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Saviur1
Dec Member 2011

Saviur1

Posts: 287Silver Posts by user Forum Profile RuneMetrics Profile
26/07/2018

A week turned into over 3 years, for those that have viewed this in this time, I both apologize and thank you.

“Earlier, logging in, the usual loading screen came up, as usual with a little note about gameplay.

You may have seen it yourself, it depicts a warrior fighting a flying vyre drawing his sword from its sheath.

My eyes may have deceived me, but the sword... appeared to be flaming. It looked like a regular sword, but the hilt was different. It was circular, with a strange shape in the middle of it.

Now, here I thought,

What if that circle were actually... a slot? A slot for mysterious relics of power which when placed in the slot, imbue incredible aesthetic and useful changes, such as a sword having a flaming blade and perhaps some kind of bonus, such as the burn affects the enemy in some way?”

This was the original introduction, and since then, loading screens are long gone and Invention has long since been released, however it is not what this idea envisioned.

New!!:
With the introduction of elite skills, and in the spirit of invention and all the suggestions within these last few years, I thus present the updated form of this idea.

Elite Skill: (The name won’t take 3 years to think of, but I make no promises considering my track record)

Requirements:
Runecrafting: 80
Crafting: 80
Summoning: 80

Magic and Crafting have long been entwined when enchanting gems.

The original idea of relics dropping from monsters will not be removed, allowing players to access them at all stages, however, the ability to create and enhance relics will be included in the skill, perhaps as Elite Relics with level requirements.

This would leave common relics as tradeable options for players who cannot access the skill.

29-Dec-2011 23:33:21 - Last edited on 26-Jul-2018 04:29:00 by Saviur1

Saviur1
Dec Member 2011

Saviur1

Posts: 287Silver Posts by user Forum Profile RuneMetrics Profile
Runecrafting is the art of binding magic within essence, transferred from the source to the medium. Summoning in this regard, binds the spirit within the pouch.

A combined knowledge of these two arts, allow for the rediscovery of the possibility, for the transfer of the binding the power of the elements and spirits to relic and then to weapon.

The original idea had no costs, which was overpowered. To differentiate relics from already existing auras, which recharge over time, an energy system similar to that of invention is a must.

Relics will require magical energy to recharge, either in the form of runes, or offerings to replenish the spirit within, e.g dragon bones/leather for a dragon relic. This allows for common relics to be easily recharged.

The absence of updates to this idea has lead to a standstill in how relics will function.
While the cosmetic effect is still desirable, the perks offered by Invention leave little to be desired as they enhance combat, abilities among other effects.

As such, to prevent overlap with these effects, the current form of relics is as such:

29-Dec-2011 23:33:29 - Last edited on 26-Jul-2018 04:31:36 by Saviur1

Saviur1
Dec Member 2011

Saviur1

Posts: 287Silver Posts by user Forum Profile RuneMetrics Profile
Wind: X% chance to improve the attack speed of a weapon by 1 tick, sacrificing X% attack power for that attack. (Chance improves with relic rank)

This is the effect most likely to change, as it feels the strongest to be a flat 1 tick reduction to the fastest weapon classes, improving the Dark Bow from 7.2 to 6.6s , whilst claws/daggers/wands/crossbows etc would become 1.8s, even if the effect were to have a low trigger rate.

The balancing to this would be a reduction in attack power, swinging faster with less force, which then allows for the Earth relic to be the opposite, sacrificing speed for power.

Earth Relic: X% chance to improve attack power by X%, while reducing tick speed by 1

Fire Relic: Increase the damage of DoT abilities by X%, while reducing the duration by 2 ticks.

For abilities such as Combust and Dismember, this will reduce the duration by 1 hit, increasing the damage of prior hits in return.

Where Air and Earth are easily made opposites, effects which increase the damage of DoT abilities already exist.

Water Relic: Decrease damage of DoT abilities by X%, increasing the duration by 2 Ticks.


These relics instead aim to give DoT altering effects which do not infringe upon the lunging perk, while also appealing to their elemental natures. Fire blazing wildly and water peacefully flowing.

Not all earth is solid and not all wind blows with the force of a gale, so to speak.

Further updates to follow, once further balancing has been considered. I’ll move the original ideas further down the reserved posts for future reference and as a testament to the years past.

Thank you for the years of support, critique and opinions. I can only hope that the new iteration of this suggestion stays true to those who supported the original.

