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Spellbook

#1 User is offline   Demeter Icon

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Posted 04 May 2009 - 02:05 PM

The Spiritual Spellbook
Table of Content

  • Introduction
  • The Spellbook
  • The Quest
Introduction
Currently, there is three spell books. the Basic, Lunar, and Ancients. But out of those three, it seems like things are not fulfilled. There needs to be a spellbook dedicated to the ghosts and the essence of them. Read on to find out more.

The Spellbook
The spellbook was created by the ghosts of the wilderness, during the 3rd Age. These spells were used in the war, and they are what revenants use today. The Quest, Dark Despair, will be the quest required to access this spellbook. For now, I will tell you the spells and etc. To use this spellbook, you must have 40 magic and have completed Dark Despair.

Graveyard Home Teleport
Level: 1
Runes Required: 0
Effect: Teleports to the Graveyard of Shadows west of Clan Wars.
Experience for each spell: 0
Extra Notes: Can only be teleported every 30 minutes. Interrupted by combat.

Swiftness
Level: 40
Runes Required: 4 Air runes and 1 Energy rune
Effect: Increases your spell-casting speed by 10% for 20 seconds.
Experience for each spell: 32
Extra Notes: Good for casting with weakening spells

Punish
Level: 43
Runes Required: 2 Air runes, 2 Energy runes, and 1 Chaos rune
Effect: Attacks your opponent, for a maximum hit of 130. Also has a 10% of slowing your enemy down by 20% for 3 seconds.
Experience for each spell: 37
Extra Notes: A smaller form of penalize.

Weak Poison Foe
Level: 45
Runes Required: 3 Earth Runes, 3 Energy Runes and 2 Body Runes
Effect: Slightly poisons a foe for a small poison
Experience for each spell: 29.5
Extra Notes: Poisons just like a (p) weapon.

Mental Execution
Level: 47
Runes Required: 3 Body runes and 2 Air runes.
Effect: Temporarily lowers your enemy's magic by 10%
Experience for each spell: 33.5
Extra Notes: Good use against revenants and magic casters

Penalize
Level: 49
Runes Required: 3 Air Runes, 3 Energy runes and 1 Death rune
Effect: Attacks your opponent, for a maximum hit of 150. Also has a 10% of slowing your enemy down by 30% for 3 seconds.
Experience for each spell: 38
Extra Notes: Stronger then punish, weaker then

Navita's Ray
Level: 50
Runes Required: 5 Energy Runes, 3 Air Runes, and 2 Death Runes.
Effect: Attacks your opponent two quick hits (like a dragon dagger), with a maximum of 100 for singular hit.
Experience for each spell: 40. (20 each hit)
Extra Notes: Requires Navita's Sceptre, can only be casted every 2 minutes, if tried to cast beforehand it says, "Your staff has not recharged its full power yet", same goes for the other Staff Spells.

Levus's Spark
Level 50
Runes Required: 5 Energy Runes, 3 Air Runes, and 2 Death Runes.
Effect: Shoots a light of bolt that blinds your opponent for 5 seconds and has a maximum of of 120 damage.
Experience for each spell: 40.
Extra Notes: Blindness condition makes your enemy lose 50% of their stats for 3 seconds. Spell can only be casted every 2 minutes. Requires Levus' Sceptre

Comitis's Dart
Level: 50
Runes Required: 5 Energy Runes, 3 Air Runes, and 2 Death Runes.
Effect: Has a max hit of 1/3 of your magic level, and has a 5% chance of poisoning. (strong poison p++)
Experience for each spell: 40
Extra Notes: Does not round up if it is like 13.33333 or 16.77777. It will be the level that is the digits before the decimal. Can only be casted every 2 minutes.

Rapidify
Level: 52
Runes Required: 5 Air Runes and 2 Energy Runes
Effect: Increases your spell-casting speed by 30% for 5 seconds.
Experience for each spell: 42
Extra Notes: good for weakening spells

Submission
Level: 54
Runes Required: 1 Fire Rune, 1 Water Rune, 1 Earth Rune, 1 Air Rune, and 5 Energy Runes.
Effect: Shoots 3 Bolts of each element that each have a max hit of 60 each.
Experience for each spell: 35 (11.25 each hit)
Extra Notes: Each bolt casts in 0.25 seconds. Has a total max hit of 180.

