Monday, 5 February 2018

PokCas - Fight Club for Poker and Casino Brands (Review)

Posted by



Today I am going to review a nice addition in the Poker/Casino market, it is called PokCas and it looks very promising.
PokCas is the first platform to list TOP 5 casino and poker brands in the market, this platform picks only best of the best and looks at how they and new brands in the market perform. At PokCas, the top poker and casino brands compete by improving their own brand image. What is more, visitors are able to see their latest standings, reviews and most importantly, private promotions — some of them cannot be found anywhere else.

According to the founders of PokCas, “There was no middleman in the market which would list the best of the best. Many websites currently depend on the brands and cannot risk losing their partnerships while many others simply do not care enough and you can see that in their generic advertisement banners and content. Because of so many years of experience that we have, we knew that something had to be done.
The team behind PokCas knows the online poker and casino market inside and out. They are valuing customer needs and putting it on high priority that players receive an exceptional treatment. Thanks to PokCas platform, brands will benefit from the interaction with each other, while PokCas’ players will be receiving a VIP treatment.
Like no other platform, PokCas is independent, honest and willing to ensure that the top 5 MVPs are chosen based on the following factors: promotions, rakeback/cashback, trustworthiness/overall reputation, whither it is user-friendly, response to player feedback/ideas, innovation/uniqueness, game selection, software(s), traffic/popularity, overall engagement and other.
PokCas has partnered with PaySafe and is now offering everyone a free Neteller VIP Gold status. It does’t matter if you sign up via PokCas or if you already have an account, just get in touch with them by providing your Neteller account number — it is as simple as that. This is very useful, you get free Neteller VIP Gold for 12 months and then you can ask them to extend it for you once it expires (no other website is offer this).

Also, a SIGMA (Malta's Igaming Summit) has published a new review about PokCas so just that means a lot. Overall, I find this platform to be great and will be coming here to look for latest Poker promotions (I do not really play casino games) and of course if they will have more promos likes a free Neteller VIP Gold that would be fantastic. I hope these guys continue growing their platform.


www.PokCas.com

Saturday, 9 August 2014

Introducing: High Level Prayers

Posted by
Hello, my name is Ale pls / Inflambio and I am the designer of the Forgotten Spellbook. Sometime ago I designed that spellbook because the players wanted an alternative to existing spellbooks and some spells for PvM.

Lately I see a lot of people calling for a Prayer expansion with new prayers or a new prayer book and there are several threads with ideas on the oldschool forums.

This is the reason I designed eight new prayers for the Standart Prayers. The reason I designed these new prayers for the Standart Prayers is because I like the basic ideas behind the old prayers which offer a variety of useful effects.
The reason I did not decide to create a whole new prayer book was because in my opinion new prayer books such as the Ancient Curses consist of already existing reskinned prayers, some new niche prayers and a few useful strong ones.


In my Devblog I will talk about the following things:

  • The new prayers and their respective effects, levels and drain costs
  • Discussion about my decisions and clarifications
  • Requirements, acquisition and lore


The new prayers and their respective effects, levels and drain costs


All numbers are based on my personal opinion and game experience.

PrayerLevelEffectDrain Rate
IconName
Preserve73Boosted stats last 20% longer5 points per 60 seconds
Durability77- Armor and weapon degrading is 15% slower
- 15% chance to keep arrows that would break
- 15% chance to keep runes when casting a combat spell
7 points per 60 seconds
Malevolent Intentions81Prevents your target from restoring stats and hitpoints (only affects natural restoring. potions, special attacks and special effects are not affected.)7 points
per 60 seconds
Protect From Detention84Overhead Prayer
PvM: Immune to freezing, disabling and Run-Energy-decreasing effects (natural energy loss from running is not included)
PvP: -40% freeze duration. Stun immunity. -40% effectiveness of Run-Energy-decreasing effects (natural energy loss from running is not included)
20 points per 60 seconds
Ruin87
+22% ranged damage 
+22% ranged accuracy 
+27% def
+10% range attack (taken from your range attack armor bonus)
+7% mage def (taken from your mage def armor bonus)
45 points per 60 seconds
Obliterate90
+22% attack
+25% str
+27% def
+10% slash/stab/crush attack (taken from your attack bonuses)
+10% range def (taken from your range def armor bonus)
45 points per 60 seconds
Doom93
+22% accuracy
+7%  magic damage
+27% def
+10% magic attack (taken from your magic attack armor bonus)
+13% melee def (taken from your melee def armor bonuses)
45 points per 60 seconds
Destroy Faith95Overhead Prayer
Removes 1 Prayer point from an enemy for every 3 damage inflicted on the enemy
40 points per 60 seconds


Discussion about my decisions and clarifications


In this section I will talk about my ideas and  try to explain why I chose certain things to be as they are and I will explain the prayer icons I created.


