· 6 years ago · Jun 25, 2019, 12:10 AM
1
2Warding – v3
3Changes for V3
4Below is a list of the feedback points gathered from the team and community split into 3 key sections: Core skill, reward items and other content. These are a collection of notes; the actual implementation of these feedback points has been done within the document itself. This is still a work in progress.
5Core skill feedback
6
7● Reduce the quantity of new items
8o 5 varieties of vis
9▪ Air, water, earth, fire and omni
10o There will just be a single lamp rather than 3
11▪ Option 1: Store all vis
12▪ Option 2: Store vis based on Warding level
13o Removed steatite and wardstones
14▪ Drawing wards will be done with vis instead
15● Move Farming content to Hunter
16o Net hunting
17o Lantern trap
18● Change where monoliths are found
19o Option 1: Make rune altars monoliths
20▪ ‘Splashing’ would be done on the altar
21▪ Dissolving is considerably improved here
22o Option 2: Change them to Ward shops
23▪ These would be magic workshops
24▪ There will be at least 3:
25● F2P: Wizards’ Tower
26● P2P: Wizards’ Guild & Warding Guild (Arceuus?)
27▪ Dissolving is considerably improved here
28▪ Monoliths would be placed within these workshops
29● Various things need refinement
30o What is stackable?
31▪ Vis
32o What is tradeable?
33▪ Everything – however, a lamp with vis stored within it won’t
34o What are the XP rates?
35▪ 30-40 hours for quickest and expensive method
36▪ 70-80 hours for cost-effective (still a loss) method
37▪ 200+ hours for casuals (profitable)
38● Why is Warding needed?
39o Fills a gap in armour creation
40▪ Currently, many NPCs do this for the player instead
41▪ Crafting is already a very bloated skill with many facets
42▪ Runecraft is a difficult skill to change due to skill devaluing fears
43o Dissolving creates a needed and highly requested item sink
44o An opportunity to make magic combat more viable
45Rewards feedback
46‘Remove them’ applies to every new reward as that is a solution and has been done in many cases.
47
48● Mystic cocktails
49o Don’t confuse it with Herblore - change the process
50● NMZ imbues
51o Leave them as is and add them to Warding as well
52o Don’t obviously cater to ironmen – maybe poll a 3-month grace period
53o Make the imbued variant tradeable
54o Make a Warding minigame & make the ring imbues the rewards
55● Should Warding provide BiS items?
56o Fuse existing robes with new items
57o Different effects:
58▪ Save runes
59▪ Prayer bonus
60▪ Anti-fire/venom
61o Make all effects only work with full set
62o Best should fall between ahrims and ancestral
63o Buff effects but avoid damage
64o Leave ‘em but make ‘em nicher
65● Concerns around ‘Aquatic’ bane
66o What is ‘Aquatic’?
67o Potential for adding more aquatic creatures
68o Socketing/imbuing this effect instead?
69● Mystic robe alchemy issue
70o Don’t make mystic with Warding
71o Can the light/dark/dusk variants be made?
72o Dropped from bosses
73o Mystic silk would be a loss to use
74● Channeled rings
75o New non op effects for skilling rings
76● Degrading confusion
77o How does it degrade?
78o How is it repaired?
79o Can it be partially recharged?
80Other feedback
81
82● Remove battle wards
83o Too game changing
84o Potentially keep them but have them locked to a specific area/minigame
85● Thoughts & ideas for future content – focus on smaller buffs for magic
86o New type of rune pouch
87▪ 4-slot rune pouch
88▪ 2-slot rune pouch
89▪ Make these imbuable via Warding
90o Essence pouches
91▪ Make these imbuable via Warding
92▪ Potential: Massive pouch – Could be a combo pouch or a new best pouch
93o Elemental combat tomes
94▪ Air, water and earth?
95▪ Combos? Mist, Smoke etc... Would devalue ToF
96o Scrolls
97▪ Redirection
98▪ Treasure trail
99o Anti-poison wieldable for level 3s
100
101Aims
102Design
103The main design aims for Warding are as follows:
104● Fill the gap for magic armour creation
105● Create a way to recycle junk/unneeded equipment to sink items from the game
106● Improve the viability of magic combat
107● Turn splashing into a gathering mechanic
108● Find a more fitting home for the imbues on the NMZ store
109Should the skill be F2P?
110Within this document, it is outlined how this skill could also work within a F2P environment. However, there is a reasonable question on whether this should be the case.
111Pros
112● Smithing & Crafting are F2P skills, this being the magic counterpart to those skills.
113o Counterpoint: Fletching is P2P while Runecraft is F2P.
114● F2P Magic is underpowered compared to Range & Melee.
115o Counterpoint: At low levels it’s VERY strong.
116● They get an update for free.
117o Counterpoint: They don’t have a choice.
118Cons
119● They have no say on whether they want it or not.
120o Counterpoint: This hasn’t stopped F2P updates before.
121● The robes they’ll be able to make is very limited, so what’s the point?
122o Counterpoint: So are the options for Crafting armours (Hard leather body is 1 Range).
123o Counterpoint: If this is the case, and the effect is marginal, what’s the problem?
124● The free game is arguably a time capsule of the original version of OSRS.
125o Counterpoint: It isn’t... The Chronicle, Beginner clues, Corsair cove & Maple trees etc.
126The main point here seems to be the destruction of a memorable and unchanged aspect of the game that would stop returning players feeling that classic sense of nostalgia. The changes we’ve made to the F2P game so far don’t detract from this as most returning players are unlikely to remember the F2P game perfectly, especially if they played beyond 2007.
127Skill overview
128What is the skill in a nutshell?
129Warding is a production skill that allows players to create various types of magical items, equipment and tools that will aid the player in combat.
130If you had 4 lines, how would you explain this to a player?
131Warding is a fiercely old-school production skill in which players can create new and old magic armours, ward equipment to make them stronger and create powerful buffs to Old School's mages to share and devastate their foes. Harnessing the power of runestones, catching a wide variety of moths and dissolving old, unneeded equipment are some of the steps to make you a master of Warding.
132Core skill
133How are the players training the skill?
134Warding XP is gained in a few ways: drawing wards, channeling vis into equipment and dissolving equipment into vis. Drawing a ward and dissolving equipment will only give token XP while the process of warding equipment will give a substantial amount and is the fastest method to train Warding.
135Step 1: Gather items
136Warding requires a few items to begin:
137● Tool: A channeling lamp
138● Resource: Elemental vis
139● Resource: Material (can be various types of fabrics, barks, leathers and metals)
140Step 2: Locate a ward
141Wards can be created within the world by left-clicking on some vis (this requires X vis to do so) while stood outside; wards function much like fires do – players may use each other's as they please. An alternative to drawing your own ward would be to locate a Runestone Monolith as they have permanent wards carved around them.
142Note: Runestone Monoliths may or may not be part of the final iteration of the skill.
143Step 3: Channel equipment
144Interacting with a ward will open a UI asking the player to select which piece of equipment they’d like to channel based on the items in their inventory. Once a piece of equipment has been selected, the player will begin to create as many as possible unless specified otherwise. Each piece of equipment rewards the player with a chunk of experience.
145
146Channeling Lamp
147A channeling lamp is used for channeling vis through a ward and into materials to create magically imbued equipment. The warders trusty channeling lamp can be purchased from any rune or ward shop for a few gold pieces. Channeling lamps can be used to store any vis the player has gathered; the higher the players Warding level, the more vis a lamp can store. To use a channeling lamp, it must be equipped in the off-hand slot; interacting with a ward isn’t possible without a channeling lamp. When vis is gathered, providing your lamp can store that type of vis, it is automatically placed within the lamp.
148Level
149Ability
150
1511
152Draw an air ward
153
1541
155Store Air vis within a channeling lamp
156
15710
158Draw a water ward
159
16015
161Store Water vis within a channeling lamp
162
16325
164Draw an earth ward
165
16630
167Store Earth vis within a channeling lamp
168
16945
170Store Fire vis within a channeling lamp
171
17250
173Draw a fire ward
174
17560
176Store Omni vis within a channeling lamp
177
178Vis
179Vis is a waxy substance that is generated by a channeling lamp when runes are consumed or when magical items are dissolved on a ward. Vis is integral when creating equipment with the Warding skill, however, there are ways to reduce the amount of vis needed when warding robes and armours by pairing the specific ward with the required vis. For instance, if the robes being created require air vis, using an air ward will reduce the amount needed by 25%.
