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New weapon: Quest Master


Indizle

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I thought of three new members only weapons: the Quest Master's Axe, the Quest Master's Bow, and the Quest Master's Staff. (Name can change, i just cant think of better names).

 

 

 

 

 

 

 

Basically, its a longsword, requring 70 attack (and maybe strength) for the Axe, 70 Range for the Bow, and 70 Mage for the Staff. They each offer bonuses based on the Quest Points you have earned, with a maximum that fits each stat (perhaps +70 ish to crush and slash for the axe, with a decent strength bonus, around +65 range, and +55 mage).

 

 

 

Perhaps the bonus one recieves could be based on the percentage of quest points that a user has out of points possible. For instance, if at this moment the maximum QP's were 200, and i had 150, i would get 3/4's of the maximum possible stat bonus (For the axe, i would get 52.5, or 53 rounded up) . These would be non-tradeable weapons, but would cost a fair amount of GP to buy and replace, perhaps with a rather difficult quest to go along with it.

 

 

 

 

 

 

 

As for specials, perhaps the Axe would have a 100% drain that lowers your attack and strenght by 5-10, but hits with your max hit on the opponent.

 

 

 

 

 

 

 

The Bow would send an arrow that does slightly increased damage (maybe one point higher than normal) and does damage to anyone in a 3x3 square around the target (including the person who used the special if it applies). The widespread damage would be about 1/3 of the hit (if i hit for 18, then the players around would be hit for 6). Drain: 33%.

 

 

 

 

 

 

 

The staff would have a special that would be used defensively. It too is a 100% drain, but casts an aura that reduces damage from physical and range attacks by 33%.

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y not make it tradable until u equip it?

 

 

 

so ppl can sell for money?

Hey Nicrune007 , Whats Your Username?

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99 Ranged on 2/6/07 99 Hit Points on 9/5/08 99 Defense on 26/4/08 99 Attack on 14/2/09 99 Strength on 25/2/09 99 Slayer on 13/9/09\:D/

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That's actually...an original and ingenious idea (Well, it is to me).

 

 

 

I really really like that. I think it's only right people should be rewarded for their quest points. It adds a new dimension to weaponry and you haven't made it overpowered.

 

 

 

 

 

 

 

Props to you! This is a great suggestion! :)

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That's actually...an original and ingenious idea (Well, it is to me).

 

 

 

I really really like that. I think it's only right people should be rewarded for their quest points. It adds a new dimension to weaponry and you haven't made it overpowered.

 

 

 

 

 

 

 

Props to you! This is a great suggestion! :)

 

 

 

 

 

 

 

I want to agree, but isn't it true that quests already have rewards, i.e. xp and access to new areas?

 

 

 

 

 

 

 

I understand the idea that the sheer number of quests you've done, with a few excpetions, has little meaning to the game as it is now. Still, I'm not sure I need any more reward than the quests currently give. Sorry to be a wet blanket :) Feel free to convice me.

 

 

 

 

 

 

 

I still like Bubsa.

 

 

 

 

 

 

 

lpinkus

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I feel this idea is rather ingenious, and I support it. It would give people another reason to complete quests.

Why do you resist? My experiments are only helping humanity push the boundaries of the Art of Toxicology... you should be proud to be one of my victims.

 

~Toxicologist~

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Great idea :o ,quests would finally be useful

 

 

 

btw isn't that axe's special kinda like the old abby whip one?

 

 

 

 

 

 

 

But they *are* useful. You need to complete quests to access areas, obtain items, etc. Quests are also supposed to provide a break from the monotony of constant training. They provide stories, plots, RS history.

 

 

 

 

 

 

 

Again, I don't mind this idea, but I also don't think quests are useless.

 

 

 

 

 

 

 

lpinkus

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Nobody said quests are useless... just that this idea would make quest points more useful, and quests more profitable.

Why do you resist? My experiments are only helping humanity push the boundaries of the Art of Toxicology... you should be proud to be one of my victims.

 

~Toxicologist~

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Nobody said quests are useless... just that this idea would make quest points more useful, and quests more profitable.

 

 

 

 

 

 

 

Yes, it would. I think it would be fine if quests were more profitable, but it needs to be balanced. *Too* great a reward makes no sense if everyone can attain it by having a certain number of QP, which is easier than having to attain specific skill levels.

 

 

 

 

 

 

 

lpinkus

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My idea elaboration:

 

 

 

 

 

 

 

The staffs special should not increase range defence but mage defence since range is supposed to be good against mage. Its like giving full torags a +300 mage defence aswell.

 

 

 

I like the range spec. Maybe call it bomb arrow? Would be a nice spec to see and now its not only mage that could hit in a general area.

 

 

 

 

 

 

 

Good ideas, those are just my changes for them. :)

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  • 2 weeks later...
They each offer bonuses based on the Quest Points you have earned, with a maximum that fits each stat (perhaps +70 ish to crush and slash for the axe, with a decent strength bonus, around +65 range, and +55 mage).

 

 

 

 

 

 

 

The mage bonus seems rather high to me, considering that the highest current staff bonus is +15... :lol:

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They each offer bonuses based on the Quest Points you have earned, with a maximum that fits each stat (perhaps +70 ish to crush and slash for the axe, with a decent strength bonus, around +65 range, and +55 mage).

 

 

 

 

 

 

 

The mage bonus seems rather high to me, considering that the highest current staff bonus is +15... :lol:

 

 

 

 

 

 

 

oh yea lol i was looking at the bonus for FULL ahrims, not the staff, when i wrote that. I'd prolly make it +15-+20ish.

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