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Reviving Firemaking - Ash equipment, charms, and more!


quelmotz

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Foreword

[hide]I'm sure almost everyone agrees that firemaking is the most useless skill in RuneScape. Most people train it either for the sake of a skillcape or as an easy way to use up your logs and for free skill levels (perhaps to get into the 1000 skill total worlds). In this suggestion I hope to "revive" firemaking by suggesting improvements for it to help other skills so as to entice people to train it not for the sake of glory and "bragging rights", but for practical purposes.[/hide]

 

Problem

[hide]So what is the issue with firemaking? On the surface, it doesn't seem like anything is wrong - decent exp for lighting logs, some quests related to it - everything seems normal. But I think Jagex forgot the fundamental fact that a skill needs to have a purpose, a role to play to help players to do something other than get an extra skillcape and more bragging rights.[/hide]

 

Solution

[hide]I’m sure everyone knows ashes are the end product of fires, right? But they are one of the only items in RuneScape with absolutely no purpose other than wasting space in the party room and for some quests/minor uses.

 

Ash is supposed to be “holy”, especially ash gotten from burning dead bodies.

 

The Ashiaz tribe resides deep in the dense jungle south of the Lumbridge swamp. Due to their remote location, they have kept their ancient traditions and ways of life for millennia. The Ashiaz people have a great respect for nature, especially trees, which provide them with everything from shelter to food. Forest fires are inevitable in nature, and after these events, the Ashiaz people mourn for the scorched remains of the trees, and use the remaining ash to perform holy rituals to appease the spirits of the trees.

 

These holy rituals produce various products from potions to special weaponry. Outraged by Jagex’s banishing of tree spirits from appearing to prevent lumberjacks from felling trees in the world of Gielinor, they finally decide to come out of hiding to try and convince Jagex to reinstate the tree spirits. Unfortunately, this immediately led to impudent explorers, enterprising lumber companies and ignorant lumberjacks coming to invade their land to steal their precious resources. The few outsiders who knew about the existence of the Ashiaz tribe were respectful and never did anything to irritate the tribespeople; now any commoner could come and tour the jungle as if it was some sort of tourist attraction.

 

The Ashiaz people decided that something had to be done about this impudent invasion of their land. The Ashiaz knew of the potent power of ash, but their gods prohibited them from abusing it for unnecessary purposes. However, their holy priests deemed that this situation was a grave one and the use of the ash from the trees could be justified. And so the Ashiaz armed themselves with ashen weapons, drank potions made from ash to boost their prowess, and used ash cream to camouflage themselves.

 

The Ashiaz warriors massacred the explorers, enterpreneurs, and lumberjacks with no mercy in a bid to protect and preserve their sacred jungle. However, the Lumbridge duke, outraged at the ruthless slaughter, asked for permission from King Roald to attack the Ashiaz people, declaring that it was an “issue of the security of the holy lands”, and called the Ashiaz incarnations of Zamorak.

 

King Roald was also enraged at the ruthless massacre, and arranged to send hundreds of soldiers to attack the Ashiaz tribespeople. This is where you come in – to either assist the King or the Ashiaz tribesmen.

 

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Quest

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Quest: The Quest for Ash

Requirement: Level 60 firemaking, decent combat level (i.e. 60+), level 60 woodcutting if assisting King Roald, level 45 smithing and level 45 crafting if assisting the Ashiaz people.

How to start the quest: Talk to the newspaper seller in Varrock square, who is shouting about King Roald's planned attack.

Reward: The art of ash-crafting and ash-smithing.

 

I would be very grateful if someone who is good with conversations will help me type out the script for the quest.

 

1. The newspaper seller takes a neutral stance. You can either help King Roald by sympathising with him or help the Ashiaz people by sympathising with them. If you choose to help the King, the newspaper seller directs you to the palace. If you choose to help the Ashiaz tribe you are directed towards the jungle south of the Lumbridge swamp (new area to be introduced).

 

***************************************

 

(If you choose to help the king) You talk to the King. The King is angry and insistent on the attack. You offer your assistance as a skilled lumberjack capable of helping the soldiers navigate their way through the forest to the Ashiaz village. The King accepts only if you have level 60 woodcutting and 60 firemaking.

 

(cut scene)You head out towards the southern jungle with a hundred or so soldiers following. (/cut scene) As you reach the forest, you are attacked by some tribesmen.

 

Javelineers (level 35) (4)

HP: 30

Max with melee: 4

Max with ranged: 5

 

Spearmen (level 40) (4)

HP: 36

Max with melee: 6

 

-----

 

You only have 12 soldiers to aid you. (assume the rest are behind) Once the soldiers die they may not be revived.

 

Spearmen (level 45) (3)

HP: 40

Max with melee: 7, average attack speed

 

Swordsmen (level 44) (3)

HP: 43

Max with melee: 6, average attack speed

 

Bowmen (level 35) (3)

HP: 26

Max with ranged: 5, good attack speed

 

Greatswordsmen (level 50) (2)

HP: 45

Max with melee: 8, but slow attack

 

King's Guard (level 55) (1)

HP: 58

Max with melee: 7, average attack speed

 

Obviously the first attack is easily won, but there will be further attacks with better and more units as you proceed through the jungle.