180Vis comes in 5 varieties, 1 for each base element and a final rarer variety that functions as all elements. The varieties are as such:
181● Air vis
182● Water vis
183● Earth vis
184● Fire vis
185● Omni vis
186 *Splashing doesn’t necessarily mean failing to cast a spell, this is just the common terminology for this method of training.
187Vis can be gathered by either casting elemental combat spells upon a monolith/rune altar or dissolving items on a ward. The stronger the spell and the higher a player's magic bonus, the rate at which vis is gathered increases. The vis gained from performing spells depends on the type of spell. For instance, casting water spells will reward the player with a mixture of air and water vis.
188Slowest rate: Magic accuracy below 0 while casting strike spells.
189Fastest rate: Magic accuracy above 30 while casting surge spells.
190Nature idols
191Around the world, a new range of items can be found known as nature idols. These items only use is to be dissolved into vis. They can be obtained as drops from monsters, exchanged with shops and found rarely while skilling.
192● Sky idol – dissolved for air vis
193● River idol – dissolved for water vis
194● Rock idol – dissolved for earth vis
195● Burnt idol – dissolved for fire vis
196Recycling
197Dissolving, Unpicking and Re-forging
198To bring use to other production skills, the concept of dissolving has been split into three sections: Dissolving, unpicking and re-forging; each of these is tied with the relevant skill: Magic, crafting and smithing respectively. These processes require a specific level to perform that is based on the level required for that specific resource. For instance, unpicking black dragonhide equipment would require 79 Crafting while re-forging adamant equipment would require 70 Smithing. Unpicking only requires a needle while dissolving and re-forging requires a ward or furnace respectively.
199
200Dissolving
201To dissolve magical equipment, simply use it on a ward to begin the process. Dissolving nearby a runestone monolith provides more vis. The vis received from dissolving is also boosted by using a ward of the same type; for instance, dissolving items that output fire vis upon a fire ward will greatly increase the amount of fire vis received. As different items output a range of different types of vis, careful planning should be taken if players wish to dissolve in the most efficient manner. Like how noted items can be turned into gold via alchemy, noted items can also be dissolved; this should help make the task far less tedious.
202● Requires a specific Warding level
203● Inputs: Magical equipment
204● Outputs: silk scrap & elemental vis
205New Arceuus spell: Dissolution
206Magically dissolves any relevant item that can normally be dissolved via Wards into silk scraps/vis.
207Unpicking
208To unpick leather equipment, simply use a needle on the item you wish to unpick.
209● Requires a specific Crafting level
210● Inputs: Leather equipment
211● Outputs: Leather scrap
212New Lunar spell: Recover leather
213Magically unpicks any relevant item that can normally be unpicked via needle into leather scraps.
214Re-forging
215To re-forge a piece of equipment, simply use it on a furnace.
216● Requires a specific Smithing level
217● Inputs: Metal equipment
218● Outputs: Metal scrap
219Standard spell book: Superheat item
220Magically re-forges any relevant item that can normally be re-forged via furnace into metal scraps.
221When an item has been recycled, the player will be left with various types of scrap material. Scrap items can be traded with junk traders who can be found in the various wardshops around the world. These junk traders will accept scrap material in exchange for a range of items - known as nature idols - that only exist to be dissolved into vis.
222The process of dissolving is a key aspect of Warding as it is where players will gather most of their vis. Dissolving's core purpose is to help remove an abundance of items from the game whilst also providing a main source for vis. Dissolving equipment requires a specific Warding level as well as a channeling lamp and a ward – higher level wards reward more vis. Placing the equipment onto the ward begins the dissolving process, from which the player is guaranteed a set amount of vis based on the ward used and there’s also a small chance to receive some scrap material.
223Thought: Should re-forging and un-picking reward vis? It isn’t needed in their creation, so how did it come about?
224Dragonhide and fantasy metals (Mithril, adamant, runite & dragon) will reward vis due to being magical resources.
225Wardshops
226Throughout the world in a few select places, a bunch of new workshops have opened with a specialization in everything Warding. In these shops, visitors can find a range of utilities consisting of:
227● A shopkeeper
228o Sells lamps and small quantities of vis.
229● A runestone monolith
230o These massive chunks of magic rock can be used as magical training dummies. When a successful combat spell is cast upon it, a small quantity of vis of that element is created.
231▪ Note: Would this functionality work better by utilizing Runecraft altars?
232● A ward panel table
233o Used to create various types of ward panels. Wooden ones can be used as placeable wards that don’t require a warding level to place while stone ones are used to make permanent wards that can be placed in hotspots around the world.
234● Warding tutor (Al Kharid only)
235o Teaches the basics of Warding. Rewards the player with some vis and silk to get the player started.
236Around the world, ward shops can be found in various places, these include:
237Location
238Description/Notes
239Map
240
241
242
243Al Kharid
244
245
246In the house by the silk trader.
247
248
249
250
251Varrock
252
253
254South-western shanty building. Would be renovated.
255
256
257
258
259Wizards’ Tower
260
261
262Basement in room south of Sedridor (Rune Mysteries)
263
264
265
266
267Ardougne
268
269
270Near the market.
271
272
273
274
275Arceuus
276
277
278Possible location of the Arcanists’ Guild.
279
280
281Experience & Time to 99
282The XP per hour and GP per XP rates will be informed by the other two armour creation skills: Crafting & Smithing. The aim is to have Warding sit within a middle ground of those.
283COMMON: Smithing Rune 2H Swords: 300K/Hr, 180K Xp/Hr
284EXPENSIVE: Smelting Gold Ore: 2.135M/Hr, 400K Xp/Hr
285Based on the above information, the fastest method is 7x more expensive, but hardly 2x faster.
286Similarly, with Crafting:
287COMMON: Cutting Sapphires: 400K/Hr, 135K/Hr
288EXPENSIVE: Crafting Black D’Hide Bodies: 3.3M/Hr, 425K Xp/Hr
289Like Smithing, Crafting costs 8x more for only 3x the XP.
290The proposed Warding rates are a direct average of the current Smithing and Crafting rates.
291Proposed Warding GP and XP rates
292Hours to 99
293Gp/Xp
294
295Warding, common
29684.48
2972.31
298
299Warding, expensive
30031.64
3016.55
302
303
304All “Time to 99” rates of Crafting, Smithing and Warding assume the player begins using the high-level method from level 1. However, this is a simple way to convey the relevant information, with little consequence to the logistics when the skill is trained.
305The best way to implement the proposed rates is to make low-level methods require small amounts of VIS for small amounts of exp. As the player progresses, they can opt to train faster but for exponentially more VIS.
306Example:
307COMMON: Warding low-level Robes: 356 VIS/Hr, 154K XP/Hr
308EXPENSIVE: Warding high-level Robes: 2700 VIS/Hr, 412K XP/Hr
309Materials: Silks, leathers and barks
310These are the materials primarily used in Warding to craft magical armours. The skill will ultilise existing items like xerician fabric and fine cloth but will also be introducing a swathe of new materials which are gathered via Hunter, Woodcutting and combat
311While Hunter will be the main skill used when gathering materials for Warding, the Woodcutting skill also comes in handy as a few armours require pieces of bark to create. For free-to-play players who do not have access to the Hunter skill, new low-level silk dropping monsters will be added to various dungeons around the world; more info on these can be found below.
312 *Bug net = Butterfly net
313Hunter
314Warding's core partner skill is Hunter as this skill will allow for any player to be able to obtain a wide range of silks through a variety of different methods.
315With this update to Hunter, certain items that already exist in-game will be gathered using Hunter in a way that wasn’t previously possible; these items include:
316● Silk – Obtainable from Thieving and shops.
317● Xerician fabric – Obtainable from Thieving and combat.
318● Fine cloth – An item which is obtained from looting chests during the “Shades of Mort’ton” minigame.
319● Hollow bark – Obtained via Woodcutting.
320Butterfly net hunting
321Butterfly net hunting functions just like regular butterfly hunting, however, areas with moths will be a little more interesting. Moths travel around in swarms and multiple moths can be caught at the same time. Butterfly jars can hold up to 5 moths while impling jars can hold 10 (subject to balancing). Wielding a channeling lamp while in an area with silk moths will cause them to follow you. Some moths, like the mystic moth, appear only in very special situations much like rare implings.
