Homecoming Apocalypse Discussion
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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).
_______________________________
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_#____________________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__#_
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_______________________________
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
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.
Re: Homecoming Apocalypse Discussion
Also, I wanted the curses to be non-damaging so that all classes can use them as spells. At least, that's the idea. Curses should be magic-specific, they make a great dynamic for all classes... binds, etc.
But it's just occurred to me that curses still splash based on class regardless of whether they hit or not, don't they? That should change ideally... meh. Ignoring my vision of combat, I don't know why curses don't damage.
But it's just occurred to me that curses still splash based on class regardless of whether they hit or not, don't they? That should change ideally... meh. Ignoring my vision of combat, I don't know why curses don't damage.
Last edited by 3mptylord on Mon Jan 10, 2011 9:56 am; edited 1 time in total
Re: Homecoming Apocalypse Discussion
Zuriel's staff being a fake would be interesting. It could also help explain why there are so many deas when logic states there would only be one. (There can only be one Godsword. WHY DOES EVERY HIGH-LEVEL HAVE ONE?!
About the equipment, so your saying that we could have an Ice Rapier or something?
About the equipment, so your saying that we could have an Ice Rapier or something?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Well at present, the augment idea is that any weapon can be adorned by the diamonds to alter them.
Ice Daggers, Ice Staffs, Ice Bows, etc. These would cause the weapons to take on the effect of the element - so an ice dagger will occasionally freeze the target. However, it'd probably be too difficult to program every weapon (even only the smithing ones) to work with augments, and then you have to balance them all...
So instead, merely have a set of equipment you can augment. Perhaps Raunton has a secret room within Draynor Sewers that has an assortment of equipment he preserve, and will allow us to take one at a time (maybe one, maybe more?) (we can even keep the diamonds there, since there would be a lot with respect to bankspace). There would be swords (possibly including a rapier), staffs, axes, hammers, bows, crossbows, slings, robes, armour, etc. You can adorn these with the diamond... but otherwise it's the same as above. It's easier to balance new equipment, then alter existing equipment.
Haha, I think there is technically only one. There is only one player as far as the storyline goes, except those two-player quests.
Ice Daggers, Ice Staffs, Ice Bows, etc. These would cause the weapons to take on the effect of the element - so an ice dagger will occasionally freeze the target. However, it'd probably be too difficult to program every weapon (even only the smithing ones) to work with augments, and then you have to balance them all...
So instead, merely have a set of equipment you can augment. Perhaps Raunton has a secret room within Draynor Sewers that has an assortment of equipment he preserve, and will allow us to take one at a time (maybe one, maybe more?) (we can even keep the diamonds there, since there would be a lot with respect to bankspace). There would be swords (possibly including a rapier), staffs, axes, hammers, bows, crossbows, slings, robes, armour, etc. You can adorn these with the diamond... but otherwise it's the same as above. It's easier to balance new equipment, then alter existing equipment.
Haha, I think there is technically only one. There is only one player as far as the storyline goes, except those two-player quests.
Re: Homecoming Apocalypse Discussion
But aren't the diamonds supposed to stay in the beacon?
Anyway, which diamonds belong to which beacons?
Anyway, which diamonds belong to which beacons?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Does a key need to stay in the lock for the door to stay unlocked?
I don't think the order of the diamonds is necessarily important. I did have a list, but given the four new ones it's out of date.
EDIT:
I've thought of another way around the Zuriel annoyance... an NPC obtains the staff and gives us the diamond, or the diamond drops without the staff. Duh, so obvious now.
I don't think the order of the diamonds is necessarily important. I did have a list, but given the four new ones it's out of date.
EDIT:
I've thought of another way around the Zuriel annoyance... an NPC obtains the staff and gives us the diamond, or the diamond drops without the staff. Duh, so obvious now.
Last edited by 3mptylord on Mon Jan 10, 2011 10:14 am; edited 1 time in total
Re: Homecoming Apocalypse Discussion
Yes, but the Assissin! He'l-
*falls over with a Dragon Dagger stuck in his back*
*falls over with a Dragon Dagger stuck in his back*
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
The Diamonds:
Ash - defence
Bark - recoil
Blood - drain Lp
Bone - drain Prayer
Flesh - Constitution
Fog - blind
Gust - slow
Ice - freeze
Magma - burn
Mind - ???
Moss - ???
Mud - Strength
Sand - ???
Shadow - Attack
Smoke - Poison
Static - electrify
Stone - petrify
Tar - Run Energy
Thorn - tangle
Venom - disease
Desert:
Smoke - dod
Shadow - debuffing
Blood - saping
Ice - movement
I suppose each beacon should follow the same pattern. It's just a matching game
Possible Beacons:
Tundra
Jungle
Ocean
Mountain
SPACE!!!!1!!!!1!!!