Preserve73Boosted stats last 20% longer
5 points per 60 seconds
Two hands holding a liquid. 

With this prayer I wanted to keep stats boosted a bit longer which is beneficial for PvM and PvP (and in some cases for skilling too).
This prayer is inspired by the Ancient Curse: Berserker which prolonged boosted combat stats by 15%.
I made this prayer a higher level, included boosted skilling stats and increased the duration to 20%.


Durability77- Armor and weapon degrading is 15% slower
- 15% chance to keep arrows that would break
- 15% chance to keep runes when casting a combat spell
7 points per 60 seconds
A broken platebody. 

This is a combi prayer that can be useful in certain scenarios. Are you fighting monsters in Ahrim's with magic? Why not safe some money by activating this prayer. The prayer will not always be useful and can cost you more than your actual repair costs if you don't calculate it. But it can also safe you money if you use degrading items like the abyssal tentacle with prayer gear.


Malevolent Intentions81Prevents your target from restoring stats and hitpoints (only affects natural restoring. potions, special attacks and special effects are not affected.)7 points
per 60 seconds
A heart wrapped in barbed wire.

Did you ever fight a player or a monster like General Graardor and just when you were about to kill it it healed for that 1 hp and smashed you another 30 hit in your face or panic teleported?
Malevolent Intentions will prevent all natural healing and restoring stats.

It does not include pots, restore pots, special attacks like sgs, special effects like guthans.


Protect From Detention84Overhead Prayer
PvM: Immune to freezing, disabling and Run-Energy-decreasing effects (natural energy loss from running is not included)
PvP: -40% freeze duration. Stun immunity. -40% effectiveness of Run-Energy-decreasing effects (natural energy loss from running is not included)
20 points per 60 seconds
A running shoe, the Run Energy symbol.

This is an overhead prayer that negates crowd control effects in PvM and makes them weaker in PvP.
Being chased by some crazy barragers in wildy is nothing new and those 20 sec freezes can be very hard to handle at times. Activate this prayer and reduce the freezing duration to 12 seconds but eat the full magic damage.
This overhead also weakens the energy stealing effects of a whip special attack or a full karils set. And at last you can't be stunned to death by d spear teams because this overhead prevents stuns but not the damage you get.

This prayer does not decrease your natural run energy drain while running.


Ruin87
+22% ranged damage 
+22% ranged accuracy 
+27% def
+10% range attack (taken from your range attack armor bonus)
+7% mage def (taken from your mage def armor bonus)
45 points per 60 seconds
A bow firing an energy arrow.

This is ruin, the high level range prayer.

It is a superior version to Rigour and therefore requires a higher prayer level.
This prayer increases your range accuracy, damage and your defence by a noteable amount without being too strong. It rather focuses on your defence stats and encourages wearing high level gear to further boost your stats.

While active 10% of your range attack armor bonus will be added to your range attack bonus. If your gear provides 170 range attack you will get another 17 range attack with this prayer.

It does the same thing for mage defense but only 7% as mage def requires a lower amount to be effective than other bonuses as melee and range def. The idea behind this system is to boost the combat triangle.

To prevent DBow from getting too strong in the wilderness its damage should get capped at the current maximum of 48.

Obliterate90
+22% attack
+25% str
+27% def
+10% slash/stab/crush attack (taken from your attack bonuses)
+10% range def (taken from your range def armor bonus)
45 points per 60 seconds

A blade surrounded by blazing energy.

This is Obliterate, the high level melee prayer.

This is a superior version to Piety but it does not provide a huge boost to bring it a bit on par with range and magic.

While active you gain 10% of your slash/stab/crush bonuses to your attack bonuses. If your gear provides 140 slash attack 80 crush and 0 stab attack you gain 14 slash, 8 crush and 0 stab attack as a bonus, making it 154 slash, 88 crush and 0 stab attack.

It does the same for your range defence but 10% (compared to ruin's 7%) because range def requires a higher number to be effective compared to mage def. The idea behind this system is to boost the combat triangle.


Doom93
+22% accuracy
+7%  magic damage
+27% def
+10% magic attack (taken from your magic attack armor bonus)
+13% melee def (taken from your melee def armor bonuses)
45 points per 60 seconds

An eye on a staff shining with magic energy.