29-Dec-2011 23:33:35 - Last edited on 26-Jul-2018 04:35:13 by Saviur1

Saviur1
Dec Member 2011

Saviur1

Posts: 287Silver Posts by user Forum Profile RuneMetrics Profile
Suggested by QuestLord123
Relic of Strength--
Makes weapon glow red.
Adds 10% to weapons strength bonus.
Relic of Power--makes weapon glow white.
Adds 10% to weapon's melee offensive stats.
Class 2--Domination Relics (require 85 Runecraft and Magic, also need to be unlocked at Dominion Tower)
All previous relics with doubled effects +
Champion's Relic--Golden glow
Adds 10% to Strength bonus, offensive bonuses, and damage calculated after added bonuses.
Commander's Relic--Red glow
Increases accuracy by 25%.
Class 3--Warlord Relics (require 99 Runecraft and Magic, need to be unlocked at Dominion Tower and Daemonheim, require 50 Dungeoneering to unlock)
All previous relics with doubled effects +
Dungeon Relic--Black glow
Adds 50% to Dungeoneering level for the purposes of Misterious Doors. Also adds 25% to damage while in dungeons. Can be found in Daemonheim and added to Daemonheim weapons.
Rampage Relic--Red glow
Adds 25% to damage and accuracy
Toxin Relic--Green glow
has 75% chance of poisoning foe starting at 150 damage. Also halves damage of poisons against player.
These Relics would be for an addition to the others to provide special bonuses available only to the most skilled Runecrafters and Mages, and also help prevent use of high level relics by pures, as they would be non tradeable and useable only on melee weapons, so warriors would need decent magic levels to use. Mostly for a bonus for high levels though.
Suggested by VetrnDragon
Air Relic: White air swirls around the weapon.
Effect - May hit through armour and prayer

29-Dec-2011 23:40:03 - Last edited on 22-Jan-2012 02:35:29 by Saviur1

Saviur1
Dec Member 2011

Saviur1

Posts: 287Silver Posts by user Forum Profile RuneMetrics Profile
(Suggested by AuSralith)
Draconic Relic
Appearence: Gives off a fierce red glow, stronger than that of the Fire Relic.
Effect: Has a 5% chance of summoning a glowing red dragon along the length of your blade, dealing an extra 100 damage.
Angelic Relic: Give off a strong white glow, stronger than the Light Relic.
Effect: Summons an angelic ally to help you fight.
Ally: Level 50, uses magic, max hit 100.
Demonic Relic: Give off a fearsome dark glow, stronger than the Shadow Relic.
Effect: Summons a demonic ally to help you fight.
Ally: Level 50, uses melee, max hit 100.
Nature Relic: Leaves swirl around your weapon, glowing green.
Effect: Summons a nature ally to help you fight.
Ally: Level 50, uses ranged, max hit 100.
Poison Relic: A vapourous green cloud swirls around your weapon.
Effect: Deals constant damage to your opponet, doing 5 damage every 2 seconds.
--
Draconic Relic - (suggested by DasHerzWeint)
20% Strength Bonus
20% Attack Bonus
1/20 chance of Dragonfire Slash (Equivalent to Dragonstone (e) bolt spec).

29-Dec-2011 23:40:10 - Last edited on 09-Jan-2012 00:07:23 by Saviur1

Saviur1
Dec Member 2011

Saviur1

Posts: 287Silver Posts by user Forum Profile RuneMetrics Profile
God Relics (suggested by DasHerzWeint)
Zarosian Relic -
When imbued onto a weapon
1/40 chance of Poisoning target on hit.
1/40 chance of Freezing target on hit (for 10 seconds).
1/40 chance of Lowering target's attack level (by damage dealt divided by 10).
1/40 chance of Healing wielder on hit (by damage dealt divided by 2).
Saradomin Relic -
When imbued onto a weapon
1/50 chance of a cast of Saradomin Strike attacking the target (Max hit 200 & lowering targets prayer points by 10).
1/10 chance of Healing wielder on hit (by damage dealt divided by 4).
1/25 chance of Recharging wielder's prayer on hit (by damage dealt divided by 2).
1/25 chance of a weaker cast of Saradomin Strike attacking the target (Max hit 100).
Zamorakian Relic -
When imbued onto a weapon
1/50 chance of a cast of Flames of Zamorak attacking the target (Max hit 200 & lowering targets magic by 5 levels).
1/10 chance of adding a 10% damage bonus and increases accuracy 10% to the hit (I.E. I would've hit 300, now I hit 330).
1/25 chance of Recharging wielder's prayer on hit (by damage dealt divided by 2).
1/25 chance of a weaker cast of Flames of Zamorak attacking the target (Max hit 100).
Relic of Armadyl -
When imbued onto a weapon
1/20 chance of a cast of Storm of Armadyl attacking the target (Max hit 200 % lowering targets defence by 1 level).
1/20 chance of a 25% damage bonus.
Relic of Bandos -
1/10 chance of 20% increased accuracy and damage.
Relic of Icthlarin -
1/10 chance of a zombie hand reaching up and immobilizing the target for 10 seconds.

29-Dec-2011 23:41:01 - Last edited on 09-Jan-2012 00:04:33 by Saviur1

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