322Once a jar is full of moths it can be emptied, rewarding the player with 3 pieces of silk from a regular jar and 6 from an impling jar. Possibilities for larger jars created via Crafting could be a nice way to add new money-making content in the future.
323Silk Dungeon
324The silk dungeon is a large underground cave system heavily inhabited by several large moth nests. The dungeon can be found north of Al Kharid, nearby the mine. Each floor contains large quantities of moths that can be caught with a bug net, there are also several small rooms filled with giant moths that can be killed for silk. The top floor contains standard moths while the bottom floor houses the more sinister occult moths.
325
326Lamp luring
327Hunter/Firemaking
328Lamp luring is a new type of hunting activity that tasks players with building large bonfires, setting moth traps around them and then luring moth swarms over to them via the use of a channeling lamp. While a swarm of moths is nearby your trap, it will gradually fill with moths. Once the trap is full or has collapsed, it can be searched for moths which must be placed within a butterfly or impling jar.
329Moth swarms can also be gathered with a butterfly net, but this is a far slower method than using the lantern traps. Moth swarms come in a few varieties; each are attracted to a different colour of light – this can be changed by operating a channeling lamp.
330Actions:
331● Gather wood
332o Requires: An axe
333o Function: It’ll come in handy
334o Reward: Woodcutting XP & Logs
335● Building/Feeding a campfire
336o Requires: Tinderbox & Logs
337o Function: Traps moths within a radius which increases when the fire is stronger.
338o Rewards: Firemaking XP
339● Setting up/Searching a trap
340o Requires: Logs & Silk fibers
341o Function: Traps nearby moth swarms
342o Rewards: Moths + Hunting XP
343● Lure moth swarms to your traps
344o Requires: Channeling lamp
345o Function: Get more moth swarms near your traps
346o Reward: Traps fill up faster
347Moth swarms come in 4 varieties and each are only attracted to a specific type of fire. Different fire pits can be found throughout the areas where lamp luring can be done, the four types are: Oak, willow, yew and magic. Adding logs to a campfire takes twice as long as it would usually take to light that specific type of log; there is also a cap to how many logs can be added to a campfire as they are not intended to replace the usual training method but rather serve as an alternative.
348Firemaking Training Method
349XP
350Profit
351
352Classic Firemaking (lines)
353High
354None
355
356Subduing the Wintertodt
357Medium
358Medium
359
360Building Campfires
361Low
362High (with Hunter)
363
364Pitfall trapping
365Note: With this update, suqah hide would become tradeable. This would not apply to any suqah hide already within the game.
366Note: With this update, dagannoth fledglings would be made more accessible and would become a hunter creature rather than a combat creature. They already provide no combat/slayer experience. The ones near Bardur would remain. These would also have a rare chance of dropping bone pieces – this could be expanded to include all dagannoth variants.
367Deep underground on Lunar isle sits a cave full of savage suqahs, a breed that walks on all fours and cannot be engaged in combat. These can be hunted using the pitfall technique at level 65 Hunter.
368A new cave section would also be added to the waterbirth dungeon for collecting dagannoth hides via hunter. Peer the Seer in Rellekka can be used as a deposit box (after the easy diary) so it shouldn’t be too much of a hassle to gather hides/bone pieces.
369Hunter
370Catch
371Type
372Location
373Resource
374
375Level 5
376Silk moth
377Butterfly net
378Silk dungeon
379Silk
380
381Level 10
382Occult silk moth
383Butterfly net
384Silk dungeon
385Occult silk
386
387Level 20
388Shadow silk moth
389Butterfly net
390DWT basement*
391Shadow silk
392
393Level 30
394Dark silk moth
395Lantern trap
396Arceuus crypts**
397Dark silk
398
399Level 35
400Kebos silk moth
401Butterfly net
402Kebos swamp
403Xerician hide
404
405Level 40
406Mystic silk moth
407Butterfly net
408Spawn randomly***
409Mystic silk
410
411Level 45
412Crypt silk moth
413Lantern trap
414Mort’ton catacombs
415Fine silk
416
417Level 50
418Dagannoth fledgeling
419Pitfall
420Waterbirth isle
421Dagannoth hide
422
423Level 55
424Vyre silk moth
425Butterfly net
426Slepe catacombs
427Vyre silk
428
429Level 60
430Chaos silk moth
431Lantern trap
432Tunnel of Chaos
433Chaos silk
434
435Level 65
436Savage suqahs
437Pitfall
438Lunar isle cave
439Suqah hide
440
441Level 70
442Moonfly silk moth
443Lantern trap
444Lunar isle cave
445Moonfly silk
446
447*DWT = Dark wizards’ tower.
448**The mausoleums around the dark altar would be the entrance to this new dungeon.
449***Mystic moths would only be blue, leaving dark, light and dusk variants unique to the Slayer skill. These could either spawn around the world with a similar rarity to magpie/ninja implings or act as random event within moth hunting areas.
450Combat
451As Hunter is a member's skill, there would need to be an efficient method for F2P players to gather silk. This will be done via combat by killing a range of new mobs known as giant moths. These new mobs will have a guaranteed drop of silk of the relevant type.
452Giant moths are incredibly weak to magic damage, moderately weak to ranged attacks and completely immune to melee damage due to being airborne.
453Giant moth (Level-3) HP: 10
454● Drops: Silk (always)
455● Location: Silk dungeon
456Giant occult moth (Level-12) HP: 20
457● Drops: Black magic silk (always)
458● Location: Silk dungeon
459Giant holy moth (Level-24) HP: 30
460● Drops: Holy silk (always)
461● Location: Isle of Silk*
462Giant shadow moth (Level-36) HP: 40
463● Drops: Shadow silk (always)
464● Location: Dark Wizards’ Tower basement
465*The Isle of Silk would be a new island locked behind a new quest.
466Woodcutting
467Certain defensive armours can be created with Warding that can be utilised by wizards; these armour sets require a range of barks to be created. One of such items already exists in-game: splitbark. With the addition of Warding, two new types of trees and barks will be added to the game.
468● Bloodwood tree – L65 Woodcutting
469o Located: Slepe, Wilderness & Arceuus
470o Provides: Bloodbark
471● Soulwood tree – L80 Woodcutting
472o Located: Lunar isle, Tirannwn & Arceuus
473o Provides: Soulbark
474
475Rewards/Products
476Channeling
477Channeling is the process of fusing materials like silks and barks with elemental vis into various types of robes and armours. Each garment requires different quantities of material while the amount of vis required is dependent on the tier of robe or armour.
478● Boots & gloves require two pieces of material
479● Hoods & hats require four pieces of material
480● Tops & bottoms require six pieces of material
481If the garment being made requires two different materials, they need to be supplied in equal quantities. For instance, creating a splitbark body would require three bolts of fine silk and three pieces of hollow bark.
482
483The various tiers of robe and armour equipment are listed below. Equipment marked in italics have a set effect while all other new sets are marked in bold and pre-existing sets that have been adjusted slightly are underlined.
484Level
485Tier
486Material
487Vis
488
4891
490Wizard Robes
491Silk
492Air
493
4941
495Black Robes
496Occult silk
497Fire
498
4995
500Priest Robes
501Holy silk
502Water
503
50410
505Druid Robes
506Holy silk
507Earth
508
50915
510Monk Robes
511Holy silk
512Air + Earth
513
51420
515Zamorak Robes
516Holy silk + Occult silk
517Air + Fire
518
51925
520Shade Robes
521Shadow silk
522Fire
523
52430
525Xerician Robes
526Xerician fabric
527Earth + Fire
528
52930
530Pado’s Set
531Holy silk + Silver bar
532Water
533
53435
535Splitbark Armour
536Fine cloth + Splitbark
537Air + Water + Earth
538
53940
540Arceuus Robes
541Dark silk
542Air + Earth + Fire
543
54445
545Skeletal Armour
546Dagannoth hide + Bone piece
547Air + Water + Earth
548
54950
550Mystic Robes
551Mystic silk
552Air + Water + Earth
553
55450
555Thaumaturge Set
556Occult silk + Dark silk
557Air + Earth
558
55955
560Bloodbark Armour
561Vyre silk + Bloodbark
562Earth + Fire
563
56460
565Infinity Robes
566Finite silk*
567Air + Water
568
56965
570Dagon'hai Robes
571Chaos silk
572Fire
573
57470
575Thammaron’s Set
576Occult silk + Mystic silk
577Fire
578
57975
580Astral Armour
581Suqah hide
582Air + Water + Earth
583
58480
585Soulbark Armour
586Moonfly silk + Soulbark
587Omni
588
589*Finite silk can only be obtained via the Magic Training Arena minigame shop and would work out to be slightly cheaper than buying the pieces outright, with the added requirement of a high Warding level to manufacture the pieces. This will also be the only way to obtain a new item - the infinity hood.