This is Doom, the high level magic prayer.

This prayer is a superior version to augury and requires a higher prayer level to use it.

It will boost your accuracy by 22%, your magic damage by 7% and your defence by 27%.

Additionally, when active this prayer boosts your magic attack bonus by 10% of your current magic attack bonus.

To strengthen the combat triangle this prayer increases your stab/slash/crush def by 13% of your current stab/slash/crush bonuses. 13% because magic gear has a low base amount of melee def and needs a higher number to be effective.



Destroy Faith95Overhead Prayer
Removes 1 Prayer point from an enemy for every 3 damage inflicted on the enemy
40 points per 60 seconds
A broken Prayer symbol.

Destroy Faith is the superior version of Smite, it is an Overhead Prayer and it will drain 1/3 prayer in relation to the damage you deal (Smite is 1/4). This may look strong but it will make high level fights more engaging, more risky and you get more pray points per sip with 95 prayer anyway.


Requirements, acquisition and lore


Chivalry and Piety had some interesting quest with a nice wave based fight and def levels as requirement. Curses had a lot of nice and interesting quests as a requirement.

Quests are always nice but most likely we won't get a lot of them in osrs.

I never liked the def requirements of chivalry and piety. I disliked the Ancient Curses for not having Torment and Anguish and Turmoil was simply too strong.

That's the reason why the gap between Piety and Obliterate is not that huge and I hope the players can understand my feelings about this.

Furthermore there are no skill requirements (except the prayer level) for my prayers but you have to do the Wanted! quest and win a difficult fight to get access to some of them.

The prayers you have to unlock by winning this new one-time bossfight are:





Lord Shadwell, Legend of the Kinshra


Lord Shadwell was the Kinshra Lord until 163 when he was thought to have died against the evil wizzard Solus Dellagar. What the White Knights didn't know was that he actually survived..

After his near-death experience Lord Shadwell hid himself. Bothered by the fear of that moment which almost cost him his life he developed a strong connection to his religion and created new and deadly prayers devoted to his favourite god: Zamorak.

Hidden from the world Shadwell has become very strong in the past years and has recruited some of the strongest Black Knight soldiers as his bodyguards planning to make a big reappearance with only one plan: To erase the White Knights and the Temple Knights.

Fortunately nothing can be hidden from the Temple Knights for too long and they are aware of some rumors that Shadwell is planning something truly terrible!

They have a hint where he is hiding but can't find the entrance to Shadwell's secret hideout. Every mission costs the Temple Knights lives of brave young heroes and they have come to a point where they simply can't afford further losses anymore. As a last resort the Temple Knights want to send in their trump card: You!

Talk to Sir Tiffy Cashien in the Falador Park and he will send you on a mini quest to find and defeat Lord Shadwell. As far as the Temple Knights know Shadwell is hiding somewhere in the Catherby Dungeon:



Find that suspicious looking skull lamp and prepare for the fight of your life!



The Fight


Again, the numbers are based on my personal opinion and experience.

You will find yourself in a new room with Lord Shadwell, Legend of the Kinshra standing there. When he notices you he will say:

"Who are you and what are you doing here? You are.. a Temple Knight! Now that you know the location of my secret hideout I cannot let you leave! You will take this secret to your grave!"

Lord Shadwell, Legend of the Kinshra has a combat level of 600, wears a Black Platebody (t), Black Platelegs (t), an Unholy Symbol and a Zamorakian Spear. He has 300 Hitpoints and a max hit of around 30.

When the fight starts Shadwell will activate his overhead prayer with the symbol of Destroy Faith. Although it's the same symbol his prayer has a slightly different effect: It sets your prayer points to 0 everytime you try to activate a prayer. When that happens Shadwell will say: "Your weak prayers can't
save you now!"

After bringing him down to 200 hp he will lose interest in you and and say: "You are not worth my time. Soldier get him out of my eyes!" 

An Elite Black Knight ranger will appear and attack you. During that phase you can't attack Shadwell.
The ranger has a combat level of 200, wears a Black d'hide body, Black d'hide chaps, an Unholy Symbol and a Dark Bow as weapon. He fires 2 dragon arrows with one attack dealing up to 2x 25 damage with a low accuracy against melee armour. The ranger has 150 hitpoints.

Sometimes he will say: "This is your end!" watch out for that line of text because he will prepare a Dbow special attack aiming for the tile you stand on. If you want to avoid this attack you have to move to a different tile.

