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dv_trainer

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Everything posted by dv_trainer

  1. It's scary that you lot aren't really taking this serious Ok, I admit that the skill name was based on the film, but the entire skill is based around legendary deeds Bloody hell....
  2. My Highlander suggestion actually happens to have the Eastern Lands added for the Skill Cape lol
  3. This skill rotates around the exp you get for legendary deeds and the benefits that come from this. Highlander begins with being simply a skill that sometimes will substitute itself for your Hitpoints and then eventually allows you to simply become Nigh-Invulnerable as the mystical energy of the universe is shaped around yourself Don't worry - i'll try to simply make this an awesome and balanced skill. I have the following schedule for its posting: - Quest (Last Souls Standing) - This begins your journey through the skill - Basic (Deeds in Combat) - These are the levels 3-30 - Quest (Only One Survives) - This is the second quest that fills the gulf between 25 and 40 - Advanced (Deeds of Song) - These are the levels 40-60 - Master (Mythology Beckons) - These are the levels 55-85 - Quest (The Highlander) - This is the final quest that allows you to access the Skill Cape bearer - Grandmaster (Deeds of Legend) - These are the levels 90-99 [hide=Last Souls Standing]Go to: Num Erouno at Port Phasmatys Required: Started Wolf Whistle, Finished Restless Ghost 1: Go to Num Erouno. He will give you a book on the Highlanders, a mythical band of warriors who are renowned in the world of the east for their deeds of ancient. Read it 2: The book will say lots of legendary stuff, but will then get into a lot of jargon about some more well known Highlanders. Then it will say about the Last Deed of the First Highlander - about how as an old man he tried to finish some task. He failed, and travelled to a town on the edge of the east - Port Phasmatys - as a penance 3: Talk to Num Erouno and you will say that you think you are good enough to finish this last task. He will tell you to go to Pickupstiix (the Summoning Guy) 4: Go to Pickupstiix. You will show him the book, and he will ask you to get a Guam, Bedsheet, and 75gp. He will give you 10 'Summon From Beyond' Scrolls - this will allow you to speak to 10 members of the dead between the 10 scrolls 5: Read the book again. This time it will say about Lumbridge - how there was a dragon of prodigous power resting there to be reborn. Go to see Sir Vant - the guy who is involved in the New Tutorial 6: Speak to him, and you will show him the book. He will let you past. Go into the first chamber along, and you will see some Dragon eggs. Take one. A 'Blue Hatchling' will emerge. Kill it, and you will take its carcass 7: Go back to Num Erouno. He will say that this was what the book spoke of. The First Highlander had a quest to kill the first of the King Blue Dragons. He then says of when he first met you, he saw a glimmer of that highlander in you 8: 'What would be better than the First Highlander to be avenged in his quest to slay the first King Blue Dragon than for the Latest Highlander to slay the Last?' 9: Num Erouno takes you to a cave under Dragontooth Island. It is filled with Statues - which when examined say that they are 'Highlanders of Past'. Go down some stairs 10: Use the Summon from Dead scroll on the grave to the furthest east of the room. Now you have summoned a 'High Mourner'. He will declare your quest shrawn from the Book of Deeds. The quest is over REWARD: 300exp to Highlander, Ability to use Summon from Dead scrolls, the Highlander Horn, Ability to train the skill[/hide] [hide=Deeds in Combat]This section covers the first 30 levels (3-30). Technically, only levels 4-30 could be trained Between levels 3 and 30, there are a few ways to train: - Making Summon from Dead scrolls. This requires a Guam, 5 shards, 1 pouch, and a Bedsheet, and is the ONLY way that you can finish Highlander Deeds for the first 30 levels (at least). This gains you 30exp for 10 scrolls - Finishing the Only One Survives quest (covered in the next section) and thus unlocking the next levels (40-60) as there is a 10 level gap then - Finishing Deeds in Combat Level 3 - Finishing the Brood - Communication (Summon from Dead, Dragontooth) - 35exp This involves you re-doing the quest's aim. To do this, you will have to go back to Sir Vant, and examine another egg. The difference is that the Blue Hatchling that is to be defeated is harder. 20HP, Level 15, and hits at the rate of a Scimitar Strength: 10, Attack 10, Defence 5 Level 9 - Burning the Flesh - Communication (Summon from Dead, Dragontooth) - 70exp This involves you going to Mort Myre and using Tinderboxes on some trees. Eventually you will have a Mutant Myre Snail attack you - 35HP, Level 29, and hits at the rate of a 2H! Strength: 18, Attack 15, Defence: 15 Over the kills, you will have a 60% chance of getting your goal - a Zamorak's Shell. Bring this to Num Erouno - he will bring you to the Highlander chamber. You will need to bring a Lit Torch and Blamish Oil. Use the Oil on the Shell, and then set it alight with the Lit Torch (20 Firemaking required). Then Summon from Dead the High Priest Level 16 -[/hide]