590Equipment
591All previously mentioned set-effects have been scrapped. The option to bring some of those back still exists but needs to be done sparingly with much consideration regarding the current meta.
592All low-level magic sets (wizard, black, zamorak etc.) will have both hood and hat variants while low-level prayer sets (priest, monk, druid etc) will only have hoods.
593Robes
594Low-level robe sets will be quite cheap in terms of the amount of vis required to create them. The higher-level robes like mystic and infinity will likely be expensive due to resource rarity as both mystic and finite silk will be difficult to obtain.
595Shade
596Note: This update would increase the magic stats of shade robes.
597Note: This update would increase the levels required to wear shade robes.
598While not technically a new set, it will now have magic bonuses, making them BiS F2P magic/prayer robes.
599The required levels needed to equip this set are: 10 Magic, 5 Defence & 10 Prayer.
600Shade
601Old
602New
603Old
604New
605
606
607Magic Att
608Magic Att
609Prayer
610Prayer
611
612Hood
6134
6144
6150
6163
617
618Body
6190
6206
6215
6224
623
624Legs
6250
6265
6274
6284
629
630Total
6314
63215
6339
63411
635
636
637Arceuus
638An improved version of Shade robes that are P2P.
639The required levels needed to equip this set are: 30 Magic, 15 Defence & 20 Prayer.
640Arceuus
64130 Magic
64215 Defence
64320 Prayer
644
645
646
647
648
649Magic Att
650Stab Def
651Slash Def
652Crush Def
653Magic Def
654Prayer
655
656Hood
6574
6580
6590
6600
6614
6623
663
664Hat
665“
666“
667“
668“
669“
670"
671
672Body
6739
6740
6750
6760
6779
6784
679
680Legs
6818
6820
6830
6840
6858
6864
687
688Total
68921
6900
6910
6920
69321
69411
695
696
697Dagon’hai
698A high-level set of P2P robes aimed to sit between Ancestral & Ahrims but without any defensive bonuses aside from magic. This set requires 70 Magic and 30 Defence to equip.
699Dagon'hai
70070 Magic
70130 Defence
702
703
704
705
706
707
708Magic Att
709Stab Def
710Slash Def
711Crush Def
712Magic Def
713Prayer
714
715Head
7167
7170
7180
7190
7207
7212
722
723Body
72432
7250
7260
7270
72828
7292
730
731Legs
73224
7330
7340
7350
73620
7372
738
739Total
74063
7410
7420
7430
74455
7456
746
747Armours
748Magical armour sets require a large sum of vis to create and are expected to be a fast but costly way of training the skill.
749Skeletal
750Note: This update would increase the magic stats of skeletal equipment so that it better represents the stats needed to equip the set.
751Skeletal
752Old
753
754New
755
756
757
758
759
760
761Magic Att
762Change
763Magic Att
764Stab Def
765Slash Def
766Crush Def
767Magic Def
768
769Head
7702
7712
7724
77310
7749
77511
7763
777
778Body
7798
78012
78120
78235
78325
78442
78515
786
787Legs
7886
7899
79015
79122
79220
79324
79410
795
796Hands
7970
7983
7993
8000
8011
8022
8030
804
805Feet
8060
8073
8083
8090
8101
8111
8120
813
814Total
81516
81629
81745
81867
81956
82080
82128
822
823Splitbark
824Note: This update would increase the magic stats of splitbark equipment so that it better represents the stats needed to equip the set.
825A tank set with similar melee defensive stats to black equipment that requires 40 Magic & Defence to equip.
826Splitbark
827Old
828
829New
830
831
832
833
834
835
836Magic Att
837Change
838Magic Att
839Stab Def
840Slash Def
841Crush Def
842Magic Def
843
844Head
8453
8461
8474
84810
8499
85011
8513
852
853Body
85410
8558
85618
85736
85826
85942
86015
861
862Legs
8637
8646
86513
86622
86720
86825
86910
870
871Hands
8722
8731
8743
8753
8762
8774
8782
879
880Feet
8812
8821
8833
8843
8852
8864
8872
888
889Total
89024
89117
89241
89374
89459
89586
89632
897
898Bloodbark
899An improved version of splitbark. A tank set with similar melee defensive stats to adamant equipment but requiring 55 Magic & Defence to equip.
900Bloodbark
90155 Magic
90255 Defence
903
904
905
906
907
908
909Magic Att
910Stab Def
911Slash Def
912Crush Def
913Magic Def
914Prayer
915
916Head
9175
91811
91913
92014
9215
9220
923
924Body
92521
92653
92761
92863
92921
9300
931
932Legs
93315
93427
93529
93631
93715
9380
939
940Hands
9414
9424
9433
9445
9454
9460
947
948Feet
9494
9504
9513
9525
9534
9540
955
956Total
95749
95899
959109
960118
96149
9620
963
964Astral
965An improved version of Lunar armour.
966The required levels needed to equip this set are: 65 Magic & 40 Defence.
967Astral
96865 Magic
96940 Defence
970
971
972
973
974
975
976Magic Att
977Stab Def
978Slash Def
979Crush Def
980Magic Def
981Prayer
982
983Head
9846
9858
9867
98710
9882
9890
990
991Body
99222
99334
99422
99540
99612
9970
998
999Legs
100016
100120
100219
100323
10049
10050
1006
1007Hands
10085
10092
10101
10111
10122
10130
1014
1015Feet
10164
10171
10182
10192
10202
10210
1022
1023Total
102453
102565
102651
102776
102827
10290
1030
1031Soulbark
1032An improved version of bloodbark armour. A tank set with similar melee defensive stats to rune but requiring level 70 Magic & Defence to equip.
1033Soulbark
103470 Magic
103570 Defence
1036
1037
1038
1039
1040
1041
1042Magic Att
1043Stab Def
1044Slash Def
1045Crush Def
1046Magic Def
1047Prayer
1048
1049Head
10506
105119
105220
105321
10546
10551
1056
1057Body
105824
105970
106078
106180
106224
10631
1064
1065Legs
106617
106745
106847
106949
107017
10711
1072
1073Hands
10745
10758
10766
10779
10785
10791
1080
1081Feet
10825
10838
10846
10859
10865
10871
1088
1089Total
109057
1091150
1092157
1093168
109457
10955
1096
1097Battle Robes
1098These sets require the full outfit to be worn to get a unique effect, like how void knight & barrows equipment sets function.
1099Pado’s Set
1100Pado's Set
110130 Magic
110230 Defence
110330 Prayer
1104
1105
1106
1107
1108
1109Magic Att
1110Stab Def
1111Slash Def
1112Crush Def
1113Magic Def
1114Prayer
1115
1116Helm
11173
111811
111911
112011
11215
11223
1123
1124Robe Top
112515
11260
11270
11280
112910
11303
1131
1132Robe Bottom
113310
11340
11350
11360
11377
11383
1139
1140Boots
11412
11420
11430
11440
11453
11463
1147
1148Total
114930
115011
115111
115211
115325
115435
1155
1156Pado’s Set offers 2 unique effects.
1157Prayer Bonus: Each piece offers +3 Prayer Bonus, and +35 when all pieces are worn together.
1158Will of Saradomin: Magic Damage on followers of Zamorak is increased by 25%
1159Notes on Pado’s Set:
1160Pado’s Set can only be made after learning about it from Brother Jered as a member of the Edgeville Monastery (therefore with an implicit requirement of 31 Prayer)
1161Pado’s helm is more like a durable helm than thin fabric, and therefore offers unique defense bonuses.
1162Flames of Zamorak cannot be cast with this set.
