Conjuring
+2
TATORZ
The Empty Lord
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The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Skills
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Conjuring
Introduction!
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"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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Conjuring!
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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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How?!
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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.
Elements?
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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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"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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Conjuring!
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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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
*rune essence will only work up to and including fire equipment.
Elements?
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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
Re: Conjuring
New Runes?!
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It would be unfair to have a skill which required another skill to begin it... so to allow Force runes to be crafted by any player, Rune Mysteries would reward 300 runecraft experience... enough to take a player to level 3!
The new runes are;
• Force runes, crafted at level 3 directly north of Falador, just west of Falador Stones
• Flash runes, crafted at level 17 just south of Mezlar's maze, in the Rimmington vicinity.
• Geist runes, crafted at level 32 in the dungeon beneath Musa Volcano.
• Shadow runes, crafted at level 51 east of Baxtoran Falls (north of the entrance to Damis' Lair).
Force, Flash and Geist runes would be craftable by free-players, however, without a bank accessible to free players on Karamja, crafting Geist runes would be a slow process (please note that Conjuring itself isn't free-to-play and the runes have no free-to-play use). All but Shadow runes would accessible from most rune stores, geist runes being (perhaps) slightly rarer... shadow runes being maybe only accessible from the guild and high-levelled stores. Oh, and players can also receive Force runes from the wizard tutor! (though again, free players will find no use for it).
Accommodation;
• The Abyss would expand to house rifts for the new altars.
• The RuneCrafting Guild would expand its map to include the locations of the new altars.
• The RuneCrafting Guild would award teletabs and talismans for the new runes.
• The Great Orb Project could expand to include up to the Geist Rune.
The omni-talisman, staff and tiara would now require the new talismans. All who own omni- equipment will find it useless until the new talismans are used, like the Quest Cape when a new quest comes out. And, perhaps more interestingly, the Mage Training Arena could open a new room; the Conjurers Palace. Despite Conjuring not being a part of the Magic skill, magicians would obviously train it... might be a fun add-on.
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Defence and Bonuses!
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Conjuring couldn't use existing stats, magicians need melee-defence, and the new weapons can't just share the magic stat because there needs to be some distinguishing between a magic dagger and a magic sword. But if we give conjured equipment melee and range attack bonuses we'll get hybrids! So there was only one solution... new bonuses!
• Focus, the magic-stab.
• Psych, the magic-slash.
• Banish, the magic-crush.
• Farcast, the magic-strength.
Conjured armour offers high magic and melee defence, negative melee attack and no/negative range attack. Weapons only offer magic-attack. Spells could scrap their maximum hit and their damaged based on the farcast stat (weaponless melee is weak, so should weaponless magic). Better weapon = better spell damage! Staffs would only have melee attack and a farcast bonus (no magic attack)... making them weak as magical weapons, but can autocast all spells and well (for their requirements).
Requirements;
• 1 Magic for Wind weaponry, 1 Defence for armour.
• 10 Magic for Water weaponry, 5 Defence for armour.
• 20 Magic for Earth weaponry, 10 Defence for armour.
• 30 Magic for Fire weaponry, 20 Defence for armour.
• 50 Magic for Smoke weaponry, 50 Defence for armour.
• 60 Magic for Shadow weaponry, 50 Defence for armour.
• 65 Magic for Astral weaponry, 40 Defence for armour.
• 70 Magic for Blood weaponry, 70 Defence for for armour.
• 80 Magic for Ice weaponry, 70 Defence for armour.
• 90 Magic for Dragonfire weaponry, 75 Defence for armour.
Two additional sets are awarded from Treasure Trails, these are Overlight and Underdark (40 Magic for weaponry, 30 Defence for armour). Both would offer decent prayer bonuses (perhaps higher than all existing magical equipment), and would have a small combat-advantage; overlight over the dead, and underdark over the living. Of course, the down side is they offer no unlimited runes...
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Bonus Stats - Chart!
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Offensive Stats
• Melee - Stab +0; Slash +0; Crush +0; Strength +0;
• Magic - Focus +0; Psych +0; Banish +0; Farcast +0;
• Range - Pierce +0; Splice +0; Impact +0; Ranged +0;
Defencive Stats
• Melee - Stab +0; Slash +0; Crush +0;
• Magic - Focus +0; Psych +0; Banish +0;
• Range - Pierce +0; Splice +0; Impact +0;
Other Stats
• Prayer +0; Summoning +0; Weight 0kg.
