Homecoming Apocalypse Discussion
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Gladzosaurus Rex
Zectiox
MorbiusMonster
Handeath
Dragon78114
Sir Kandarin
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Blackpsych
Blaze FF8
Ruy112
Dark Avorian
TATORZ
The Empty Lord
17 posters
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Homecoming Apocalypse Discussion
First topic message reminder :
Each guardian within the quest is to be treated as a miniquest in itself, not merely a task within a quest. Storylines and such may be miniquest specific. Such as Malak, the creature you fight my not actually be the Guardian; combat isn't even necessary, as with Raunton.
Jaldraocht, the Desert Beacon
• Blood, guarded by Malak the Vampire. || Leaches health.
• Shadow, guarded by Damis the Shade. || Zaps attack skill.
• Ice, guarded by Kamil the Knight. || Freezes target.
• Smoke, guarded by Fareed the Warrior. || Poisons target.
• Illusory, guarded by Adyna the Harlequin. || Conjures false targets.
• Ash, guarded by Dherok the UNDECIDED. || Wilderness || Zaps defence skill.
• Moss, guarded by Raunton the Snake-tongue. || Draynor || Decays food.
• Occlusive, guarded by Adyna the Harlequin. || UNDECIDED || Disorientates target.
• Bark, guarded by Colossus the Ent. || Unknown || Splinters target.
• Gust, guarded by Ragnos the Dragon. || Crandor || Conjures projectile shield.
• Bone, guarded by Xercus the Lycan. || UNDECIDED || Leaches run-energy.
• Venom, guarded by Weaver the Cryptspider. || Wilderness || Diseases target.
• Tar, guarded by Ramesh the Tarbeast. || Dorgesh'kaan || Slows target.
• Magma, guarded by Zenerka the Sorceress. || Karamja || Burns target.
• Facade, guarded by Adyna the Harlequin. || UNDECIDED || Conjures a proximity shield.
• Miasmic, guarded by Zuriel the Warlock. || UNDECIDED || Zaps attack speed.
• Mud, guarded by Arandar. || Arandar || Zaps strength skill.
• Fog, guarded by Thrip the Banshee. || Mort Myre || Blinds target.
• Thorn, guarded by Eirwyn the Songstress. || Tirannwn || Entangles target.
• Static, guarded by Thorg the Giant. || Taverly || Conjures a conductor/statics the target.
• Flesh, guarded by Neurosha the Fleshling. || Varrock || Zaps constitution.
• Soul, guarded by UNDECIDED. || UNDECIDED || Leaches prayer points.
• Sand, guarded by Yantos the Strykewurm. || Kharidian Desert || Stalls target.
• Mind, guarded by Adyna the Harlequin. || UNDECIDED || Aggravates target.
• Stone, guarded by Drystan the Fallen King. || UNDECIDED || Conjures melee shield.
Colour key:
Jagex, 3mptylord, Blaze FF8, Dark Avorian, Dragon78114, Handeath, Ruy112 and Tatorz.
Rambling;
Some of the planning on Adyna the Harlequin
Ancient Spellbook
Homecoming ApocalypseMany lives were spent during the war erasing Him from memory; desecrating His name and burning the remnants.
Stories from the time before Guthix speak of an Age of Darkness and that a matrix that was constructed to conceal the shadows; to imprison them and the filth that dwelt within. Though the matrix has remained sealed since, the feuding lords would not risk otherwise. And so efforts were made to conceal the matrix and prevent the empty rising. Keys scattered. Locks disguised. The shadows would forever be His prison.
But more than the likes of the light dwell within the unblinking darkness.
Each guardian within the quest is to be treated as a miniquest in itself, not merely a task within a quest. Storylines and such may be miniquest specific. Such as Malak, the creature you fight my not actually be the Guardian; combat isn't even necessary, as with Raunton.
Jaldraocht, the Desert Beacon
• Blood, guarded by Malak the Vampire. || Leaches health.
• Shadow, guarded by Damis the Shade. || Zaps attack skill.
