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ELEMENTAL MAGICS


Zaaps1

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Just a thought:

 

 

 

 

 

 

 

levels to be added later.

 

 

 

 

 

 

 

To use you gotta complete a quest: Elemental Mastery ( walkthrough )

 

 

 

 

 

 

 

Required: mage guild ascess(sp?), 60 agility, 60 fishing, 60 mining, 60 fming, 128k, able to kill some tough monsters WITH MAGIC ONLY.

 

 

 

 

 

 

 

1. Talk to Malifous Mortifer ( sp? ) near RImmington. Ask him how to master magic. He'll say some rubish that it takes years blah blah blah ( like what he always says ). But if you have the requirements, he'll let it slip that the elements are the key to mastery, He'll say oops and drive you off.

 

 

 

 

 

 

 

2. Now talk to each of the elemental wizards next to him, each will tell you a different person who knows of the master of that element. They each have the ellment's tab, which really controls the element.

 

 

 

 

 

 

 

3. AIR: Talk to the gnome air guy in Al-Kadrid. He'll talk of the "Great Eagle in the Sky", who mastered air. Pay the gnome 2k to fly NEAR the cloud ( its lair ). There are small clouds in the air requireing 60 agility to pass. At the end the Great Eagle attacks you. YOU MUST DEFEAT HIM WITH MAGIC. He is level 130, drops dragon bones, and the air Tablet.

 

 

 

 

 

 

 

4. Water: Talk to good olde NED. He says he once fought the "Kraken" and rambles on about the fight. You pay him 2k and he takes you to the LAIR, but whats this? You are over it! You have to dive deep. Each minute you spend underwater takes 30 airs and 40 waters. The Kraken is level 150, she drops raw fish and the water tab. MUST BE KILLED WITH MAGE. You must have 60 fishing to do damage.

 

 

 

 

 

 

 

5. Earth: Talk to the dwarf that sells pickaxes in the Dwarven mines ( did I spell it right for the first time????). He says once he was mining and came upon a giant snake made of rocks. He belives it mastered the element. Payed 2k he, shows you the passage to the snake's lair. It is covered in rocks, use 60 mining to tunnel back to the lair. The Snake is level 167, drops randoms ores and the earth tab.

 

 

 

 

 

 

 

6. Fire: Talk to the smithing tutor ( not the apprentice ). He tells you that deep in the lava pits on karajma ( sp? ) volcano dwells the "Flaming Spider". It is attracted by a special fire called a Lava Fire. The instructor gives you a bottle of lava, and the wc tutor gives you the lava logs. The bottle acts as a tinderbox. 60 fming is required. They each give you the stuff for 1k each. Light the fire near any lava in the volcano. The spider rises, grabs you, and take you to her lair. To protect from the lava, 30 fires a minute are required. The spider is lvl 180, drops the fire tab.

 

 

 

 

 

 

 

7. Talk to malifous morifer, he blables on as usual, you hint that youve got the 4 tablets. He then demands where you got them, and tries to take them from you. He fails, says how he shoulda trained thieving and attacks you. He has no level, no matter what happens you wont kill him, you need to last 3 minutes fighting him with magic. He sees your abilities and decides you train you for a fee of 120k, you say no he teles you to wizzy tower. Say yes, and he tells you to talk to a guy in the mage guild

 

 

 

 

 

 

 

8. The guy informs you of elemental mage, and gives you one of the 4 staves of your choice.

 

 

 

 

 

 

 

REWARD: 25k mage exp, able to use elemental magic and the staves.

 

 

 

 

 

 

 

NOTE: at any point after you started the quest you can cast elemental mage, required you have the runes, have the level, and killed the master of the element.

 

 

 

 

 

 

 

 

 

 

 

Air Beam--------Fires a long straight shot that CAN BE SEEN ( looks like a string heading toward the target ).

 

 

 

 

 

 

 

Air Ray----------Takes some time to charge ( you see 3 rays moving toward you, then they split and hits everything closeby.