 

The jungle is like a maze, similar to the halloween spider web or the maze where the wise old man teleports you to, except the broken webs are replaced with traps, sending you back to the checkpoint after you beat the first attackers (with all soldiers that survived the first attack). Also, at some points in the maze random enemies spring up, with increasing difficulty (i.e. more and tougher opponents) the further you proceed. Sometimes your path is blocked by fallen trees in which your woodcutting comes in. You require level 15 to cut fallen oaks and respective levels to cut the varying fallen trees. (this is where the requirement of 60 woodcutting comes in) Some tree trunks are too huge to be cut up and will have to be burned. (each tree requires their respective firemaking levels to be burned)

 

Some enemy units:

 

Javelineers (stats above)

 

Spearmen (stats above)

 

Warriors (level 43) wielding clubs

HP: 40

Max damage with melee: 6 (but more accurate)

 

Atlatlmen (level 26) (weak but comes in huge groups)

HP: 20

Max damage with ranged: 4 (better range than javelineers, and shoots slightly faster)

Max damage with melee: 3

 

Shamans (level 30)

HP: 23

Max damage with magic: 3 ( hex that has area effect)

Can heal nearby units

 

Worthy (level 46)

HP: 38

Max damage with melee: 7

 

Chosen (level 73)

HP: 63

Max damage with melee: 9

Max damage with magic: 4, very long range + can cause weak poisoning effects

 

High Priests (level 51)

HP: 34

Max damage with magic: 4 (hex with large are of effect + weak poison)

Can heal nearby units (more than shamans)

 

----

 

When you reach the heart of the maze, you'll find the Ashiaz village. 3 Chosen, 5 Worthy and 2 High Priests will pop up. Be prepared for the fight of your lives!

 

Once you kill the final sentinels, a cutscene appears depicting you and the soldiers capturing all the villagers. Some reinforcements finally arrive to help you. You capture all the elders but release them after some interrogation and a very stern warning.

 

QUEST COMPLETE!!

3 Quest points

Access to the ancient art of crafting and smithing with ash. (and herblore for members)

Ability to burn trees down for 5x the normal exp for burning each log (however you'll have to be wearing the Necklace of Firemaking, explained later)

 

NB: You will not be able to use or even buy any ash-related item unless you have started the quest and at least visited the Ashiaz jungle.

 

I would appreciate if a member would suggest some ideas regarding potions with Yew ash or other high level tree ashes as their main ingredient.

 

**************************************************************

 

(If you choose to help the Ashiaz tribespeople)

 

When you head to the jungle, you are ambushed by some 2 spearmen and 2 javelineers. You can explain, but if you say something wrong you will be attacked (with no soldiers to assist you). They will only accept your help if you have 45+ crafting and smithing, and 60+ firemaking.

 

After the leader accepts your aid, he brings you into the forest, traversing through the maze. When you reach the Ashiaz village, the tribesmen will teach you the art of ash-crafting and smithing. (herblore later)

 

But first you will have to conduct some rituals with some charms and such the Ashiaz tribesmen give you, and then burn a few normal/oak/willow/maple/yew trees for ash. (normal firemaking levels required)

 

You will have to assist them in making some suits of ash armor and weaponry, and help them to craft some holy charms and magical equipment for the shamans/high priests/chosen/worthy.

 

After all the preparations have been made, you shall have to prepare for war.

 

Your units will include:

 

2x Javelineers

2x Spearmen

2x Warriors

3x Atlatlmen

1x Worthy

1x Chosen

1x Shaman

1x High Priest

 

You'll have to beat 10 waves of enemy soldiers. As the waves go higher, better and more units come (surprise surprise!). If you die, you will reappear at the start of the waves again (with all units intact).

 

After beating the enemy units, the Ashiaz people will express their gratitude towards you. Pray at the altar in the village and beg forgiveness for burning the trees down.

 

QUEST COMPLETE!!

3 Quest points

Access to the ancient art of crafting and smithing with ash. (and herblore for members)

Ability to burn trees down for 5x the normal exp for burning each log (however you'll have to be wearing the Necklace of Firemaking, explained later) And provided no one else is chopping the tree you're burning.

 

NB: You will not be able to use or even buy any ash-related item unless you have started the quest and at least visited the Ashiaz jungle.

 

[/hide]

 

The script of conversation during the quest

[hide] Work in progress, please be patient [/hide]

 

Concept Art of equipment and such

[hide] Courtesy to Hawkxs for the great concept art.

 

2qamuxl.jpg

All the charms and such are labelled.

 

fu0qk7.jpg

 

14323ra.jpg[/hide]

 

Music

[hide]

 

Serenity: Plays when you're travelling through the forest. Spooky sort of music, reflecting the silence and serenity in the forest.

 

Trepidation: Plays when you're in the Ashiaz village. Reflects the trepidation and fear of the villagers.

*Also plays when you are in the small woodcutting village.

