Warding

From Old School RuneScape Wiki
Jump to: navigation, search
Failed poll.png This article contains information on content that did not pass a poll.
As such, the information presented here does not pertain to the live game, and is preserved for archival.

Warding was a proposed skill that allows players to create magical robes and armour, as well as other magical items by using fabrics and vis.

Tools and materials[edit | edit source]

To create magical equipment via Warding, players require several tools and materials.

Channelling lamp[edit | edit source]

Warding Design Blog (7).png

Channelling lamps can be bought at speciality shops. They are used for channeling vis, through wards, into materials that can create magically imbued equipment. They are also used to store any vis the player has gathered. The types of vis, as well as the amount that players can store, increase with their Warding level.

Level Vis stored
1 Store air vis
15 Store water vis
30 Store earth vis
45 Store fire vis
60 Store omni vis

Vis[edit | edit source]

Warding Design Blog (11).png

Vis are waxy substances used to draw wards where magical equipment can be created, similar to melee armour smithed at an anvil. Wards can be found across Gielinor, or created anywhere by a player using vis on the floor.

Vis can be obtained from dissolving items or casting elemental spells from the standard spellbook at the corresponding runecrafting altar. It can also be purchased from speciality shops in small amounts. There are five types of vis: air, water, earth, fire and omni vis.

To obtain vis via casting spells, players must wield a channeling lamp; the rate in which vis is gathered increases based on the player's magic bonuses as well as the level of spell used. The type of vis obtained is also dependent on the spell cast, so casting fire spells will result in both air and fire vis. Omni vis can only be obtained by casting spells on the omni altar found in Arceuus.

Players can also obtain vis from recycling items. Players can dissolve, un-pick and reforge various items through Warding, Crafting and Smithing to obtain various types of vis. For example, reforging adamant equipment would require level 70 Smithing.

Dissolving (Warding) Un-picking (Crafting) Reforging (Smithing)
  • Robes (regular, trimmed and vestments)
  • God pages
  • Elegant clothing
  • Various boss drops
  • Leather armour (regular, trimmed)
  • Hats and masks
  • Cloaks and banners
  • Metal weapons
  • Metal armour (regular, trimmed)
  • Amulets
  • Canes and croziers

Materials[edit | edit source]

Warding Design Blog (12).png

Various silk, hides and cloth are used to create the equipment. Players can kill various monsters to obtain the materials, or use the Hunter skill to catch various creatures for them.

Players can also chop bloodwood and soulwood trees, requiring 65 and 80 Woodcutting respectively, for bloodbark and soulbark, which are also used as Warding materials.

Hunter lv Creature Type Location Materials
5 Silk moth Butterfly net Silk Dungeon (north-east of Al Kharid Mine) Silk
10 Occult silk moth Butterfly net Silk Dungeon (north-east of Al Kharid Mine) Occult silk
20 Shadow silk moth Butterfly net Dark Wizards' Tower basement Shadow silk
30 Dark silk moth Butterfly net Arceuus Crypts (north of Arceuus) Dark silk
35 Kebos silk moth Butterfly net Kebos Swamp Xerician silk
40 Mystic silk moth Butterfly net Random Mystic silk
45 Crypt silk moth Lantern trap[1] Shade Catacombs Fine cloth
50 Dagannith fledgeling Pitfall Waterbirth Island Dungeon Dagannoth hide
55 Vyre silk moth Butterfly net Sisterhood Sanctuary Vyre silk
60 Chaos silk moth Lantern trap Tunnel of Chaos Chaos silk
65 Savage suqahs Pitfall Lunar Isle mine Suqah hide
70 Moonfly silk moth Lantern trap Lunar Isle mine Moonfly silk
  1. A new type of hunting method which attracts moths to a flame and traps them in.

Equipment[edit | edit source]

Players can ward various magical equipment at various Warding levels.