1163Lore: Pado (short for Padomenes) is one of Saradomin’s Generals
1164List of Attackable Zamorakian Followers: Chaos Druid, Elder Chaos Druid, Monk of Zamorak, Lesser Demon, Greater Demon, Black Demon, Vampyre, Werewolf, Chaos Dwarf, Dark Wizard, Solus Dellagar, Surok Magis, Dessous, Damis, Fareed, Kamil, K’ril Tsutsaroth, Balfrug Kreeyath, Tstatnon Karlak, Zakl’n Gritch
1165Thaumaturge Set
1166Thaumaturge Set
116740 Magic
1168
1169
1170
1171
1172
1173
1174
1175Magic Att
1176Stab Def
1177Slash Def
1178Crush Def
1179Magic Def
1180Prayer
1181
1182Mask
11834
11840
11850
11860
11870
11880
1189
1190Torso
11914
11920
11930
11940
11950
11960
1197
1198Tights
11994
12000
12010
12020
12030
12040
1205
1206Warper (Off-hand)
120710
12080
12090
12100
12110
12120
1213
1214Total
121522
12160
12170
12180
12190
12200
1221
1222The Thaumaturge Set offers 1 unique effect when all pieces of the equipment are worn together.
1223Spellwarp: Casting a spell will add 2.4 seconds to the cool-down timer instead of 3 seconds (reduces time to cast a spell by 1 tick)
1224Notes on the Thaumaturge Set:
1225The set effect does not apply to spells from the Ancient Spellbook.
1226The Thaumaturge warper is a book worn in the shield slot, making the tome of fire unusable in combination with the Thaumaturge set-effect.
1227The set is exceedingly light-weight and a tool for swiftness and stealth amongst Gielinor’s Magi.
1228Thammaron’s Set
1229Thammaron's Set
123060 Magic
1231
1232
1233
1234
1235
1236
1237
1238Magic Att
1239Stab Def
1240Slash Def
1241Crush Def
1242Magic Def
1243Prayer
1244
1245Hood
12464
12470
12480
12490
12500
12510
1252
1253Robe Top
12544
12550
12560
12570
12580
12590
1260
1261Robe Bottom
12624
12630
12640
12650
12660
12670
1268
1269Boots
12702
12710
12720
12730
12740
12750
1276
1277Total
127814
12790
12800
12810
12820
128335
1284
1285Thammaron’s Set offers 1 unique effect when all pieces of the equipment are worn together.
1286Thamamaron’s Fury: An additional 50% magic accuracy and 12.5% magic damage boost is applied when attacking any NPC in the Wilderness.
1287Imbues
1288Skilling Rings
1289Skilling rings aim to provide more profit while training gathering skills like Woodcutting, Mining, Farming and Hunter. These rings are created via Warding and require a new untradeable item that can be obtained randomly while performing that skilling activity. For instance, a ring of wood requires a stone leaf to be created; these can be found randomly while woodcutting in the same way a bird nest would appear. These rings would have finite charges and would be balanced accordingly.
1290There is a ring for each of the 5 gathering skills:
1291Level
1292Rings
1293Materials
1294Vis
1295Effect
1296
12979
1298Ring of Wood
1299Willow Log + Stone Leaf
1300Air
1301X% chance to receive double logs. Scales based on tree.
1302
130319
1304Ring of Earth
1305Soft Clay + Old Seed
1306Earth
1307X% chance to receive double produce from allotments.
1308
130929
1310Ring of Amber
1311Silver Bar + Amber
1312Water + Earth
1313X% chance to receive double loot. Scales based on hunter creature.
1314
131539
1316Ring of Bone
1317Gold Bar + Fish bone
1318Water
1319X% chance to receive double fish. Scales based on fish.
1320
132149
1322Ring of Iron
1323Iron Bar + Obsidian shard
1324Fire
1325X% chance to receive double ore. Scales based on mineral.
1326
1327The 5 unique items gathered rarely while skilling is listed below. All these items are stackable so they don’t fill up the players inventory.
1328● Stone leaf – Obtained rarely while Woodcutting.
1329● Old Seed – Obtained rarely while Farming.
1330● Amber – Obtained rarely while Hunting.
1331● Fish bone – Obtained rarely while Fishing.
1332● Obsidian shard – Obtained rarely while Mining.
1333Combat Rings
1334Combat rings already exist in-game as rewards from the Nightmare Zone minigame. With the release of Warding, these will be creatable via skilling as well. With this addition, the imbued combat rings will also become tradeable.
1335Level
1336Rings
1337Materials
1338Vis
1339Effect
1340
134134
1342Warrior Ring (i)
1343Warrior Ring + Moonclan Engraving
1344Omni
1345Doubles bonuses
1346
134737
1348Treasonous Ring (i)
1349Treasonous Ring + Wild Engraving
1350Omni
1351Doubles bonuses
1352
135340
1354Tyrannical Ring (i)
1355Tyrannical Ring + Wild Engraving
1356Omni
1357Doubles bonuses
1358
135944
1360Ring of the Gods (i)
1361Ring of the Gods + Wild Engraving
1362Omni
1363Doubles prayer bonus
1364
136549
1366Berserker Ring (i)
1367Berserker Ring + Moonclan Engraving
1368Omni
1369Doubles bonuses
1370
137154
1372Seers Ring (i)
1373Seers Ring + Moonclan Engraving
1374Omni
1375Doubles bonuses
1376
137759
1378Archers Ring (i)
1379Archers Ring + Moonclan Engraving
1380Omni
1381Doubles bonuses
1382
138364
1384Granite Ring (i)
1385Granite Ring + Slayers' Engraving
1386Omni
1387Doubles bonuses
1388
138969
1390Ring of Suffering (i)
1391Ring of Suffering + Slayers' Engraving
1392Omni
1393Doubles bonuses + stores recoils
1394
1395Engravings would be rewards from a Warding focused minigame – more on this can be found towards the end of the design document.
1396Note: These rings could be moved into the magic skill if that feels more appropriate.
1397Items
1398Below is a collection of other item reward ideas from the Warding skill. These wouldn’t necessarily need to be available on launch but could be polled separately and added later.
1399Rune pouch
1400The rune pouch is an item that can store 16,000 of three types of runes. Players can purchase the item via the bounty hunter store or the slayer reward store.
1401● Elemental Rune Pouch
1402o Stores 2 types of elemental runes
1403o Made with: Abyssal silk
1404● Large Rune Pouch
1405o Stores 4 types of any runes
1406o Made with: Abyssal silk + Rune pouch
1407● Wild Rune Pouch
1408o Stores 3 types of any runes
1409o Only useable while in the wilderness.
1410o This would replace the one purchased in the Bounty Hunter store and would be considerably cheaper.
1411Note: Should empty rune pouches be made trade-able?
1412Essence pouches
1413Repairing pouches
1414Instead of contacting the nicest NPC in Gielinor to fix any broken essence pouches, repair them with Warding! This is achieved by patching them up with some abyssal silk which can be obtained as a drop from the various abyssal creatures from around the various planes.
1415● 1x abyssal silk to repair the small pouch
1416● 2x abyssal silk to repair the medium pouch
1417● 3x abyssal silk to repair the large pouch
1418● 4x abyssal silk to repair the giant pouch
1419Fused essence pouch
1420● Requires 10 abyssal silk + all pouches + Omni vis.
1421● Creating a Fused Pouch requires 85 Warding and 85 RuneCrafting.
1422● Requires 85 Runecraft to use.
1423A combination of all essence pouches magically fused at a ward by channeling Omni VIS with all 4 pouches in the inventory. The pouch can hold slightly less than the cumulative of all pouches, 27 pieces of essence. The fused pouch has a 1/310 chance of breaking the magical bond when filled, leaving a degraded Giant pouch, degraded Large pouch, degraded Medium pouch and normal Small pouch. The VIS required to bind all 4 essence pouches into the Fused Pouch is the same amount required to imbue a ring. A player will not be able to obtain another one of the essence pouches (from abyssal leeches, etc.) while they own the Fused Pouch.
1424Note: Should empty essence pouches be made tradeable?
1425Elemental tomes
1426Tomes would be added to drop tables to match the functionality of the tome of fire. The ability to create elemental pages (burnt, damp, dirty etc) would be possible via Warding. The cost in vis to make these pages should mitigate any harm to the market price of burnt pages. That may require waiting a few weeks for the price of vis to settle before adding these into the game.