Frenzy
Level: 58
Runes Required: 6 Body Runes and 2 Energy Runes.
Effect: Raises Attack and Strength by 10% for 10 seconds.
Experience for each spell: 40
Extra Notes: Cannot be used when a staff is equipped

Cemetery Teleport
Level: 61
Runes Required: 2 Law Runes, 1 Fire Rune, and 2 Energy Runes.
Effect: Teleports to the cemetery northwest of the Bandit Camp
Experience for each spell: 50
Extra Notes:

Dragonbreath
Level: 63
Runes Required: 4 Law Runes and 2 Energy Runes.
Effect: Burns your enemy. Your enemy will get hit 10 HP every 2 seconds, for one minute. One minute = 300 points of damage.
Experience of each spell: 43
Extra Notes: Antifiresheilds and antifire potions have a 50% chance blocking this attack, used together makes it always miss. CANT be used with poison. Can only be used every 2 minutes on the same enemy, It will say (The burn cannot be induced any further on this enemy)

Poison Foe
Level: 65
Runes Required: 4 Earth Runes, 4 Energy Runes, 3 Body Runes.
Effect: poisons your foe.
Experience for each spell: 44
Extra Notes: regular poison, like (p+)

Demon Teleport
Level: 68
Runes Required: 2 Law Runes, 2 Fire Runes, and 3 Energy Runes.
Effect: Teleports to where the Lesser Demons are in Red Dragon Isle
Experience for each spell: 53.5
Extra Notes:

Dementation
Level: 70
Runes Required: 3 Energy Runes, 2 Fire Runes, and 3 Fire Runes.
Effect: Attacks, has a max hit of 190. Also has a 5% to decrease defense 30% for 7 seconds.
Experience of each spell: 55
Extra Notes: Attacks enemy

Debilitation
Level: 74
Runes Required: 6 Body Runes, 4 Energy Runes, and 2 Fire Runes.
Effect: Decreases enemy's attack, strength, and defense by 7% for 15 seconds
Experience of each spell: 49
Extra Notes: Can only be casted every minute, a message will be sent (Your head hurts too much to cast this) if you havent waited enough.

Scorch
Level: 77
Runes Required: 5 Fire Runes, 1 Energy Rune
Effect: does 10-20 Damage, for 10 seconds. It will hit 10 times.
Experience of each spell: 50
Extra Notes: The maximum of this hitting is 200, if all the hits hit 20. The minimum is 100. The Average is 150.

Eastern Gate Teleport
Level: 80
Runes Required: 3 Law Runes, 5 Energy Runes.
Effect: Teleports to the Eastern Wilderness Gate, on the southern side.
Experience of each spell: 58
Extra Notes:

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less. But always has a 50% chance of failing, no matter the magic level.
Experience of each spell: 46.5
Extra Notes: I played with letters on the name, heh. :P

Superpoison Foe
Level: 87
Runes Required: 5 Earth runes, 5 energy runes, 4 body runes
Effect: Superpoisons an enemy (p++)
Experience of each spell: 47

Undead Screech
Level: 90
Runes Required: 6 Energy Runes
Effect: Let out a terrifying scream that does a max of 240. Also has a 25% chance of lowering the enemy's defense level by 10% for 30 seconds.

Protection
Level: 92
Runes Required: 5 Air Runes, 2 Energy Runes, 1 Cosmic Rune
Effect: Increases your defense by 40% for 15 seconds.
Extra Notes: Can only be casted every two minutes, only works against Melee

Dragon Wing
Level: 95
Runes Required: 10 Blood Runes, 10 Energy Runes
Effect: Summons the power of a Revenant Dragon to hit three times, with a max hit of 110 each.
Extra Notes: Can hit up to 110. Each bolt is casted in 1 second, making all bolts hit in 3 seconds.