• Ice, guarded by Kamil the Knight. || Freezes target.
• Smoke, guarded by Fareed the Warrior. || Poisons target.
• Illusory, guarded by Adyna the Harlequin. || Conjures false targets.
• Ash, guarded by Dherok the UNDECIDED. || Wilderness || Zaps defence skill.
• Moss, guarded by Raunton the Snake-tongue. || Draynor || Decays food.
• Occlusive, guarded by Adyna the Harlequin. || UNDECIDED || Disorientates target.
• Bark, guarded by Colossus the Ent. || Unknown || Splinters target.
• Gust, guarded by Ragnos the Dragon. || Crandor || Conjures projectile shield.
• Bone, guarded by Xercus the Lycan. || UNDECIDED || Leaches run-energy.
• Venom, guarded by Weaver the Cryptspider. || Wilderness || Diseases target.
• Tar, guarded by Ramesh the Tarbeast. || Dorgesh'kaan || Slows target.
• Magma, guarded by Zenerka the Sorceress. || Karamja || Burns target.
• Facade, guarded by Adyna the Harlequin. || UNDECIDED || Conjures a proximity shield.
• Miasmic, guarded by Zuriel the Warlock. || UNDECIDED || Zaps attack speed.
• Mud, guarded by Arandar. || Arandar || Zaps strength skill.
• Fog, guarded by Thrip the Banshee. || Mort Myre || Blinds target.
• Thorn, guarded by Eirwyn the Songstress. || Tirannwn || Entangles target.
• Static, guarded by Thorg the Giant. || Taverly || Conjures a conductor/statics the target.
• Flesh, guarded by Neurosha the Fleshling. || Varrock || Zaps constitution.
• Soul, guarded by UNDECIDED. || UNDECIDED || Leaches prayer points.
• Sand, guarded by Yantos the Strykewurm. || Kharidian Desert || Stalls target.
• Mind, guarded by Adyna the Harlequin. || UNDECIDED || Aggravates target.
• Stone, guarded by Drystan the Fallen King. || UNDECIDED || Conjures melee shield.
Colour key:
Jagex, 3mptylord, Blaze FF8, Dark Avorian, Dragon78114, Handeath, Ruy112 and Tatorz.
- Status effects (all would have a screen border to graphically represent it):
- Freeze: binds the afflicted.
Poison: damages the afflicted per second.
Blind: obscures afflicted's screen.
Splinter: afflicted's attacks recoil.
Disease: zaps afflicted's skills.
Slow: afflicted is halted, then slowed.
Burn: damages the afflicted per action.
Disorientate: afflicted's movement is randomized.
Entangle: afflicted is halted, then damages the afflicted whilst moving.
Conductor/Static: afflicted's defensive stats are reduced/afflict's foes receive damage multipler.
Stall: afflicted is halted periodically.
Aggravation: afflicted attracts recurve damage.
Rambling;
- Spoiler:
- The miniquests as a whole make up six chapters; the conclusion to Desert Treasure, the four beacons, and an ultimatum.
In each of the four beacon chapters there will be a particularly difficult boss and a legendary item (and, possibly, a curse spell - but they may just all be unlocked at the end).
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)
Some of the planning on Adyna the Harlequin
- Spoiler:
- She could create a duplicate version of Brimhaven dungeon, only, magical. And instead of chase the ticket, chase Adyna.
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.
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).
Last edited by 3mptylord on Sun Mar 27, 2011 2:44 am; edited 28 times in total
Re: Homecoming Apocalypse Discussion
This quest could be entirely detached from existing storylines without much toil, however, DT3: Empty Rising will no long be. The key themes of the new direction would merely be investigating the Shadow Realm... how it came to be, etc. Whilst related to Zaros, it's not directly connect to it nor does Zaros' inevitable return affect the quest. Well, that is, so long as his return does not remove the Shadow Realm.