 

Last Stand: Plays when you are fighting the respective enemies. (Regardless of which side you're on)[/hide]

 

Process of obtaining ash equipment

[hide]

 

Firstly, you'll have to obtain ash, of course. You can do this by right-clicking a tree, and selecting the option "burn (name) tree". This can only be done while wearing the Necklace of Firemaking, provided no one is chopping the tree. You will only get 4-10 ashes from burning the tree (exception - you will only get 1 ash from burning normal trees). However, by cutting the tree down and burning the logs you get more ash on average, but it takes more time. Also, when burning trees down, you have a 15% chance of re-awakening the tree spirit inside it, causing it to attack you. The tree spirit's level depends on your combat level.

 

Secondly, you'll have to turn ash into a refine ash such that it will turn into a plastic-like material that can be used as a material for equipment. The only furnace capable of exerting such huge pressure on ash to turn it into ash-plastic is the magically enchanted furnace in the Ashiaz village. Bring your ash to the village and put it into the furnace. Unlike other furnaces, the furnace in the village works like a mill, churning out molten plastic. To access your plastic, use the tap at the side of the furnace. Click the tap and an option screen will pop up, allowing you to select which type of ash equipment you would like to create using your plastic. (Kind of like the crafting screen when you put a silver bar into a furnace)

 

The ash will flow into your mould, hardening to become weaponry or armor or other pieces of equipment. Congratulations! You now have a piece of powerful ash equipment!

 

[/hide]

 

Equipment

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** Note that with this update the various logs when burned give their respective ash. Demonic ash is obtained from killing demons with the exception of imps which still drop normal ash. Better demons drop more demonic ash.

Ash weaponry:

 

Ash Parang (i.e. weed cutting large knife)

Stab - 1, slash + 50, crush -1, strength +51

Speed 6, 1handed

Requires level 50 attack and level 50 strength to use

Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash.

Special Attack: RIP (literally): Rips your opponents into shreds. Makes 10 extremely inaccurate attacks (max about 30 or so with 99 strength and attack ). Uses 80% of special bar.

 

Ash Club

Stab - 1, slash -2, crush +46, strength +60

Speed 5, 1handed

Requires level 50 attack and level 50 strength to use

Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash.

Special Attack: "Die already!" - Does 150% damage to an opponent with less than 25% health. 60% of special bar. Otherwise does 120% damage.

 

Ash Spear

Stab +65, slash +2, crush +1, strength +47

Speed 4, 1handed

Requires level 50 attack and level 50 strength to use

Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash.

Special attack: Penetrating Thrust - Pierces an opponent, negating 25% of his armor's effect. Does extra 25% damage per extra square (length) the opponent occupies. Uses 50% bar.

 

Ash Greatsword

Stab +0, slash +77, crush +44, strength +69

Speed 3, 2handed

Requires level 50 attack and level 50 strength to use

Uses: 3 magic ash or 6 demonic ash or 9 yew ash or 12 maple ash or 15 willow ash or 18 oak ash or 24 normal ash.

Special attack: Nature's Wrath - Stabs your sword deep into the ground, causing vines to appear and envelope your opponent, stunning him for 5 seconds, and binding for an additional 5 seconds after the stun. 75% normal damage. Uses 50% bar.

 

Ash Javelin

Stab +40, slash +1, crush +1, strength +40, ranged strength +45, ranged attack +47

Speed 5, 1handed

Requires 50 ranged, 40 attack and strength to use.

Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash to smith 15 javelins.

Special Attack: Unerring Accuracy - For the next five RANGED attacks you cannot miss. (you can still hit 0 because of strength though) Uses 65% of special bar.

 

Ash Staff

Stab +0, slash +0, crush +15, strength +10, magic +21

Speed 5, 1handed

Requires 50 magic to uses

Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash.

Special Attack: Hex - Your attack has 50% power and 75% accuracy, but it hits a 3x3 square instead of one target.

 

----------

 

Ash Armor

 

Ash armor has the same requirements as rune armor except it is lighter, gives better magic defense but less ranged defense, and it is stronger against slash, but weaker against stab and average against crush. It can also be worn by rangers, since it does not reduce ranged attack or strength, albeit giving little bonuses to these two stats.

 

---Stats for Ash armor---

 

Ash gauntlets:

Offense-----Stab + 0 Slash + 0 Crush + 0 Magic + 0 Ranged +0

Defense-----Stab + 9 Slash + 14 Crush + 12 Magic +2 Ranged + 9 Summoning + 11

Other-----Strength+ 2 Prayer+ 0

 

Ash helmet

Offense-----Stab + 0 Slash + 0 Crush + 0 Magic - 2 Ranged +0

Defense-----Stab + 27 Slash + 37 Crush + 33 Magic +1 Ranged + 27 Summoning + 8

Other-----Strength+ 1 Prayer+ 0

 

Ash platemail

Offense-----Stab + 0 Slash + 0 Crush + 0 Magic - 5 Ranged +0

Defense-----Stab + 76 Slash + 90 Crush + 87 Magic +0 Ranged + 75 Summoning + 45

Other-----Strength + 1 Prayer+ 0

 

Ash chaps

Offense-----Stab + 0 Slash + 0 Crush + 0 Magic - 3 Ranged +0

Defense-----Stab + 46 Slash + 55 Crush + 48 Magic +0 Ranged + 46 Summoning + 19

Other-----Strength + 1 Prayer+ 0

 

Ash elongated shield

Offense-----Stab + 0 Slash + 0 Crush + 0 Magic - 2 Ranged +0

Defense-----Stab + 36 Slash + 54 Crush + 48 Magic +0 Ranged + 43 Summoning + 45

Other-----Strength + 1 Prayer+ 0

 

There are also ash robes for mages. They are similar to Runecrafting robes except they give more defensive bonuses and less offensive bonuses.