  4. Summoning: May make Gold Charms (60 Magic, 75 Crafting) - Gold Bar, 20 Earth Runes, 5 Soul Runes, 5 Cosmic Runes - 5 Gold Charms. No Exp Crafting: May use Sacred Omni Chisel This artefact is given by the Crafting Skillcape giver. It doubles the speed of all crafting activities, and may be used when crafting anything. 3x normal exp Fishing: May use Neptune's Trident This artefact is found as a Mogre drop. It may only be used with 99 fishing. It doubles the speed of all fishing activities, may be used on any spots, has a 10% chance of cooking any fish it catches (normal exp) and also may bail out the Fishing Trawler Cooking: May use Dragon Essence This artefact is a portable Range. It is taken from the While Guthix Sleeps' Boss' hideout, with 70 theiving, and randomly banks some of the items that you cook with it. In addition, it may randomly create 'Golden Eggs' which may be sold to the Antique Dealer at Shilo Village for 40k each etc etc
  5. I agree with the removal of Corrupt Dragon, but as the other DV said this will still not even it up Therefore, keep the idea of Yews being allowed in F2P, and wave spells in F2P However, I also think that crossbows should be added to F2P - up to Steel perhaps. Just for a bit more option
  6. Whole point of many rune types is to make it another decision a PKer has to make - teleblock and lose 4 spaces for food etc - and in order to keep both parties happy, as I bet not many members would be happy with their TB being passed onto F2P for a discount price Lesser - 30 seconds means 1 combat, really. Fair amount AFAIK Greater - Reducing it to 45 seconds, increasing rune amounts Major - Reducing it to 2 minutes. Effect of lasting AFTER death stands. Runes being reduced, and staff requirement being changed
  7. I'll start writing some stuff immediately One word really springs to mind though: The Norse. AKA: Fremmenik extension
  8. I would support a bank that you had to pay per use - a bit like the dwarf at the Arzinian Gold Mine Other than that, I can keep to TzHaar Volcano
  9. How about you add it to the Request Assist system - you can only use the skill if you have a member friend You lose nothing, you gain nothing - really!
  10. No Fletching? That would fail it already, unless... It could put more bones into any rumours of fletching becoming F2P
  11. Teleblock is still 85 I have no idea what Teleblock blocks at the moment - i'll check... Levels increased. Lesser is 55 - above all of the teleport levels While everyone who earned teleport ability in F2P has worked very hard for it, what about those people who worked hard for high combat levels? Ok, you can have your choice of fight or not. Fight? Go on a PvP World and take the risks. Not? Go back to PvE! Regardless, spells like this need a chance of failing, so i'm adding values to that
  12. Edited Good to see that people actually NOTICED this topic!
  13. A simple suggestion: Split it into 3 spells! (Success Percentage is the chance of that Teleport Block working. Only positive Mage Defence works - Negative mage defence is ignored) Lesser Teleport Block - Level 55 Magic - F2P Current Teleblock runes, exchange Souls for +3 Laws Success Percentage: 60%. -5% for each 50 mage defence Lesser Teleport Block means that your opponent cannot teleport for 30 seconds after the casting. It blocks everything except from tele-other spells, and stops working after the target dies Greater Teleport Block - Level 75 Magic - P2P - Normal Magic Spellbook Current Teleblock runes, +1 Soul Success Percentage: 45%. -5% for each 75 mage defence Greater Teleport Block works pretty much as the normal Teleport Block, except it is a 45 second effect Major Teleport Block - Level 95 Magic - P2P - Normal and Lunar Magic Spellbooks 4x the normal Teleblock Runes, also requires Lunar Staff Success Percentage: 35%. -5% for each 75 mage defence. 50% chance of having no more effect on death Major Teleport Block means that your opponent cannot teleport for 2 minutes after the casting. It blocks EVERYTHING, and continues working for the full effect - no it isn't cancelled when the target dies!