The spellbook can only be accessed when the quest is completed.

THE QUEST - Dark Despair

Length: * * *
Difficulty: * * * * *
Requirements:
  • 47 Agility
  • 39 Crafting
  • 52 Runecrafting
  • 40 Magic
  • The Knight's Sword
  • Priest In Peril
  • Contact!
  • Restless Ghost
  • Digsite Quest
  • Ernest the Chicken
  • Desert Treasure
  • Animal Magnetism
  • Wanted!
  • A Lightsource: candle, lamp, etc.
  • Spade
  • Ability to defeat a level 597 Revenant Kalphite Queen
  • Keris
  • Amulet of Ghostspeak
The skills may not be temporarily boosted by anything to start.

To start the quest, pay a visit to Veia, a ghost that roams the graveywards in the wilderness. (The graveyard of shadows)
(If not wearing Amulet of Ghostspeak)
Veia: OoooOoooOOOOOoooO!
Player: Oook?

(If wearing Amulet of Ghostspeak)
Player: Hello.
Veia: Who goes there?
Player: Me, (insert player name here)!
Veia: Why are you here?
Player: I seek a quest.
Veia: I suppose I do have something that needs to be done...
Player: What is it?
Veia: You notice the interesting ghosts that roam around out here?
Player: Yes, I believe they are called revenants
Veia: Exactly right.
Player: So what do you need?
Veia: A new interesting one has been passing by the graveyard, and it's getting pretty annoying. It's in the shape of a dead Kalphite Queen.
Player: Oh dear!
Veia: Yes. I need you to get rid of it.
Player: And If I do?
Veia: It's power will be yours.
Player: It sounds like a lot of power...
Veia: It is.
Player: So where do I find this monster?
Veia: Well I have no clue. If anyone would know, it would probably be the Mystics in the nearby camp. They've been spying on the local revenants for ...quite a while now.
Player: Okay, Thanks!
Veia: Best of luck, adventurer!

Go to Stealing Creation, and talk to the head mystic.

Head Mystic: Hello
Player: I have a question for you.
Head Mystic: Yes?
Player: Where can I find a powerful undead monster?
Head Mystic: They're all around us.
Player: Yeah, But I'm looking for a special one. Somehow in the shape of a "Kalphite Queen"
Head Mystic: Oh yes. Our camp was digging somewhat northeast of here where the ghouls were seeming to gather, and we dug beneath them.
Player: And?
Head Mystic: There was a tunnel, and deep within that tunnel there was a monster, in the shape of a Kalphite Queen.
Player: Where is this tunnel?
Head Mystic: The tunnel was missing after we went to check, but I managed to get some of the essence from the monster. I turned it into a talisman, so it could be tracked down.

He hands you the talisman.

Player: Ok, thanks!

And the Talisman will guide you to a part in the wilderness where the Tunnel to the Revenant Kalphite Queen leads. It is random for each player and does not change, like the Draugen. Once you found the spot, dig at it with your spade and a hole will appear.

Player: Wow... It sure is dark in here.

There will be a long tunnel, and at the very end, there will be a "Mysterious Monster" that can only be examined. When you enter the room it is in, It will go "Raaaaaaaaaarrrrrrrr" and hit you for your max HP. You will then wake up at Stealing Creation next to the Head Mystic.

Head Mystic: You DARE disturb that creature?
Player: Well I-
Head Mystic: You could of been slaughtered! If it wasn't for our desert friend you would of died!
Player: I didn't know-
Head Mystic: I'm afraid I'm going to have to take that talisman away from you.

The Head Mystic quickly takes it away.

Player: Hey! I need that!
Head Mystic: The only one needing that is us!
Player: Ughh...

You need to return to Veia now.