When you defeat the Elite Black Knight ranger Lord Shadwell will say: "I have underestimated you. Come, I will take you on!" The fight continues and is similar to the first phase.

When you bring Shadwell down to 100 hitpoints he will tell you again that you're not worth his time and summon an Elite Black Knight wizzard.

The wizzard has a combat level of 200, 150 hp, wears full Black Mystic, an Unholy Symbol and a Staff of the Dead. He will use the Flames of Zamorak spell with a max hit of 27. When you attack him with melee he will say "Your sword can't hurt me!" and activate his Staff of the Dead special attack which reduces the melee damage you deal to him by 50% for 60 seconds. At half of his hitpoints he will say "There is no way I can lose here!" and starts using Blood Barrage (which Shadwell taught him after he saw Solus Dellagar using Ancient Magicks) to deal damage and heal some hitpoints.

If you manage to kill the wizzard Lord Shadwell will get angry and shout: "This has taken too long! Let's finish this!"

He will call to his god Zamorak and activates his Obliterate prayer to increase his stats. He will switch from his Zamorakian Spear to a Zamorakian Hasta and a Dragonfire Shield. In this last phase (100hp left) you won't be able to freeze him with entangle or ice spells or he will turn the Protect from Detention prayer on. He will attack you with the hasta and fire off some dragonfire with his shield from time to time (which hits a max of 20 but is accurate against melee gear). His new max hit with Obliterate active is 30+25% = 37 + 1-2 from the dfs strength bonus.

After you killed him he will drop a key which opens a locked door in his secret hideout leading to a smaller room with an altar in it. Pray at that altar and you will unlock the prayers.

Return to Sir Tiffy Cashien in the Falador Park to get a reward of 10k Slayer experience, 30k Prayer experience and 2x 20k experience in a combat skill of your choice.


Feel free to leave feedback!

Special thanks to a friend of mine for being a judicial discussion partner

My Twitter
My Thread on Zybez
My Thread on the Runescape Forums

Thursday, 3 July 2014

Corporeal Beast: Spirit Swords

Posted by
With the upcoming continent expansion our osrs developers plan to create it would be a good time to talk about a new/old boss: The Corporeal Beast.

As many players know this boss dropped the in/famous Spirit Shields that struggle to find their way into oldschool runescape because the shields are considered OP.

Now what if the Corporeal Beast of this distant and unknown continent dropped something else than shields? What if it dropped Spirit Swords instead?

Corporeal Beasts also like when a player must complete a quest before killing them.

The items:


Spirit Swords are level 55 2.4s interval (scimitar speed) melee weapons that can be blessed with a Holy Elixir to recieve a level 65 weapon and combined with a sigil into a level 75 sword.

Bonuses
Hover over image for type
The Stats of a level 75 Spirit Sword with an attached sigil.
Attack-icon   Attack bonus   Attack-icon
White daggerWhite scimitarWhite warhammerMagic-iconRanged-icon
+68+88-400
Defence-icon   Defence bonus   Defence-icon
White daggerWhite scimitarWhite warhammerMagic-iconRanged-icon
0+4000
Other bonusesSlot
Strength-iconPrayer-icon
Weapon slot
+85+2
Monster attack speed 6

The stats are a bit lower than those of an Abyssal Tentacle but the diffrent sigils bring their own effects:


Spectral Spirit Sword


On top of its stats it provides additional +20 magic defense. (Spectral Spirit Shield provided +30 magic defense.)


Arcane Spirit Sword


On top of its stats it provides additional +15 magic attack. (Arcane Spirit Shield provided +20 magic attack.)


Elysian Spirit Sword


On top of its stats you have a 70% chance to increase the damage of your next hit by 7%.


Divine Spirit Sword


On top of its stats your melee damage is permanently increased by 10% but your prayer points also drain 20% faster.


These swords require Attack and Prayer 75 to be worn (and Magic 75 for arcane).


How are these swords compared to Abyssal Whip/Tentacle?


- Given a strength bonus of 135 Abyssal Whip hits 47 and Tentacle 48 + 4 poison.
- Arcane/Spectral Spirit Swords hit a maximum of 48.
- Elysian Spirit Sword has a 70% chance to increase its max hit to 51 from 48.
- Divine Spirit Sword has a max hit of 52 while draining your prayers 20% faster.

All swords have a strength xp option.

I believe that the effects are balanced and that they would not devalue whip/tentacle with the Corporeal Beast's low drop chances of ~1:1000 and the difficulty in killing it. Their stats are not that much better and infact worse than those of a Tentacle. Spirit Swords do not degrade.