 

 

 

 

 

 

 

Air Charge------Temporarly makes a weapon faster

 

 

 

 

 

 

 

Water Beam----See air beam

 

 

 

 

 

 

 

Air Special------Requires 65 agility, restores energy, prevents energy from "spending" as long as your not hit ( or log out )

 

 

 

 

 

 

 

Air Impale-------A mob of air piles down on target, also hitting nearby targets

 

 

 

 

 

 

 

Water Ray-------See air ray

 

 

 

 

 

 

 

Water Charge---Temporarly makes fishing higher

 

 

 

 

 

 

 

Water Special---Makes all water spells ice spells temporarly

 

 

 

 

 

 

 

Earth Beam-----see air beam

 

 

 

 

 

 

 

Water Impale--See air impale, for fun, you can see little fishies

 

 

 

 

 

 

 

Earth Ray-------

 

 

 

 

 

 

 

Earth Charge---tem. makes weapon stronger

 

 

 

 

 

 

 

Earth Special---REquires 75 mining, Makes some rocks ( unmineable ) right in front of you ( acts as barrier ), lasts temporarly

 

 

 

 

 

 

 

Earth Impale---A rock slide piles on target, rocks also hit nearbys

 

 

 

 

 

 

 

Fire Beam------

 

 

 

 

 

 

 

Fire Ray--------

 

 

 

 

 

 

 

Fire Charge----temp. makes fming and cooking higher, also ignites YOU in fire, acting as a 5 second shield

 

 

 

 

 

 

 

Fire Special----Can act as any use of fire (furnace, cooking, etc. ), melts all nearby ice, triggers burn damage ( works like posion, lasting shorter and draining 5% energy, but not each time )on all fire spells

 

 

 

 

 

 

 

Fire Impale----3 Waves of fire fall on targer, surrond it, and enclose, fire also shoots out hitting nearbys.

 

 

 

 

 

 

 

 

 

 

 

Special Bonuses

 

 

 

 

 

 

 

When standing next to something, a certin spell can have +10 magic to it.

 

 

 

 

 

 

 

AIR SPELLS-Im not sure about this, help?

 

 

 

 

 

 

 

WARER- Bodies of water ( river, ocean etc. )

 

 

 

 

 

 

 

EARTH- unmineable rocks

 

 

 

 

 

 

 

FIRE- Any source of fire ( from fming, ranges, torches in caves )

 

 

 

 

 

 

 

 

 

 

 

RUNES NEEDED

 

 

 

 

 

 

 

Beams- 20 runes of element, 3 bloods, 2 souls

 

 

 

 

 

 

 

Rays- 25 runes of element, 5 bloods, 3 souls

 

 

 

 

 

 

 

Charges-25 runes of element, 3 souls

 

 

 

 

 

 

 

Specials-25 runes of element, 7 souls

 

 

 

 

 

 

 

Impales-30 runes of element, 7 bloods, 5 souls

 

 

 

 

 

 

 

I have a feeling these arnt fair amounts, correct me on these.

 

 

 

 

 

 

 

STAVES

 

 

 

 

 

 

 

when the quest in completed you can buy any of these staves, 120k each from a dealer. THe bonuses are the same as ancient mage staves. Each can autocast any elemental spell ( except specials ). Each staff can also:

 

 

 

 

 

 

 

1. provide unlimited runes of that element

 

 

 

 

 

 

 

2. Tele to that elements altar and acts as tiara( teles require 5 of that rune, maybe a law or two )

 

 

 

 

 

 

 

3. Give +10 defence on spells of the same element.

 

 

 

 

 

 

 

4. Prevents you from casting other element spells( different element )

 

 

 

 

 

 

 

Well what do you guys think, TRY not to flame, and I know this needs improvement, so help a bit there. THANKS FOR READING

 

 

 

 

 

 

 

pics to come.

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I like it, but it needs a couple teleport/teleother spells.

wailord.png

 

If you choose your beliefs/lifestyle simply based on what your parents want, then you are a weak minded individual and are not even worthy of calling yourself a person.

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I like it, but it needs a couple teleport/teleother spells.

 

 

 

 

 

 

 

I considered that to, so I added the tele to rcing altar. Think about it, teleporting wouldnt exactly go with the elemental theme, only the rcing altars would.

 

 

 

 

 

 

 

WOOT 1 SUPPORTER!

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Seems like pretty good spells, plus I like the idea of elemental stuff. Would it be F2P or P2P?

 

 

 

 

 

 

 

P2P of course. :roll:

 

 

 

 

 

 

 

Intresting idea.

"A time comes when silence is betrayal" MLKJ

 

Speak your mind, but be civil.

Get mad, but do not rage.

Do unto others as you would want done to yourself.

 

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Thanks Ill fix some of the stuff.

 

 

 

 

 

 

 

Being that unlimited runes are avalible ( like, even regular elley staves give that ), I thought that why not?

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you need to add some alchemy spells and some curses

wailord.png

 

If you choose your beliefs/lifestyle simply based on what your parents want, then you are a weak minded individual and are not even worthy of calling yourself a person.

