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
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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
K I'll get it done as soon as I finish my review for the novelists guild. And Dark they accepted you
Dark Avorian- Templar
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Re: Homecoming Apocalypse Discussion
Thrip's gonna be re-written so that you get Necromancer Robe-Armour made from splitbark instead of Staff
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
This may be completely rejected...but maybe we should try and make it so that to finish HA a person with the minimum req for quest cape would have to train every skill
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
You know what, I'm happy if the Slayer, Woodcutting and Smithing requirements are either equal too or lower than the current requirement. Call it even on the only Hitpoints requirement any quest has ever had - 70, it's a big jump from N/A, so it makes up for other skills going unchanged.
Re: Homecoming Apocalypse Discussion
personally I just want the quest cape to finally have min reqs worth over 13m xp
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
With 70 Hitpoints, 70 Agility, 70 Ranged and 70 Strength you're only 2.5mil away.
And we don't need to increase the high levelled ones to break that.
And we don't need to increase the high levelled ones to break that.
Re: Homecoming Apocalypse Discussion
Lol, that's true.
I don't think it's needed to make everything harder than it currently is... that's kinda pointless.
This is a very high level quest with many requirements, but nothing should be too much harder than it needs to be.
I don't think it's needed to make everything harder than it currently is... that's kinda pointless.
This is a very high level quest with many requirements, but nothing should be too much harder than it needs to be.
TATORZ- Forum Mod
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Location : USA
Re: Homecoming Apocalypse Discussion
Hey 3mpty. Is anyone doing Drystan the Fallen King for the Stone diamond? Is it done?
If no one's doing it and it's not done, I would love to do it.
If no one's doing it and it's not done, I would love to do it.
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
No-one is yet doing Drystan. The stone giant is resting on his throne within the catacombs beneath his late-empire, stone heart beating within it's stone chest.
Re: Homecoming Apocalypse Discussion
Lol, did we decide where he'd be? I thought at first we had him deep under the Ancient Pyramid...
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
Depends where we feel his former empire should have stood. Considering his age... I'd say his empire should have been on the western outskirts of where the war hit. Kandarin was barely touched by the war, but war must've threatened his kingdom as he sold his heart to Zamorak in order to protect it.
Re: Homecoming Apocalypse Discussion
Kandarin... let's see...
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
How about if Drystan ruled the land... around Seer's, Camelot, and Catherby?
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
Sounds reasonable, it means his power could have been the sole reason the war never crossed the mountain... he could not be slain by his enemies, and a man who cannot be killed has nothing to fear.
Re: Homecoming Apocalypse Discussion
Random stuff copy and pasted from the RS Forum...
The Colossus of Frene, one of the Ancient Ent. The Colossus was thought impervious to any mortal blade - though few have even succeeded in piercing its airspace (let alone bark). For this, it was granted Guardian.
Drystan sold his soul in return for the power to fell any who'd befoul his kingdom. But his invulnerability cost more than his soul, and all those he loved perished of their mortality. Drystan condemned himself to the catacombs, where his mind decayed. Immortal to the weapon of his enemies, Drystan's stone heart would beat for eternity.
Re: Homecoming Apocalypse Discussion
But sometime near the end of the war... what if he fell fatally ill and couldn't rule his kingdom as well? His forces were losing battle after battle, barely able to keep the land safe. To keep his people from harm, he sold his heart before his kingdom would be destroyed and all the people murdered. So Zamorak spared his area...
Not complete, but better?
Not complete, but better?
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
His kingdom being under attack before he sold his soul is slightly better, although probably what I meant - it was such a long time ago. But immortality is a curse, Drystan, do not take it lightly.
The whole concept of Homecoming shows that Zamorak had other things to worry about. He returned from where he was imprisoned by the gods and war began over who would control Zaros' former empire... whilst Zamorak would, indeed, want his piece, he wasn't exactly required on the front line. And... just like the other gods, trying to claim what was otherwise owned wasn't too high on the agenda either. The Desert, whilst purged of Zarosian evidence, was mostly untouched and as was Hallowvale until Drakan wished to collect what Zamorak promised him.
The whole concept of Homecoming shows that Zamorak had other things to worry about. He returned from where he was imprisoned by the gods and war began over who would control Zaros' former empire... whilst Zamorak would, indeed, want his piece, he wasn't exactly required on the front line. And... just like the other gods, trying to claim what was otherwise owned wasn't too high on the agenda either. The Desert, whilst purged of Zarosian evidence, was mostly untouched and as was Hallowvale until Drakan wished to collect what Zamorak promised him.
Last edited by 3mptylord on Sat Aug 22, 2009 10:40 am; edited 1 time in total
Re: Homecoming Apocalypse Discussion
Cool. Zamorak must've said that after taking his heart
Drystan's kingdom currently would have been
Fishing guild - SW tip
Legend's guild - SE tip
White Wolf Mountain - East Side
The river that seperates Seer's from Rellekka - North Side
Drystan's kingdom currently would have been
Fishing guild - SW tip
Legend's guild - SE tip
White Wolf Mountain - East Side
The river that seperates Seer's from Rellekka - North Side
Last edited by TATORZ on Sat Aug 22, 2009 10:46 am; edited 2 times in total
TATORZ- Forum Mod
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Re: Homecoming Apocalypse Discussion
Do we think Zamorak cares enough to offer a warning? Well, receipt.
Woah... just me and you.
Woah... just me and you.
Re: Homecoming Apocalypse Discussion
Lol, I guess. Everyone else left.
The point in saying it afterwards is to make you think about your choice... after it's too late to go back
The point in saying it afterwards is to make you think about your choice... after it's too late to go back
TATORZ- Forum Mod
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Re: Homecoming Apocalypse Discussion
I'm wondering. Do you think way back (like during the God Wars) the waterways in RuneScape may have been lower? I can see how that would open up some opportunities.
I have to eat supper, maybe I'll talk to you after that.
I have to eat supper, maybe I'll talk to you after that.
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
You mean, lower water lever? Like... shallower rivers/some not even existing? Yeah. Global warming doesn't happen in one quest.
Re: Homecoming Apocalypse Discussion
Like what if some of the shoreline was revealed?
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
I doubt they were lower...the elemental obelisks seem like ancient constructs...and tbh the water obelisk is on an island for a reason
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
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» Homecoming Apocalypse Reroute
» Homecoming Apocalypse: The Original
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» Mythics: General Discussion
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» Homecoming Apocalypse: The Original
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