Level Equipment Materials Vis
1 Blue Wizard robes Silk Air
1 Black wizard robes Occult silk Fire
5 Priest gown Holy silk Water
10 Druid's robes Holy silk Earth
15 Monk's robes Holy silk Air, earth
20 Zamorak monk robes Holy silk, occult silk Air, fire
25 Shade robes Shadow silk Fire
30 Xerician robes Xerician fabric Earth, fire
30 Pado's robes Holy silk, silver bar Water
35 Splitbark armour Fine cloth, splitbark Air, water, earth
40 Arceuus robes Dark silk Air, earth, fire
45 Skeletal armour Dagannoth hide, Wallasalki bone pieces Air, water, earth
50 Mystic robes (blue) Mystic silk Air, water, earth
50 Thaumaturge armour Occult silk, dark silk Air, earth
55 Bloodbark armour Vyre silk, bloodbark Earth, fire
60 Infinity robes Finite silk[1] Air, water
65 Dagon'hai robes Chaos silk Fire
70 Thammaron's robes Occult silk, mystic silk Fire
75 Astral armour Suqah hide Air, water, earth
80 Soulbark armour Moonfly silk, soulbark Omni
  1. Finite silk is available from the Mage Training Arena shop, which would be slightly cheaper than buying the individual pieces

Pado's robes[edit | edit source]

Pado's robes are a degradeable set of robes that requires level 30 Magic, Defence and Prayer. In order to ward the robes, players must first learn to do so via Brother Jered in the Edgeville Monastery.

The robes offer two unique effects:

As a drawback, players cannot cast Flames of Zamorak while wearing Pado's robes.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Pado's helm 0 0 0 +3 0 +11 +11 +11 +5 0 0 0 0% +2
Pado's robe top 0 0 0 +15 0 0 0 0 +10 0 0 0 0% +2
Pado's robe bottoms 0 0 0 +10 0 0 0 0 +7 0 0 0 0% +2
Pado's cloak 0 0 0 +2 0 0 0 0 +3 0 0 0 0% +2
Totals 0 0 0 +30 0 +11 +11 +11 +25 0 0 0 0% +8

Arceuus robes[edit | edit source]

Arceuus robes are a set of robes that requires level 30 Magic, 15 Defence and 20 Prayer, which resemble robes worn by the immortal inhabitants of Arceuus. In order to wear the robes, players must first complete the quest The Ascent of Arceuus.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Arceuus hat 0 0 0 +4 0 0 0 0 +4 0 0 0 0% +3
Arceuus robe top 0 0 0 +8 0 0 0 0 +8 0 0 0 0% +3
Arceuus robe bottoms 0 0 0 +8 0 0 0 0 +8 0 0 0 0% +3
Totals 0 0 0 +20 0 0 0 0 +20 0 0 0 0% +9

Thaumaturge armour[edit | edit source]

Thaumaturge armour is a degradeable set of equipment requiring level 40 Magic to equip. When the entire set is worn, the set effect "Spellwarp" becomes active, which decreases the attack speed of combat spells from the standard spellbook from 5 to 4 (3 seconds to 2.4 seconds).

As the Thaumaturge warper is equipped in the shield slot, a tome of fire cannot be equipped to benefit from the Spellwarp effect.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Thaumaturge mask 0 0 0 +4 0 0 0 0 0 0 0 0 0% 0
Thaumaturge torso 0 0 0 +4 0 0 0 0 0 0 0 0 0% 0
Thaumaturge tights 0 0 0 +4 0 0 0 0 0 0 0 0 0% 0
Thaumaturge warper 0 0 0 +10 0 0 0 0 0 0 0 0 0% 0
Totals 0 0 0 +22 0 0 0 0 0 0 0 0 0% 0

Bloodbark armour[edit | edit source]

Bloodbark armour is an improved version of the Splitbark armour which has similar defensive bonuses to adamant equipment. In order to equip bloodbark armour, players require level 55 Magic and Defence.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Bloodbark helm 0 0 0 +5 0 +11 +13 +14 +5 0 0 0 0% 0
Bloodbark body 0 0 0 +21 0 +53 +61 +63 +21 0 0 0 0% 0
Bloodbark legs 0 0 0 +15 0 +27 +29 +31 +15 0 0 0 0% 0
Totals 0 0 0 +41 0 +91 +103 +108 +41 0 0 0 0% 0

Dagon'hai robes[edit | edit source]

Dagon'hai robes are a set of robes worn by the Dagon'hai, requiring level 70 Magic and 40 Defence to equip.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Dagon'hai hat 0 0 0 +7 0 0 0 0 +7 0 0 0 0% +2
Dagon'hai robe top 0 0 0 +32 0 0 0 0 +28 0 0 0 0% +2
Dagon'hai robe bottom 0 0 0 +24 0 0 0 0 +20 0 0 0 0% +2
Totals 0 0 0 +63 0 0 0 0 +55 0 0 0 0% +6