Magic armour: high magic and melee defence, no range defence, negative all but magic attack. And visa versa, depeneding on class. For more information: 76-77-60-58230289.
Attack Styles!
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Conjured weapons would be given up to four attack styles, like melee. Ranged-based and projection weapons farcast automatically, as you'd expect from a bow-type weapon. Their attack styles would be similar to Ranged weapons, examples below.
Melee-based weapons would have melee-based attack styles. Melee-based weapons work, by default, in close-quarter; but there is an "Autocast" option that turns such weapons in farcasters. Select the style to cycle to the "Autocast/Defence" option.
In the top hand corner of the panel would be a "Spell Selection" button, which allows a player to select the spell they want their weapon to cast. Ranged-based weapons would have a free-spell; such as "Magic Strike, Bolt, Blast and Wave", "Arcane Rush, Burst, Blitz and Barrage", or "Astral Dart, Spike, Surge and Storm". These are semi-powerful, yield experience, require levels to use and are effectless; but are completely FREE! Staffs should have these too.
Free-spells (only) count towards a weapons lifespan.
Wind Dagger;
• Stab (Accurate, Focus, Magic exp)
• Lunge (Aggressive, Focus, Magic exp)
• Slash (Controlled, Psych, Shared exp)
• Block (Defencive, Focus, Defence exp)
• Autocast
Astral Longbow;
• Accurate (Accurate, Focus, Magic exp)
• Rapid (Aggressive, Psych, Magic exp)
• Long-ranged (Defencive, Banish, Defence exp)
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Levels!
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From left to right;
Wind, Water, Earth, Fire, Smoke, Shadow, Astral, Blood and Ice.
_01___13___25___36___48___60___65___72___84__Dagger
_01___13___25___37___49___61___66___73___84__(H)atchet
_02___13___26___37___49___61___66___73___85__Mace
_02___14___26___38___50___62___67___74___85__Current
_03___15___27___38___50___62___67___74___86__(Sp)here
_03___15___27___39___51___63___68___74___86__(Sh)ortsword
_04___16___27___39___51___63___68___75___87__Fist
_05___16___28___40___52___64___69___75___87__(P)ickhammer
_06___17___28___40___52___64___69___76___88__(Sh)ortbow
_06___17___29___41___53___65___70___76___88__Block
_06___17___29___41___53___65___70___77___89__Club
_07___18___30___42___54___66___71___78___90__Longbow
_08___19___31___43___55___67___72___79___91__Scimitar
_09___20___32___44___56___68___73___80___92__Longsword
_09___20___33___45___56___68___73___80___92__Crest
_10___22___34___46___57___69___74___81___93__Narrowstaff
_11___22___34___46___58___70___75___82___93__Battleaxe
_11___23___35___46___58___70___75___82___94__Maul
_11___23___35___47___59___71___76___83___94__Hoplon
_12___24___36___47___59___71___76___83___95__Torrent
_12___24___36___48___60___72___77___84___95__Broadsword
_13___25___36___48___61___73___77___84___96__Visage
_13___26___37___49___61___73___78___85___97__Broadstaff
_15___26___38___50___62___74___79___85___98__Platelegs
_15___27___38___50___62___74___79___85___98__Plateskirt
_16___28___39___51___63___75___80___86___99__Platebody
Just because it's called a longsword doesn't make it a melee weapon!
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Conjuring Requirements!
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I've also renamed a few weapons: the hatchet was formally an axe, the torrent is an equivalent of a whip, the maul was formally a warhammer and the broadsword was a 2-hander. Oh, the pickhammer is a pickaxe/hammer combo.
Melee-based weapons;
• Dagger, 5 element and 2 Force runes.
• Mace, 5 element and 2 Geist runes.
• Shortsword, 5 element and 2 Force runes.
• Fist, 5 element and 2 Geist runes.
• Club, 5 element and 2 Geist runes.
• Scimitar, 10 element and 4 Force runes.
