Conjuring

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Conjuring

Post by 3mptylord on Sun Jun 28, 2009 7:38 am

First topic message reminder :

Angry Introduction!

"Conjuring" is a skill that empowers Magicians. It provides a cheap alternative to training via combat, and combat-only; whilst giving them some much needed defence. Conjured equipment also strengthens Magic's combat-front, which is predominantly trained via non-combat. The Lunar Spellbook is just one example of just how broken this combat skill is; whilst using, there are no combat ways to train it!

The Conjuring skill does not "conjure into combat". No, Conjuring is more like Smithing;
Mineral + Forge = Bar, Bar + Anvil = Smithed Equipment,
Essence + Altar = Runes, Runes + Lectern = Conjured Equipment.

Note that Conjured equipment has requirements in Magic, provides magic experience, has magic bonus stats and inflicts magical damage; Protect from Magic, and Ranged armour will protect from conjured weapons as it does for spells. A "Wind Longsword" is not a Melee weapon; no melee requirements, stats or even a solid blade. Just wind energy.

Conjuring isn't lossless. Obtaining high-levelled Conjured equipment is more costly than obtaining Rune equipment (as Rune is easily found outside Smithing). But, like Smithing, you can't just make equipment in battle... you require a specific location. Many have suggested a "rusting" theme for Melee equipment to bring some demand to Smithing. Well, Conjured equipment does break, but, unlike many "rusting" ideas, there is no repairing.

Conjuring won't change the fast-training techniques Magic already has; such as Alchemy. However, instead of being just a fast training method, it becomes the fast-and-expensive training method... with Conjured equipment offering a cheap-but-slow training method similar to how players train melee.

This thread goes onto page 2.

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Grin Conjuring!

A skill is possibly the hardest thing to suggest, tied with locations (but nevermind)! For a good skill you need 99 levels of content? But to summarize... Conjuring requires tablets, break the tablets and you receive elemental manifestations that *resemble* existing weapons (as well as some new faces). To make tablets, you need runes (including one of four new runes), and some run of the mill essence.

Note that;
Conjuring is a new, independent skill. Think of it as magic's smithing skill.
Conjured equipment is magic-based, using it has magic requirements, and gives magic exp.
Wind through fire equipment can be used by free to play, but the skill is still members only.

Consumption is combats biggest calling... melee desperately needs one to give smithing some need, but magic's is far too large! Cost per experience is soaring for magic, it's just too expensive! And this doesn't just affect magic! Without magicians, who will archers dominate? Archers too will become rare, leaving us with a predominantly melee population!

We know the basics behind combat... that warriors wield metal, and rangers wear hide? What does magic have? Conjuring empowers an ancient magical art, the discipline of manifesting the very elemental energy that resides within runestones to create elemental equipment (this isn't unoriginality, I included runestones so runecrafting wouldn't be out of a job)! But this is NOT a concept shared by many MMOs, no, items conjured by this skill are borne of magic an are purely magical (wieldable by those adapt in magic only!).

Conjuring's skill-logo would be that of a firesword.

How the triangle works;
- Range uses projectiles to pierce a magician's armour, but fail to scratch melee's.
- Magic's spells and weapons to hit through melee armour, but are absorbed by hide.
- Melee uses blades to slice through ranges' hide, but cannot breach magic's conjured armour.

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Confuse How?!

Conjuring is very similar to smithing; gather mineral, refine it, forge it. However, instead of ore, a furnace and an anil, conjuring has essence, runecrafting altars and a lecturn (similar, but not the same as lecturns in your POH).

The process;
Gather the runestones.
Fill the remainder of your inventory with essence* which will become the tablets.
Locate a Magic Lectern, located in most Magic stores/locations.
Use the desired element rune on the Lectern, and a display will open. (like bars on an anvil)
Choose the item you wish to conjure (and how many) and the player will craft a tablet.

All conjuring experience is obtained in that process, aside from lamps, minigames, etc.

Tablets can be stacked and traded. They can also be dropped, something magicians can kill for. However, once the item is unleashed from its tablet, it's untradable. Why? For the same reason as Barrows' equipment, because conjured equipment damages. It doesn't lose stats, but once the lifespan expires - the item dissipates. If it were tradeable the marketplace would be horrific; "my weapon only had 50 damage left!"

