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  1. Hello Lunarians, I would like to suggest a little idea that I have to do with enchantments. I would also add that Im sorry for my bad english. At the moment the enchantments are quite classic, there are only different class tier and the higher the tier, the more bonuses you get. I would like to offer you a new enchantment system in which you can obtain different enchantments on your armor and weapons (you can't stack multiple enchantements exept if mentionned)! For example on heavy ballista, crossbows, there are several types of enchantments which I will detail just below: - Significant injury I: deals 5 damage every 3 seconds for 6 seconds - Significant injury II: deals 8 damage every 3 seconds for 6 seconds - Significant injury III: deals 10 damage every 3 seconds for 6 seconds - Significant injury IV: deals 10 continuous damage every 2 seconds for 6 seconds - Significant injury V: deals 12 damage every 2 seconds for 6 seconds -------- For magic shortbow, dark bow and any other type of bows: -Multishot I: Has 3% chance to shoot twice -Multishot II: Has 5% chances to shoot twice -Multishot III: Has 8% chances to shoot twice ----- For any ranged weapon excluding darts, knifes, and any other stackable weapon. Archery reinforcement I: Gives you extra 1 ranged level Archery reinforcement II: Gives you extra 2 ranged level Archery reinforcement III: Gives you extra 3 ranged level Archery reinforcement IV: Gives you extra 4 ranged level Archery reinforcement V: Gives you extra 5 ranged level ---- For any ranged weapon excluding darts, knifes, and any other stackable weapon, (this one can stack with the others) Infinity I: 5% chance to keep your arrow/bolt after shooting Infinity II: 10% chance to keep your arrow/bolt after shooting ##################################################################### For melee ðŸĪŠðŸ˜„ For godswords, dragon claws and dragon warhammer. Special attack enhancement l: Special attack has 25% chances to consume only 40% special attack Special attack enhancement Il: Special attack has 50% chances to consume only 40% special attack Special attack enhancement Ill: Special attack has 80% chances to consume only 40% special attack --- Abyssal whip, Lime whip, rapier, elder maul, viggoras' chainmace and any other valuable melee weapons: Tactital damage I: Increase weapon accuracy by 3% Tactical damage II: Increase weapon accuracy by 5% Tactical damage III: Increase weapon accuracy by 7% Tactical damage IV: Increase weapon accuracy by 10% Tactical damage V: Increase weapon accuracy by 15% --- Melee reinforcement I: Gives you extra 1 strength and attack level Melee reinforcement II: Gives you extra 2 strength and attack level Melee reinforcement III: Gives you extra 3 strength and attack level Melee reinforcement IV: Gives you extra 4 strength and attack level Melee reinforcement V: Gives you extra 5 strength and attack level ##################################################################### For mage 😄 For every valuable staffs/wands: Quick charge I: Cast spells 0.3 secondes faster (from 2.4 seconds to 2.1 seconds) (12,5% faster) Quick charge II: Cast spells 0.4 secondes faster (from 2.4 seconds to 2 seconds) (16,6% faster) Quick charge III: Cast spells 0.5 secondes faster (from 2.4 seconds to 1.9 seconds) (20,8% faster) (20% faster aint op that means instead of casting 5 spells you cast 6). --- For every valuable staffs/wands: Massive Charge I: Has 5% chances to deal extra 5% damages Massive Charge II: Has 10% chances to deal extra 10% damages Massive Charge III: Has 15% chances to deal extra 15% damages --- For every valuable staffs/wands: Improved magic I: Gives you extra 1 magic level Improved magic II: Gives you extra 2 magic level Improved magic III: Gives you extra 3 magic level Improved magic IV: Gives you extra 4 magic level Improved magic V: Gives you extra 5 magic level --- For every valuable staffs/wands (this enchant stack with the others): Guthix blessing I: has 5% chances of not consuming runes Guthix blessing II: has 10% chances of not consuming runes Guthix blessing III: has 15% chances of not consuming runes ##################################################################### Ranged armor 😄 For every type of ranged armor: Aegis I: reduce damage taken from melee and magic by 2% Aegis II: reduce damage taken from melee and magic by 3% Aegis III: reduce damage taken from melee and magic by 4% *Stacks with other armor pieces* (for example if you have Aegis III on your platebody, platelegs and coif, you will have 12% damage reduction effect in total) ##################################################################### Melee armor 😄 For platebodys/chestplates: Thorn I: has 50% chances of deflecting 5% of the damage Thorn II: has 80% chances of deflecting 8% of the damage Thorn III: has 100% chances of deflecting 10% of the damage --- For every type of melee armor: Protection I: increase the item defence stats by 1% Protection II: increase the item defence stats by 2% Protection II: increase the item defence stats by 3% *Stacks with other armor pieces* ##################################################################### Magic armor 😄 For infinity, 3rd age mage and ancestral hat,top and bottom pieces: Dodging I: Has 2% chances to avoid damage Dodging III: Has 3% chances to avoid damage Dodging III: Has 5% chances to avoid damage *Stacks with other armor pieces* --- For every type of armors (mage ranged and melee): Divinity I: Gives you extra 1 defence level Divinity II: Gives you extra 2 defence level Divinity III: Gives you extra 3 defence level Divinity IV: Gives you extra 4 defence level Divinity V: Gives you extra 5 defence level ##################################################################### For boots 😄 For Primordial, Pegasian, Eternal, Guardian boots: Lightweight step I: reduce run energy taken while runing by 10% Lightweight step II: reduce run energy taken while runing by 20% Lightweight step III: reduce run energy taken while runing by 30%
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