Warding Blog

Warding Blog

Warding Blog

Ever wonder where magical armour comes from? Yes, these robes are dropped by various monsters and sold in certain shops, but how does this equipment get imbued with magical properties?

We know that most Ranged armour is made from leathers and most Melee armour is made from metals, but what is it that makes Magic armour so special? Let us introduce you to Warding. Warding is a brand new production skill that teaches you the art of making magical equipment, items, and tools from the very best wizards in Gielinor.


In April we shared a Warding Design Blog that described the skill, rewards, and content. We explained that we wanted to poll Warding in May, but shortly after the initial blog, we could see there were things that needed changing before we did that. Since then, we've released a public design document for full transparency and reviewed thousands of comments and suggestions to help make Warding a skill that truly fits Old School RuneScape. We want it to be something that you, the dedicated players, have helped design.

Changelog
Significant changes have been made to the Warding Skill, including the following:
  • BattleWards removed
  • Venomous Armour removed
  • Kinhunter Armour removed
  • Cosmos Armour removed
  • Steatite and Wardstones removed
  • Vis variants reduced from 12 to 5
  • Channeling lamp variants reduced from 3 to 1
  • Imbues to be added to Warding as an additional method of obtaining it
  • Addition of new reward suggestions
  • Addition of Ward Shops
  • Oversaturated Farming methods for resource gathering now added to Hunter
  • Addition of charts on skill training loops
  • Addition of XP Rates
  • Combination Runes removed
  • Committing to beta testing during the development process
  • Silk Cupboard is now called Warder's Vault and includes addition of more storable materials
  • Changed Pado's, Thaumaturge, and Thammaron’s set to be degradeable
  • Clarified Skilling Ring description
  • Pado's set Prayer bonus lowered to 20 and damage bonus lowered to 10%. Boots are now cloak.
  • Clarified Anti-poison lamp
  • Fused pouches have a set number of charges
  • Upgraded rune pouch information with separate poll questions

You can read more about these changes by expanding the various sections below or viewing the Design Document here.

Click here for details about the Core Skill.
Core Skill

Training the Skill
You train Warding by utilising tools to ward fabrics into magical armours. This is similar to how the tools, a needle and thread, are used on dragonhide to make ranged armour in Crafting. In Warding, you use a channeling lamp and vis on various material to make magical armour. Due to the magical armour being well... magical, you will need a ward to channel the fabric to give it its special powers. These wards are either created by a player using vis on the floor anywhere, like a fire with logs, or found across Gielinor. Using your tools and materials on the ward will then give you Warding XP. Warding low-level robes will be roughly 154k XP per hour where as warding high-level robes will be roughly 412k XP per hour.You can see the training loop below for a visual guide on how to train Warding.


Optional Ways to Gather Materials
If you don't want to buy everything from the Grand Exchange, there are various ways you can obtain your materials to start gaining XP as cheap as possible.


  • Dissolve: You can dissolve, unpick, or reforge your items to turn them into vis. Dissolving is an item sink method that allows you to take excess items to a ward to dissolve resulting in giving you vis and token XP which aids you in making more armours for Warding XP later. Below is a list of various items you can dissolve, unpick, or reforge.


  • Wardshops: Throughout the world in a few select places, a bunch of new workshops have opened with a specialization in everything Warding. In these shops, the shopkeepers have stocked up on channeling lamps and small quantities of vis. There is also a tutor in the Al Kharid shop that will teach you how to train Warding.
  • Monster Killing and Hunter: Much like you can kill dragons for dragonhide, you can kill various monsters for items to dissolve down that is used for Warding. If killing NPCs isn't your thing, have a shot at some new Hunter methods to gather silk, hides, or barks. This includes butterfly net hunting (similar to imp catching), pitfall trapping, and a new way to combine Firemaking and Hunter with lantern trapping in a variety of new and unique moth filled dungeons.


Poll Question #1
Should we add the core skill, Warding, to the game as described in the blog? The core skill will come with an introduction quest similar to "Rune Mysteries". This question does not include the New Armours, Rewards, and Other Content. If this question passes we will release a beta to play through during the development of the skill.

Click here for details about Armours.
Armours

As Warding is a skill that involves the creation of magical armours, it is only fitting to introduce some newer armours to fill some gaps that are missing in magical equipment and give alternative items to ward for XP. Below is a list of armours that you can expect to see with the introduction of Warding.