Veia: Did you kill the monster?
Player: No...
Veia: What happened?
Player: The Head Mystic at the camp gave me a talisman, so I could track it down. There was a tunnel, and I dug it up. In the tunnel, I went to the very end and I met a Mysterious monster. It killed me quickly and I woke back up at the Mystic's camp.
Veia: Oh my!
Player: Yes.
Veia: We're going to have to do something to get that talisman back.
Player: What?
Veia: The Mystics have a distinct bond with the revenants, right?
Player: Yes.
Veia: Well. If they take away from us, we'll take away from them.
Player: WHOAAAAAAAAAAAAAH. You expect me to kill a revenant?
Veia: Five of them, for sure.
Player: And what good will this do?
Veia: We wil threaten the mystics until they give the talisman back.
Player: Good plan.
Veia: Now go kill them!

You are now expected to kill 5 revenants. Anything will work. When you kill 5, return to the Head Mystic.

Head Mystic: Oh no! Our spirits are being banished from Gielenor!
Player: That's right.
Head Mystic: Huh?
Player: I killed them.
Head Mystic: You WHAT?
Player: Yes. I want that talisman back
Head Mystic: And to let you kill MORE of them? I think not!
Player: Or I'll just kill all of them.
Head Mystic: Oh well... I guess I have no choice. Here's your talisman.

He hands you the talisman

Player: Thanks!
Head Mystic: You're not welcome!

Return to Veia and show her the Talisman.

Player: This is the talisman.
Veia: Interesting... I think I've seen something like this before.
Player: Where?
Veia: I'm not sure. It just seems to ring a bell.
Player: So, should I track down this thing?
Veia: Not yet. If it's a Kalphite Queen and it's a Revanant, It'll be nearly unstoppable.
Player: What do I need?

Veia takes out a mysterious magnifying glass and looks on the other side of the talisman, where some mysterious letters are engraved.

Veia: This is what it says.

"THE WEAPON TO SLAY THE QUEEN OF THE DESERT.
WEAPON MUST BE TAINTED WITH UNDEAD POWER."

Player: It reminds me of something.
Veia: When you think you've found it, bring it back.
Player: Okay.

Get keris and bring it to Veia.

Player: I think this it is, Veia.
Veia: I knew it! Keris!
Player: Now all we need is the taint of undead power.
Veia: I'll be able to do that.

Veia emanates a mysterious ray coming from her eyes and Keris will become "Darkened Dagger."
It'll look like Keris but a tip of purple instead of green, like poison.

Veia: Here we go.
Player: Perfect!
Veia: Now go kill that beast!
Player: Yes, Ma'am!

Go to the lair, with armor, food, prayer pots, and everything you'll need to kill it.

When you find the Mysterious Monster, a cutscene will happen.
You'll confront the monster, it'll say RAAAAAAAAAAAAAWWWWWWWWWRGH and then the fight begins

It is now a
Revenant Kalphite Queen (Lv. 597)
Here is the guide to kill her.

Revenant Kalphite Queen
Race: Kalphite
Max Hit: 400 (Melee) 270 (Magic) 270 (Ranged)
Combat: 597
Hitpoints: 2550
Can cast Protect from melee.

She is very hard to kill.

To kill her, you must be holding Darkened Dagger. Activate protect from melee as soon as you engage fight. This is the suggested inventory.

Prayer Potion(4) x1
Shark x20
Super Strength(4) x2
Any other fighting stuff x4
Teleport x1

*NOTE THAT THE QUEEN IS IN LEVEL 25 WILDERNESS, SO YOU WILL HAVE TO GO SOUTH UNTIL YOU CAN TELEPORT.

Approach her and start attacking. Make sure protect from melee is on. She has three different attacks, Melee, Ranged, And Magic.

For Melee, She hits you with her pinchers, doing a max hit of 40. This will also poison.
For Ranged, She shoots some very fast black darts, for a max hit of 27.
For Magic, She shoots a more powerful form of a Revenant spell, for a max hit of 27.

She will alternate randomly on the three different attacks.

When her health falls below 50, she goes on a rampage and goes 25% faster.

When she is killed, she will drop "Revanant Essence"
Also after the fight, Darkened Dagger returns to Keris, or poisoned Keris if it was before.
Pick it up, as it is required, and go back to Veia.

Player: I've slain the beast.
Veia: How can I trust you?

You hand her the essence.