1427● Tome of Air
1428o Increases air spell damage by 50%
1429● Tome of Water
1430o Increases water spell damage by 50%
1431● Tome of Earth
1432o Increases earth spell damage by 50%
1433The tomes themselves should become monster drops (potentially each could be given to a giant boss) while the pages can be made via Warding & Runecraft:
1434● Breezy page: Papyrus + Air vis
1435● Damp page: Papyrus + Water vis
1436● Dirty page: Papyrus + Earth vis
1437● Burnt page: Papyrus + Fire vis
1438Note: Should this be part of Runecraft instead? Runes would be substituted where vis is required. This would solidify Runecraft as a skill for ammunition while Warding is a skill that focuses on worn defensive equipment.
1439Magic Incantations
1440An incantation is an item held in the ammunition slot that increases the user’s magic bonuses. These function in the same way blessings do, but for magic instead of prayer.
1441Item
1442Magic
1443Defence
1444Magic Att
1445Magic Def
1446Resource
1447
1448Magic Incantation
14491
14501
14511
14520
1453Silk + Air vis
1454
1455Occult Incantation
145610
145710
14582
14591
1460Occult silk + Fire vis
1461
1462Shadow Incantation
146315
146410
14653
14662
1467Shadow silk + Fire vis
1468
1469Xerician Incantation
147020
147110
14724
14732
1474Xerician silk + Earth vis
1475
1476Dark Incantation
147730
147815
14795
14803
1481Dark silk + Earth vis
1482
1483Mystic Incantation
148440
148520
14866
14870
1488Mystic silk + Water vis
1489
1490Rotten Incantation
149140
149240
14936
14942
1495Fine silk + Water vis
1496
1497Skeletal Incantation
149840
149940
15006
15013
1502Dagannoth hide + Water vis
1503
1504Astral Incantation
150545
150640
15076
15084
1509Suqah hide + Air vis
1510
1511Infinite Incantation
151255
151325
15147
15150
1516Infinity silk + Air vis
1517
1518Blood Incantation
151955
152055
15217
15225
1523Vyre silk + Fire vis
1524
1525Chaotic Incantation
152670
152730
15289
15290
1530Chaos silk + Fire vis
1531
1532Soul Incantation
153370
153470
15358
15366
1537Moonfly silk + Omni vis
1538
1539Teleport scrolls
1540Scroll of redirection
1541● Make them tradeable
1542● Made with: Papyrus + House tab + Air vis
1543● Can only be created within the Arcanists’ Guild (more below)
1544Anti-poison lamp
1545A wieldable item for the off-hand slot. It can be filled/charged with anti-poison potions of all varieties. Once equipped, the player will be immune to poison providing the lamp has charges inside it. A charge is removed whenever a player would have been poisoned. Learning to make this could be a quest reward and isn’t needed for the initial release.
1546Quests & Lore
1547Wardrobe malfunction
1548Requirements:
1549● None
1550A quest that delves into the mystery of magical robe creation. Who’s been making all these robes and how? To begin this quest, head over to the Wizards’ tower and learn the secrets of the brand-new Warding skill.
1551Rewards:
1552● 1,000 Warding XP
1553Imp Catcher 2
1554Requirements
1555● 10 Warding
1556● Imp catcher
1557● Rune mysteries
1558Learn the secrets of how to create elemental robes, tasking the adventurer to track down some mischievous implings that have stolen some other magical items. This quest would reward the player with the knowledge of the Thaumaturge set.
1559Rewards:
1560● 5,500 Warding XP
1561● Ability to make the Thaumaturge set
1562Unnamed Warding quest - poison themed, Anti-poison lamp reward.
1563Requirements
1564● 20 Warding
1565● 5 Herblore
1566Mentioned above. It feels like the anti-poison lamp would fit nicely as a small Warding themed quest reward item (as a 1 off unique thing). Could tie in a few other skills as well like Herblore.
1567Rewards:
1568● 6,500 Warding XP
1569● Anti-poison lamp
1570Unnamed Warding/Smithing/Crafting quest - Omni-recycler reward.
1571Requirements
1572● 75 Warding
1573● 75 Crafting
1574● 75 Smithing
1575A high-level quest where the player must create a unique & useful inventory recycling tool that lets you easily dissolve, unpick & re-forge items into vis, no matter where you are in the world.
1576Rewards:
1577● Omni-recycler
1578● 15k Warding XP
1579● 15k Smithing XP
1580● 15k Crafting XP
1581Omni-recycler: Inventory object & Interactable tool. Non-tradable.
1582Creatable with level 75 Smithing, 75 Crafting & 75 Warding.
1583Use: Allows you to use any recycling eligible material on the omni-recycler in your inventory to instantly reduce it to vis.
1584Reason: somewhat high-end skilling reward content to make recycling more convenient & encourage more people to recycle items instead of alching them on the go during skilling or combat/slayer for example.
1585Could have an interesting method of creation requiring some high value materials to make.
1586Note: Isn’t required for initial release.
1587Minigame: Mystical Sleuthing
1588(Placeholder name)
1589This is a proposal for a hybrid skilling method for Warding & Runecraft, to be released with the Warding skill.
1590Requirements:
1591● Completion of Rune Mysteries quest & Wardrobe Malfunction quest.
1592● Items to make wards (channeling lamp & vis).
1593● Any RC talisman/tiara that you have the RC level to use to craft the corresponding runestone with.
1594Main Gameplay Loop
1595You’ll be employing your knowledge of the arcane magical arts of Warding & Runecrafting in order to help the many citizens of Gielinor deal with magical problems & threats.
1596Step 1 - Mission
1597● Start the activity at one of a few possible wizard NPCs (e.g. Sedridor in Wizards’ Tower). Receive word of magical disturbances somewhere in Gielinor that needs attention. Get told a specific NPC & their location to go and visit (e.g. Sir Prysin in Varrock Palace).
1598
1599Level 1 Warding & 1 Runecraft - Wizards’ Tower (NPC: Sedridor).
1600Locations you may be sent to help people: (F2P accessible locations only).
1601Draynor, Lumbridge, Port Sarim, Rimmington, Varrock, Falador, Edgeville, Al Kharid.
1602Level 30 Warding & 30 Runecraft - Sorcerer’s Tower (NPC: Thormac).
1603Locations you may be sent to help people: (All the above, plus the following):
1604Taverley, Burthorpe, Catherby, Seers’ Village, East Ardougne, Yanille, Tree Gnome Stronghold, Rellekka, Brimhaven, Tai Bwo Wannai, Canifis, Slepe, Pollnivneach.
1605Level 60 Warding & 60 Runecraft - Mystics’ Guild (new location & NPC in Arceuus, Zeah).
1606Locations you may be sent to help people: (All the above, plus the following):
1607Arceuus, Port Piscarilius, Hosidius, Lovakengj, Shayzien, Neitiznot, Jatizso, Miscellania, Etceteria, Lunar Isle, Port Phasmatys, Burgh de Rott, Mos Le'Harmless, Corsair Cove, Ape Atoll, Shilo Village, Piscatoris, Nardah, Sophanem, Lletya, Prifddinas.
1608
1609Dozens, maybe hundreds of combinations of possible locations & threats around Gielinor (dev time permitting).
1610Step 2 - Investigate
1611● Arrive at location & investigate any & all nearby “sinister marks” to discover the problem with the NPC, resulting in 1 of 4 magical issues:
1612o Concealed magical creature or illusion that needs revealing.
1613o Damage caused by hexes & curses that needs mending.
1614o Impending magical attack that needs repelling.
1615o Dangerous magical enemy presence that needs removing.
1616
1617Step 3 - Action
1618● Based on which threat, need to tackle by placing 1 or more of the correct wards (Air, Water, Earth, Fire), plus minor gameplay interacting with elements in & around the NPCs property.
1619
1620Step 4 - Cleanup
1621● Once you’ve dealt with the threat, the residual magical energy will coalesce & solidify into rock hard magical residue. Interact with it & harmlessly siphon it into runestones via your talisman.
1622
1623Crisis averted & NPC saved.
1624Final Step (Repeat) - Go back to the start NPC to begin gameplay loop again, or use NPC Contact spell).
1625Description of how you’ll use wards in the activity:
1626Air Ward of Disillusion.
1627The act of revealing concealed magical threats, hidden in the spiritual, shadow or runic planes.
1628(Lore logic: Air & wind used to blow away magical concealment spells).
1629Water Ward of Ablution.
1630The act of cleansing to remove a magical hex or curse on a person or place.
1631(Lore logic: Water used to soothe wounds and magical ailments).