And here is a concept art for an Arcane Spirit Sword. Although I'm not as good as a Jagex employe this should be enough to show how I imagine these swords to look like.

http://i449.photobucket.com/albums/qq220/jekkt1/arcaneswordconcept.png?t=1404402193

Sunday, 27 April 2014

Just an idea for the new skill

Posted by
The blog looks like it has been dead for a bit, but I might as well post my preliminary idea here :)


New skill idea


Necromancy:



Basic Idea:
 Being able to summon the undead and spirits to aid in combat or defense.


How it would work:
Necromancy would require the player to go through training before they could use it. Necromancy would be a
Non Combat skill, allowing skillers to use it as well. Training the skill would consist of
using a knife with bones to create a necromancer's totem Each totem would also require the player to make a blood tie with it taking a percentage of hp from the player. With the totem the player could conjure some form of deceased monster. The totems would be destroyed after a number of uses. The stronger the totem, the longer it would survive. Totems could be created in the field or at a bank, by using a knife with the bone, selecting the totem, and then sacrificing hp to make it. It could be done at the fountain of rune in the Wilderness, for sacrificing 99% of your life points you would gain a Necromancers Totem (i) which will last twice as long and produce 1.5x stronger monsters.
EXP would be awarded for successfully creating a monster and having the monster engage in combat. If the monster aids you in combat then the Necromancery XP will be the same as the combat exp earned. If the monster fights alone then it will only gain half the exp.
This allows for Skillers to train Necromancy, but will not as successful as somebody using them in combat for themselves.

Monsters could be summoned and dismissed at any time. The type of creature conjured would be based on what totem the player has (created using different bones) and the player's necromancy level. The conjured creature would be alive based on a time limit and a HP gauge. To raise the monster you must preform the ritual (by clicking on the totem) the ritual depending on what you are raising can take between 5s and 1m to cast. Monsters timer would start 30 seconds after resurected.



Skill tree: (Note levels of conjured monsters will be scaled based on the to the user's combat level, All levels are currently scaled to Level 3)

Level 1: Skeleton (level 7), Raise 1 monster. Normal bone totem (100 uses)

Level 5: Ghost (level 11)

Level 10: Rotting Zombie (Level 13), Raise 2 monsters.

Level 17: Basic Demon (Level 20) (big bone totem) (500 uses)

Level 25: Zombie (level 26)

Level 32: Wraith (level 37)

Level 40: Unholy Demon (level 50)

Level 45: Skeleton Mage (level 52)
Level 45: Skeleton Warrior (level 52)
Level 45: Skeleton Archer (level 52)
Level 45: Raise 3 Monsters.
(level 45 you can raise the Skeleton brothers, Larry, Moe, and Curly, who when summoned together live longer and do more damage. They also have comedic lines from the three stooges for which the name is based off)

Level 65: Raise fallen foe (If an enemy dies you raise their corps to fight for you, Their level remains the same as well as the time limit they are alive)

Level 70: Perfect zombie (level 75) (Longer timer) (dragon bone totem) (1000 uses)

Level 82: Raise 4 monsters

Level 90: Undead beast (level 110) (Very slow attack, very high defence and health, good to use as a tank)

Level 93: Undead Dragon (level 110) (Very fast attack, with low defence and health, good for use with DPS)

Level 95: raise 5 monsters.

Level 99: Lich (level 155) (The lich is able to stay alive for a very long time by sapping enemy health, the lich can not directly attack or defend, but has a health sap and energy sap that hits every 30 seconds for a % of the target's hp) (Lavadragon bone totem) (5000 uses)

This skill is not meant for PVP as much as it is meant for PVM. All creatures you summon will count as you so they can be used in a single combat zone. You can only raise one of each monster above perfect zombie.
(Perfect zombie and below you can raise as many as you can summon)

This is not meant for Skillers to be able to PK, rather for them to be able to go through dangerous areas without worrying about being killed or attacked as much.


PVP: If there is another raised monster, your raised monster will automatically go for it rather then following your command, leaving PVPers to still fight each other without worrying about being attacked by the enemy's monsters. So it is beneficial to PK with a raised monster. Even if the enemy dose not have one it will benefit you by providing more dps. During pvp the only modes available to use are Attack and Focus. (See commands)

Commands:

The monsters will have a command box. The commands will be the following:

Attack: Your raised monster(s) will attack at will

Defend: Your Raised Monster(s) will attempt to draw the aggro of the enemy to them

Protect: Your monster(s) primary goal will be the defense of you. They will draw attacks to them instead of you and will engage enemy's who attack you.