• Longsword, 10 element and 4 Force runes.
• Narrowstaff, 10 element and 4 Force runes.
• Battleaxe, 10 element and 4 Geist runes.
• Torrent, 15 element, 6 Force and 2 Geist runes.
• Maul, 10 element and 6 Geist runes.
• Broadsword, 15 element, 6 Force and 4 Geist runes.
• Broadstaff, 15 element, 6 Force and 4 Geist runes.
Skill-based weapons;
* Hatchet, 5 element and 2 Force runes.
• Pickhammer, 10 element, 2 Force and 2 Geist runes.
Range-based weapons;
• Current, 5 element and 2 Flash runes.
* Sphere, 5 element and 2 Flash runes.
• Shortbow, 5 element and 2 Flash runes.
• Needle Shot, 10 element, 2 Flash and 2 Force runes.
• Longbow, 10 element and 4 Flash runes.
• Burst Shot, 10 element, 4 Flash and 2 Geist runes.
• Recurve Shot, 10 element, 4 Flash and 2 Force runes.
• Longshot, 10 element and 6 Flash runes.
• Boomshot, 15 element, 6 Flash and 4 Gesit runes.
Defencive equipment;
• Block, 5 element and 2 Geist runes.
• Crest, 5 element and 2 Geist runes.
• Hoplon, 10 element and 4 Geist runes.
• Visage, 10 element and 6 Geist runes.
• Platelegs, 10 element and 6 Geist runes.
• Plateskirt, 10 element and 6 Geist runes.
• Platebody, 15 element and 10 Geist runes.
Shadow Runes are required in the place of Force runes and/or as well as other conjuring-runes to craft members only equipment (astral, shadow, smoke, etc.).
"Element", for Ancient Equipment, are those required to cast the spell.
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High Levelled Equipment!
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This is a shot in the dark, but why not make the Zamorak Spear and Saradomin Sword magic weapons based on the conjuring skill? They would require maybe 80 Magic to wield, and would now have magic bonuses instead of melee - inflicting magic damage of course.
The Saradomin Sword is a weapon of pearly light, a powerful incarnation of ancient magic in the form of a blade; the Zamorak Spear a terrifying spear forged from magic fire.
This would mean that the God Wars Dungeon now drops something magical. To all owners of the weapons, they would be offered a refund at its introductory price (not it's current price)... meaning that some players may make some money out of the update if they obtained the weapon themselves.
This may not be to some of your likings, but there needs to be a good magic drop - it could be something new. I just though that melee has its godswords, range has its Armadyl attire... magic has it's weapons (and a steam staff for the conventional magicians)?
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It would be unfair to have a skill which required another skill to begin it... so to allow Force runes to be crafted by any player, Rune Mysteries would reward 300 runecraft experience... enough to take a player to level 3!
The new runes are;
• Force runes, crafted at level 3 directly north of Falador, just west of Falador Stones
• Flash runes, crafted at level 17 just south of Mezlar's maze, in the Rimmington vicinity.
• Geist runes, crafted at level 32 in the dungeon beneath Musa Volcano.
• Shadow runes, crafted at level 51 east of Baxtoran Falls (north of the entrance to Damis' Lair).
Force, Flash and Geist runes would be craftable by free-players, however, without a bank accessible to free players on Karamja, crafting Geist runes would be a slow process (please note that Conjuring itself isn't free-to-play and the runes have no free-to-play use). All but Shadow runes would accessible from most rune stores, geist runes being (perhaps) slightly rarer... shadow runes being maybe only accessible from the guild and high-levelled stores. Oh, and players can also receive Force runes from the wizard tutor! (though again, free players will find no use for it).
Accommodation;
• The Abyss would expand to house rifts for the new altars.
• The RuneCrafting Guild would expand its map to include the locations of the new altars.
• The RuneCrafting Guild would award teletabs and talismans for the new runes.
• The Great Orb Project could expand to include up to the Geist Rune.
The omni-talisman, staff and tiara would now require the new talismans. All who own omni- equipment will find it useless until the new talismans are used, like the Quest Cape when a new quest comes out. And, perhaps more interestingly, the Mage Training Arena could open a new room; the Conjurers Palace. Despite Conjuring not being a part of the Magic skill, magicians would obviously train it... might be a fun add-on.
