Conjuring
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TATORZ
The Empty Lord
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The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Skills
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Conjuring
First topic message reminder :
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
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?
¯¯¯¯¯¯¯¯¯¯¯
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
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?
¯¯¯¯¯¯¯¯¯¯¯
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.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.•´ (¸.•´•.¸¸.•´¯`•._.•
Last edited by 3mptylord on Tue Apr 19, 2011 9:15 am; edited 3 times in total
Re: Conjuring
- Spoiler:
Zectiox- Advocate
- Number of posts : 743
Re: Conjuring
- Spoiler:
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
First is when you use an Air Rune, second is when you use a Force Rune.
Zectiox wrote:here is my newer version of the elemental armors.. with some upgrades.. thought of making the chest shine or something.. like enchantment *.*
- Spoiler:
If there is to be a symbol on the front, it should be the rune, I just don't think the Saradomin Symbol should be used.
Also, whilst it looks amazing, I thought the armour was suppose to be come more solid as you get better... whilst the points are nice, the holes should be in reverse order (so it's more tatty on the first).
Last edited by 3mptylord on Tue Apr 26, 2011 8:18 am; edited 1 time in total
Re: Conjuring
freaking awesome and then like.. some more similar.. x_x
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
- Spoiler:
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
- Spoiler:
Font Map Icon
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
I don't think we should rely heavily on the design of Melee armor. Think of the Bandos Avatar, that could be some inspiration.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Conjuring
- Spoiler:
- 1 My version how it would look like to wear the armor
- 2 my attemp to create a robe out of the armor
- 3 how the Robe-plate armor would look like on a player..
- 4 Robes with spikes.. but anyway...
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
3's cool. Looking in retrospect, some of the names could be changed:
Platebody - Aurabody?
Platebody - Aurabody?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Conjuring
2 and 3 is the same thing really... 2 is the icon.. 3 was the armor just recolored but.. I failed on trying to get the same color ;D
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
Okay then, carry on.
3mpty, we need to address the Farcast bonus, I suggested that Damage Boost is replaced with simply using that stat, multiply it by ~2, then add that number to the spell's max hit. How does this work with Damage Boosting Staves?
3mpty, we need to address the Farcast bonus, I suggested that Damage Boost is replaced with simply using that stat, multiply it by ~2, then add that number to the spell's max hit. How does this work with Damage Boosting Staves?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Conjuring
Damage boosting staves would be replaced with damage boosting augments. Most staves come with a basic augment, but it can be upgraded to provide a better bonus. When I say replaced, the effect would be replaced. Staves can also have a Farcast bonus.
Re: Conjuring
They wouldn't necessarily have their own free attacks though.
THis isn't really the place, but what are Augements and how does one Obtain them? I think that Weapon Poison is the only one.
THis isn't really the place, but what are Augements and how does one Obtain them? I think that Weapon Poison is the only one.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Conjuring
- Spoiler:
Here is first the 4th tier of the basic elemental robes
then we have the 8 additional elemental robes including frostbreath and dragonfire, with other spikes and stuff...
I had to color the dragonfire diffrently than the other ones as it goes from red->orange->yellow to look like a dragon's fire
Now just the 1-3 tiers of the robe left ^^,
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
Remember that arcane, astral, nature and soul only have one version, and we can't make underdark and overlight. It's only the four main elements whcih come in extra versions.
Re: Conjuring
yes ofc. the only elements which have up to 4 tiers is air, earth, water and fire..
newer version, with 1-3 tiers of the basic elements.. I had to make the 4th wind robe more grey as the 3rd was a lot darker than the first 4th one.. just say if I need to make it less grey and more light
the first tier of the robes have no spikes and are therefor mainly a robe.. the 2nd tier have small spikes and 3th bigger and 4th bigger
Edit: Is this perfect? purpler, slight of yellow and yellow..
...
- Spoiler:
newer version, with 1-3 tiers of the basic elements.. I had to make the 4th wind robe more grey as the 3rd was a lot darker than the first 4th one.. just say if I need to make it less grey and more light
the first tier of the robes have no spikes and are therefor mainly a robe.. the 2nd tier have small spikes and 3th bigger and 4th bigger
Edit: Is this perfect? purpler, slight of yellow and yellow..
...
Last edited by Zectiox on Wed Apr 27, 2011 10:57 pm; edited 1 time in total
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
Can we make arcane purpler; astral yellower; and give overlight a hint of yellow (very slight hint)... Otherwise, that's amazzing!
Last edited by 3mptylord on Wed Apr 27, 2011 11:04 pm; edited 2 times in total
Re: Conjuring
done.. now the legs/bottom robe
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
C'est perfect!
You did a good job distinguishing Fire and Dragonfire!
Aurabody sounds good, Hand! (sorry, forgot to reply earlier).
For the legs, I reckon legs and a slight robe section. So, legs but the right butt-cheek and thigh would have a small piece of cape wrapped around it that hangs to just below the knee... sorta. If that makes sense.
You did a good job distinguishing Fire and Dragonfire!
Aurabody sounds good, Hand! (sorry, forgot to reply earlier).
For the legs, I reckon legs and a slight robe section. So, legs but the right butt-cheek and thigh would have a small piece of cape wrapped around it that hangs to just below the knee... sorta. If that makes sense.
Re: Conjuring
well I created the robe bottom.. it has a. ehm energy-thing circling around from the 2nd tiers.. and this is actually from the Robe top
above the robes is the top and bottom together to show how they fit the robes are different from each other, no spikes or cracks but there's some stuff on the robe itself to seprate them from each other
Edit: I didnt see your suggestion 3mpty before I made this post.. ehmm Ive been working on this though, could change it..
- Spoiler:
above the robes is the top and bottom together to show how they fit the robes are different from each other, no spikes or cracks but there's some stuff on the robe itself to seprate them from each other
Edit: I didnt see your suggestion 3mpty before I made this post.. ehmm Ive been working on this though, could change it..
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
I creating the extra elements's robes.. just but I have to create that frostbreath and dragonfire
Edit: Well I did a new version for Frostbreath and Dragonfire with their special symbols on it (a snowfling and a dragon sorta) I mostly like the nature and soul bottoms ;D
Edit: Well I did a new version for Frostbreath and Dragonfire with their special symbols on it (a snowfling and a dragon sorta) I mostly like the nature and soul bottoms ;D
- Spoiler:
Last edited by Zectiox on Thu Apr 28, 2011 1:35 am; edited 1 time in total (Reason for editing : updating)
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
it seems that the one I posted with the tops was smaller and bluer.. maybe wrong saved file Ill upload a new one
maybe the colors that I changed during the 2nd update is a different from this but.. anyway
- Spoiler:
maybe the colors that I changed during the 2nd update is a different from this but.. anyway
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Conjuring
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?
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?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
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