#**Runecrafting Improvements (Reworked)**

11 messages · Page 1 of 1 (latest)

brittle epoch
#

Abyssal Lantern - Allow the effects to work outside of Guardians of the Rift (GotR) with daeyalt essence.
Note: Can be extended to pure essence as well to not disrupt the preferences of those who use pure essence or lava runner methods.

Robe of the Eye - Add an additional effect to the skilling set, including a bonus experience of 2.5%, similar to other skilling sets.

Celestial Signet - Allow the effects of the Celestial Signet to work in the pure essence/daeyalt essence mine. This gives Stardust a larger variety of purposes.
Note: Can be extended to Varrock armour 4 for an additional buff.

NEW ITEM: Mystic Relic

How it works:

Drop Rate: The Mystic Relic should have a rare drop rate, similar to other rare items in the game (e.g., about 1/1000) when using daeyalt essence or 1/2000 when using pure essence at the ourania altar. This makes it a sought-after item without being too common or affecting any current "metas" in the skill.

Choice Mechanism: Upon receiving the Mystic Relic, players can choose between the experience boost or the loot reward, but not both. By keeping the rewards balanced, the Mystic Relic will add an exciting element to runecrafting at the Ourania Altar without disrupting the game's economy or progression systems.

To ensure the item is balanced and rewarding without being overpowered, I have come up with these suggestions:

Experience Reward:
1,000 Runecrafting Experience: This is a significant amount that would be appreciated by players, especially those at higher levels where experience gains become slower. Runecrafting is often one of the last skills to reach 99 in a player's maxing grind.

Loot Reward:
Runes corresponding to 100,000 Gold Coins: This amount is enticing but not excessive. It provides a nice alternative to experience, especially for those looking to make some money while training.

#

Q & A:

Why should the Abyssal Lantern work outside of GotR?
Allowing the Abyssal Lantern to work outside of GotR with daeyalt essence (and potentially pure essence) provides players with more flexibility and utility in their runecrafting training. This change makes the item more versatile and valuable, enhancing the overall runecrafting experience without confining its benefits to a single minigame.

Why should the Robe of the Eye set receive an additional experience buff?**
Adding a 2.5% bonus experience to the Robe of the Eye set aligns it with other skilling sets that offer experience boosts. This makes the set more desirable and rewarding for players, encouraging its use and adding value to the grind of obtaining it.

Why should the Celestial Signet work at the daeyalt essence mine?
Allowing the Celestial Signet to function at the daeyalt essence mine increases the significance of Stardust and provides an additional incentive for players to participate in celestial mining activities and ''clogs''. This change also enhances the utility of the signet.

Why does runecrafting need this new item?
Runecrafting has remained largely unchanged for a long time, with experience gains being slow and primarily driven by AFK methods. The introduction of the Mystic Relic provides a fresh and engaging incentive for players, making the training process more enjoyable and rewarding.

What would be the effects of introducing this new "Mystic Relic"?
The introduction of the Mystic Relic would invigorate the runecrafting skill by adding an exciting, rare drop that offers players a choice between significant experience gains or valuable loot. This would likely increase player engagement with the Ourania Altar, diversify training methods, and add a layer of excitement to the runecrafting process. By balancing the rewards, it ensures that the item enhances the game without negatively impacting the economy or existing metas.

crisp birch
#

The first three points sound okay to me.

The Mystic Relic sounds a bit odd to me, purely because the other altars need improving over the Ourania altar, I'd say.

#

Though if the aim is to improve upon making the Ourania the de facto place for obtaining a variety of runes, then the Mystic Relic is a good idea.

worthy ingot
#

When it comes to the Abyssal Lantern, I would say giving some perks outside of GotR would be nice. Makes it feel less restrained to being something that is only useful within these confines. Also half of them doesn't have any good equivalent outside.

#

The only ones that have perks that can realistically work outside are:
Willow
Blisterwood
Magic
Redwood

#

Although if they do make perks applicable outside of GotR, redwood would need to be nerfed a bit because of the "Muh Runecraft cape" folks. Even something like pouches can be used for twice as long before degrading would still be a very good QoL.

warm hazel
#

Lantern is the only proposal I somewhat agree with in here, but even that would need some balance as stated above, or if desired to make pouches never degrade with redwood lantern, a new perk to the RC cape, but I don’t really see any room for that without an outright significant buff which I’m not a fan of.

brittle epoch
#

Thanks for the feedback!

Regarding the mystic relic it would mainly be to improve the Ourania altar as the ''main place'' to go for runecrafting and it rewards a variety of runes alongside the relic. The relic is positive for mains that can choose experience and irons that can choose runes if they'd like. Tried to make it appealing for both!

I believe the relic also would be appealing for those that also want to level the skill post 99 on their 200m grind or for pet hunters to choose Ourania altar for some extra gp on the side. 🙂

warm hazel
#

ZMI is already the most efficient place to train RC due to multiskilling capability, it doesn’t need to be buffed. Personally I despise it and will stay away no matter what you do to it

#

Other than runners are faster ofc