However... with Zaros no longer being the aim, for what reason would we want to open the Shadow Realm? An unknown enemy? I could reuse my personality from the Wight Gate, Atlas. Nothing is known about this phantom, accept his insatiable desire for chaos.
Would ties to Zamorak still remain? It's possible Zamorak feared the beacons could free Zaros... so I guess his involvement is still logical. He took a precaution. It actually makes for quite a good quirk in the storyline. Zamorak took precautions... this is one he need not to have taken, but it still made for a good quest.
However... with Zaros no longer being the aim, for what reason would we want to open the Shadow Realm? An unknown enemy? I could reuse my personality from the Wight Gate, Atlas. Nothing is known about this phantom, accept his insatiable desire for chaos.
Would ties to Zamorak still remain? It's possible Zamorak feared the beacons could free Zaros... so I guess his involvement is still logical. He took a precaution. It actually makes for quite a good quirk in the storyline. Zamorak took precautions... this is one he need not to have taken, but it still made for a good quest.
Re: Homecoming Apocalypse Discussion
Possibly Zaros could mention powerful allies dwelling with him? Or simply not giving any reason and a gods words alone is enough?
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
Ruy, you'd be assuming that this quest be released after the final part in the Zarosian questline.
Re: Homecoming Apocalypse Discussion
No? If we assume that the Shadow Realm could be opened, but not enough to get Zaros through. Who knows what is in there?
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
But then the story is still dependant on Jagex not having already planned the next quest. I think our best idea would be to completely detach Homecoming Apocalypse from the Mahjarrat storyline, and just hope that events that have already been set in motion do not disturb the story.
Re: Homecoming Apocalypse Discussion
Atlas is an unseen phantom, although his voice can be heard through the amulet of ghost-speak (which will have its own speaking-head). Upon release of this quest, Atlas will contact you. Atlas is truly insane, speaking in riddles and in foreign tongue. He will ask if you hear it, the drums. But you make no sense of it. It should be noted that Atlas is very curious of the Ring of Charos, and will speak of nothing else whilst wearing it.
The drums will represent an arc in terms of scripting - and will be mentioned by other NPCs including the Oracle, the Town Criers and Juna; "It is most bemusing; in my ears I hear drums, but through my eyes I see none," "Oh, how wonderful. Someone is playing drums to accompany my ringing! LA, la, la..." and "The drums play the sound of war, can you hear them?" Of course, the player cannot hear the drums and shall hopefully be completely confused.
Atlas could request us to do things, and, in spirit, we do. We could drop the ghost-speak amulet off at Reldo's, visit Ali the Wise, or trouble Azzanadra with our queries... but they will remain mostly baffled by the voice we hear (as Atlas will not speak to them, and will merely blow a raspberry at Azzanadra who will curse it angrily). Atlas will even make a trivial reference to Bioshock by saying "Would you kindly... actually, what am I saying? I know you will anyway!" "Would you kindly" being the characters "obey" command in Bioshock from a character by the name of Atlas.
The drums will represent an arc in terms of scripting - and will be mentioned by other NPCs including the Oracle, the Town Criers and Juna; "It is most bemusing; in my ears I hear drums, but through my eyes I see none," "Oh, how wonderful. Someone is playing drums to accompany my ringing! LA, la, la..." and "The drums play the sound of war, can you hear them?" Of course, the player cannot hear the drums and shall hopefully be completely confused.
Atlas could request us to do things, and, in spirit, we do. We could drop the ghost-speak amulet off at Reldo's, visit Ali the Wise, or trouble Azzanadra with our queries... but they will remain mostly baffled by the voice we hear (as Atlas will not speak to them, and will merely blow a raspberry at Azzanadra who will curse it angrily). Atlas will even make a trivial reference to Bioshock by saying "Would you kindly... actually, what am I saying? I know you will anyway!" "Would you kindly" being the characters "obey" command in Bioshock from a character by the name of Atlas.
Re: Homecoming Apocalypse Discussion
Nice...I agree
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Haha hehe
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Sounds good, more info pl0x.
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
What happens next?