Focus:  Your monster(s) will focus all attacks on whatever you are attacking.

Each monster can be controlled individually or as a group from the necromancy screen, so you can have three of your zombies protecting you while two of your demons will focus the enemy or attack whatever you need attacked.

Places monsters can not be used: Duel arena, pest control, barbarian assault, or any other minigame where they would only be in the way.

All bosses will have a chance to ignore your monsters and attack you directly instead of focusing on your monster.


Tie in with lore: The people in the new lands practice necromancy like those in the normal land practice magic. It is a long passed down skill, but it is forbidden to teach to an outsider. You meet Lorinar, a young necromancer in a port and aid him. Throughout the quest you end up on the new land. Eventually you convince the young Necromancer to teach you his ways.
The Boy agrees and teaches you the basics of necromancy. The locals find out and hold the boy in prison pending execution. You must break him out (either by using combat means, or skilling to make the quest available to everybody) and escape. You succeed in breaking him out but then are captured yourself. You must then use Necromancy to break yourself out and escape the village.
Once out of the village you learn that the people have been plagued with problems, and you decide to help with them to get back int good graces. You complete all the tasks assigned to you and then the village formally accepts you as one of their own, and permits the practice of necromancy for you. quest complete, level 5 in necromancy.

Necromancy can open many doors for players who fear going places because they are not good at combat. Now skillers can mine runite ore, or runecrafters can run runes in more safely, as long as the PKer dose not have any levels in necromancy. It would also open up the idea of dungeons that you could do with friends where the game throws many monsters against your party and a good way to complete the dungeon without taking too much damage.

This will not eliminate the need for a group to boss hunt. Your monsters will be week to bosses and can be killed easily if focused If your monster dies you lose some hp for your blood tie to the creature.

Necromancer's robes and gear:
Leveled gear and armor based on long flowing extravagantrobes that would increase your abilities in necromancy by creating stronger monsters, reducing the time to resurrect a monster, or prolonging a monster's life timer.

This is all just a basic idea, more could be added or altered to make the skill more balanced or fun for all. Thanks for reading, feel free to PM me in game: Lord Omanyte, or message me if there is something you would like to know or if you have a suggestion.  

Thursday, 16 January 2014

Bulletin Board Trading

Posted by




So with that in mind lets move to what the current problem is with trading.

if you visit the trade worlds (mainly w1) you'll notice that almost everyone in that world is standing in and around the west bank in Varrock. This means that nearly 2000 people are standing on top of each other and trying to talk at the same time. This leads to peoples chat instantly being removed from the chat channel, making it hard for some people to trade, some people also use Auto Typers to spam the chat trying to get their message across (even though this is a mutable offence for macroing & spamming). Even though Zybez is used in place to make trading easier.

trading board and falador trading are the best compromises...

trading board you can type a message (leave an ad) up (up to 6 ads) and walk away, do what ever and when someone sees it they can pm you, and you two can teleport to the sellers location across world depending on who is in the safest area + least populated world...

So the complex part...chalk boards can be placed in every bank in the game (convenience), you only need to type once and it doesn't have to be in the game chat (no spam), it's easier to find people (buyer-seller cross world teleport), a search feature can be implemented so you can find what you are looking for and the price you want to pay (item/gold value required to pm person to avoid scams), since you have to be online to trade the Ad will only be available while online (no fake ads), there would also be a limit to how much of anything you can place prices would be set by the player and not based on market flow.

maybe introduce a trade limit for the first 24 hours on a newly created account or new accounts are unable to (drop) trade for the first 24 hours of consecutive gameplay, that would also stall gold farmers/bots a bit.

but remember scamming can be prevented, bots and merchers are always going to be an issue.

Compromises met
G.E. people: more time playing and less time waiting,

Both: very convenient, easy to find people, no spam, and scamming prevented, price manipulation prevented

Anti G.E. people: no offline trading, player to player trading, less dev time required, prices player controlled

the trade board can also double up for other things, it can be used for events, clain recruitment, looking for someone to quest with ect. 





 

 

Wednesday, 15 January 2014

Introducing: The Forgotten Spellbook

Posted by
Introduction

I believe that magic is currently the least used combat style for PvE or PvP.
Magic is used to kill DKs or for Barrows in PvE and as a support for freezing opponents in PvP.
Almost nobody kills GWD bosses with magic and if you PK using magic only you either get accused for farcasting or just DDS speced to death.

