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Alg was Here

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*Hurricane*

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99 Firemaking 30-5-2010 | 99 Fletching 13-7-2014
TET-AU member:6-10-2010 - 21-10-2011

I [bleep]ing love you. <3:

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Always remember you're unique, just like everyone else.

  • Author

Some parts of this thing need improving. Mainly the fact that it's been minimally updated and is held together with rubber bands, which are held together somehow with smaller rubber bands. Going into an extra layer of rubber bands wouldn't be sanitary, let alone plausible to maintain. You just can't safely layer rubber bands like that!

 

 

 

Surreal humor FTW

 

 

 

That aside, the update bit is true. Tomorrow, I'm changing that.

Local is full of win. :)

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[bleep] the law, they can eat my dick that's word to Pimp

  • Author

...Something!

 

 

 

:lol:

 

I suppose this is a break. Will log in to do the 64 battlestaff thing, but otherwise, PC gaming.

 

 

 

No time now, I'll finish it tomorrow.

 

[hide=]Also available are the elemental spells from the Modern book

 

 

 

60: Elemental Rush

 

Max 15, 7 elemental runes and 1 death to cost, element runes free with mystic elemental staff, no other.

 

 

 

62: Workshop Teleport

 

3 of each element rune, 1 law, teles to the Elemental Workshop, requires part 2

 

 

 

64: Stone Shell

 

10 Earth runes, 2 cosmic, 10% damage reduction to Melee attacks, 10% damage increase to Magic attacks.

 

 

 

65: Group Workshop Tele

 

5 of each element rune, just like the lunar Group spells

 

 

 

68: Flare

 

10 Fire runes, 1 death, max 17, does damage similar to Morrigan Javelin spec, but slower

 

 

 

69: Wave

 

10 Water rune, 1 death, chance of knocking an enemy back 2 squares and stunning for a short time. Max 17

 

 

 

70: Quake

 

10 Earth, 1 death, opponent cannot switch equipment for one turn. Max 17

 

 

 

71: Gale

 

10 Air, 1 death, chance of disarming opponent. Max 17

 

 

 

72: Elemental Teleport

 

10 elemental runes, 1 talisman of the same element, teleports you outside the matching Runecraft altar.

 

 

 

75: Wind Shell

 

10 Air, 2 Cosmic, 10% damage reduction to ranged attacks, 10% increase to Magic

 

 

 

76: Spell Focus - Damage

 

For a set time, your magic attacks do more damage, but cost an extra rune

 

 

 

79: Lightning

 

10 Air, 10 Water, 1 Blood, does passive damage like Flare/Morrigan Javelin. Max 22

 

 

 

80: Void

 

10 Air, 10 Earth, 1 blood, drains enemy's prayer depending on damage (Smite increases this), max 22

 

 

 

81: Mantle

 

10 fire, 10 earth, 1 blood, lowers the timer on opponent's summoning familiar by half. Max hit 25

 

 

 

82: Boil

 

1 Boil Scroll, 15 Fire + water, 1 blood. Same as Boil scroll on Titan familiar.

 

 

 

84: Flame shell

 

10 fire, 2 cosmic. Reduces all damage by 10%, but you take passive damage.

 

 

 

85; Focus - Efficiency

 

10 Soul, 5 element (all kinds) Spells cost 1 Rune less each for a time, can't cast if another focus is active

 

 

 

87: Time Prism

 

10 Law, 10 Astral, 10 nature. Armor will not degrade for 10 minutes

 

 

 

90: Dragonfire

 

50 Fire, 5 blood. Does dragonfire damage to your opponent. No damage if your opponent has an antidragon/d'fire shield. Spell damages you as well if you do not have one either.

 

 

 

90: Aether

 

20 Cosmic, 5 Astral, 5 soul, max 25, lowers opponent's Strength.

 

 

 

92: Ice shell

 

10 Water, 2 cosmic, 10% damage reduction to all styles, but moving dispels it. Requires one turn to break, and can only use Magic to attack

 

 

 

94: Rebirth

 

10 Fire runes, one Phoenix quill, phoenix familiar summoned. Instantly ressurects you when you die, but any food and potions will be reduced to ashes. Kills phoenix familiar. Can only be used once daily, and only after doing the D&D.

 

 

 

95: Focus - Accuracy

 

Spells will not splash, but cost 1 rune more each.

 

 

 

96: Eruption

 

25 Fire, 1 Soul, max 40, damages any enemy within 9 spaces of you, but you take up to 15 damage per cast. Chance to leave passive damage, maxing at 3.

 

 

 

97: Tornado

 

25 air, 1 Soul, max 40, damages all enemies like ^, you take 15 damage per cast. Small chance to disarm all of an enemy's gear that they have inventory space for.

 

 

 

98: Rockslide

 

25 Earth, 1 soul, same max, damage, penalties, and range. Chance to hit above max, but damages you for as much as it hits above.

 

 

 

99: Flood

 

25 Water, 1 soul, same as ^, but effect has a chance of knocking back an enemy 5 squares and stunning for 10 seconds.

 

 

 

100: Banishing

 

10 soul, 10 death, 10 astral. Does nothing to most enemies, but hits up to 200 on the CB, and maxes 50 on Undead, Demons, summoned familiars and animated enemies. Those include all GWD bosses. Very susceptible to splashing unless wearing full mage gear. Requires Salve amulet (e) to cast. Slow cast rate too.[/hide]

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