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
I assume the quest would take a very similar direction.
Raunton could give us his key not to help us, but because it was apparently useless.
Raunton could give us his key not to help us, but because it was apparently useless.
Re: Homecoming Apocalypse Discussion
3mptylord wrote:This quest could be entirely detached from existing storylines without much toil, however, DT3: Empty Rising will no long be. The key themes of the new direction would merely be investigating the Shadow Realm... how it came to be, etc. Whilst related to Zaros, it's not directly connect to it nor does Zaros' inevitable return affect the quest. Well, that is, so long as his return does not remove the Shadow Realm.
However... with Zaros no longer being the aim, for what reason would we want to open the Shadow Realm? An unknown enemy? I could reuse my personality from the Wight Gate, Atlas. Nothing is known about this phantom, accept his insatiable desire for chaos.
Would ties to Zamorak still remain? It's possible Zamorak feared the beacons could free Zaros... so I guess his involvement is still logical. He took a precaution. It actually makes for quite a good quirk in the storyline. Zamorak took precautions... this is one he need not to have taken, but it still made for a good quest.
Dragon has idea! Why not combine Mythics' Quest with Homecoming Apocalypse?
Well, this might get a little complicated, so please bear with me. It might be rather stupid, but it is totally worth the read. XD
The diamonds you get, the items you make, and your battle with Durial, can ultimately be in one quest. What I mean is this: those three items can be quicker and much more simply received, as it is only the first part of this nightmarishly hard questing adventure.
The diamonds may be actually be part of fact that you have to help Guthix using those Diamonds to conjure up some massive thingy to destroy Durial and kill him/erase his existence, however, this will happen inside the gates to the Mythics' Guild, so that he dies in lives in all of time (travelling in the 8th dimension).
After you kill Durial, people of the Mythics' Guild will notice your deeds and let you pass even though you did not have to complete it. Also, possibly we could use the Mythics' Guild proper as a battleground for a duel between Durial and you.
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Homecoming Apocalypse Discussion
You can't travel in the 8th dimension, the 8th dimension is just a perspective. If you're travelling in it, it becomes the 7th dimension (and where you left becomes an 8th). It's a crossroads - the one you walk down is 7th, the one you don't is 8th. Well, you can... but you'd need to travel along the 9th Dimension (a bridge between 7th and 8th), meaning you'd bump into yourself (or could, you don't have to, it just means there is another you)... then travel in that 8th Dimension. Like... watching how your life could have been. But I think you probably meant travelling in the 7th.
As for the merger... it doesn't seem to use much of either quest. It just seems like a combination of characters an items, but the overall theme of both quests is lost. Unless you completely misunderstood the Mythics' Quest and that was just your understanding of it... but then, we've lost the theme of Homecoming.
As for the merger... it doesn't seem to use much of either quest. It just seems like a combination of characters an items, but the overall theme of both quests is lost. Unless you completely misunderstood the Mythics' Quest and that was just your understanding of it... but then, we've lost the theme of Homecoming.
Last edited by 3mptylord on Tue Dec 08, 2009 10:02 am; edited 1 time in total
Re: Homecoming Apocalypse Discussion
yeah I don't like the merger...
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
ok, I was just brainstorming- back to the drawing board lol
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Homecoming Apocalypse Discussion
Being written
Info Post
Original post: http://services.runescape.com/m=forum/forums.ws?80,81,8,57437238
Beacons and Diamonds
Requirements
Info Post
Original post: http://services.runescape.com/m=forum/forums.ws?80,81,8,57437238
Beacons and Diamonds
- Spoiler:
- Marsh; (Small description requested)
---
- Bone, guarded by Xercus the Lycan. Location: Castle Drakan. Combat.
Walkthrough: Written.
Accommodation: Not written.
Requirements: Written.
Reward (Experience): Not written.
Reward (Special): Not written.
Spells: Not written.
Bestiary: Written. (More info could be added regarding drops and looks)
Author: Dragon78114.