 

** Please note that due to inventory space limits it might not be possible to smith ash platebodies using lower-level ash, since it will require 40 normal ash or 30 oak ash.

 

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Other equipment

 

Necklace of Firemaking: Made by putting a sapstone (a yellowish topaz-like jewel, dropped by the tribespeople in the Ashiaz village after killing them) into an ash necklace. The necklace of firemaking speeds up the rate at which you light logs, and also allows you to set whole trees on fire. However this can lead to the tree spirit appearing (identical to the old random event).

 

Anvilla Amulet: Lowers the chance of the golem appearing when you smith ash equipment by 35% (as in 50% - 35% not 50% x 0.65). Increases the speed of smithing/smelting.

 

Spirit Tiara: Lowers the chance of the golem/tree spirit appearing by 10% (as in 50% -10% not 50% x 0.9). Gives some boost in prayer.

 

Antichaos Charm: With this holy charm in your inventory, the chance of random events appearing is reduced by 50%.

Charm of Serendipity: With this holy charm in your inventory, the chance of random events appearing is doubled.

Jeweller's Charm: With this charm in your inventory, the chance of gems dropping from monsters/gained from mining is doubled.

Charm of Control: With this charm in your inventory, the chance of food burning is reduced by 25%. The chance of ash breaking/burning is reduced by 40%.

 

*All "other equipment" require 1 magic ash or 2 demonic ash or 3 yew ash or 4 maple ash or 5 willow ash or 6 oak ash or 8 normal ash to make, along with the respective "shards" dropped by the villagers when you kill them, e.g. to make the "Charm of control", you need 1 "shard of control" and varying amounts of ash depending on what type of ash you are using.

 

**All "other equipment" can be bought in one of the shops in the Ashiaz village. However, only members can smith these items, though f2p players can gather "shards", buy the items in the Grand Exchange and trade them freely.

 

[/hide]

 

Experience and Miscellaneous Information

[hide]

 

EXP rates

 

You gain 5 smithing exp for smelting normal ash.

You gain 10 smithing exp for smelting oak ash.

You gain 14 smithing exp for smelting willow ash.

You gain 20 smithing exp for smelting maple ash.

You gain 30 smithing exp for smelting yew ash.

You gain 50 smithing exp for smelting demonic ash.

You gain 120 smithing exp for smelting magic ash.

 

You gain 80 smithing exp per 1 magic ash equivalent for smithing ash plastic items.

 

Misc. Info

 

A small village has opened just outside the forest, south of the lumbridge swamp, where a group of lumberjacks, their supervisors, and other visitors are living. There is a bank there. This bank can serve water runecrafters as well as ash-moulders. They will be recklessly chopping down the forest if you helped the King. If you helped the Ashiaz villagers, the lumberjacks will say they have strict guidelines, disallowing them from abusing the trees by over-chopping them. They are also not allowed to chop trees that are not mature yet, and a series of other guidelines designed to protect the forest from over-woodcutting. Also, there are some Ashiaz tribesmen monitoring the woodcutting activities.

 

Once you have completed the quest, the village guards show you a quick shortcut allowing you to bypass the maze of trees and go to and return from the village quickly.

 

The Ashiaz village has a few shops, selling ash moulds for weapons and armor, ash moulds for jewellery and charms, ash from various trees, and last but not least the charms and jewellery. It also has some of the tribespeople wandering around and you can kill them if you wish to.

 

There is a huge variety of trees and monsters in the forest, from the common normal tree to rare yews and maple trees. Monsters include unicorns, giant spiders, snakes, monkeys, scorpions, and any other not currently existing monsters if Jagex wishes to add them.

 

[/hide]

 

Stuff I need help with

[hide]

Good that you have enough patience to read this far. Just bear with me for a little while more, I'm almost done.

 

I need help in the following ways:

1. For a member to help suggest ideas for ash potions.

2. For someone skilled with conversation to type out the script of the quest. DONE

3. Don't worry if you don't know how to help in any of the above ways, just offer constructive criticism or suggestions, and reasons to support it and how you want me to change what you're criticising. It won't take you long, just a simple paragraph or two would do. I'll try my best to reply to all queries/criticism/suggestions, but I can't guarantee I'll change the thread according to your criticism.

4. Concept art has already being drawn by a volunteer.

 

And remember not to flame or spam. I know I'm asking for quite a bit of addition to F2P, but don't you think F2P deserves a proper quest after so many years? And a tiny extra village + jungle and some extra equipment to go along with it?