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Defence and Bonuses!
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Conjuring couldn't use existing stats, magicians need melee-defence, and the new weapons can't just share the magic stat because there needs to be some distinguishing between a magic dagger and a magic sword. But if we give conjured equipment melee and range attack bonuses we'll get hybrids! So there was only one solution... new bonuses!
• Focus, the magic-stab.
• Psych, the magic-slash.
• Banish, the magic-crush.
• Farcast, the magic-strength.
Conjured armour offers high magic and melee defence, negative melee attack and no/negative range attack. Weapons only offer magic-attack. Spells could scrap their maximum hit and their damaged based on the farcast stat (weaponless melee is weak, so should weaponless magic). Better weapon = better spell damage! Staffs would only have melee attack and a farcast bonus (no magic attack)... making them weak as magical weapons, but can autocast all spells and well (for their requirements).
Requirements;
• 1 Magic for Wind weaponry, 1 Defence for armour.
• 10 Magic for Water weaponry, 5 Defence for armour.
• 20 Magic for Earth weaponry, 10 Defence for armour.
• 30 Magic for Fire weaponry, 20 Defence for armour.
• 50 Magic for Smoke weaponry, 50 Defence for armour.
• 60 Magic for Shadow weaponry, 50 Defence for armour.
• 65 Magic for Astral weaponry, 40 Defence for armour.
• 70 Magic for Blood weaponry, 70 Defence for for armour.
• 80 Magic for Ice weaponry, 70 Defence for armour.
• 90 Magic for Dragonfire weaponry, 75 Defence for armour.
Two additional sets are awarded from Treasure Trails, these are Overlight and Underdark (40 Magic for weaponry, 30 Defence for armour). Both would offer decent prayer bonuses (perhaps higher than all existing magical equipment), and would have a small combat-advantage; overlight over the dead, and underdark over the living. Of course, the down side is they offer no unlimited runes...
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Bonus Stats - Chart!
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Offensive Stats
• Melee - Stab +0; Slash +0; Crush +0; Strength +0;
• Magic - Focus +0; Psych +0; Banish +0; Farcast +0;
• Range - Pierce +0; Splice +0; Impact +0; Ranged +0;
Defencive Stats
• Melee - Stab +0; Slash +0; Crush +0;
• Magic - Focus +0; Psych +0; Banish +0;
• Range - Pierce +0; Splice +0; Impact +0;
Other Stats
• Prayer +0; Summoning +0; Weight 0kg.
Magic armour: high magic and melee defence, no range defence, negative all but magic attack. And visa versa, depeneding on class. For more information: 76-77-60-58230289.
Attack Styles!
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Conjured weapons would be given up to four attack styles, like melee. Ranged-based and projection weapons farcast automatically, as you'd expect from a bow-type weapon. Their attack styles would be similar to Ranged weapons, examples below.
Melee-based weapons would have melee-based attack styles. Melee-based weapons work, by default, in close-quarter; but there is an "Autocast" option that turns such weapons in farcasters. Select the style to cycle to the "Autocast/Defence" option.
In the top hand corner of the panel would be a "Spell Selection" button, which allows a player to select the spell they want their weapon to cast. Ranged-based weapons would have a free-spell; such as "Magic Strike, Bolt, Blast and Wave", "Arcane Rush, Burst, Blitz and Barrage", or "Astral Dart, Spike, Surge and Storm". These are semi-powerful, yield experience, require levels to use and are effectless; but are completely FREE! Staffs should have these too.
Free-spells (only) count towards a weapons lifespan.
Wind Dagger;
• Stab (Accurate, Focus, Magic exp)
• Lunge (Aggressive, Focus, Magic exp)
• Slash (Controlled, Psych, Shared exp)
• Block (Defencive, Focus, Defence exp)
• Autocast
Astral Longbow;
• Accurate (Accurate, Focus, Magic exp)
• Rapid (Aggressive, Psych, Magic exp)
• Long-ranged (Defencive, Banish, Defence exp)
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Levels!
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From left to right;
Wind, Water, Earth, Fire, Smoke, Shadow, Astral, Blood and Ice.