Veia: You've done well, (Player)

*REWARD TIME!!!*

20k Magic Experience
Access to the Spiritual Spellbook
100 Energy Runes
Energy Talisman
One 13.5k Experience lamp for a skill over 35.
Ability to craft Energy Runes

You can swap the spellbooks by talking to her.

Energy Alter:
Posted Image
Energy Runes require Pure Essence to be crafted and a runecrafting level of 52. They can be multicrafted at x2 at level 84.











This post has been edited by Aura: 13 March 2010 - 04:32 PM


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#2 User is offline   Vader200125 Icon

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Posted 08 May 2009 - 03:02 PM

I like your idea of a new spellbook and quest. Perhaps you should suggest it to Jagex and see what they think. It would certainly spruce up the game. :thumbsup:

This post has been edited by Dan: 08 May 2009 - 06:06 PM
Reason for edit: No need to quote the whole topic.

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#3 User is offline   superfan21 Icon

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Posted 08 May 2009 - 03:18 PM

I really like the idea of the spellbook from revenants. Doesn't seem to be overpowered, altough some are (Like submission, hitting 24 on lvl 54 seems a bit high in my eyes) and dragonbreath) How do the spells look like? Just like those from the revs? I really like it!
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Posted 08 May 2009 - 03:25 PM

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5
Nothing in the game is or should be a sure thing; did you mean always does either 12 or zero?
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Posted 08 May 2009 - 03:52 PM

View Postcestal, on May 8 2009, 02:28 PM, said:

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5
Nothing in the game is or should be a sure thing; did you mean always does either 12 or zero?


He clearly says it always does 12 damage
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#6 User is offline   Frenzy Icon

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Posted 08 May 2009 - 04:32 PM

How about expanding up, and making spells for 95+. If your hitting 36's at 77 magic, that is just pointless, seeing that Barrage is 94 and hits 30s
99 Range | 85 Defense | 94 Hitpoints | 99 Magic | 65 Prayer |
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Posted 08 May 2009 - 10:29 PM

I like the idea man. I think it'd be cool if you thought of a quest as well to go with it.
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Posted 09 May 2009 - 01:45 AM

View Postcestal, on May 9 2009, 06:28 AM, said:

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5
Nothing in the game is or should be a sure thing; did you mean always does either 12 or zero?

You know the dark bow special always hits. With dragon arrows it's minimum 8-8 (16) ;-)
So with both of those, you would be guaranteed to kill your opponent if they have 12 or less health.

Anyway, I like most of these spells, but for your spells that decrease/increase something for a certain amount of time, I think they should last longer. I don't many would use Debilitation if it's only 20 seconds, maybe increase it to a minute or something.
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Posted 09 May 2009 - 01:52 AM

View Postcestal, on May 8 2009, 01:28 PM, said:

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5
Nothing in the game is or should be a sure thing; did you mean always does either 12 or zero?


#coughdarkbowspecalwaysdoes8+damagecough*

I love this book. Not overpowered at all, as melee can hit way higher with the same levels. It lacks enough teleporting spells, and as it is based on ghosts, It seams that it should have more weakening spells. Anyway, I have a suggestion for book. How about instead of a quest you need to do a miniquest every time you want to get book back that makes you kill like 5 revs? (You should change back whenever you wanted by talking to Mandrith, one of the mysterious ghost that give you ghostly robes, Janecca, or some other new ghost.
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Posted 09 May 2009 - 02:27 AM

I really like this idea, you've spaced the level requirements out nicely and none of the spells seem too over the top.
But, if these spells are the ones that revenants use today, maybe you should add in a teleblock spell and a freezing spell.

Quote

Levus's Spark
Effect: Shoots a light of bolt that blinds your opponent for 5 seconds and has a maximum of of 12 damage.