 

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And this is the hyperlink of the support sig.

[url=http://forum.tip.it/topic/252019-reviving-firemaking-ash-equipment-charms-and-more/][img=http://i46.tinypic.com/jfyat2.jpg][/url]

 

Picture of the support sig.

jfyat2.jpg

 

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For those who have large sigs, this would be useful. 2e3bhic.jpg

 

Hyperlink of sig itself. http://i45.tinypic.com/2e3bhic.jpg

 

[/hide]

 

Thanks for reading!

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I don't like the idea of creating armor and weapons from ash, but I do like the idea of ash being beneficial to everyday Runescape life.

 

Ok...I'll see what I can do about that.

 

Perhaps combining ash with some other ingredients to make weapons instead? (suggest some please) Maybe the ash hardens the weapons/armor or something like that? After all nowadays we have things like bacteria-created plastics and all that - anything's possible.

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Nice idea, although I'm not keen on a lot of the weapons.

They seem to have the special attacks of bigger much more expensive weapons, which completely disagree with.

 

You could use this as a way of making use of the phoenix's ash dropping ability/feature.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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Very nice, I could probably do the script, but it may take me a few weeks, as I dont always have computer access as i have other things to do, just PM me if you want :D

 

Edit: I have just started working on the 'Side with king' script.

yqe0mrU.jpg

^^My blog of EoC PvM, lols and Therapy.^^

My livestream- Currently: Offline :(

Offical Harpy Therapist of the Mad

[hide=Lewtations]

Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.

Dag kings drops: Lost count! :wall:

4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide]

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Make 'holy' or 'pure' weapons by creating some sort of paste (like poison) and applying it to the weapons? Then have them blessed by a shaman or summat?

 

But I think even then you ought to be able to still make the (solid?) ash weapons. I'm not really sure on the current stats (ie how they shape up to rune, dragon, etc) but I suggest if you haven't looked at that aspect do, and think about how they'd fit in with the rest of the current weapons ingame. Because I don't think they're really designed to be a replacement for rune, but rather a nice thing as a complement to rune as an alternative for f2pers and to give an incentive to train firemaking.

 

Also I suggest looking at the requirements for creating the amulets and such as they do require members items (unless this includes opening/adding magic trees for f2p) and I'm kind of wondering where this focuses, on members or f2p. If it's designed for both, I'd designate what can and can't be made by f2pers... So I would offer that they be uncraftable by everyone or designated untradeable via the GE in f2p worlds so f2pers can only buy them in the village (ie the fact that members can craft them has nothing to do with how it works in f2p worlds).

 

Hopefully that last bit makes sense. It didn't really to me. :roll:

 

I really like the whole shaman idea thing. I really want to draw one. I think I shall do that soon.

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Perhaps you could make charms with the ash.

 

Like this

 

Oaken charm

Levels : 15 firemaking and 15 crafting.

Requirements: 3 oak ashes, ball of wool, 10 Ashiaz sigils(anything could be in place of this really)

You can craft an oaken charm which can be placed upon a weapon or a shield and gives a 5% bonus to defence.

 

 

You could get more creative

 

Zamorak charm

Levels: 70 firemaking and 70 crafting

Requirements: 3 Kril remains, Magic string, 1000 ashiaz sigils

You can craft a zamorak charm that can be placed upon a weapon to make it a zamorak weapon.

 

Saradomin charm

Levels: 70 firemaking and 70 crafting

requirements: 3 Cleansed Kril remains, magic string, 100 ashiaz sigils

You can craft a saradomin charm that can be placed upon a weapon to make it a saradomin weapon.

 

The charms could look like anything really. from a necklace dangling from a sword or a charm tightly bound to the material likc scarab charms were embalmed with mummies.

 

Plus weapons or shields could have more charm locations. Weaker weapons like spears could have an additional charm spot.

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Anyway, scientifically (or chemically) speaking, you should be able to get plastic-like weaponry and armor from ash.

 

Let me explain:

 

Ash is made up of hydrocarbons, which are complex compounds that form just about everything alive, from bacteria to whales. When animals/trees get burned, they turn into ash.

Plastic is formed from crude oil, which is the shells and other body parts of crustaceans crushed into oil after millions of years. Obviously, crustaceans are made up of hydrocarbons. Plastics can be very strong - even stronger than steel but lighter.

 

So perhaps the Ashiaz discovered a way to make "ancient" plastic by exerting extreme pressure on ash. Maybe a arcane furnace or something in the Ashiaz village that can pressurize ash so much that it becomes a crude-oil like product which can then be boiled again in a normal furnace to get plastic. The petroleum and other by-products could be used to coat arrows to make flaming arrows and such.

 

Nice idea, although I'm not keen on a lot of the weapons.

They seem to have the special attacks of bigger much more expensive weapons, which completely disagree with.

 

You could use this as a way of making use of the phoenix's ash dropping ability/feature.

 

I suppose I should weaken the special attacks, but what do you suggest be the special attacks then? I'm not an expert on special attacks since I've never even used one nor even seen one being used.