Thammaron's robes[edit | edit source]

Thammaron's robes are a degradeable set of equipment requiring level 60 Magic to equip. When the entire set is worn, the set effect "Thammaron's Fury" becomes active, which applies an additional 50% magic accuracy and 12.5% magic damage when attacking any NPC in the Wilderness. While the effect will stack with Thammaron's sceptre, the sceptre will not count towards activating Thammaron's Fury.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Thammaron's hood 0 0 0 +4 0 0 0 0 0 0 0 0 0% 0
Thammaron's robe top 0 0 0 +4 0 0 0 0 0 0 0 0 0% 0
Thammaron's robe bottom 0 0 0 +4 0 0 0 0 0 0 0 0 0% 0
Thammaron's boots 0 0 0 +2 0 0 0 0 0 0 0 0 0% 0
Totals 0 0 0 +14 0 0 0 0 0 0 0 0 0% 0

Astral armour[edit | edit source]

Astral armour is a set of magic armour requiring level 65 Magic and 40 Defence to equip.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Astral helm 0 0 0 +6 0 +8 +7 +10 +2 0 0 0 0% 0
Astral torso 0 0 0 +22 0 +34 +22 +40 +12 0 0 0 0% 0
Astral legs 0 0 0 +16 0 +20 +19 +23 +9 0 0 0 0% 0
Totals 0 0 0 +44 0 +62 +48 +73 +23 0 0 0 0% 0

Soulbark armour[edit | edit source]

Soulbark armour is an improved version of the bloodbark armour which has similar defensive bonuses to rune equipment. In order to equip soulbark armour, players require level 70 Magic and Defence.

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Soulbark helm 0 0 0 +6 0 +19 +20 +21 +6 0 0 0 0% +1
Soulbark body 0 0 0 +24 0 +70 +78 +80 +24 0 0 0 0% +1
Soulbark legs 0 0 0 +17 0 +45 +47 +49 +17 0 0 0 0% +1
Totals 0 0 0 +47 0 +134 +145 +150 +47 0 0 0 0% +3

Other items[edit | edit source]

Aside from magical robes and armour, players can also ward various items.

Combat rings[edit | edit source]

Combat ring imbues exist in-game as rewards from the Nightmare Zone minigame. These rings can be creatable via Warding using omni vis and the appropriate engraving, which would be rewards from a Warding focused minigame.

Existing imbued rings will not be unimbued.

Level Ring Engraving
34 Warrior ring Moonclan engraving
37 Treasonous ring Wild engraving
40 Tyrannical ring Wild engraving
44 Ring of the gods Wild engraving
49 Berserker ring Moonclan engraving
54 Seers ring Moonclan engraving
59 Archers ring Moonclan engraving
64 Granite ring Slayer's engraving
69 Ring of suffering Slayer's engraving

Skilling rings[edit | edit source]

Skilling rings are untradeable and degradeable rings which give a small chance to double the amount of resources obtained per action (no additional experience is given). Creating these rings will require an untradeable item obtained randomly while training a certain gathering skill.

Level Ring Materials Vis Effect
9 Ring of wood.png Ring of wood Willow log, stone leaf Air X% chance to receive double logs, scaling based on tree
19 Ring of earth.png Ring of earth Soft clay, old seed Earth X% chance to receive double produce from allotments
29 Ring of amber.png Ring of amber Silver bar, amber Water, earth X% chance to receive double loot, scaling based on hunter creature
39 Ring of bone Gold bar, fish bone Water X% chance to receive double fish, scaling based on fish
49 Ring of iron.png Ring of iron Iron bar, obsidian shard Fire X% chance to receive double ores, scaling based on rocks mined

Runecrafting pouches[edit | edit source]

Players can repair their runecrafting pouches with abyssal silk, which can be obtained from abyssal creatures. This will be an alternative to repairing pouches via the dark mage.

Level Pouch size Abyssal silk
25 Medium 2
55 Large 3
70 Giant 4

Players can also use Warding to create a "fused pouch", which can hold 27 pure essence. It is created by combining all runecrafting pouches. Doing so requires 10 abyssal silk, omni vis, and all pouches, and requires level 85 Warding and Runecraft to make.