  14. Ever since FoG came out, i've been wondering when Jagex will release the rest of the set. So here's my suggestion. 1: New Runecrafting Gloves These are some new gloves: 40 Runecrafting, the Blazing Gloves These gloves double the experience you get for crafting fire runes, and wear out after 1000 uses 50 Runecrafting, the Gloves of Bracing These gloves double the experience you get for crafting body runes, and wear out after 1000 uses 60 Runecrafting, the Omni Gloves These gloves automatically come with the ability to triple the experience you get for crafting air runes. However, when you go to the Runecrafting guild you can (after winning 5 consequtive games of G.O.P) ask to bind some more rune types to it. To do so, you must bring an earth, water, fire, body and omni (or that Abyss thing) to them. Then give them 1500 Fist of Guthix tokens in addition to the 5 other versions of runecrafting glove. Then, you may use the glove's normal effect on water, earth, body, and fire runes as well as air runes The Omni gloves wear out after 750 uses, and you must trade in a set of Gloves or Bracing to recharge them 2: Ranged Updates All bows, on BOTH modes, should have a 4th attack style. This will be called 'Feint' (thinking Snipe at first, but thats taken) The effect is that it gives exp to Defence and Ranged - for each 3 exp to Ranged, there is 1 exp to Defence. The other effect is that, while as fast as 'Long Range', it has the accuracy of 'Accurate' Feint (or whatever the final name is) will also have the ability to cripple Melee, Magic, and Ranged users For each damage dealt, there is a 5% chance that the properties of a spell, or attack, will become 10% less effective. There is also an accuracy deficit of 10%, meaning that all 3 parts of the triangle can become less effective with one type of attack There is also the added effect of special attacks by the opponent need 5% more of the bar to use Simply: - Fast as Long Range, Hit Ratio as Accurate - Damages 5% less than normal, however - For each damage dealt, 5% chance of opponent suffering from 'Feint' - 'Feint' means that any attacks attempted - melee, magic, or ranged - will become 10% less likely to hit, and deal 10% less damage. In addition, special attacks used by the target need 5% more energy to use - A target can only be feinted so that they use up to 30% in likelihood to hit/damage
  15. Throw Zuriel and Morrigan's armours into F2P. Zuriel's Ancient Magicks in F2P get their damage and effects halved, in order to give the system a feeling of balance Give corrupt versions of P2P bows, and the ability to enchant normal arrows to becoming 'Corrupt' versions. This increases their damage to the next notch - Bronze -> Iron etc. This requires the Enchant Arrow/Bow spell: [hide=Enchant Types]Level 4: Bronze Arrows become Corrupt. This adds +2 to the normal damage maximum Level 9: Wooden Bows (Normal Tree) become Corrupted. This adds +5% to bow firing speed Level 14: Iron Arrows become Corrupt. This adds +3 to the normal damage maximum Level 19: Oak Bows become Corrupted. This adds +10% to the bow firing speed, and +5% to Long Range distance Level 29: Steel Arrows become Corrupt. This adds +4 to the normal damage maximum Level 37: Willow Bows become Corrupted. This adds 10% to the bow firing speed, +10% to Long Range distance, and +5% to accuracy Level 45: Mithril Arrows become Corrupt. This adds +5 to the normal damage maximum Level 55: Maple Bows become Corrupted. This adds 15% to bow firing speed, +15% to Long Range distance, +10% to accuracy, and -5% to Corrupted Arrows chance of becoming uncorrupted when shot Level 65: Adamant Arrows become Corrupt. This adds +6 to the normal damage maximum Level 80: Yew or Magic Bows become Corrupted. This adds 20% to bow firing speed, +15% to Long Range distance, +15% to accuracy, and -10% to Corrupted Arrows chance of becoming uncorrupted when shot Level 95: Dark Bows become Corrupted. This adds 25% to bow firing speed, +20% to Long Range distance, +15% to accuracy, and -20% to Corrupted Arrows chance of becoming uncorrupted when shot[/hide] 30 Bronze Arrows: 4 Earth Runes, 1 Cosmic Rune Normal Bows: 5 Earth Runes, 2 Cosmic Runes 25 Iron Arrows: 4 Air Runes, 4 Earth Runes, 1 Cosmic Rune Oak Bows: 5 Air Runes, 5 Earth Runes, 1 Cosmic Rune 20 Steel Arrows: 4 Fire Runes, 4 Earth Runes, 1 Cosmic Rune Willow Bows: 5 Fire Runes, 5 Earth runes, 1 Cosmic Rune 15 Mithril Arrows: 4 Water Runes, 4 Earth Runes, 1 Cosmic Rune Maple Bows: 5 Water Runes, 5 Earth Runes, 1 Cosmic Rune 15 Adamant Arrows: 8 Earth Runes, 1 Cosmic Rune Yew or Magic Bow: 16 Earth Runes, 4 Cosmic Runes Dark Bow: 10 of each Elemental Rune, 5 Blood, Death and Cosmic Runes, 1 Soul Rune After 100 shots, the corrupt bows lose a charge. Thus, after 1000 shots the bow becomes a Maple Shortbow. Arrows themselves have a 50% chance of becoming Un-Corrupted when fired and picked up. If anyone who didn't fire the arrows picks them up, the arrows immediately become normal again
  16. Inventory Restrictions too pl0x - X spots for food etc
  17. I thought monsters up to twice your combat level were already unaggressive. Maybe they should instead have a chance of being stunned by your attacks instead
  18. Maybe multiple objectives instead. That way, low levelled players don't just hang around the flag, take it, and die outside of the castle =(
  19. How about instead of Veteran Capes, Shields? You could walk up to some guy in the guild and, for a fee, he will paint the shield into the guild's coat of arms. It could require one of your miniquests to get the shield painted along with +10 levels than the guild's entrance requirement The shield could also change its rim colour dependant on how many levels you have, or how many tasks you have completed, and at Level 90 or something to be charged so that it offers 3 or so teleports to the guild Support!
  20. Doesn't the third 'All Fired Up' reward count as a tinderbox, a Rune Pickaxe, AND a Dragon Axe? I feel tools should be two handed, except axes.
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