1632Earth Ward of Protection.
1633The act of safeguarding a person or place from dangerous magical attacks.
1634(Lore logic: Earth used to provide solid foundations of magical safety & fortification).
1635Fire Ward of Expulsion.
1636The act of forcibly removing a dangerous magical entity from a possessed person or place.
1637(Lore logic: Fire used to burn away magical enemies that are occupying something or someone).
1638Mission Examples
1639Using an Air Ward of Disillusion in Bob’s Axes in Lumbridge to reveal the hidden mischievous imp causing havoc.
1640
1641Using a Water Ward of Ablution in Ned’s house in Draynor Village to cleanse a hex that was placed on him.
1642
1643Using an Earth Ward of Protection for the White Knights in Falador Castle to block nasty Kinshra magical attacks.
1644
1645
1646
1647Using a Fire Ward of Expulsion by Sir Prysin in Varrock Palace to remove a dangerous demonic possession.
1648
1649Rewards
1650Warding & Runecraft XP
1651XP scales based on your Warding level & Runecraft talisman/rune type. XP rates for both should be no more than 1/3 of what you’d realistically achieve via training the skills in their standard methods at any given level.
1652(e.g. if at your current Warding level, you can reach 300k XP p/hour, using this method of Mystical Sleuthing at the same level should give around 100k XP p/hour. Same XP ratio goes for Runecrafting - 1/3 of regular rates).
1653Runestones & Magic Links (non-tradable)
1654The two primary item rewards are a small number of Runes & a unique reward currency: “Magic Links”
1655(Lore: Links that tether the magical planes of existence to the mortal realm. Certain wizards may find use for these curious objects).
1656Spend Links on various things:
1657Tier 1 Reward shop - accessible in the Wizards’ Tower (NPC: Sedridor)
1658Blank Talisman Staff - (non-tradable)
1659Cost: X Magic Links
1660Can be taken along with a talisman to the relevant Runecraft altar to create a Talisman staff.
1661Requires same Runecraft level to make the talisman staff as is needed to craft the rune of that type (e.g. 44 Runecraft to make a Nature Talisman Staff with a Blank Talisman Staff & Nature Talisman).
1662Use: Can be used in place of a talisman or tiara when entering altars, or when playing the Mystical Sleuthing activity. Equippable in main-hand slot. Requires no combat levels to equip and has no stats.
1663Note: Both serves as a throwback to the Talisman staves from 2008 & gives a small amount of choice to RC runs when not using the Abyss, without impacting XP p/hour or overall ease of training. Mostly exists as a nice reward to use when training via the Mystical Sleuthing activity itself (you’d be able to equip a RC Talisman Staff in the main-hand, with your Warding Channelling lamp in the off-hand).
1664Tier 2 Reward shop - accessible in the Sorcerer’s Tower (NPC: Thormac)
1665(Note: this reward shop has no level req to use (other than unlocking access to the activity), however using Thormac as an NPC for Mystical Sleuthing missions requires 30 Runecraft & Warding.
1666Learn the ability to make Mystic staves with Warding - (non-tradable)
1667Cost: X Magic Links
1668Warding recipes that teaches you the method of upgrading certain magical weapons/main-hands into their Mystic variants.
1669Note: Could be just 1 expensive recipe unlock, could be multiple cheap unlocks per item type.
1670Also, with Thormac being the Tier 2 activity NPC/reward shop, it makes thematic sense as to why he sells/teaches the ability to make Mystic staves for yourself (as he’s the current NPC for doing so).
1671 Example 1: Existing Mystic Battlestaves makeable with Warding:
1672Upgrade a standard elemental battlestaff into its Mystic variant via Warding with some vis (& ingredients?). Alternative to going to Thormac to do so.
1673Requires similar Warding level to upgrade to Mystic as it requires Crafting level to make the regular battlestaff version (lvl 54 to 66).
1674Note: Would have to carefully balance it so the cost to upgrade is reasonably high so as it doesn’t become easy money to make a Mystic battlestaff then alch it (as they alch for a lot).
1675 Example 2: Mystic Talisman Staff - (non-tradable)
1676Upgrade a standard Talisman staff into a Mystic Talisman staff variant via Warding with some vis (& ingredients?).
1677Requires the same Warding level to upgrade as the Runecraft level needed to make (e.g. 44 Runecraft to make a Nature Talisman Staff, 44 Warding to upgrade it into a Mystic Nature Tali-Staff).
1678Use: Same as above, but also gives basic combat stats to the staves (+10 magic, some melee stats, etc), requires 40 Magic & Attack to wield.
1679Note: Could possibly explore additional effects on the staves but could get messy quickly.
1680Tier 3 Reward shop - accessible in the Mystics’ Guild (Arceuus) (NPC: New NPC) (Lvl 60 RC & Ward)
1681Combat Ring Imbue Scrolls - (tradable)
1682Cost: X Magic Links (Granite ring imbue scroll cheapest; Ring of Suffering imbue scroll costliest).
1683The official replacement for NMZ as the home of ring imbues. Places them in a more thematically fitting location but keeps the overall style of implementation familiar to the player (from a reward shop in an activity/minigame).
1684Use: Can be used on certain combat rings to imbue them, doubling their stats.
1685Note: All existing imbued rings would NOT be removed from players. Everyone keeps existing ones.
1686Each scroll sold separately per ring, and tradable so people can freely buy & sell the imbue scroll.
1687Quick Talisman Note
1688Astral, Blood & Soul Talismans.
1689Because multiple gameplay & reward offerings in this pitch refer to Runecrafting Talismans, it’s worth highlighting some that currently don’t exist but could, as they’d be beneficial for these gameplay offerings if they did. Without the addition of at least a Blood & Soul talisman, there’d be a nasty 30 level gap (Deaths at 65 RC, Wraths at 95 RC) at the top end that’d really stifle progression through this activity.
1690For lore reasons, the Astral, Blood & Soul altars have never needed talismans to enter, as such they don’t exist in game.
1691
1692Blood & Soul - Strange altar creations on Zeah that have an unknown link to the age-old Dark Altar. They’re stated in game to draw on the power of the original Blood & Soul altars elsewhere in the world, therefore it stands to reason that the original Moonclan created altars are still present somewhere & the Talismans to access them could still exist (even if they wouldn’t currently be able to direct you there).
1693Blood Talisman source: Vyrewatch drop. (Thematically relevant drop source).
1694Soul Talisman source: Cerberus drop. (Thematically relevant drop source).
1695Note: A blood & soul talisman that are currently “inert” when trying to locate their respective altars could open up additional RC update possibilities in the future with the introduction of the original moonclan-created blood & soul altars (along with relevant quests in Morytania & the desert/underworld). Could have slightly different functions than their Zeah counterparts, offering more runes p/hour with less XP p/hour. Not something that urgently needs to happen though.
1696Astral - Being On Lunar Isle; the homeland of the Moonclan (the original creators of the stone altars around the mainland & beyond after their discovery of Runecrafting), they never needed to hide away the Astral altar in a separate Runic plane like they did with all the others (to keep out of sight from prying eyes). Doesn’t negate the existence of a Talisman for altar locating purposes though.
1697Astral Talisman source: Suqah drop. (Thematically relevant drop source).
1698Mystical Sleuthing activity - Summary of problems & solutions.
1699Solution: A strong focus on having a mixture of gameplay variety within each core gameplay loop. Lots of existing places & characters being utilised and a sense of thought process & minor problem solving/puzzle & reaction based mechanics involved, it should broaden the gameplay that the Warding skill is offering to a significant enough degree so that it reaches a suitable level of depth for potential players (thus providing more of a reason to get excited for Warding as a whole).
1700Solution: Using wards in this manner of protection & guardianship helps to solidify Warding as a more generic term that translates well across not just OSRS, but other fantasy & IRL concepts of a ward. It also provides good gameplay variety for wards without needing to stray into sketchy territory like actual combat wards or the like, remaining strictly non-combat on the players side.
1701Solution: These ward definitions can help to add to the worldbuilding & storytelling within the game & offer up a great deal of potential for how Warding can be integrated into future quests (helping any NPC who has a magical threat or issue plaguing them that requires magical security).
1702Solution: Keeping the NMZ imbues within the context of a minigame & not taking existing ones away from players under any circumstances while widening the accessibility of them via tradable imbue scrolls instead should help to alleviate some of the early concerns. It also feels more thematically fitting being under a cohesive magical-themed minigame that offers several relevant unlocks rather than a very loosely linked quest-boss fighting minigame (NMZ).