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idk doesnt go with the entire theme.

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This is an interesting idea, but I'll be the first to admit that I'd never do it...8k just to fight the things, and who knows how many runes just to survive the time spent there...the lava and water protections are too random for making sure you have enough runes to survive.

 

 

 

 

 

 

 

A better idea for that would be an extended trip to find talismans/rings/whatever that will help you survive constantly (it could easily cost plenty of runes, like making 50 of the carved runes from Slug Menace and having to bring them somewhere, and costing runes of the element ot make the final item).

 

 

 

 

 

 

 

Of course, there's problems with this idea as well, as there is with every idea ever made...

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nice spells but they're way to good, you didn't put level requirements and rune requirements.

 

 

 

 

 

 

 

One more thing, just to let u know....the modern magics are elemental magics... :-#

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i support but there are a few things that should be changed:

 

 

 

 

 

 

 

1: the name should be 'Spectrum Magics' or something that implies a greater use of elemental magics than the normal set

 

 

 

 

 

 

 

2: these spells should be added, and the book changed to

 

 

 

Wind Beam

 

 

 

Water Beam

 

 

 

Earth Beam

 

 

 

Fire Beam

 

 

 

Infernal Teleport - teleports user to Karamaja Lesser Demons

 

 

 

Wind Special

 

 

 

Water Special

 

 

 

Earth Special

 

 

 

Fire Special

 

 

 

Skyborn Teleport - teleports user to Eagle Peak's Eagles

 

 

 

Wind Ray

 

 

 

Water Ray

 

 

 

Earth Ray

 

 

 

Fire Ray

 

 

 

-----

 

 

 

Lakeland Teleport - teleports user to near the Lady of the Lake

 

 

 

Rockborn Teleport - teleports user to Keldagrim Blast Furnace

 

 

 

Wind Tornado - new name for wind impale

 

 

 

Infernal Teleport Other - teleports other to Karamaja Lessers

 

 

 

Water Flood - new name for water impale

 

 

 

Skyborn Teleport Other - teleports other to Eagle Peak's Top

 

 

 

Earthen Takedown - new name for earth impale

 

 

 

Lakeland Teleport Other - teleports other to near Lady of the Lake

 

 

 

Fire Meltdown - new name for fire impale

 

 

 

Rockborn Teleport Other - teleports other to Keldagrim Blast Furnace

 

 

 

 

 

 

 

3: special bonuses for air should be on cliffedges, or on the edges of mountains perhaps?

 

 

 

 

 

 

 

4: staves should just give a negative bonus to other elemental spells

nadsiggeh2cw3.png
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i support but there are a few things that should be changed:

 

 

 

 

 

 

 

1: the name should be 'Spectrum Magics' or something that implies a greater use of elemental magics than the normal set

 

 

 

 

 

 

 

2: these spells should be added, and the book changed to

 

 

 

Wind Beam

 

 

 

Water Beam

 

 

 

Earth Beam

 

 

 

Fire Beam

 

 

 

Infernal Teleport - teleports user to Karamaja Lesser Demons

 

 

 

Wind Special

 

 

 

Water Special

 

 

 

Earth Special

 

 

 

Fire Special

 

 

 

Skyborn Teleport - teleports user to Eagle Peak's Eagles

 

 

 

Wind Ray

 

 

 

Water Ray

 

 

 

Earth Ray

 

 

 

Fire Ray

 

 

 

-----

 

 

 

Lakeland Teleport - teleports user to near the Lady of the Lake

 

 

 

Rockborn Teleport - teleports user to Keldagrim Blast Furnace

 

 

 

Wind Tornado - new name for wind impale

 

 

 

Infernal Teleport Other - teleports other to Karamaja Lessers

 

 

 

Water Flood - new name for water impale

 

 

 

Skyborn Teleport Other - teleports other to Eagle Peak's Top

 

 

 

Earthen Takedown - new name for earth impale

 

 

 

Lakeland Teleport Other - teleports other to near Lady of the Lake

 

 

 

Fire Meltdown - new name for fire impale

 

 

 

Rockborn Teleport Other - teleports other to Keldagrim Blast Furnace

 

 

 

 

 

 

 

3: special bonuses for air should be on cliffedges, or on the edges of mountains perhaps?

 

 

 

 

 

 

 

4: staves should just give a negative bonus to other elemental spells

 

 

 

 

 

 

 

I dont know about the teleports though. Otherwise, Ill consider putting some of them up.

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