---
- Lightning/Static, guarded by Thorg the Giant. Location: Taverly. Combat.
Walkthrough: Written. (More detail could be added)
Accommodation: Not written.
Requirements: Written.
Reward (Experience): Not written.
Reward (Special): Not written.
Spells: Written.
Bestiary: Written.
Author: Blaziken FF8.
---
- Magma, guarded by Zenerka the Sorceress. Location: Karamja Volcano. Combat.
Walkthrough: Written. (More detail could be added)
Accommodation: Written.
Requirements: Written.
Reward (Experience): Not written.
Reward (Special): Not written.
Spells: Not written.
Bestiary: Written. (More info could be added)
Author: Dark Avorian.
---
- Psyche, guarded by Adyna the Harlequin. Location: Varrock/Miscellania Palace.
Needs writing! Info can be found on the first post of this thread.
Ocean; (Small description requested)
---
- Acid, guarded by the Serpant-tongue. Location: Drynor Sewers. Peaceful.
Needs writing!
---
- Fog, guarded by Thrip the Banshee. Location: Mort Myre. Combat.
Walkthrough: Written. (More detail could be added)
Accommodation: Written.
Requirements: Written.
Reward (Experience): Not written.
Reward (Special): Written.
Spells: Not written.
Bestiary: Written. (More detail is needed!)
Author: Dark Avorian.
---
- Sand, guarded by Yantos the Sandworm. Location: Kharidian Desert. Non-combat.
Needs writing!
Short description can be found on the post in the RSOF, Page 4, post 5-6.
---
- Venom, guarded by Weaver, the Crypt Spider/the Widowmaker. Location: Bounty Hunter. Combat.
Needs writing!
Jungle; (Small description requested)
---
- Ash, guarded by Derohk the Ash Dragon. Location: Wilderness. Combat.
Walkthrough: Needs writing. Short description can be found on original thread in the RSOF, Page 4, Post 3-4 . Discussion can be found on designated thread on this sub-forum.
---
- Stone, guarded by Drystan the Fallen King. Location: Edgevile. Non-combat.
Author: TATORZ (Verification needed, awaiting author's return)
---
- Tar, guarded by Ramesh the Tarbeast. Location: Dorgesh'kaan. Combat.
Short description can be found on original thread in the RSOF, Page 5, Post 1-2
Needs writing!
---
- Thorn, guarded by Eirwyn the Songstress. Location: Tiranwwn. Combat.
Walkthrough: Almost done. Extra: Almost done.
Author: Ruy112
Tundra; (Small description requested)
---
- Bark, guarded by Colossus the Ent. Location: Unknown. Non-combat.
Short description can be found on the orignal thread in the RSOF, Page 5, Post 3-5 .
Needs writing!
---
- Flesh, guarded by Neurosha the Fleshling. Location: Blood Varrock, Demon Realm. Peaceful. Short description can be found on the original thread in the RSOF, Page 4, Post 7-10 .
Needs writing!
---
- Gust, guarded by Ragnos the Dragon. Location: Crandor. Combat.
Being written.
Author: 3mptylord
---
- Mud, guarded by the Mountain. Location: Arandar. Combat.
Walkthrough: Written. (More detail is required)
Accommodation: Not written. (More detail is required)
Requirements: Written.
Reward (Experience): Not written.
Reward (Special): Not written.
Spells: Not written.
Bestiary: Written. (More info is required, especially regarding the boss)
Author: Dark Avorian
Requirements
- Spoiler:
Legacy of Seergaze
Desert Treasure
A Tale of two Cats
TokTz-Ket-Dill
Grim Tales
78 Magic
45 Summoning
60 Defense
74 Range
65 Prayer
65 Agility
67 Slayer
70 Herblore
53 Fishing
70 Thieving
76 Firemaking (Subject to change?)
76 Strength
65 Mining
67 Fletching
69 Crafting
64 Runecrafting
Completed Tarn's Lair
Must be in possession of a Slayer Helm
Must be in possession of the Shadow Sword
Last edited by Ruy112 on Wed Dec 09, 2009 5:53 pm; edited 1 time in total
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
I don't think I was supposed to write the Mud Diamond..if I wrote a boss at all... lol
I would LOVE doing the Venom or the Flesh Diamonds, however
I would LOVE doing the Venom or the Flesh Diamonds, however
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Homecoming Apocalypse Discussion
You wrote Xercus. Dark wrote Mud, sorry.
