The Scape Expansion Pack!
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Re: The Scape Expansion Pack!
Um...but I feel like most of what we have is already on these forums so you can just copy and paste
Also...um about multi combat...there should be three types of areas...Single would be marked
But certain dungeons/good training grounds would be "Toggleable" as in you can toggle accept aid on and off to determine whether or not people can attack your mosnter
Also...um about multi combat...there should be three types of areas...Single would be marked
But certain dungeons/good training grounds would be "Toggleable" as in you can toggle accept aid on and off to determine whether or not people can attack your mosnter
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Dark Avorian- QEP Member

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Re: The Scape Expansion Pack!
I know, I think most of the forums should be added... but I'm asking you to summarise a section and write it in context with every other idea. 

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3mptylord- Admin

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Re: The Scape Expansion Pack!
Oh...Um well actually...would it be ok if I took a stab at tomes...?
I'll write a summary here and then finish it up on the main thread
-The current Spellbooks will be replaced with tomes. Tomes will be volumes of similar magical knowledge stored within the mind of the user, the first 7 tomes (Curse(Soul+Body Spells), Transfiguration(Nature Spells), Enchantment (Cosmic Spells), Fire, Earth, and Water) would be unlocked at the start of the game...higher spells would be unlocked arcanist style using commendations recieved for performing various tasks at the Wizards Tower or if appropriate requirements are met Thormac/The Mages Guild. The four ancient tomes would be unlocked upon completion of Desert Treasure. further spells may be unlocked by offering commmendations to the altar...The lunar spellbook would be it's own tome separate from the others....teleports, Miasmic Spells, and Special Spells (Slayer Dart, Charge, God spells) would be available immediately upon unlocking and depending upon what tome set you are using. Mages should have Access to a set number of tomes in their entirety OR they should be able to pick and choose Arcanists style from all tomes in the Tome Set up to a set number of spells. NOTE: All spells up to the players magic level upon release of this update will be automatically unlocked
I'll write a summary here and then finish it up on the main thread
-The current Spellbooks will be replaced with tomes. Tomes will be volumes of similar magical knowledge stored within the mind of the user, the first 7 tomes (Curse(Soul+Body Spells), Transfiguration(Nature Spells), Enchantment (Cosmic Spells), Fire, Earth, and Water) would be unlocked at the start of the game...higher spells would be unlocked arcanist style using commendations recieved for performing various tasks at the Wizards Tower or if appropriate requirements are met Thormac/The Mages Guild. The four ancient tomes would be unlocked upon completion of Desert Treasure. further spells may be unlocked by offering commmendations to the altar...The lunar spellbook would be it's own tome separate from the others....teleports, Miasmic Spells, and Special Spells (Slayer Dart, Charge, God spells) would be available immediately upon unlocking and depending upon what tome set you are using. Mages should have Access to a set number of tomes in their entirety OR they should be able to pick and choose Arcanists style from all tomes in the Tome Set up to a set number of spells. NOTE: All spells up to the players magic level upon release of this update will be automatically unlocked
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Dark Avorian- QEP Member

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Number of posts: 1869
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Location: GMT -5
Re: The Scape Expansion Pack!
-The Mages Guild/Wizards Tower/Sorcerer's tower will all be increased in size by a factor of at least four, portals will be set throughout teleporting you to rooms created magically in other dimensions...A variety of tasks would be available at these towers in order to earn commendation points.
-Battles against new beasts
-Puzzles
-Apprenticeships (help out a mage by running around the tower doing little tasks)
-Searching out magical artifacts across RS
-Hunting down Rogue Wizards across RS
-Completing Various accomplishments FunOrb style
-Battles against new beasts
-Puzzles
-Apprenticeships (help out a mage by running around the tower doing little tasks)
-Searching out magical artifacts across RS
-Hunting down Rogue Wizards across RS
-Completing Various accomplishments FunOrb style
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Dark Avorian- QEP Member

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Number of posts: 1869
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Re: The Scape Expansion Pack!
Nice new stuff 

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TATORZ- Forum Mod

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Re: The Scape Expansion Pack!
So what I'm wondering...is whether or not we should give prayer a more "active" role in combat...?
Should we give our players clerical powers?
for example in the Dragonlance books...clerics are granted power by the gods...this can shield them or empower them etc...
But they also have the ability to call on the gods to heal, smite, and give them command of raging hordes of undead (lol)
Should we give our players clerical powers?
for example in the Dragonlance books...clerics are granted power by the gods...this can shield them or empower them etc...
But they also have the ability to call on the gods to heal, smite, and give them command of raging hordes of undead (lol)
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Dark Avorian- QEP Member

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Number of posts: 1869
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Re: The Scape Expansion Pack!
Sounds more like magic... some of it.
There could be prayers that heal people around you, like... heal x2, just with others
There could be prayers that heal people around you, like... heal x2, just with others

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TATORZ- Forum Mod

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