What does blind do?
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#11 User is offline   Monkey` Icon

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Posted 09 May 2009 - 11:22 AM

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5


Could I ask how many people really would use this spell at level 85 when blitz both freezes and can hit up to 26 at only level 82 Magic? Other than that, the other spells are quite good but I don't think we're in need of new spells in RS atm, mages needs better armour, that's what we need atm imo :thumbsup:

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Posted 09 May 2009 - 12:57 PM

View PostMonkey`, on May 9 2009, 05:25 PM, said:

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5


Could I ask how many people really would use this spell at level 85 when blitz both freezes and can hit up to 26 at only level 82 Magic? Other than that, the other spells are quite good but I don't think we're in need of new spells in RS atm, mages needs better armour, that's what we need atm imo :thumbsup:

You never know, if they were on this spellbook they wouldn't have the option of blitz etc. A spell like this could be useful for other reasons.

It will be hard for mages to have better armour as that would unbalance the combat system significantly. Mages have the ability to freeze and deal large damage at the cost of being vunerable to physical attacks.

I agree that Magic needs some new spells or equipment though and something this would be ideal.
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Posted 09 May 2009 - 09:23 PM

View PostMonkey`, on May 10 2009, 02:25 AM, said:

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Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5


Could I ask how many people really would use this spell at level 85 when blitz both freezes and can hit up to 26 at only level 82 Magic? Other than that, the other spells are quite good but I don't think we're in need of new spells in RS atm, mages needs better armour, that's what we need atm imo :thumbsup:

That spell would be good for a mass corp beast trip (if everybody was to use it maybe).
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#14 User is offline   imameleedude Icon

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Posted 10 May 2009 - 03:27 AM

View Postcestal, on May 8 2009, 03:28 PM, said:

Quote

Schplinthriss Blast
Level: 85
Runes Required: 2 Death Runes, 5 Fire Runes and 1 Cosmic Rune.
Effect: Always deals 12 Damage, no more no less.
Experience of each spell: 46.5
Nothing in the game is or should be a sure thing; did you mean always does either 12 or zero?

Blood Diamond guy from DT - Always hits 5 damage. No matter what. (unless using Melee)

Dark bow Spec (dragon arrows) 8/8 no matter what

I'm quite certain there are others :suspect:
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#15 User is offline   Grincas Icon

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Posted 10 May 2009 - 05:44 AM

I really like your new idea, the spells aren't overpowered and make sence, now you just need to work on a quest, which would give access to this new spell book. Good luck with it, as it's really worth to becoming a reality in Runescape in my opinion.


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#16 User is offline   Demeter Icon

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Posted 11 May 2009 - 12:59 AM

I Finished the spellbook and added the Quest.

I'll finish it up on more information on energy runes and where the alter is and levels, etc.

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#17 User is offline   Xiaogege Icon

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Posted 11 May 2009 - 05:10 AM

Hmm, I really, really like this suggestion! I love the names you made for the spells, and everything makes sense. Maybe adopt the max hits/xp to the existing spell books and your spells will be great!

The quest gives a good idea of what it would be like, too; even though there are a few places that need improvement. Of course, Jagex would probably add their little bits of humor, add some item fetching here and there, and the option to stop whatever your doing (I noticed there is no option to decline the starting of the quest :-P ), so it doesn't matter too much. You should definitely improve on this idea and suggest it on some other fansites and the RSOF forums too! I'm sure Jagex will give it a chance! ^_^

This post has been edited by Xiaogege: 11 May 2009 - 05:11 AM

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#18 User is offline   funnybutcher Icon

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Posted 11 May 2009 - 07:07 AM

You worked out everything good =] Although I have to agree that some spells are overpowered...but you already knew that.

Good luck and keep doing this :D

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Posted 11 May 2009 - 06:02 PM

Ok I fixed a few of the overpowered skills, please comment further

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#20 User is offline   Mike Icon

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Posted 23 May 2009 - 10:01 PM

I have to say, those spells are incredibly well balanced. It's a very fair, very effective PK spellbook. However, you may want to explain what you mean by "blinding" the opponent. Just as well, you may want to lower the stat reductions on certain spells or lower the time they last. Losing 50% of your defense for 30 seconds seems a bit too much. Even for 15 seconds that is quite a reduction. Play around with the stat reducers. You'll find a balance.
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