DoD:
Bark
Magna
Smoke
Static
Thorn
Debuffing:
Ash
Flesh
Mud
Shadow
Venom
Drain:
Blood
Bone
Tar
Movement:
Fog - it makes it harder to move
Gust
Ice
Magma - On a side note, this could be once every few actions: move, attack, woodcut, etc.
Stone
Thorn
Misc - for those who don't exactly fit the catagory:
Fog
Mind
Moss
Sand
Static
Ash - defence
Bark - recoil
Blood - drain Lp
Bone - drain Prayer
Flesh - Constitution
Fog - blind
Gust - slow
Ice - freeze
Magma - burn
Mind - ???
Moss - ???
Mud - Strength
Sand - ???
Shadow - Attack
Smoke - Poison
Static - electrify
Stone - petrify
Tar - Run Energy
Thorn - tangle
Venom - disease
Desert:
Smoke - dod
Shadow - debuffing
Blood - saping
Ice - movement
I suppose each beacon should follow the same pattern. It's just a matching game
Possible Beacons:
Tundra
Jungle
Ocean
Mountain
SPACE!!!!1!!!!1!!!
DoD:
Bark
Magna
Smoke
Static
Thorn
Debuffing:
Ash
Flesh
Mud
Shadow
Venom
Drain:
Blood
Bone
Tar
Movement:
Fog - it makes it harder to move
Gust
Ice
Magma - On a side note, this could be once every few actions: move, attack, woodcut, etc.
Stone
Thorn
Misc - for those who don't exactly fit the catagory:
Fog
Mind
Moss
Sand
Static
Handeath- Advocate
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Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Now, what beacons are we using?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Here's a possible pair up:
Mountain: (in order of Max Hit)
Mud
Tar
Stone
Static
Jungle:
Magma
Flesh
Thorn
Bone
Ocean:
Bark
Gust
Marsh:
Fog
Venom
We just need to assign the Misc section to the proper catagories. Also, it feels like the Diamonds fit the them of the beacon too well. I mean, the Desert beacon wouldn't have the Sand diamond...would it?
Mountain: (in order of Max Hit)
Mud
Tar
Stone
Static
Jungle:
Magma
Flesh
Thorn
Bone
Ocean:
Bark
Gust
Marsh:
Fog
Venom
We just need to assign the Misc section to the proper catagories. Also, it feels like the Diamonds fit the them of the beacon too well. I mean, the Desert beacon wouldn't have the Sand diamond...would it?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
The desert wasn't always a desert, the beacon predates the sand.
Re: Homecoming Apocalypse Discussion
Yeah, but should the diamonds have some relation to the beacon's location?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
So the beacon sets I made are fine?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
Yeah.
I think originally we have one body reference per beacon... flesh, bone, mind and blood. But I can't remember if I made a fifth one.
I think originally we have one body reference per beacon... flesh, bone, mind and blood. But I can't remember if I made a fifth one.
Re: Homecoming Apocalypse Discussion
Raunton the Servant...
I'm going to guess he'll be the guardian, but we don't fight him. Shall we get to planning?
I'm going to guess he'll be the guardian, but we don't fight him. Shall we get to planning?
Handeath- Advocate
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Age : 28
Location : USA
Re: Homecoming Apocalypse Discussion
How do we incorporate/work around the release of Nex?
Ruy112- Partisan
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Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
The Iban's fortress section is the only real issue I can see, we either move the beacon, or go deeper into the cavern.
Re: Homecoming Apocalypse Discussion
I would say to go deeper into the cavern.. maybe?
Zectiox- Advocate
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Age : 32
Location : Alaveteli, Fin
Re: Homecoming Apocalypse Discussion
I say below Nex... The shape of her lair is just too inviting...
Also, could one of the old bosses re-appear? I'm thinking it would be interesting for Damis to return somehow...
Also, could one of the old bosses re-appear? I'm thinking it would be interesting for Damis to return somehow...
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
It starts to become a bit of a stretch though, doesn't it?
Beneath the biggest party of the third age is a prison. Beneath the prison is a fortress.
Beneath the biggest party of the third age is a prison. Beneath the prison is a fortress.
Re: Homecoming Apocalypse Discussion
Ya... It should be moved tbh...
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
It's a shame. I liked the depth I gave Zamorak's character in what he did in that fortress.
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» Homecoming Apocalypse Reroute
» Homecoming Apocalypse: The Original
» Mythics: Stagnant Discussion
» Mythics: General Discussion
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» Homecoming Apocalypse: The Original
» Mythics: Stagnant Discussion
» Mythics: General Discussion
» Support Classes Discussion
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