The overall problem I see is that magic armour is very weak against melee attacks although magic is supposed to be the counter to melee. Another problem would be the low damage in PvE.

I saw a lot of people begging for a polypore-like weapon or a ganodermic-like armour. Releasing such things would be a terrible mistake as, in my opinion, those items were very gamebreaking.

In order to make the use of magic-only more rewarding without releasing items as polypore or ganodermic a friend of mine and myself have developed a new magic spellbook for both PvE and PvP.

Posted Image


The spells

Important: all numbers and % are based on personal game experience and calculations but there was no way of ingame testing the spells.

I would love if this spellbook could be the reward for an amazing quest!

Requirements: Level 52 in magic.


Posted Image Home Teleport (lvl 1)
This spell will teleport you near the altar at which you can swap to this spellbook. The location of that altar has yet to be decided.


Posted ImageBarbarian Village Teleport (lvl 52) - 2 law runes 4 fire runes
Teleports you to the Barbarian Village


Posted ImageStellar Breeze (lvl 53) - max hit 14 - 2 chaos runes 3 body runes 2 fire runes
15% Chance to lower opponent's strength level by 1 for a maximum of 2 levels.
Spell animation: Chaos Elemental magic attack (2 red balls) recoloured to orange.
Posted Image


Posted ImageShantay Pass Teleport (lvl 56) - 2 law runes 4 earth runes
Teleports you to the Shantay Pass


Posted ImageDecant Potion (lvl 57) - 2 cosmic runes 2 water runes
Decants all potions in your inventory to (4) potions if possible. Noted potions don't work.


Posted ImageAether Breeze (lvl 57) - max hit 15 - 2 chaos runes 3 body runes 2 water runes
10% chance to lower opponent's magic level by 1 for a maximum of 2 levels.
Spell animation: Chaos Elemental magic attack (2 red balls) recoloured to cyan.
Posted Image


Posted ImageArcane Breeze (lvl 61) - max hit 16 - 2 chaos runes 3 body runes 2 air runes
15% chance to boost your magic level by 1 for a maximum of 2 levels.
Spell animation: Chaos Elemental magic attack (2 red balls) recoloured to purple.
Posted Image


Posted ImageDraynor Manor Teleport (lvl 63) - 2 law runes 2 water runes 2 air runes
Teleports you infront of the Draynor Manor.


Posted ImageRecharge Dragonstone (lvl 68) - 3 cosmic runes 10 earth runes 10 water runes
Recharges 1 enchanted dragonstone item in your inventory (requires Heroes Quest).


Posted ImageGrand Tree Teleport (lvl 68) - 2 law runes 3 air runes 3 earth runes
Teleports you to the Grand Tree infront of the King's Room.


Posted ImageStellar Gust (lvl 69) - max hit 20 - 2 death runes 5 body runes 3 fire runes
15% chance to lower opponent's strength level by 1 for a maximum of 4 levels.
Spell animation: Kalphite Queen's magic attack (white bolt which becomes a lightning strike on hit) recoloured to orange
Posted Image Posted Image


Posted ImageAether Gust (lvl 73) - max hit 21 - 2 death runes 5 body runes 3 water runes
10% chance to lower opponent's magic level by 1 for a maximum of 4 levels.
Spell animation: Kalphite Queen's magic attack (white bolt which becomes a lightning strike on hit) recoloured to cyan.
Posted Image Posted Image



Posted ImageRellekka Teleport (lvl 74) - 2 law runes 4 earth runes 4 water runes
Teleports you to the Rellekka marketplace.


Posted ImageRepair Armour (lvl 77) - 2 cosmic runes 2 law runes 5 earth runes
Repairs your damaged armour (requires money). Same price as Bob, you gain no smithing xp.


Posted ImageArcane Gust (lvl 77) - max hit 22 - 2 death runes 5 body runes 3 air runes
15% chance to boost your magic level by 1 for a maximum of 4 levels.
Spell animation: Kalphite Queen's magic attack (white bolt which becomes a lightning strike on hit) recoloured to purple
Posted Image Posted Image


Posted ImageGu'Tanoth Teleport (lvl 79) - 1 law rune 1 nature rune 5 earth runes
Teleports you to the Gu'Tanoth Marketplace (requires Watchtower Quest).


Posted ImageTireless Run (lvl 80) - 1 soul rune 5 body runes
Restores 30% of your agility level as run energy.
15 seconds cooldown.