1703Solution: Better defining how Warding, Runecraft & Magic interacts with one another, ensuring each element is still doing something unique & bringing something to the table that the others do not. Only enhancing, not detracting. With Warding content, constantly be asking yourself: “Is this skill interaction making or upgrading some kind of magic equipment?”. If so, then good, if not, then ask yourself does it belong in another skill.
1704Solution: While some may be afraid of offering alternative ways of getting Runecraft XP, this method aims to still feel mechanically like a core Runecrafting altar run gameplay loop. However instead of running back and forth to just 1 altar location & a bank, you’d be travelling to dozens, maybe even hundreds of different places all over Gielinor. This should (hopefully) provide that sense of variation & surprise that Runecrafting (and many other skills beyond it) so sorely lacks, while still feeling just similar enough to not be inappropriate. The big important factor for most players will be that these new Runecraft methods won’t be the meta/ best XP p/hour.
1705
1706The Guild
1707Why not look at the concept of not just a hybrid skill activity, but also a hybrid guild.
1708The precedent already exists in game with The Warriors’ Guild. A melee focused guild that encompasses & requires both Attack & Strength levels (and even Defence, to a lesser extent). If there’s a strong enough overlap, I see no reason why a similar thing couldn’t be done again for other closely linked skills.
1709With a hybrid guild you can massively play up more aspects of both Warding & Runecrafting, actively increase the value & unique features of both simultaneously.
1710So then, where is it & what things could be in it?
1711Arcanists’ Guild
1712Entry requirements: Level 60 Warding, level 60 Runecraft.
1713Location: Arceuus house (Great Kourend, Zeah).
1714Core Features
1715Tier 3 Mystical Sleuthing skilling activity NPC, reward shop & imbues
1716The high-level NPC representative for this activity would appear here in the guild. They send you off to high level & quest locked locations around Gielinor to help the citizens with their magical problems. Provides best XP & reward rate for the activity (better than the previous 2 NPCs).
1717Also contains the high-level Tier 3 activity shop, which is where the new home of NMZ reward imbues will be (as covered in the top activity section).
1718Scroll Lectern
1719It was mentioned to possibly move scrolls of redirection out of NMZ and into Warding too. Could do it via a unique object in the guild that lets you make the scrolls (with papyrus, house tabs, vis, etc).
1720Silk Cupboard
1721Store various silks (moths, hides, barks & vis too?) inside the guild, akin to the Seed Vault in the Farming guild. Bank saver.
1722Permanent Catalytic Ward
1723The only location of a permanent ward in the world. Can be used like any standard player made ward.
1724Unique use lets you produce 1 special kind of magic robe/armour set that otherwise can’t be made anywhere else. Or possibly a cosmetic non-tradable magic outfit? Or maybe even a unique magical skilling outfit for Warding or Runecrafting, giving a small unique effect on the skill(s) (like Rogue for Thieving or Graceful for Agility) or the traditional 2.5% XP bonus outfit (probably too controversial/unnecessary).
1725Omni Altar
1726Lore: The Omni altar is a strange stone monolith. It’s a very recent creation of the Arceuus house, using the knowledge gained from interacting with the Moonclan tribe of Lunar Isle & learning of their history (what with the Moonclan ancestors being responsible for constructing the original runestone altars around Gielinor).
1727It was made by one of the more progressive Arceuus house inhabitants (much to the disagreement of other Arceuus house residents) in an attempt to wean themselves off the reliance on the Blood, Soul & Dark altars that exist nearby, due to the mysterious & malevolent history those altars have with dark magical arts.
1728Function:
1729The Omni altar didn’t fully achieve what the Arceuus house wanted, but it did prove useful.
1730Firstly, you can splash on the Omni altar for a supply of Omni Vis.
1731Secondly, by drawing a different ward (air, water, earth or fire ward) on it, you can attune the altar to make 1 of 4 different new combination runes. Sadly, due to the inefficiency of the altar, the Runecraft XP gained here is marginal (focus on being a direct reward output of new rune types rather than a training method).
1732Four new combination runes are: (with rune icon ideas included).
1733Level 60 Runecraft - Omni Rune - (Acts as: Air, Water, Earth, Fire).
1734Level 72 Runecraft - Stellar Rune - (Acts as: Cosmic, Astral).
1735Level 83 Runecraft - Balance Rune - (Acts as: Nature, Law).
1736Level 96 Runecraft - War Rune - (Acts as: Chaos, Death, Wrath).
1737Each new combination rune type requires a stack of each of the prerequisite runes + Pure essence to craft. (Subject to balancing - may need to change how they’re made. Key point is bad XP p/hour but unique rune reward output).
1738Reason:
1739With an Omni rune, Balance rune & War rune, PKers would only need those 3 runes to effectively PK on the standard spellbook. This basically serves to provide both exclusive high-end Runecraft reward content & subtle PvP content additions.
1740Stellar rune would simply condense down a few lunar spells & provide further thematic ties between the Arceuus house & Moonclan tribe (requiring completion of the relevant Lunar Diplomacy quests).
1741Note: This could be adding too many Runecrafting runes at once. This could also be diminishing the nostalgia of core original runes.
1742Random musings & miscellaneous
1743Elemental Tomes (air, water, earth, fire)
1744Another possible avenue for hybrid skill reward. As Runecrafting deals with magic ammo (runes), it makes a lot of sense to let offensive magic charges (tome pages) fall under that umbrella too.
1745 Could simply require both levels (Warding & Runecraft), take a stack of elemental vis to the relevant elemental Runecraft altar with a bunch of papyrus in your inventory to craft the runic energy into the pages (very bad Runecraft & Warding XP p/hour, exists as a reward output).
1746The tomes themselves being drops from monsters feels reasonable enough but could equally be incorporated into multiple skills. Or a monster drops a special magical item drop that can be bound in magical silk & leather (via Warding level) to create the tome.
1747Existing low-level items:
1748Staff, Magic Staff, basic Elemental Staves (air, water, earth, fire)
1749Note: In the spirit of filling in gaps & letting players use their skills to obtain things, just like how low-level robes will be created via Warding, this would allow players to make the existing low-level magic weapons.
1750● Use a knife on a standard log to carve a “Stick” (new object) (Level 2 Fletching).
1751● Use a “Stick” on a ward with some vis to make a “Staff” (level 2 Warding).
1752● Use a “Staff” on any basic colour bead (imp catcher beads) to make a “Magic Staff” (level 2 Crafting).
1753Or, take a basic colour bead (imp catcher beads) to a Runecrafting altar to convert it into an elemental bead.
1754● White bead on air altar = Air bead (level 1 Runecraft).
1755● Black bead on water altar = Water bead (level 5 Runecraft).
1756● Yellow bead on earth altar = Earth bead (level 9 Runecraft).
1757● Red bead on fire altar = Fire bead (level 14 Runecraft).
1758Use Elemental bead on a basic “Staff” to make the relevant Elemental staff (level 3 to 15 Crafting).
1759(Air staff, Water staff, Earth staff, Fire staff).
1760
1761Reason: Makes good use of multiple low-level skills. Remains semi-consistent with Battlestaff crafting (you empower an orb/bead with elemental energy, then attach it to the staff with Crafting). Gives a bit of extra use & lore/thematic relevance to imp beads beyond just the amulet of accuracy.
1762Warding Skilling Boss
1763Playing off the themes established in the Mystical Sleuthing activity, a skilling boss where you use wards in a very similar manner could be extremely fun.
1764Again, it’d technically be “non-combat” in the sense that you’re not dealing any direct combat damage (you’d still be taking damage, mind you) and it would in no way shape or form exist elsewhere in the game world.
1765Basically, a scary ancient magical creature is terrorizing a place in a dungeon somewhere. You and some friends can team up to cast down wards in its boss lair to dispel its concealment illusions, wards to heal & repair things or people, wards to protect & shelter from large attacks, and wards to drive back & expel the beast (air, water, earth, fire respectively).
1766Rewards could be some high-level Warding ingredients for future robes/armours/weapons/books/etc.
1767End
1768Thank you for taking the time to read through this rather large design document on the Warding skill. If you have any concerns or thoughts about what you’ve read here, please give us feedback through the various forums and social platforms.