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Enchanting


Alg

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Was discussed with Le Nain/whateverhisTIFnameis in Hyt earlier, just ironing out effects and such. Uses for non-elemental runes. Charge your equipment with runes to give it temporary passive effects. More runes, more/longer effects, though after a certain point there will be diminishing returns. Enchantments will require runecrafting, and give runecrafting experience, though the exact requirements and amounts will be left to better minds than mine.

 

Mind: Increase accuracy by some percentage, lasting for a number of hits equal to the number of runes.

Body: Increase defense by some percentage, lasting for a number of hits equal to the number of runes.

Chaos: Increase damage by a small amount, lasting for a number of damage equal to the number of runes.

Nature: Automatically collects coins, maybe converts mithril/adamant and below items to coins equal to their low alch value? Effect lasts for an amount of coins proportional to the number of runes (10x? 50x?) - possible skilling applications?

Law: Restores prayer at a somewhat slow rate, at 1:1?

Death: Bonus to critical chance. Critical hits drain the charge. 1k deaths -> 10k critical damage before the effect fades

Blood: Health drain effect similar to Soul Split/Vampyrism, lasting for X health restored

Soul: Small experience increase? Drains at 1:1, perhaps higher? Though the scarcity of souls might be balance enough?

 

Balance was not my first priority in writing this, I just wanted to get (my version of) the idea down and see what the rest of you come up with. I've got too much of a headache to do things myself, you see...

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Personally I'm not a fan of the idea of enchanting persay.

 

What I do think would be a good move, however, is playing with Jagex's previously mentioned desire to do away with ammo entirely would be to rehash runecrafting as an imbuing skill - as in the art of embedding magical properties in to something (so essentially enchanting with a fancier name)

 

Then you could branch away from the strict rune-classifications to do more stuff like this suggestion, could also potentially move the existing enchantment spells out of magic in to imbuing. Plus it still makes sense for crafting runes as you are imbuing the magical energy into a hunk of rock.

Would also open it up to more logically move mage items out of crafting and into the skill - eg you are taking 'normal' materials that are shown to work well with magic and using magic to weave them both in to a wearable form and implanting various defences etc.

 

Plus that'd have the nice side effect of achieving the reasonably popular notion of each combat class having it's own artisan skill opposed to range and mage being jumbled up together.

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I'm not sure I would like this equipment-wide, but a set of jewellery employing that type of enchantment would be fun I think, a way to get rid of runes as well.

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