 

Very nice, I could probably do the script, but it may take me a few weeks, as I dont always have computer access as i have other things to do, just PM me if you want :D

 

Edit: I have just started working on the 'Side with king' script.

 

I'll send a PM to you. Thanks in advance!

 

Make 'holy' or 'pure' weapons by creating some sort of paste (like poison) and applying it to the weapons? Then have them blessed by a shaman or summat?

 

But I think even then you ought to be able to still make the (solid?) ash weapons. I'm not really sure on the current stats (ie how they shape up to rune, dragon, etc) but I suggest if you haven't looked at that aspect do, and think about how they'd fit in with the rest of the current weapons ingame. Because I don't think they're really designed to be a replacement for rune, but rather a nice thing as a complement to rune as an alternative for f2pers and to give an incentive to train firemaking.

 

Also I suggest looking at the requirements for creating the amulets and such as they do require members items (unless this includes opening/adding magic trees for f2p) and I'm kind of wondering where this focuses, on members or f2p. If it's designed for both, I'd designate what can and can't be made by f2pers... So I would offer that they be uncraftable by everyone or designated untradeable via the GE in f2p worlds so f2pers can only buy them in the village (ie the fact that members can craft them has nothing to do with how it works in f2p worlds).

 

Hopefully that last bit makes sense. It didn't really to me. :roll:

 

I really like the whole shaman idea thing. I really want to draw one. I think I shall do that soon.

 

Regarding pastes to apply to the weapons...I'm not too sure about that unless Jagex is willing to introduce poison to F2P.

 

Correct me if I'm wrong, but I think there's no way for a weapon to cause disease damage. If so, maybe we could consider this "paste" causing disease damage (obviously weaker than member's poison though).

 

Anyway, about "solid" weapons, look at the top section regarding plastics and ash. I intended the ash weapons to be a cross between rune and dragon. Their requirements are level 50, meaning they should be somewhere between rune's stats and dragon's stats. I'm not an expert at weapon/armor statistics though, so if anyone would like to correct my stats, please go ahead.

 

I thought the amulets could be created with oak ash/willow ash and such F2P tree's ashes? But I have no objection to allowing only members to craft the amulets. At least F2P can still buy the amulets from the shop in Ashiaz village.

 

Perhaps you could make charms with the ash.

 

Like this

 

Oaken charm

Levels : 15 firemaking and 15 crafting.

Requirements: 3 oak ashes, ball of wool, 10 Ashiaz sigils(anything could be in place of this really)

You can craft an oaken charm which can be placed upon a weapon or a shield and gives a 5% bonus to defence.

 

 

You could get more creative

 

Zamorak charm

Levels: 70 firemaking and 70 crafting

Requirements: 3 Kril remains, Magic string, 1000 ashiaz sigils

You can craft a zamorak charm that can be placed upon a weapon to make it a zamorak weapon.

 

Saradomin charm

Levels: 70 firemaking and 70 crafting

requirements: 3 Cleansed Kril remains, magic string, 100 ashiaz sigils

You can craft a saradomin charm that can be placed upon a weapon to make it a saradomin weapon.

 

The charms could look like anything really. from a necklace dangling from a sword or a charm tightly bound to the material likc scarab charms were embalmed with mummies.

 

Plus weapons or shields could have more charm locations. Weaker weapons like spears could have an additional charm spot.

 

I don't really know what you're talking about...I thought amulets were already created using ash...

 

But if you feel the amulets are too powerful for their requirements, I'll try to change the amulets' "ingredients".

 

I don't really like the idea of Zamorak/Saradomin Charms. I mean, the rest of the world already revolves around these two gods - isn't it time for some "neutral" equipment that aren't related to them anymore? I'm getting kind of sick of Zamorak Zamorak Zamorak, Saradomin Saradomin Saradomin all the time. That's just my point of view though, feel free to disagree.

 

Anyway, if you want to suggest other high-level amulets that are not god-related (other than the Ashiaz god of course :blink:), go ahead.

 

----------

 

Whew....replying to everything is tiring :lol:

 

I'm going to have a hell lot of updating to do...

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I think I misunderstood your /'s in the OP then. I took them to mean that you needed every one of those ashes. I now realize that you just need a number of one kind of ash...

 

Necklace of Firemaking: Made by putting a sapstone (a yellowish topaz-like jewel, dropped by the tribespeople in the Ashiaz village after killing them) into an ash necklace, made using 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash. The necklace of firemaking speeds up the rate at which you light logs, and also allows you to set whole trees on fire. However this can lead to the tree spirit appearing (identical to the old random event).

 

Anvilla Amulet: Lowers the chance of the golem appearing when you smith ash equipment by 35% (as in 50% - 35% not 50% x 0.65). Increases the speed of smithing/smelting. Made using 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash.

 

Spirit Tiara: Lowers the chance of the golem/tree spirit appearing by 10% (as in 50% -10% not 50% x 0.9). Gives some boost in prayer. Made using 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash.

 

Antichaos Charm: With this holy charm in your inventory, the chance of random events appearing is reduced by 50%.

Charm of Serendipity: With this holy charm in your inventory, the chance of random events appearing is doubled.

