Homecoming Apocalypse Discussion
+13
Gladzosaurus Rex
Zectiox
MorbiusMonster
Handeath
Dragon78114
Sir Kandarin
blank
Blackpsych
Blaze FF8
Ruy112
Dark Avorian
TATORZ
The Empty Lord
17 posters
Page 10 of 29
Page 10 of 29 • 1 ... 6 ... 9, 10, 11 ... 19 ... 29
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
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
Re: Homecoming Apocalypse Discussion
Fog blinds.
I don't know, I don't think the list on page one is up to date. I think I said "We need four more"... but didn't actually say what they were. Your opinions are mostly good though. Gimme a sec to find a more up to date list, if one exist.
Also, welcome!
Edit: Apparently not. Don't know what I'm on about with the four others.
I don't know, I don't think the list on page one is up to date. I think I said "We need four more"... but didn't actually say what they were. Your opinions are mostly good though. Gimme a sec to find a more up to date list, if one exist.
Also, welcome!
Edit: Apparently not. Don't know what I'm on about with the four others.
Re: Homecoming Apocalypse Discussion
Elements?
Plasma, Vacuum, Disintegration, Shattering, Fear, Hunger, Anger, Radiation, Telekinesis, Darkness (different from Shadow), Nature (different from Earth), Sun, Moon, Chaos, Antimatter and Corruption.
A Healthy selection there for you to play with.
Plasma, Vacuum, Disintegration, Shattering, Fear, Hunger, Anger, Radiation, Telekinesis, Darkness (different from Shadow), Nature (different from Earth), Sun, Moon, Chaos, Antimatter and Corruption.
A Healthy selection there for you to play with.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Homecoming Apocalypse Discussion
Nah, we really don't need any more. Although, if I'm honest, I'm not really keen on too many.
Re: Homecoming Apocalypse Discussion
Wait, my criticism on the status effects wasn't considered.
Anyway, since strykewyrms were released, Yantos not only became a little less unique, but would also require a high Slayer level. Can we make him a human, have him reside under the area of the Desert Strykewyrms, have him fight with Ranged sand attacks and Sand spells, and have Strykewyrms randomly use their burrowing attack?
P.S. What does non-combat mean?
Anyway, since strykewyrms were released, Yantos not only became a little less unique, but would also require a high Slayer level. Can we make him a human, have him reside under the area of the Desert Strykewyrms, have him fight with Ranged sand attacks and Sand spells, and have Strykewyrms randomly use their burrowing attack?
P.S. What does non-combat mean?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Non combat means there's no combat.
Also, why would you say your feedback hasn't been considered? Most of it was quite fair.
I'll consider Yantos a giant strykeworm... But they aren't wyrms.
Also, why would you say your feedback hasn't been considered? Most of it was quite fair.
I'll consider Yantos a giant strykeworm... But they aren't wyrms.
Re: Homecoming Apocalypse Discussion
Well, none of the spells were changed. 3
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
My not being bothered to update the first post does not reflect on the fact matters have changed.
Re: Homecoming Apocalypse Discussion
Well update then!!!
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
I'm lazy. If I get on the computer tomorrow, and remember, I'll update.
Re: Homecoming Apocalypse Discussion
I'm stating the obvious, but the guardians for these elements need to be posted.
- Ash, can we just start typing the thing?
- Tar
- Sand: I say humanoid becuase of the introduction of desert strykewyrms
- Stone: Start typing, we have the backstory
- Bark: Didn't we fight an ent while we were on it?
- Flesh: It was Draykan, but let him remain in the Myreque series
- Acid: Has brainstorming begone on this one?
The question is, who's writing what?
- Ash, can we just start typing the thing?
- Tar
- Sand: I say humanoid becuase of the introduction of desert strykewyrms
- Stone: Start typing, we have the backstory
- Bark: Didn't we fight an ent while we were on it?
- Flesh: It was Draykan, but let him remain in the Myreque series
- Acid: Has brainstorming begone on this one?
The question is, who's writing what?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Yes, they need to be posted... but, alas, they have no been written. Anyone may attempt a piece, though.
I think Sand should remain non-human. Non-humanoid enemies are good.
I think Sand should remain non-human. Non-humanoid enemies are good.
Re: Homecoming Apocalypse Discussion
Now was that so hard?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
There is a diamond atop Zuriel's staff, the only weapon capable of casting Miasmic spells. Should Zuriel, or something around Zuriel's staff, be a task? Thus, 5 keys per lock. This would explain why the Desert Beacon never activated: we only used four keys. However, this would mean Facade, Occlusive and Illusory would have to have guardians, and a 5th curse for the 5th beacon. Although, we need a 5th curse anyway... I guess.
Re: Homecoming Apocalypse Discussion
Maybe the curses' diamonds could remain in a piece of equipment? (a brooch, sheild, helm, etc.)
When I thought of Burn, I thought of a more rapid poison, but weaker. The current effect is too similar to Tangle.
For the Mind diamond, why not lower their Magic Level?
When I thought of Burn, I thought of a more rapid poison, but weaker. The current effect is too similar to Tangle.
For the Mind diamond, why not lower their Magic Level?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
No, because Tangle hurts you as you move... Burn hits ever 5 steps (for example). Tangle is basically a voluntary bind - you're not forced to stand still, but it will hurt if you don't. But potential Mind effect, we'd need something for Ranged too.
Zuriel's staff being required might lower it's value though, maybe?
Zuriel's staff being required might lower it's value though, maybe?
Re: Homecoming Apocalypse Discussion
But one class should always be weaker than...(thinks of Warstrike). Oh yeah. Sand could have that effect, I guess.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Ranged should be stronger than Magic, but as the diamonds can be augmented to weapons that would not be exclusive to Magic, it would be a shame not to have an effect that the other classes can utilise.