The fused pouch will have a 100 charges before breaking, leaving players with a degraded giant, large, medium and an undamaged small pouch. Players will not be able to obtain any kind of runecrafting pouch while they have a fused pouch.

Elemental tome pages[edit | edit source]

Players can create pages for elemental tomes, which will be obtained as drops from bosses such as Obor and Bryophyta. The creation of elemental pages can be done with Warding, with the cost of vis to make these pages matching the price of burnt pages.

The following table lists the types of incantations, the Warding level required to create them, and the Magic and Defence levels required to equip them.

Level Page Tome used Materials
35 Breezy page Tome of air Papyrus, air vis
52 Damp page Tome of water Papyrus, water vis
67 Dirty page Tome of earth Papyrus, earth vis
80 Burnt page Tome of fire Papyrus, fire vis

Incantations[edit | edit source]

Incantations are an ammunition-slot item that grants small amounts of magic bonuses. Players will need papyrus, the appropriate talisman and certain vis to create incantations.

Warding lv Incantation Magic lv Defence lv Materials
15 Mindful 20 1 Papyrus, mind talisman, air vis
30 Chaotic 30 10 Papyrus, chaos talisman, earth vis
45 Astral 40 20 Papyrus, astral talisman, water vis
60 Deathly 50 30 Papyrus, death talisman, fire vis
75 Bloody 60 40 Papyrus, blood talisman, fire vis
90 Wrath 70 50 Papyrus, wrath talisman, omni vis

The incantations have the following stats:

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Mindful incantation 0 0 0 +1 0 0 0 0 0 0 0 0 0% 0
Chaotic incantation 0 0 0 +2 0 0 0 0 0 0 0 0 0% 0
Astral incantation 0 0 0 +3 0 0 0 0 +1 0 0 0 0% 0
Deathly incantation 0 0 0 +4 0 0 0 0 +2 0 0 0 0% 0
Bloody incantation 0 0 0 +5 0 0 0 0 +3 0 0 0 0% 0
Wrath incantation 0 0 0 +6 0 0 0 0 +4 0 0 0 0% 0

Anti-poison lamp[edit | edit source]

The anti-poison lamp is an item equippable in the off-hand slot, created with level 20 Warding. It can be filled with anti-poison potions of all varieties, providing immunity to poison as long as there are charges inside the lamp. The lamp can also be upgraded into an anti-venom lamp, which would allow for anti-venom to be stored inside as well.

When venom or poison is cured via the lamp, ten charges will be consumed, in addition to receiving a five minute immunity to venom and poison.

Different tiers of anti-poison/venom potions add different amounts of charges.

Potion Charges per dose
Antipoison 1
Superantipoison 4
Sanfew serum 4
Antidote+ 6
Antidote++ 8
Anti-venom 8
Anti-venom+ 14

Rune pouch[edit | edit source]

Players will be able to craft three rune pouches with Warding and infinity silk (purchased from the Mage Training Arena), with the current existing rune pouch being renamed into the Wild rune pouch, which will only be useable in the Wilderness and cost less points. (Note: This was designed back when the Bounty Hunter reward shop was the only way to obtain the rune pouch.)

Level Pouch Runes stored Materials
65 Elemental Two elemental runes 3 infinity silk, omni vis
74 Mystic Three of any runes 6 infinity silk, elemental rune pouch
83 Master Four of any runes 9 infinity silk, mystic rune pouch

Scroll of redirection[edit | edit source]

Players will be able to make scrolls of redirection, used for making redirected house tablets, by using papyrus, a teleport to house tablet and omni vis. The scrolls will be made tradeable and removed from the Nightmare Zone shop.

Warding lv Construction lv Item
5 1 Rimmington teleport
10 10 Taverley teleport
20 20 Pollnivneach teleport
27 25 Hosidius teleport
32 30 Rellekka teleport
42 40 Brimhaven teleport
47 50 Yanille teleport
53 None[1] Trollheim teleport
  1. Completion of Eadgar's Ruse is required to create Trollheim teleports.

