One more strategy follows pretty much the same structure
One more strategy follows pretty much the same structure, but rather than outlining which types of runes you'll be able to carry at each level they are replaced with a number representing how many kinds of runes you are able to hold.
Enjoy! Please, comments would truly be excellent, although not on the amounts outlined above. Maybe in the event that you have your own method of how these can be controlled, or maybe believe that they shouldn't be ... share your ideas, please! It will make the thought that far better.
Recharging Jewelry. This one has nothing to with battle. It will, however, have to do with rather high level magic, so listen up. All these however, the Ring of Wealth can have additional effects (such as teleportation) after they're dipped into a reservoir in either the Heroes Guild or the Legends Guild. (The Glory could simply be recharged at the Heroes Guild, the necklace and bracelet at the Legends)
After their fees have been consumed, the jewellery needs to be attracted to the appropriate guild before further use. My proposal is that, rather than needing to go to the guild every time you run outside, there'll be a Lunar Spell (after Fantasy Mentor) that may be used to recharge the jewellery.
The caster must have completed the mandatory quest (Heroes or Legends) to cast this spell. The jewellery must have already been billed once before. Graphic: The caster holds up a giant purple gem in 1 hand and raises the other hand over their head, pointing the hands down to the stone. White light streams from the palm into the gem. Recharges enchanted up to two bits of enchanted dragonstone jewellery in the caster's inventory. The"around two" part is so that high level mages can reasonably utilize it, but not have it be overpowered.
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