An example; say I'd conjured a weapon with a damage cap of 140+. Now I say 140+ because it's not limited to 140 damage, weapons cannot break in combat - so one disperses after the fight where the 140 damage is caused. Armour would last indefinitely, or at least far longer than weapons! Note that the lifespan increases with grade (fire is better than wind). This means there is a constant demand for the skill. Which is why Smithing should adapt a similar system, where armour breaks, so the smithing skill is always in demand!

Now this doesn't make them anti-pvp weapons. If a player dies with some conjured equipment, its cash value and rune cost will appear on the ground. The deceased player can only retrieve the items.

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*rune essence will only work up to and including fire equipment.

Pleased Elements?

The basic elements are wind, water, earth and fire. All four can be used by free players. However, they cannot make it themselves (like Treasure Trail rewards). Smoke, Shadow, Blood, Ice and Astral are all members only, and can only be made after a bit of questing; Lunar Diplomacy to conjure Astral equipment, and Desert Treasure to Ancient equipment! To Conjure equipment, you must be in the mind of its respective spellbook.

Similar to melee's dragon, there is Dragonfire element (shortened to d'fire)! This would have the highest requirement of all equipment, and is obtained in a similar fashion to melee's dragon equipment. Like dragon, it's unmakeable, difficult to obtain, available in an incomplete set, and it's weapons posses special attacks! Dragonfire doesn't degrade. (could require a quest to use)

Weapons, and weapons only, have unlimited runes in their element (astral weapons only replace one astral rune per spell). Weapons can also autocast - but only of elements equal to or lower graded than itself (so water weapons can autocast water and wind spells). Ancient Weapons don't have unlimited runes, but may activate their effect. Most Ancient Weapons share the same special attack that, provided it hits, has a 100% chance of activating the effect. In multicombat, the special would effecting a nine-square area of the target.

As dragonfire lacks an element to provide, its armour actively absorbs some damage - a full set is about 15%. D'fire weapons will of course have special attacks.

Combination equipment is a possibility. Conjuring levels to create should, at least, be the same as their highest contained element. To wield the levels are slightly increased, the equipment would offer additional stats and it looks better. It also provides multiple runes and degrades slower!

Combination equipment requires the combination rune. Air-combos might not happen.

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Last edited by 3mptylord on Tue Apr 19, 2011 9:15 am; edited 3 times in total


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Re: Conjuring

Post by Handeath on Thu Apr 28, 2011 12:07 pm

Renaming stuff time!

Aurabody
Auralegs
Arc (Bow)
Spike (Dagger)

We have to make the equipment sound less like Melee gear.

Also, only Skeletal Wyverns use Ice Breath. Also, Tempest suits Wind more than Water. Monsoon works for Water, though.

Zect, can the lowest ring on the Legs seem more like trim and less like a tail curling around?

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Re: Conjuring

Post by Zectiox on Thu Apr 28, 2011 8:14 pm

Spoiler:

this is how the robes look like from tier 1-4.. the tail was first meant to be a energy tail starting from the chest on the robe-top...
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Re: Conjuring

Post by 3mptylord on Fri Apr 29, 2011 10:00 am

>Renaming stuff time!
Renamed as per requests! Except for "auralegs" and "aurabody", Tempest Aurabody is possibly too long without shortening one... if I'm wrong, I'll change 'em to aura (currently just legs and body). Smile

>Also, only Skeletal Wyverns use Ice Breath.
Only Dragon breathe fire. Tongue

>Also, Tempest suits Wind more than Water. Monsoon works for Water, though.
Maybe. Tempest is a storm with strong winds, rain and/or ice. Tongue


If all good things come to an end then we're living in a world where evil wins.

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it.
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Re: Conjuring

Post by Handeath on Fri Apr 29, 2011 11:11 am

There are more Dragons than Wyverns.
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Re: Conjuring

Post by Handeath on Mon May 09, 2011 1:28 pm

Oh, since we're going by mythological stuff for final tiers in Melee, and possibly Ranged, how about Genesis equipment for the final teir of Conjured gear? Also, I'm not a big fan of having tiers reserved by spellbooks (Arcane and Astral gear)

Instead of Shadow Runes, how about Zoa Runes? I think these 4 runes should be reserved for Conjuring.

And for logos:
Geist - a pale-grey, ethereal hand
Zoa - a purple, upside-down, "loop-de-loop"
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Re: Conjuring

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