian Desert. Non-combat.
- Venom, guarded by Weaver, the Crypt Spider/the Widowmaker. Location: Bounty Hunter. Combat.

Jungle;
- Ash, guarded by Derohk the Ash Dragon. Location: Wilderness. Combat.
- Stone, guarded by Drystan the Fallen King. Location: Edgevile. Non-combat.
- Tar, guarded by Ramesh the Tarbeast. Location: Dorgesh'kaan. Combat.
- Thorn, guarded by Cafell the Songstress. Location: Tiranwwn. Combat.

Tundra;
- Bark, guarded by Colossus the Ent. Location: Unknown. Non-combat.
- Flesh, guarded by Neurosha the Fleshling. Location: Blood Varrock, Demon Realm. Peaceful.
- Gust, guarded by Ragnos the Dragon. Location: Crandor. Combat.
- Mud, guarded by the Mountain. Location: Arandar. Combat.

Me and Tatorz "concluding" discussion
Spoiler:
Four Chapters, excluding the Desert Beacon section at the beginning, and any ultimatum. In each chapter would be an epic boss, the current epic boses took four posts, and usually involved more than one fight. As well as an epic boss in each chapter, there'd be a legendary weapon... not the best by a long shot, maybe close, but not the best. This legendary weapon doesn't have to be obtained from the epic bosses.


Thorg's Axe, melee weapon.
Robert's Strongbow, ranged weapon.
Dragonhead Gauntlets, multi-class weapon (lol, the guantless aren't armour).
So, do we have armour? Or a magic weapon? Magic does kinda have the whole spellbook... the only other thing left really is prayer, defence and summoning.

I mean, we could have several new familiars based on the enemies... sandworms ftw? So they're covered. We could make the beacons recharge prayer with a 50% boost (since they were originally an entrance to the gods' guild, we might as well still make them godly). All that's really left now is defence. But which class? Maybe Magic, since Melee and Ranged have god-armour for the old gods; "Ancient Robes", to match the Ancient Staff. That way, it's magic and defence! And I think the difficulty of this quest matches the difficulty to obtain Bandos' and Armadyl's... kinda.

The Dragonhead Guantlets is two-handed weapon. Their design is of two Dragonheads... only of dragons more similar to Draco from Dragonheart (the film; the shape is less slender/snake-like... and more bulky). These would be like huge caricature fists! The melee attack is obvious; the ranged attack has it spit ash; and the magic attack fires small bursts of dragonfire (basically a more yellow fire blast/wave).Requires level 70-90 in all classes, and is like the Salamander (only
better).

Fog Robes (Magic and Defense, Fog Guardian)
Dragonhead Gauntlets (universal weapon, Ash Guardian)
Thorg's Axe (melee weapon, Lightning Guardian)
Robert's Strongbow (ranged weapon, Gust Guardian)
Spells... all of them (magic weapon, All Guardians)
Familiars, a few new ones. (summoning, Specific Guardians)
Prayer boost at beacons (prayer, Quest Completion)

Starter discussion on Adyna the Harlequin
Spoiler:
She could create a duplicate version of Brimhaven dungeon, only, magical. And instead of chase the ticket, chase Adyna. Only... instead of failing obstacles, some just aren't there. Everytime you fail you'll here her cackle!

Then a chamber of mirrors, only the reflections in the mirrors are somewhat alive. In that, if you try to walk through, ouch! Even if the reflection is of you! The reflections should also beckon you, like; "Here, come this way!"

The final fight would be direct, only, as well as any other attacks, she'll make use of the Illusory curse. She will only use it periodically, but it has a somewhat altered effect to that which players will be able to use. When Adyna uses Illusory, she stops attacking. All her duplicates will swarm you, like in usual multi-combat, including Adyna, all appearing to be attacking you... but you'll receive no damage. If coding must, you'll have loads of 0 splashes, else, it'd be invisible nothing (this is so it's still treated as combat). When you select one of the replicas, or the real, as a target, it will retaliate and do real damage. If you choose the real Adyna, all replicas disappear, if not, only that copy does. The spell wears off itself after about 30 seconds.

With the player version of the spell, the replicas are incapable of damage entirely. If you attack a clone, it vanishes, wasting the attack (since RuneScape uses a turn-based combat system). The user of the illusory spell can either peg it, or stay and fight. Now normally, the highest hitting target attracts the auto-retaliate feature; so you'd pick out the caster if he stayed. However, Illusory's fake attacks trick the system into thinking they are all hitting random high-damage (though
you'll lose no health). So your player would randomly shift around attacking random ones, never the caster.

