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Warding Design Blog

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Warding Design Blog

Last year at RuneFest, Mod West revealed his design for Warding. In this blog you can find an extended design plan for Warding including some changes following your feedback.

The ground shook across the land as six ominous rocks rose from the earth in a swirl of magic and rubble. The scholars of the Wizards' Tower were quick to act and immediately began studying the monolithic monstrosities. They quickly discovered a method of manipulating the energy within the rocks and with various magical tools used it to create armour with impressive capabilities. Some would say this came far too easily. As if they knew exactly what they were doing...

Dive into Old School RuneScape's first new skill by discovering the hidden armaments of the Wizards' Tower. There you will learn the intricate art of drawing wards and channeling vis to create a vast array of armour suited for witches and wizards.

At last year's RuneFest we announced our proposal for the Warding skill. We gave you a brief overview of what our plans for the skill were, but ultimately we wanted the design of the skill to be shaped by you, the players. Your suggestions have been incredibly valuable, and the rest of this blog will highlight just how much warding has changed thanks to your input.

What You Said

Following the announcement, we paid close attention to what you were saying across all channels, and we recently surveyed 5,000 of you to provide in-depth feedback. Here were some of the common themes:

The skill as described felt like Old School and filled a gap in content, but you wanted more useful rewards and milestones than just ?new armour?.
Those of you who wanted the ability to imbue rings moved to Warding wanted it to be fleshed out as staple of the skill. There was a mixed reception to our plans for imbues in general.
There was a lot of support for the concept of dissolving, and in particular the positive impact that an item sink could have on the economy.
Some of the terminology related to the skill was considered confusing and unnecessarily complicated.
Being able to train the skill only at fixed locations was too limiting and made it feel too much like the Runecrafting skill.

What We Changed

We've made substantial changes to the content based on the above feedback and we think you'll be pleased. The rest of the blog contains everything you need to know about the new and improved Warding, but here are some points to look out for:

Existing under-used armours will undergo a noticeable rebalancing, and new armours which fill particular niches have been introduced.
A detailed breakdown on how to train the skill and what you can expect to gain from it.
You can expect to see the Farming and Hunter skills interact with Warding, with expansions for both.
Learn more about dissolving and its item-sinking effects.
There's more information about the changes to imbues and how it will affect existing items.
It will be possible to ward and train the skill anywhere.

It's time to dig deep into Old School RuneScape's first new skill, but before you begin,

Click here for a helpful A-Z of Warding.

Abraxas - An item used to create catalytic wardstones. It is received as a monster drop.
Bane - A magic weapon that?s stronger against a specific type of enemy.
Battlemage Robes - Robes or armour created via warding that have a specific unique buff. See the rest of the design blog for more information about the specific sets of robes and armours.
Battle Ward - The one of two categories of ward. Battle wards are used in combat and provide a variety of magical buffs and effects to an area. There are five types, each requiring different levels: mind, chaos, death, blood, and wrath.
Channeling - The process of creating magical equipment.
Channeling Lamp - A tool used in conjunction with a ward which allows the user to channel. This is equipped in the off-hand slot.
Dissolving - The process of breaking down various pieces of equipment to gather more vis.
Elemental Ward - One of two categories of ward. Elemental wards are used for creating magical equipment and dissolving items. There are four types, each requiring different levels: air, water, earth, and fire.
Fabrics - Material used to create magical armours.
Imbued Rings - Magical rings imbued via the channeling of vis. New rings and imbues will be added with the Warding skill.
Magnanery - A new Farming patch which allows you to gather different types of silk from silkworms.
Mystic Cocktails - New ranged items that are an alternative to Chinchompas made with the Warding skill.
Runestone Monolith - A giant chunk of Runestone that aids with warding. Here you can channel equipment without having to draw your own ward. Casting magic upon the Runestone Monolith can generate small amounts of vis.
Silk - Material used to create magical armours. New farmable types of silks will be added with the Warding skill. Silk moth larva are used to farm silks and can be acquired by silk moth catching, which is a new addition to butterfly catching.
Silkworm - A silk-yielding caterpillar of a silk moth.
Steatite - A chalk-like mineral that is gathered by mining to produce wardstones.
Vis - A waxy substance created when physical items are dissolved via a channeling lamp. There are three kinds: elemental, catalytic, and rare.
Ward - A magic circle depicting a specific rune that is drawn onto the floor using a wardstone. There are two categories: battle and elemental.
Warder's kit - A satchel used for storing wardstones.
Warding - The process of drawing a ward. Also the name of the skill.
Wardstone - A chalky mineral mixed with vis. Used to draw wards. There are two types: elemental and catalytic.

What is Warding?

To understand the role of Warding, let's identify the gap it's designed to fill. In most scenarios, mage equipment is either bought or dropped by monsters and cannot be created by the player, making Magic an exception to the other two sides of the combat triangle. Warding allows players to channel a material called vis into woven materials and transform them into magical robes and armour.

Training Warding

Warding XP is gained in a few ways: drawing wards, channeling vis into equipment and dissolving equipment into vis. Drawing a ward and dissolving equipment will give only token XP; the best way to train Warding, therefore, is to channel new equipment. Below is a guide to training Warding.

Step 1: Gather Tools and Resources

The first tools used for Warding are Wardstones and Channeling Lamps.

Wardstones: There are 2 types of wardstones, elemental and catalytic; both types are created by the player via a channeling lamp. Wardstones can be stored within a warder's kit to save bank space.

Elemental wardstones are a mixture of elemental vis and steatite and are used to draw elemental wards onto the ground. Steatite can be purchased from rune shops or can be mined with level 15 mining. Once an elemental ward has been drawn it can be used as a surface for warding.

Catalytic wardstones are a mixture of catalytic vis and abraxas and are used to draw battle wards onto the ground. Abraxas can be obtained from monster drops or bought at rune shops. Once a battle ward has been drawn it will begin applying various magical buffs to nearby players.

Channeling Lamps: Used for channeling vis through a ward and into raw materials to create magically imbued equipment. The most basic channeling lamp can be purchased from a general store for a few gold pieces. Lamps can be used to store any vis the player has gathered; higher tier lamps are able to store higher tiers of vis. To use a channeling lamp, it must be equipped in the off-hand slot; interacting with a ward isn?t possible without a lamp. Vis is automatically stored in the lamp when gathering, as long as your lamp can store that specific tier.

The basic resources needed for Warding are Vis and Fabric.

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