Jeweller's Charm: With this charm in your inventory, the chance of gems dropping from monsters/gained from mining is doubled.

Charm of Control: With this charm in your inventory, the chance of food burning is reduced by 25%. The chance of ash breaking/burning is reduced by 40%.

*All charms require 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash to make.

 

In that case, disregard my previous comment about the magic ash thing...

 

But then I think there ought to be a reward of sorts for making it with a higher level ash, so perhaps have them degrade over time or number of uses? And have magic ash be worth like 25 uses, and yew be worth 20 to normal ash being worth 5? I'm not sure if that's a bit low, but anyone doing the quest would have a good fm level so I don't think that would be an issue.

 

Also maybe add that you must have at least started the quest to use or buy any ash-related item.

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I think I misunderstood your /'s in the OP then. I took them to mean that you needed every one of those ashes. I now realize that you just need a number of one kind of ash...

 

Necklace of Firemaking: Made by putting a sapstone (a yellowish topaz-like jewel, dropped by the tribespeople in the Ashiaz village after killing them) into an ash necklace, made using 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash. The necklace of firemaking speeds up the rate at which you light logs, and also allows you to set whole trees on fire. However this can lead to the tree spirit appearing (identical to the old random event).

 

Anvilla Amulet: Lowers the chance of the golem appearing when you smith ash equipment by 35% (as in 50% - 35% not 50% x 0.65). Increases the speed of smithing/smelting. Made using 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash.

 

Spirit Tiara: Lowers the chance of the golem/tree spirit appearing by 10% (as in 50% -10% not 50% x 0.9). Gives some boost in prayer. Made using 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash.

 

Antichaos Charm: With this holy charm in your inventory, the chance of random events appearing is reduced by 50%.

Charm of Serendipity: With this holy charm in your inventory, the chance of random events appearing is doubled.

Jeweller's Charm: With this charm in your inventory, the chance of gems dropping from monsters/gained from mining is doubled.

Charm of Control: With this charm in your inventory, the chance of food burning is reduced by 25%. The chance of ash breaking/burning is reduced by 40%.

*All charms require 1 magic ash/2yew ash/3magic ash/4 willow ash/5oak ash/8 normal ash to make.

 

In that case, disregard my previous comment about the magic ash thing...

 

But then I think there ought to be a reward of sorts for making it with a higher level ash, so perhaps have them degrade over time or number of uses? And have magic ash be worth like 25 uses, and yew be worth 20 to normal ash being worth 5? I'm not sure if that's a bit low, but anyone doing the quest would have a good fm level so I don't think that would be an issue.

 

Also maybe add that you must have at least started the quest to use or buy any ash-related item.

 

Ok.

 

But I feel it is reward enough to be able to craft 28 (subtract a few due to equipment required) amulets/charms/such with one inventory of magic ash compared to 3 amulets/charms per inventory with normal ash.

 

However if you still feel there's a need for extra bonuses for using higher-level ash, I'll think about it.

 

Yep. I'll add that point about not being able to use or even buy any ash-related item if you have not at least started the quest. Thanks for reminding me!

 

 

Brilliant idea. Who would've though ashes might actually be useful :lol:

 

Full support here, very well thought-out idea.

 

Thanks for the support. :smile:

 

-------------------------------------------------

 

IMPORTANT: Any opinions regarding the plastic-ash conversion? Or oil-coated arrows that can be set alight (using a tinderbox or something?).

 

------------------------------------------------

 

Anyway, please bear with me for a while. I need some time to edit the OP. I'm just waiting for the concept art and script. Thanks!

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I just think that the plastic weapons being traditionally smithed is stretching it a bit. Plastic is a hard, versatile material. So unless you're carving the weapons (which would be cool) I don't think you could carry a bar of ash plastic to an anvil and still be able to mold it (like taffy).

 

But the molds in the furnaces are definitely a go.

 

So maybe introduce a new kind of smithing where you use a chisel and files to shape a sword/weapon instead of the traditional single hammer?

 

Also I wasn't thinking at all about the inventory full of ash=more ammys. That's a good idea, plus if they degraded that'd get really annoying.

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I just think that the plastic weapons being traditionally smithed is stretching it a bit. Plastic is a hard, versatile material. So unless you're carving the weapons (which would be cool) I don't think you could carry a bar of ash plastic to an anvil and still be able to mold it (like taffy).

Perhaps the instead of hammering weapons you use molds where you pour molten plastic into? Kind of like crafting silver jewellery/other objects? The moulds could also be sold in the mould shop in the Ashiaz village. You'd have to get buckets to hold the molten plastic before pouring them into moulds. Or maybe a "mill" type of thing where the molten plastic is channelled out of the side of the furnace, where you turn on a tap to pour the molten plastic into the moulds.

 

But the molds in the furnaces are definitely a go.

 

So maybe introduce a new kind of smithing where you use a chisel and files to shape a sword/weapon instead of the traditional single hammer? I.e crafting? :blink: Anyway, see above.