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
No Tatz was talking about writing Drystan. Dark wrote Mud.
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
you want me to give xp rewards?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
I guess he does, so he can total it and be fair.
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Homecoming Apocalypse Discussion
I do, 'cause I want to gather all rewards in one
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
MY REIGN OVER THIS FEEBLE DOMAIN BEGIN- I mean, hey, 3mpty! Since this is my first post on the TST website, I'm gonna start with the idea that showed me this group: DT2
Ash: Will temporarily lower the target's defence level. Good.
- Tar: Will damage the target's energy (and hitpoints) whilst replenishing yours. Fine.
- Smoke: Poisons the target. Duh.
- Sand: Chance of petrifying the foe. Wait, what? The shifting sands keep one in place? I say Sand should have a chance to puch one's opponent backwards, the higher level the spell, the more spaces.
- Magma: Chance of burning the target. *insert pun here*
- Shadow: Temporarily reduces target's Attack level. Yes.
- Stone: Will deactivate the opponents prayer and disable it. Since I suggested a change for Sand, the previous effect should replace Stone's effect.
- Bark: Will decreases the total damage dealt by the target's next attack. I say a recoil effect works better here, splinters.
- Blood: Heals the caster up to one-quarter of inflicted damage.
- Bone: Will add onto your prayer points an fifth of the damage dealt. Nice
- Flesh: Will recoil damage to your opponents hitpoints. With the Constitution update, I say reducing the target's Constitution level would be more suitable (They have less flesh, thus less maximum hitpoints.)
- Ice: Chance of freezing the target.
- Thorn: Chance of inflicting "Virus", a kind of backwards poison. (gets vicious) It sounds cool, can you explain a bit more?
- Acid: Damage is recoiled to foes' skills, like disease. Sure.
- Fog: Extinguishes the light for an amount of time. (like a dungeon without a candle) Doesn't sound very useful...
- Mud: Will temporarily lower the target's Stength level. And the Anti-Melee spells are complete.
I hope this is a good first impresion!
Ash: Will temporarily lower the target's defence level. Good.
- Tar: Will damage the target's energy (and hitpoints) whilst replenishing yours. Fine.
- Smoke: Poisons the target. Duh.
- Sand: Chance of petrifying the foe. Wait, what? The shifting sands keep one in place? I say Sand should have a chance to puch one's opponent backwards, the higher level the spell, the more spaces.
- Magma: Chance of burning the target. *insert pun here*
- Shadow: Temporarily reduces target's Attack level. Yes.
- Stone: Will deactivate the opponents prayer and disable it. Since I suggested a change for Sand, the previous effect should replace Stone's effect.
- Bark: Will decreases the total damage dealt by the target's next attack. I say a recoil effect works better here, splinters.
- Blood: Heals the caster up to one-quarter of inflicted damage.
- Bone: Will add onto your prayer points an fifth of the damage dealt. Nice
- Flesh: Will recoil damage to your opponents hitpoints. With the Constitution update, I say reducing the target's Constitution level would be more suitable (They have less flesh, thus less maximum hitpoints.)
- Ice: Chance of freezing the target.
- Thorn: Chance of inflicting "Virus", a kind of backwards poison. (gets vicious) It sounds cool, can you explain a bit more?
- Acid: Damage is recoiled to foes' skills, like disease. Sure.
- Fog: Extinguishes the light for an amount of time. (like a dungeon without a candle) Doesn't sound very useful...
- Mud: Will temporarily lower the target's Stength level. And the Anti-Melee spells are complete.
I hope this is a good first impresion!
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
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