Other content[edit | edit source]

Mystical Sleuthing[edit | edit source]

The Warding minigame, Mystical Sleuthing, will be a hybrid training method for Warding and Runecraft. It will require completion of Rune Mysteries and the introduction Warding quest that comes with the core skill. Players will also need a channeling lamp, vis, and any Runecrafting Talisman/Tiara that is useable for their Runecrafting level. Talismans that are currently unobtainable will be made to accommodate this minigame.

The aim of the minigame is to utilise Warding and Runecrafting to help citizens of Gielinor deal with magical problems and threats. Players can start this by getting a mission from various wizards, where players will then be given a location to investigate.

Once investigated, players will tackle the threat by making the appropriate ward. This ward will then turn the threat into a hard-rocky magical residue that can be siphoned into runes via their talisman.

The Warding XP rates for playing this minigame will be no more than 1/3rd of standard training rates, while Runecrafting XP will be no more than 5k an hour.

A new reward shop is an option for this minigame, which can sell the engravings used to create imbued combat rings.

Guild[edit | edit source]

A Warding guild brings in the ability to add more content to the skill whilst expanding on the reasoning behind it with new NPCs, lore, and dialogue. The guild will also offer a Cupboard, which acts like a seed vault that stores various pieces of silk, bark, and hides. There will also be a bank at this guild that allows easy access for training Warding.

The guild will offer a permanent catalytic ward and omni altar. The omni altar will allow players to gain omni vis for ring imbues and the catalytic ward will allow players to train Warding without having to make wards.

Concept art[edit | edit source]

Development history[edit | edit source]

This section will note some core changes made to warding between the first pitch and the final poll blog.

Wardstones[edit | edit source]

A chalky mineral mixed with vis. Used to draw wards. There are two types: elemental and catalytic, both types are created by the player via a channeling lamp.

  • 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.

In the final poll blog, the wardstones concept was abandoned, and drawing wards would be done with vis instead.

Channeling lamps[edit | edit source]

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.

In the final poll blog, the channeling lamp variants were reduced from 3 to 1. This remaining channeling lamp could be purchased from any rune or ward shop for a few gold pieces.

Elemental Robes[edit | edit source]

Robes or armour created via warding that have a specific unique buff. These degradable Battlemage Robes, which will also be available to free-to-play, will come in Air, Water, Earth, and Fire variants. The set includes a mask, and a robe top and bottom. All parts need to be worn for the set effect to work: increasing the speed in which spells of the standard magical spellbook are casted.

The mask will require a new unique drop from the elemental giant bosses (eg. Obor and Bryophyta) to make, whilst the robe top and bottom will require a matching elemental talisman.

The name of these robes was changed to the Thaumaturge set for the final poll blog. It was not specified if this set would have come in multiple colours and if it would have been available in free-to-play.

Kinhunter, Venomous and Cosmos armour[edit | edit source]

Three extra armour sets were pitched in the original blog: Kinhunter, Venomous and Cosmos.

  • Kinhunter: This degradable armour has improved damage against dragon enemies in a similar way to the Dragonhunter Crossbow and Lance.
  • Venomous: These degradable robes have improved damage against poisonous enemies such as lizardmen, spiders, and snakes.
  • Cosmos: This degradable armour is an improved version of Lunar armour with further increased damage to aquatic enemies.

In the final poll blog, these armours were abandoned.

Runestone Monoliths[edit | edit source]

A giant chunk of Runestone that aids with warding. Here players can channel equipment without having to draw their own ward. Casting magic upon the Runestone Monolith can generate small amounts of vis.

In the final concept of Warding, Runestone Monoliths would be located in wardshops. They could be used as magical training dummies. When a successful combat spell is cast upon it, a small quantity of vis of that element is created.

Farming[edit | edit source]

There are two new types of patches to gather fabrics that utilises the Farming skill, flax patch and magnanery.

  • The flax patch functions similarly to an allotment patch, however the amount of flax gathered depends entirely on your Farming and Warding level.
  • The other new patch, the magnanery, functions very differently to a typical patch; fill them with silk moth larva and they’ll begin to produce silk, keep them fed with berries to assure they live longer. Silk gathering is greatly improved with higher Warding.

This comes to at least five new flax seeds and over seven types of larva to collect and train farming with.

In the final concept of warding, these incorporations with the Farming skill were abandoned, and instead some new unique Hunter methods were introduced.

Other early development images[edit | edit source]