 

Also I wasn't thinking at all about the inventory full of ash=more ammys. That's a good idea, plus if they degraded that'd get really annoying. Yeah. I hate degradeable stuff, though they do help lower the price of the first payment of the item.

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If you followed the plastic mold idea, have special furnaces in certain places that have the mill thing on them so you can only melt plastic there.

 

In real-life blacksmithing, you use files and such to shape metal, I always thought it was odd that you only used those items for crafting.

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I like this suggestion a lot, but something seemed a bit unsettling, perhaps rather bad from a professional and storyline perspective;

 

These holy rituals produce various products from potions to special weaponry. Outraged by Jagexs banishing of tree spirits from appearing to prevent lumberjacks from felling trees in the world of Gielinor, they finally decide to come out of hiding to try and convince Jagex to reinstate the tree spirits. Unfortunately, this immediately led to impudent explorers, enterprising lumber companies and ignorant lumberjacks coming to invade their land to steal their precious resources. The few outsiders who knew about the existence of the Ashiaz tribe were respectful and never did anything to irritate the tribespeople; now any commoner could come and tour the jungle as if it was some sort of tourist attraction.

 

Jagex, the developer should not be referenced as a divine character or union in an actual storyline. In this kind of game, that sort of technique takes away from the games authenticity and stands out as unprofessional. Perhaps it may be better to suggest that "the gods" banished the tree spirits, or perhaps that they just mysteriously disappeared (that would make for another good story).

 

The rest sounds like it would be rather fun and certainly a good buff to the skill :)

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If you followed the plastic mold idea, have special furnaces in certain places that have the mill thing on them so you can only melt plastic there.

 

In real-life blacksmithing, you use files and such to shape metal, I always thought it was odd that you only used those items for crafting.

 

Agreed. But I guess Jagex thought it would be too much of a hassle to file this and that, hammer this, sharpen it, etc etc etc.

 

 

I like this suggestion a lot, but something seemed a bit unsettling, perhaps rather bad from a professional and storyline perspective;

 

View Postquelmotz, on 29 November 2009 - 03:44 PM, said:

These holy rituals produce various products from potions to special weaponry. Outraged by Jagexs banishing of tree spirits from appearing to prevent lumberjacks from felling trees in the world of Gielinor, they finally decide to come out of hiding to try and convince Jagex to reinstate the tree spirits. Unfortunately, this immediately led to impudent explorers, enterprising lumber companies and ignorant lumberjacks coming to invade their land to steal their precious resources. The few outsiders who knew about the existence of the Ashiaz tribe were respectful and never did anything to irritate the tribespeople; now any commoner could come and tour the jungle as if it was some sort of tourist attraction.

 

 

Jagex, the developer should not be referenced as a divine character or union in an actual storyline. In this kind of game, that sort of technique takes away from the games authenticity and stands out as unprofessional. Perhaps it may be better to suggest that "the gods" banished the tree spirits, or perhaps that they just mysteriously disappeared (that would make for another good story).

 

The rest sounds like it would be rather fun and certainly a good buff to the skill :)

 

You have a good point. I guess I should just change it to "the gods". Or we could avoid this controversy completely by saying "Outraged by THE banishing of tree spirits..." and "they decided to come out of hiding to try and reinstate the tree spirits in their rightful place" or something like that.

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Gah, needs hidetags! (now called spoiler tags.) i cant say i read the whole thing, but i did like what i read. i think your on to a very good concept, full support. :thumbup:

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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Finished!

 

I revamped the smithing process and such, and also changed the trivia slightly. I also added a small village at the south of the lumbridge swamp for the sake of water runecrafters and ash-smithers.

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Updated with concept art of weapons, charms and such, and the support sig, thanks to Hawkxs.

 

If you have extra space in your sig, can you please support this thread by placing the support sig into it? Thanks!

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Excellent, I love this idea! Unfortunately, due to the size of my siggy I can't put the support sig inside it. Sorry. :(

 

Since with new quests come unlockable music, you should include music track names.

 

Btw, put a link to your suggestion in your sig picture. Like this:

[url=http://forum.tip.it/topic/252019-reviving-firemaking-ash-equipment-charms-and-more/][img=http://i46.tinypic.com/jfyat2.jpg][/url]

 

It comes out as:

jfyat2.jpg

douvdFX.jpg


 


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Boss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings


120s: Dungeoneering | Invention

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Excellent, I love this idea! Unfortunately, due to the size of my siggy I can't put the support sig inside it. Sorry. :(

 

Since with new quests come unlockable music, you should include music track names.

 

Btw, put a link to your suggestion in your sig picture. Like this:

[url=http://forum.tip.it/topic/252019-reviving-firemaking-ash-equipment-charms-and-more/][img=http://i46.tinypic.com/jfyat2.jpg][/url]

 

It comes out as:

jfyat2.jpg

 

Your siggy looks bigger than 200 pixels tall to me... but that's not including pictures so I guess it's ok...

 

Anyway, you should check out the small version of the support sig. It's right below the big support sig. I don't know why you missed it because I just put it in yesterday.

 

Anyhow, thanks for the sig with hyperlink. I don't know why the sig didn't have a hyperlink...

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