_01___13___25___36___48___60___65___72___84__Dagger
_01___13___25___37___49___61___66___73___84__(H)atchet
_02___13___26___37___49___61___66___73___85__Mace
_02___14___26___38___50___62___67___74___85__Current
_03___15___27___38___50___62___67___74___86__(Sp)here
_03___15___27___39___51___63___68___74___86__(Sh)ortsword
_04___16___27___39___51___63___68___75___87__Fist
_05___16___28___40___52___64___69___75___87__(P)ickhammer
_06___17___28___40___52___64___69___76___88__(Sh)ortbow
_06___17___29___41___53___65___70___76___88__Block
_06___17___29___41___53___65___70___77___89__Club
_07___18___30___42___54___66___71___78___90__Longbow
_08___19___31___43___55___67___72___79___91__Scimitar
_09___20___32___44___56___68___73___80___92__Longsword
_09___20___33___45___56___68___73___80___92__Crest
_10___22___34___46___57___69___74___81___93__Narrowstaff
_11___22___34___46___58___70___75___82___93__Battleaxe
_11___23___35___46___58___70___75___82___94__Maul
_11___23___35___47___59___71___76___83___94__Hoplon
_12___24___36___47___59___71___76___83___95__Torrent
_12___24___36___48___60___72___77___84___95__Broadsword
_13___25___36___48___61___73___77___84___96__Visage
_13___26___37___49___61___73___78___85___97__Broadstaff
_15___26___38___50___62___74___79___85___98__Platelegs
_15___27___38___50___62___74___79___85___98__Plateskirt
_16___28___39___51___63___75___80___86___99__Platebody
Just because it's called a longsword doesn't make it a melee weapon!
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Conjuring Requirements!
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I've also renamed a few weapons: the hatchet was formally an axe, the torrent is an equivalent of a whip, the maul was formally a warhammer and the broadsword was a 2-hander. Oh, the pickhammer is a pickaxe/hammer combo.
Melee-based weapons;
• Dagger, 5 element and 2 Force runes.
• Mace, 5 element and 2 Geist runes.
• Shortsword, 5 element and 2 Force runes.
• Fist, 5 element and 2 Geist runes.
• Club, 5 element and 2 Geist runes.
• Scimitar, 10 element and 4 Force runes.
• Longsword, 10 element and 4 Force runes.
• Narrowstaff, 10 element and 4 Force runes.
• Battleaxe, 10 element and 4 Geist runes.
• Torrent, 15 element, 6 Force and 2 Geist runes.
• Maul, 10 element and 6 Geist runes.
• Broadsword, 15 element, 6 Force and 4 Geist runes.
• Broadstaff, 15 element, 6 Force and 4 Geist runes.
Skill-based weapons;
* Hatchet, 5 element and 2 Force runes.
• Pickhammer, 10 element, 2 Force and 2 Geist runes.
Range-based weapons;
• Current, 5 element and 2 Flash runes.
* Sphere, 5 element and 2 Flash runes.
• Shortbow, 5 element and 2 Flash runes.
• Needle Shot, 10 element, 2 Flash and 2 Force runes.
• Longbow, 10 element and 4 Flash runes.
• Burst Shot, 10 element, 4 Flash and 2 Geist runes.
• Recurve Shot, 10 element, 4 Flash and 2 Force runes.
• Longshot, 10 element and 6 Flash runes.
• Boomshot, 15 element, 6 Flash and 4 Gesit runes.
Defencive equipment;
• Block, 5 element and 2 Geist runes.
• Crest, 5 element and 2 Geist runes.
• Hoplon, 10 element and 4 Geist runes.
• Visage, 10 element and 6 Geist runes.
• Platelegs, 10 element and 6 Geist runes.
• Plateskirt, 10 element and 6 Geist runes.
• Platebody, 15 element and 10 Geist runes.
Shadow Runes are required in the place of Force runes and/or as well as other conjuring-runes to craft members only equipment (astral, shadow, smoke, etc.).
"Element", for Ancient Equipment, are those required to cast the spell.
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High Levelled Equipment!
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This is a shot in the dark, but why not make the Zamorak Spear and Saradomin Sword magic weapons based on the conjuring skill? They would require maybe 80 Magic to wield, and would now have magic bonuses instead of melee - inflicting magic damage of course.