Posted ImageStellar Storm (lvl 83) - max hit 26 - 2 soul runes 7 body runes 5 fire runes
15% chance to lower opponent's strength level by 2 for a maximum of 6 levels.
Spell animation: Sergeant Steelwill's (Bandos minion) magic attack recoloured to orange.
Posted Image


Posted ImageDark Warriors' Fortress Teleport (lvl 84) - 3 law runes 3 earth runes 3 air runes
Teleports you near the Dark Warrior's Fortress (wildy lvl ~12 non-multi zone).


Posted ImageFatigue (lvl 85) - max hit 18 - 1 soul rune 1 death rune 10 body runes
Drains 15% of opponent's current run energy. (You don't get the run energy. Effective at high %, weak at low %). This spell is designed to slow your enemies down if they try to run. There is no immobilize in this spellbook because i think that immobilizes encourage farcasting and the idea behind this spellbook is that you're able to fight your opponent face to face using some effects of high level spells (see Empower Body and Empower Mind).

Spell animation: Chaos Elemental's ranged attack.
Posted Image


Posted ImageAether Storm (lvl 87) - max hit 27- 2 soul runes 7 body runes 5 water runes
10% chance to lower opponent's magic level by 2 for a maximum of 6 levels.
Spell animation: Sergeant Steelwill's (Bandos minion) magic attack recoloured to cyan.
Posted Image


Posted ImageChaos Altar Teleport (lvl 89) - 3 law runes 2 chaos runes
Teleports you to the Chaos Altar in the (lvl 13) Wilderness (NOT the chaos rune altar).


Posted ImageArcane Storm (lvl 91) - max hit 28 - 2 soul runes 7 body runes 5 air runes
15% chance to boost magic level by 2 for a maximum of 6 levels.
Spell animation: Sergeant Steelwill's (Bandos minion) magic attack recoloured to purple.
Posted Image


Posted ImageMeteorite (lvl 92) - max hit 6* - 1 soul rune 2 death runes 5 earth runes
Summons a meteorite crashing down on your foes.

* Max hit increases depending on the combat level of the target it hits -> combat level is turned into %
Example: General Graardor is combat level 624. If you cast Meteorite on General Graardor the spell's max hit is increased by Graardor's combat level in % -> 6 x 6.24 (= 624%) = 37,44.
This skill is not meant for PKing. Spells as the God Spells will still remain viable for killing DKs. This skill is supposed to provide a good damage source against GWD bosses or Jad. Its damage can further be boosted with Staff of the Dead or other effects making it a powerful alternative to ranged or melee combat.

Casting animation: Similar to God Spells. Skill animation: Jad ranged attack.
Posted Image


Posted ImageFocus (lvl 93) - 2 soul runes 5 body runes 1 death rune
Increases the damage of your next outgoing magic attack by 20%. 60 seconds cooldown.


Posted ImageCharge Energy (lvl 94) - 2 soul runes 3 cosmic runes 5 body runes
Recharges 10% of your special attack bar. 60 seconds cooldown.


Posted ImageEmpower Mind (lvl 95) - 3 soul runes 15 mind runes 10 air runes
120 seconds duration: Increases your magic damage by 15% but reduces your magic accuracy by 30%.
Stacks with %damage items.

Empower Body and Empower Mind can't be active at the same time. Both of these spells are "magic stances". If Empower Mind is active while Empower Body gets activated, Empower Mind will be deactivated and Empower Body will be activated. The same rule applies vice versa.


Posted ImageEmpower Body (lvl 96) - 3 soul runes 15 body runes 15 earth runes
120 seconds duration: While wielding a staff, a magic helm, a magic body and magic legs this spell doubles your melee armour bonuses but reduces your magic damage by 15%. With this spell you can achieve a similar armour rating as somebody in full rune or barrows if you use a shield. This allowes you to fight a 1Vs1 against a melee combatant without having to farcast. Your overall damage will be reduced but your spells will hit more often due to the melee user's magic defense weakness. You will still be vulnerable to ranged attacks!
Stacks with %damage items.

Empower Body and Empower Mind can't be active at the same time. Both of these spells are "magic stances". If Empower Mind is active while Empower Body gets activated, Empower Mind will be deactivated and Empower Body will be activated. The same rule applies vice versa.

Some words

Thanks for taking time to read my thread. Suggestions or criticism are welcome but please restrain from posting things as "no thanks".

Fell free to post your feedback here! (RS Forums)
or here! (Zybez Forums)