Ancient Spellbook
Spoiler:

You may only have two of the four chapters open at any one time. When
you pray at ones respective altar, you will be given the choice as to
which you wish to replace. The teleports and curses are open exempt to
any chapter, though the curses are PVP only (excluding Castle Wars and
Duel Arena).
_______________________________
________________________######_
________________________#____#_
_########################____#_
_#____________________X1_X2__#_
_#___ **************************** ___#_
_#__01_02_03_04_05_06_07_08__#_
_#__09_10_11_12_13_14_15_16__#_
_#__17_18_19_20_21_22_23_24__#_
_#__25_26_27_28_29_30_31_32__#_
_#___________________________#_
_#___ **************************** ___#_
_#__01_02_03_04_05_06_07_08__#_
_#___________________________#_
_#___ **************************** ___#_
_#__01_02_03_04_05_06_07_08__#_
_#__09_10_11_12_13_14_15_16__#_
_#___________________________#_
_#############################_
_______________________________


Segment one contains the battle spells.
Segment two contains the teleportation spells.
Segment three contains the curse spells. PVP only (not PVP-world only, there's a difference).
You can reposition a segment by dragging it's divider bar (up or down).
X1 orders the spells by element.
X2 orders the spells by level.

The numbers within represent the required level for the spell occupying that slot, rather than each spell having a specific level. All five chapters are graded between 1 and 5; and when the player chooses their chapters, the spells will be alternated, such as; Smoke, Ash, Shadow, Sand, Blood, Stone, Ice, Bone, etc. Aside from spells in the lowest and highest grade, all spells would have two possible levels (depending on which chapter they are paired with).

Current effects
Spoiler:

Note some may be overpowered! There have also been 4 new additions to the crew, so 4 new effects needed. Wink
- Ash: Will temporarily lower the target's defence level.
- Tar: Will damage the target's energy (and hitpoints) whilst replenishing yours.
- Smoke: Poisons the target.
- Sand: Chance of petrifying the foe.
- Magma: Chance of burning the target.
- Shadow: Temporarily reduces target's Attack level.
- Stone: Will deactivate the opponents prayer and disable it.
- Bark: Will decreases the total damage dealt by the target's next attack.
- Blood: Heals the caster up to one-quarter of inflicted damage.
- Bone: Will add onto your prayer points an fifth of the damage dealt.
- Flesh: Will recoil damage to your opponents hitpoints.
- Ice: Chance of freezing the target.
- Thorn: Chance of inflicting "Virus", a kind of backwards poison. (gets vicious)
- Acid: Damage is recoiled to foes' skills, like disease.
- Fog: Extinguishes the light for an amount of time. (like a dungeon without a candle)
- Mud: Will temporarily lower the target's stength level.

No damage spells/ curses;
- Miasmic: Slows down opponent's melee attacking speed by 50%. (no longer range speed)
- Facade: Single (creates fake icons on the map), Multi (creates fake targets in game)
- Occlusive: The foe cannot select you as an attack target.
- Illusory: The foe's attack targets are randomly placed, doesn't immunise you.


Last edited by 3mptylord on Sun Aug 23, 2009 4:44 pm; edited 4 times in total

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Re: Homecoming Apocalypse Discussion

Post by TATORZ on Tue Jun 30, 2009 11:18 pm

Okay... hmmm...

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Re: Homecoming Apocalypse Discussion

Post by Dark Avorian on Tue Jun 30, 2009 11:28 pm

okay I read on RSOF and it makes sense now...cool idea

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Re: Homecoming Apocalypse Discussion

Post by 3mptylord on Sun Jul 05, 2009 7:27 pm

Tatz, this should keep us occupied! Wink

Drystan, the Fallen King, appearance based on the Warrior;
Spoiler:


Adyna the Harlequin, appearance partially based on the Concubine, but mostly based on the behaviour;
Spoiler:

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Re: Homecoming Apocalypse Discussion

Post by TATORZ on Sun Jul 05, 2009 7:32 pm

AWESOME!

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Re: Homecoming Apocalypse Discussion

Post by 3mptylord on Mon Aug 03, 2009 9:58 pm

Ragnos, guardian of the Gust Diamond written by Wingegorn

Spoiler:
I will update this in a while.

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Re: Homecoming Apocalypse Discussion

Post by Ruy112 on Mon Aug 03, 2009 10:01 pm

Serpent-Tongue, is that Sliske or? In case it is Sliske, isn't that a little risky to use him?

Currently the effects are filled out, but what about a spell that dealt 1/2 the damage instantly and then 1/2 the damage after 30 seconds? Or would that be overpowered?

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Re: Homecoming Apocalypse Discussion

Post by 3mptylord on Mon Aug 03, 2009 10:14 pm

I'm using Raunton, the serpent-tongue already within Draynor Sewers. I'm never going to use Sliske as his name. Wink

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Re: Homecoming Apocalypse Discussion

Post by Ruy112 on Tue Aug 04, 2009 9:48 am

And if he is planned to be Sliske?

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Re: Homecoming Apocalypse Discussion

Post by 3mptylord on Tue Aug 04, 2009 10:21 am

Then that's just convenient as that is what I was implying. Tongue

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