Re: Homecoming Apocalypse Discussion
So what you're saying is that you want spells that people can hybrid with? *shrugs* Well, I suggested Mind spells reduce the target's Magic Level. Sand stings one's eyes, so Sand spells can reduce the target's Ranged Level. On the topic of the diamonds, whose diamonds are these? Ice, Blood, Shadow, and Smoke are for Andraza (?), so to whom do the ~12 we're making belong?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Ice, Blood, Shadow and Smoke don't belong to Azzanadra, his essence was divide between them. They were his prison. They don't need to be anyone's.
Also, it's not so much a hybrid. Giving magic a spell that can has a negative effect on Ranged, and ghastly attack on the triangle I know, does not increase it's likeliness of actually hitting someone attired for Ranged. If the spell splashes the effect doesn't activate.
Perhaps we could control the augments a bit more, and only have them compatible with certain equipment? Maybe we unlock an armoury, with weapons in racks upon the walls, bows in cradles, armour on dummies. These were constructed for use with the diamond, specially designed to hone their power, etc.
Also, it's not so much a hybrid. Giving magic a spell that can has a negative effect on Ranged, and ghastly attack on the triangle I know, does not increase it's likeliness of actually hitting someone attired for Ranged. If the spell splashes the effect doesn't activate.
Perhaps we could control the augments a bit more, and only have them compatible with certain equipment? Maybe we unlock an armoury, with weapons in racks upon the walls, bows in cradles, armour on dummies. These were constructed for use with the diamond, specially designed to hone their power, etc.
Re: Homecoming Apocalypse Discussion
You mean like Robert's Strongbow and such?
Anyway, which beacons are located where? How do we place the diamonds iin them? Are there any Marhajat also locked in them?
And the diamonds? Where did they come from?
Anyway, which beacons are located where? How do we place the diamonds iin them? Are there any Marhajat also locked in them?
And the diamonds? Where did they come from?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
The diamonds are keys, mentioned in the first post for the purpose mentioned in the first post. They do not contain Mahjarrat, that was one of them... two birds on stone.
Not like the Strongbow, like Zariel's staff.
The beacons would be located based on their name. I'll have to move the Tundra though, given where Nex is.
Not like the Strongbow, like Zariel's staff.
The beacons would be located based on their name. I'll have to move the Tundra though, given where Nex is.
Re: Homecoming Apocalypse Discussion
So, you want spells, which would be unlocked by pieces of equipment, that any combat class can use, like Vengance or the Miasmic spells. Okay. Anyway, why wouldn't the curses do damage? Ancients is sort of the cursing spellbook, all of the combat spells also have a status effect.
Anyway, how would all of the beacons tie together after activating them all (presuming we also use the curse diamonds)? Does his 3mptiness walk out, thus tying this storyline in with Azzanandra? All we've really done is talka bout/make the guardians. (Speaking of which, I can make Weaver and the Fleshling after I make 2 other ideas, which will probably take until summer. So yeah. )
Anyway, how would all of the beacons tie together after activating them all (presuming we also use the curse diamonds)? Does his 3mptiness walk out, thus tying this storyline in with Azzanandra? All we've really done is talka bout/make the guardians. (Speaking of which, I can make Weaver and the Fleshling after I make 2 other ideas, which will probably take until summer. So yeah. )
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Neurosha's got quite a large bit of planning, but feel free if someone else doesn't beat you to it (before the summer ).
Also, not exactly. Equipment that is compatible with the spells, the diamonds themselves should predominantly be obtained as diamonds - although the Stone Diamond is technically a heart, and I suppose it would be interesting if a few of the diamonds were obtained attached to things!
Zuriel's staff is my only hiccup because it's a valuable and rare PVP item... yet, it's required being on the keys. I suppose there could be a quest version of the item? Maybe the others are fakes, and the original is somewhere else? Oh, I don't know. I suppose it'd be an interesting task to have a Barrows-style miniquest with the 3rd Age warriors.
Also, I think we're trying to avoid His Emptiness in this quest. Given he's already heavily tied to a quest, it would be a waste of our time to write for him. The backlore behind this quest is still related to His Emptiness... the keys were hidden in order to seal him, but this may have been fruitless. Azzanadra has other means to release him, however, someone else has taken interest in our key-hunting.
Also, not exactly. Equipment that is compatible with the spells, the diamonds themselves should predominantly be obtained as diamonds - although the Stone Diamond is technically a heart, and I suppose it would be interesting if a few of the diamonds were obtained attached to things!
Zuriel's staff is my only hiccup because it's a valuable and rare PVP item... yet, it's required being on the keys. I suppose there could be a quest version of the item? Maybe the others are fakes, and the original is somewhere else? Oh, I don't know. I suppose it'd be an interesting task to have a Barrows-style miniquest with the 3rd Age warriors.
Also, I think we're trying to avoid His Emptiness in this quest. Given he's already heavily tied to a quest, it would be a waste of our time to write for him. The backlore behind this quest is still related to His Emptiness... the keys were hidden in order to seal him, but this may have been fruitless. Azzanadra has other means to release him, however, someone else has taken interest in our key-hunting.
Page 10 of 29 • 1 ... 6 ... 9, 10, 11 ... 19 ... 29
Similar topics
» Homecoming Apocalypse Reroute
» Homecoming Apocalypse: The Original
» Mythics: Stagnant Discussion
» Mythics: General Discussion
» Support Classes Discussion
» Homecoming Apocalypse: The Original
» Mythics: Stagnant Discussion
» Mythics: General Discussion
» Support Classes Discussion
Page 10 of 29
Permissions in this forum:
You cannot reply to topics in this forum