The Saradomin Sword is a weapon of pearly light, a powerful incarnation of ancient magic in the form of a blade; the Zamorak Spear a terrifying spear forged from magic fire.
This would mean that the God Wars Dungeon now drops something magical. To all owners of the weapons, they would be offered a refund at its introductory price (not it's current price)... meaning that some players may make some money out of the update if they obtained the weapon themselves.
This may not be to some of your likings, but there needs to be a good magic drop - it could be something new. I just though that melee has its godswords, range has its Armadyl attire... magic has it's weapons (and a steam staff for the conventional magicians)?
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Last edited by 3mptylord on Tue Apr 19, 2011 9:15 am; edited 1 time in total
Re: Conjuring
Yeah...now shot in the dark here but what if the Zamorak hilt changed it into a conjured weapon seeing as how the zgs kinda sucks right now
Dark Avorian- Templar
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Re: Conjuring
Lol, reminds me of a metal and energy staff
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: Conjuring
Or you could always add uber conjured armour
God Wars Armour
Helm is dropped by Graardor
Legs by Kree
Chest By Zilyana
Bow/Mace/Dagger/BattleAxe/Bow (pick one) by Kril
God Wars Armour
Helm is dropped by Graardor
Legs by Kree
Chest By Zilyana
Bow/Mace/Dagger/BattleAxe/Bow (pick one) by Kril
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Conjuring
Lol, shouldn't it just be one god, though?
Like, after completion of Homecoming Apocalypse, a 5th army appears in the God Wars Dungeon - the 5th know the current state of affairs, and are joining the war from the present, the existing four still think it's the 3rd Age. The 5th Army consists of shadow dwellers - very strong magical users. They could drop conjured equipment?!
Like, after completion of Homecoming Apocalypse, a 5th army appears in the God Wars Dungeon - the 5th know the current state of affairs, and are joining the war from the present, the existing four still think it's the 3rd Age. The 5th Army consists of shadow dwellers - very strong magical users. They could drop conjured equipment?!
Re: Conjuring
Whatever I kind of like the idea of all teh gods having taken a piece of it but whatever
But teh idea of a 5th army is cool too
But teh idea of a 5th army is cool too
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Conjuring
Although I personally like Robes, Energy Armor is cool too (and would be less of a hassle than my Magic Boosts idea) and provides for a new skill. However, I don't like the idea of using Ancient Elements and Astral, going strictly by Runes could work, or make up new elements (Sound, Space, Time, Aether, Lightning, etc.). But I have to say, Dragonfire, Overlight, and Underdark sound sweet.
But the question remains: how would spells and existing staves work?
But the question remains: how would spells and existing staves work?
Handeath- Advocate
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Age : 28
Location : USA
Re: Conjuring
Astral has a rune, and the Ancient Elements typically have their own "elements" which are generally more runes than required by typical elements. I wanted nine tiers, and there are nine elements.
Not including those, I could stretch to 7... Air, Water, Fire, Earth, Lava, Steam and Mud. I suppose I could add Static, or something. Air, Water, Fire, Earth, Static, Lava, Steam, Mud and Storm? I can't really think of any combos for Static. Haha, I could really rip off Arcanists... Fire, Water, Storm, Earth, Nature, Arcane... and I'm out, can't remember any other than Cog, which isn't really an element.
This thread needs a rewrite. Re-reading it, a lot of it is just me needlessly trying to cover myself again players saying "summoning weapons makes pvp cheap and pointless", blah, blah, blah. Which it didn't stop anyway.
Spells would remain a faster source of experience, and are used by some conjured weapons. Staffs remains a quick way to auto-cast everything, and cheaply.
Not including those, I could stretch to 7... Air, Water, Fire, Earth, Lava, Steam and Mud. I suppose I could add Static, or something. Air, Water, Fire, Earth, Static, Lava, Steam, Mud and Storm? I can't really think of any combos for Static. Haha, I could really rip off Arcanists... Fire, Water, Storm, Earth, Nature, Arcane... and I'm out, can't remember any other than Cog, which isn't really an element.
