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 Post subject: Runestone Chamber
PostPosted: Mon Jan 19, 2009 7:20 am 
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Alright, it's time for another round of runestone chamber updates.

For those who weren't around for the last few, that means we mix up all the codes, take out some bad ones, add in some new ones, and go on with life.
As always the codes for some default areas will be mentioned or kept the same, the rest won't. This is also when the shrines get moved around as well as the few boss monsters in the overworld.

So if you have an idea of places you'd like to get added in, post em here.

And yes before anyone asks hind meadows code is gonna get fixed ,along with hedge maze and 5 other problematic codes


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 Post subject: Re: Runestone Chamber
PostPosted: Mon Jan 19, 2009 12:08 pm 
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When finished, could we possibly sit down and discuss a list of the codes that aren't being used for anywhere specific?

It would be fun to create some "surprises" for players to discover ;)

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 Post subject: Re: Runestone Chamber
PostPosted: Mon Jan 19, 2009 12:21 pm 

Joined: Sat May 20, 2006 12:00 pm
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Website: http://www.myspace.com/jdharrington
Location: USA
Quote:
When finished, could we possibly sit down and discuss a list of the codes that aren't being used for anywhere specific?

It would be fun to create some "surprises" for players to discover ;)
That sounds cool!
Great idea Thass!


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 Post subject: Re: Runestone Chamber
PostPosted: Mon Jan 19, 2009 5:24 pm 
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im pretty sure i shouldnt be seeing this.

probably anyone in a guild forum can see it.

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Last edited by Drizzt on Fri Jan 23, 2009 5:15 am, edited 1 time in total.

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 Post subject: Re: Runestone Chamber
PostPosted: Mon Jan 19, 2009 5:35 pm 

Joined: Sat May 20, 2006 12:00 pm
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Website: http://www.myspace.com/jdharrington
Location: USA
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looks like you guys still need to work on the forum mod access. im pretty sure i shouldnt be seeing this.

probably anyone in a guild forum can see it.
Nope you should.
it was posted for everyone to see, I'm pretty sure.


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 Post subject: Re: Runestone Chamber
PostPosted: Mon Jan 19, 2009 6:42 pm 
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Yep, Bob is asking for suggestions from everyone.

My suggestion is to put some surprises in there but of course we won't tell you what they are :) We would perhaps run it as an event.

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 Post subject: Re: Runestone Chamber
PostPosted: Mon Jan 19, 2009 7:01 pm 
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How about destard? And the maze entrance? That should make alot more of the map accessible to people without mark and recall


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 Post subject: Re: Runestone Chamber
PostPosted: Tue Jan 20, 2009 7:00 am 
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and can we have the whole list on the website?

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 Post subject: Re: Runestone Chamber
PostPosted: Tue Jan 20, 2009 9:08 am 

Joined: Sat May 20, 2006 12:00 pm
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and can we have the whole list on the website?
Cybervic had a list on the shard guide page but its not there now. I guess they took it do for now seeing how their are redoing it. Maybe after it is done the guide will return. But if I remember right I think the players had to report the codes to cybervic before he would put them up.


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 Post subject: Re: Runestone Chamber
PostPosted: Tue Jan 20, 2009 8:05 pm 
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Anyway Icedongeon will be reopened?

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 Post subject: Re: Runestone Chamber
PostPosted: Tue Jan 20, 2009 8:34 pm 
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I say we slowly open new maps, will bring players imo.


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 Post subject: Re: Runestone Chamber
PostPosted: Fri Jan 23, 2009 5:14 am 
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heartless said icedong.

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 Post subject: Re: Runestone Chamber
PostPosted: Fri Jan 23, 2009 3:58 pm 

Joined: Fri Jan 16, 2009 7:55 pm
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If I remember correctly, didnt someone create a layout of all the codes and where they all lead to?

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 Post subject: Re: Runestone Chamber
PostPosted: Fri Jan 23, 2009 9:54 pm 
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Quote:
heartless said icedong.
:( I did o well.

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 Post subject: Re: Runestone Chamber
PostPosted: Sat Jan 24, 2009 7:59 am 
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Quote:
heartless said icedong.
hurhurhurhurhur.hme!hurhurhur.

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