A New Runecrafting and Magic Incentive
New uses for the orbs atop staves (keeping infinite runes idea intact):
Air
: Increased air spell dmg based on 1st + 2nd digit of Magic lvl, also chance to knock back 1-2 squares and stun target.
Earth
: Earth spells have chance to entangle opponent with any binding spell, provided player has the level and the runes.
Fire
: Fire spells have chance to deal recurring fire dmg over time, duration based on Magic level and intensity based on spell cast.
Water
: Water spells have chance to slow target's attacking speed by one notch (e.g. scimitar speed becomes longsword speed).
Nature
: No infinite runes. Small chance to cast nature spell 50% faster dependent on Magic level, works with Superheat but not with Alchemy.
Death
: No infinite runes. Casting spell that uses death runes, user has chance (below 5%) to outright kill opponent. Does not work on bosses, players, or undead.
Chaos
: No infinite runes. Caster has chance while casting chaos spell for random effect to happen. Effects range from positive to negative, e.g. damage caster, or disarm opponent.
Mind
: Supplies 1-1,000 mind runes based on Runecrafting level until destroyed. Small chance of restoring 1-50 mind runes upon cast of mind spell, including Magic Dart.
Cosmic
: Chance to add extra cosmic charge to jewelry and bolts. Example, Amulet of Fury with 4 extra cosmic charges slightly increases its stats for one hour per charge. Would be labelled Amulet of Fury(c4).
Body
: Chance of decreasing all melee stats of opponent by (spell cast %) + (first digit of Magic level) for a maximum of 19%.
These orbs would be created via Runecrafting and not Crafting anymore. You would take molten glass to rune altar, creating unpowered orb at speed of Orb Charge. Experience reduced to 35 rather than 52.5 XP that Crafting gives. Allowing slightly faster method of RC XP, flourishing economy and more Magic uses.
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26-Feb-2014 19:17:04