This thread needs a rewrite. Re-reading it, a lot of it is just me needlessly trying to cover myself again players saying "summoning weapons makes pvp cheap and pointless", blah, blah, blah. Which it didn't stop anyway.
Spells would remain a faster source of experience, and are used by some conjured weapons. Staffs remains a quick way to auto-cast everything, and cheaply.
Re: Conjuring
damn how did I miss this one? Its quite nice description and I too miss something for magicians... but it would be nice to like creating a "Fire (Magician) Armor"
why havent you worked on this further making a skill-timeline-table (lvl 1 - bla bla bla...
...
...
...
20 - bla bla bla
...
...
..
...
...
...
99 - congratz, you've master the Conjuring skill and have the ability to wear the conjuring skillcape... ehm well this is something you wouldn't start with really but yea
why havent you worked on this further making a skill-timeline-table (lvl 1 - bla bla bla...
...
...
...
20 - bla bla bla
...
...
..
...
...
...
99 - congratz, you've master the Conjuring skill and have the ability to wear the conjuring skillcape... ehm well this is something you wouldn't start with really but yea
Zectiox- Advocate
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Re: Conjuring
Zectiox wrote:why havent you worked on this further making a skill-timeline-table
Until Handeath's comment I thought I was finished. Also... the table in the second post has a timeline?
Re: Conjuring
ehmm sorry xD didnt read the first post
EDIT: well anyway I like the idea of introducing magical weapons and armors. It would make it more.. equal (the combat system ;D)
EDIT: well anyway I like the idea of introducing magical weapons and armors. It would make it more.. equal (the combat system ;D)
Zectiox- Advocate
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Age : 32
Location : Alaveteli, Fin
Re: Conjuring
Well the Elements could be this
L1 - Wind
L10 - Water
L20 - Earth
L30 - Fire (Overlight, Underdark)
L40 - Arcane
L45 - Astral
L50 - Nature
L60 - Dragonfire
L70 - Time
L80 - Space
L90 - Aether
For the spells, they simple could rely on certain Magic Bonuses:
Strike
Bolt
Blast
Wave
Surge
Rush
Burst
Blitz
Barrage
Well the Elements could be this
L1 - Wind
L10 - Water
L20 - Earth
L30 - Fire (Overlight, Underdark)
L40 - Arcane
L45 - Astral
L50 - Nature
L60 - Dragonfire
L70 - Time
L80 - Space
L90 - Aether
For the spells, they simple could rely on certain Magic Bonuses:
Strike - Focus
Bolt - Focus
Blast - Psych
Wave - Psych
Surge - Bansih
Rush - Psych
Burst - Banish
Blitz - Psych
Barrage - Banish
As you said, Magic Damage could be based on Farcast, maybe for every point of Farcastcoudl equal 2 more damage points. Staffs may need a rework though. They would only cast spells, so maybe not.
But you need to consider Ranged Weapons...which I will do later, I have to sleep too!
L1 - Wind
L10 - Water
L20 - Earth
L30 - Fire (Overlight, Underdark)
L40 - Arcane
L45 - Astral
L50 - Nature
L60 - Dragonfire
L70 - Time
L80 - Space
L90 - Aether
For the spells, they simple could rely on certain Magic Bonuses:
Strike
Bolt
Blast
Wave
Surge
Rush
Burst
Blitz
Barrage
Well the Elements could be this
L1 - Wind
L10 - Water
L20 - Earth
L30 - Fire (Overlight, Underdark)
L40 - Arcane
L45 - Astral
L50 - Nature
L60 - Dragonfire
L70 - Time
L80 - Space
L90 - Aether
For the spells, they simple could rely on certain Magic Bonuses:
Strike - Focus
Bolt - Focus
Blast - Psych
Wave - Psych
Surge - Bansih
Rush - Psych
Burst - Banish
Blitz - Psych
Barrage - Banish
As you said, Magic Damage could be based on Farcast, maybe for every point of Farcastcoudl equal 2 more damage points. Staffs may need a rework though. They would only cast spells, so maybe not.
But you need to consider Ranged Weapons...which I will do later, I have to sleep too!
Handeath- Advocate
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Age : 28
Location : USA
Re: Conjuring
This is a Magic idea, why do I need to consider Ranged? I've split Ranged into three stats, is that not enough.
