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A New Twist


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#1 Terron

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Posted 02 May 2009 - 12:05 AM

well here goes:

I was thinking the other day and came to this conclusion. A new area for an 8 man party that must consist of 1 of each class.

the area would be located down from the first square in tombs and requires a key to get into.(you would also need a curio key)

i propose a mini boss placed in dungeons to drop the key.(requiring a dungeon key to get to)

The area itself consists of ten squares heading in one direction.

the first square is empty then the next 8 are small ktps killable by only the class they represent.
(all of which drop a token and give the mumble to move on)

the boss itself is located just beyond the small ktps. (it would have to be killable by an 8 man party of 30+s again consisting of 1 of each class)

The Boss Drop:

the boss would drop 1 of 8 runestones.
(the runestones will be designated for a certain class and ONLY that class may pick it up or have it in inventory. This seemingly settles all random disputes)

Example: Runestone of Divinity: Only useable by cleric: Description: A Rune of Legends said to be given to priests that destroy their dieties arch enemy. etc

The runes themselves may be redeemed in tirantek for a lvl 31+ shiny. (i propose the items to give +1 ac to a somewhat stotic piece of equipment for each class)

Library info for Bracers of Divinity:(shield)
Armor base: 13, Can be worn by: clerics Description: An armband of sheer benevolence. Said to be the hand of God herself! Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Hood of the Avenger:(helm)
Armor base: 7, Can be worn by: thieves, Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Runic Talisman of the Rager:(amulet)
Armor base: 1 (i dont see harm in 1 ac think it would be quite funny to see armor absorb a blow lol), Can be worn by: beserkers Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Bands of the Cosmos:(shield)
Armor base: 2, Can be worn by: Mages Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Bramble Guard:(shield)
Armor base: 13, Can be worn by: druids Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Visor of the Destroyer
Armor base: 10, Can be worn by: fighters, Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Horns of the Templar (helm)
Armor base: 10, Can be worn by: paladins, Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

Library info for Bracers of the Keen-eyed (shield)
Armor base: 21, Can be worn by: rangers, Description: ? Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0.

(I took time to and researched the areas of equips that are least devestating and most common on each class. All these items still allow for the customization of crits with mod equipment. None of this equipment is in anyway overpowered and all add +1 ac to the existing equipment. More so i like the idea of the cooperation factor and the variety of crits needed to accomplish a common goal)

TY for your time feel free to post your opinions. No off topic/slanderous material plz

Vietgnome 1a

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#2 ice_cold

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Posted 02 May 2009 - 01:46 AM

most of the classes dont need armor, and infact need to be toned down in armor. not supported
I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

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#3 xFreekx

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Posted 02 May 2009 - 02:14 AM

I like this idea in general, but the drops, not so much.. Maybe, this idea could be altered to where it still takes the 8 man party (1 of each class) but that is how you obtain tokens. This way, it would lead to a more diverse nightmist.

#4 deadman

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Posted 02 May 2009 - 05:04 AM

Like the idea, would probably need different armors/weps with different ac bd or stat increases. Overall though, i like the idea of the 8 different classes needed + people working together.
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#5 Raylen

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Posted 02 May 2009 - 08:11 AM

interesting.

rewrite the area with a little background/storyline/descriptions please. sounds like it will fit in nicely with a secret plan i have









(to take over the world)
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it's plausible that the SOB hasn't spawned


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#6 Gaddy

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Posted 03 May 2009 - 06:42 PM

I've always liked it when areas require multiple types of characters to complete them, especially when they require almost all classes, such as the Plains of Faravar and Tirantek.

Smaller areas that act as puzzles tend to not be the solution to this though, because simple puzzles get solved, and now-a-days, people can often leave characters in areas, if the drops are worth selling.
So rather intense and key-requiring areas tend to be needed. This goes for almost every type of area now though...
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#7 Masta

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Posted 04 May 2009 - 02:01 PM

I really like this idea but not the drops. I know people have said this but keep working on this. I for one think you're onto something here.

Would be nice to see some form of longwinded mumbling perhaps? Like the Clan House mumble quest on 1alt (If anyone remembers that)

#8 Wind

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Posted 05 May 2009 - 07:34 PM

MAYBE?!
Cry me a river!

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#9 Gnarkill

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Posted 16 May 2009 - 04:34 PM

I had once came up with a area (map, full descs and such) for below Ill Tunnels .. had to do along the lines of a vampire coven area/boss two floors below the IT and with enslaved lycans/mini boss who drops key to vamps guarding on the floor directly below the vamp bats in the existing IT.. ..it almost seems like something to be placed under those tunnels should be a vampire area given the vamp bats above. Maybe the vampires were forced underground by the folk's in kantele or something... whoknows. I had trashed it when staff said they werent taking player area ideas haha.

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