L50 - Nature
L70 - Time
L80 - Space
L90 - Aether
Whilst we have Nature Runes, the others don't have runes and none of them have spells
L50 - Nature
L70 - Time
L80 - Space
L90 - Aether
Whilst we have Nature Runes, the others don't have runes and none of them have spells
Re: Conjuring
You split Ranged Bonuses into 3, without considering what that does to Ranged weapons (Bows, Crossbows, Javelins, Throwing Axes, Darts, Knifes, and Chinchompas).
Ancient Weapons simply cause their effect, my suggested ones can have effects too. Also, Binding spells use Nature runes. And I repeat, we could use Catalytic runes after the Elemental ones.
Ancient Weapons simply cause their effect, my suggested ones can have effects too. Also, Binding spells use Nature runes. And I repeat, we could use Catalytic runes after the Elemental ones.
Handeath- Advocate
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Age : 28
Location : USA
Re: Conjuring
You repeat? You'd said that before?
Issue with using catalytic runes is Mind, Body, Cosmic and Chaos, as well as assumed upcoming Nature, Astral and *shrugs* are used in the Elemental Worshop. I wouldn't want to render them useless. Although, what is their use?
Wind, Water, Earth, Fire, Combo, Mind, Chaos, Death and Blood. Astral and Arcane are unlocked via their respective quests, they can be made at the same level as Combo. Overlight, Underdark and Dragonfire are prized, and cannot be made. Or should combos be unlocked by stages too? Lava, Steam, Mud, then Air combos last.
Issue with using catalytic runes is Mind, Body, Cosmic and Chaos, as well as assumed upcoming Nature, Astral and *shrugs* are used in the Elemental Worshop. I wouldn't want to render them useless. Although, what is their use?
Wind, Water, Earth, Fire, Combo, Mind, Chaos, Death and Blood. Astral and Arcane are unlocked via their respective quests, they can be made at the same level as Combo. Overlight, Underdark and Dragonfire are prized, and cannot be made. Or should combos be unlocked by stages too? Lava, Steam, Mud, then Air combos last.
Re: Conjuring
My first post said that we shouldn't use Ancient Elements.
The armor provided by the Elemental Series does nothing except look cool and provide protection from Skeletal Wyverns and Poppets (nod to the Axar Revolution). It might have to be changed in name, but meh: the elements you suggested are cool, maybe we could use different names.
Although we need to talk about Ranged in light of this update, I have an idea to address the point about PvP: treat Conjured Equipment like Ranged Ammo: after a certain number of uses (in the hundreds, armor has more uses than weapons) the gear disappates, after the battle has ended. When the gear is dropped, other players may pick it up and use it with the Use Counter reset.
The armor provided by the Elemental Series does nothing except look cool and provide protection from Skeletal Wyverns and Poppets (nod to the Axar Revolution). It might have to be changed in name, but meh: the elements you suggested are cool, maybe we could use different names.
Although we need to talk about Ranged in light of this update, I have an idea to address the point about PvP: treat Conjured Equipment like Ranged Ammo: after a certain number of uses (in the hundreds, armor has more uses than weapons) the gear disappates, after the battle has ended. When the gear is dropped, other players may pick it up and use it with the Use Counter reset.
Handeath- Advocate
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Age : 28
Location : USA
Re: Conjuring
Conjured equipment already has a wear system. Weapons have a damage-count, and they disperse after using up their potential. They cannot be repaired or recharged. In terms of drop, it's simply runes/value of the item (similar to other non-tradable items).
Also, I don't get your persistence about Ranged. It's fairly implied.
Also, I don't get your persistence about Ranged. It's fairly implied.
Re: Conjuring
When this suggestion was on the RSOF, many people said that players would just pick up the coins dropped; I think the Conjured gear should appear just as it is weilded, with the damage counter reset. My suggestion was simply an alternative to the Disappation effect.
I'm simply saying that your introducing a changed to Ranged Bonuses without following up. People will NOT SUPPORT (and rage) because of the slightest thing.
I'm simply saying that your introducing a changed to Ranged Bonuses without following up. People will NOT SUPPORT (and rage) because of the slightest thing.
Handeath- Advocate
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Age : 28
Location : USA
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