Pado's Set



This degradeable set will offer two unique effects. A Prayer Bonus that offers +2 Prayer bonus with each piece and +20 when all pieces are worn together and "The Will of Saradomin" which is increased magic damage on followers of Zamorak, such as Chaos Druids and Black Demons, by 10%. This set can only be made after learning about it from Brother Jered, a member of the Edgeville Monastery, and therefore it will have an implicit 30 Prayer requirement to wear it alongside the 30 Magic and 30 Defence requirements. Given that the set is part of the Saradomin following, it will be impossible to cast Flames of Zamorak with it equipped.

Poll Question #2
If question 1 passes, should we add the ability to ward the Pado's set with Warding as described in the blog? This set will require 30 Warding to make.


Arceuus Robes



These robes are an improved version of the Shade robes, however these will be member's only. They require the following stats to equip: 30 Magic, 15 Defence, and 20 Prayer. As they will mimic the look of the Arceuus robes worn by members of Arceuus in the Kingdom of Great Kourend it will require The Ascent of Arceuus quest to equip.

Poll Question #3
If question 1 passes, should we add the ability to ward the Arceuus set with Warding? This set will require 40 Warding to make.


Thaumaturge Set



This degradeable set requiring 40 Magic to equip will offer one unique effect when all pieces are worn together. The set effect "Spellwarp" will add 2.4 seconds to the cool-down timer instead of 3 seconds when casting a spell. This reduces time to cast a spell by one tick. This set effect will only apply to combat spells and will not apply to any spells from the Ancient Spellbook. Due to the Thaumaturage warper being worn in the shield slot, it will make the tome of fire unusable in combination with the set effect.

Poll Question #4
If question 1 passes, should we add the ability to ward the Thaumaturge set with Warding? This set will require 50 Warding to make.


Bloodbark Armour



This armour is an improved version of the Splitbark armour. This tank style armour will have similar defensive stats to adamant equipment however it will require 55 Magic and Defence to equip.

Poll Question #5
If question 1 passes, should we add the ability to ward the Bloodbark set with Warding? This set will require 55 Warding to make.


Dagon'hai Robes



These high-level set member's only robes are aimed to sit between Ancestral and Ahrims but without any defensive bonuses aside from Magic. These robes will require 70 Magic and 30 Defence to equip. They will mimic the look of the robes worn by Surok Magis (Dagon'hai variant), a member of the Dagon'hai order.

Poll Question #6
If question 1 passes, should we add the ability to ward the Dagon'hai set with Warding? This set will require 65 Warding to make.


Thammaron’s Set



This degradeable set will offer one unique effect when all pieces are worn together. The set effect "Thammaron’s Fury" applies an additional 50% Magic accuracy and 12.5% Magic damage boost when attacking any NPCs in the Wilderness. This set will require 60 Magic to equip and will stack with the Thammaron's sceptre.

Poll Question #7
If question 1 passes, should we add the ability to ward the Thammaron’s set with Warding? This set will require 70 Warding to make.


Astral Armour



This armour is an improved version of the Lunar Armour. It would require completion of the Lunar Diplomacy quest along with 65 Magic and 40 Defence to wear.

Poll Question #8
If question 1 passes, should we add the ability to ward the Astral set with Warding? This set will require 75 Warding to make.


Soulbark Armour



This armour is an improved version of the Bloodbark armour. This tank style armour will have similar defensive stats to rune equipment however it will require 70 Magic and Defence to equip. This armour will mimic the looks of Splitbark but have blue elements incorporated into it to represent soul magic.

Poll Question #9
If question 1 passes, should we add the ability to ward the Soulbark set with Warding? This set will require 80 Warding to make.

Click here for details about Other Items.
Other Items

As Warding aims to unlock magical armour it seems appropriate to set milestones that allow you to unlock other unique magical related items from the skill. We offer the following item suggestions to reward players for leveling the skill:

Combat Ring Imbues



Combat ring imbues exist in-game as rewards from the Nightmare Zone minigame. With the release of Warding, these rings can be creatable via skilling using engravings. Engravings would be rewards from a Warding focused minigame – more on this can be found in the "Other Content" section. See the chart for more information on Warding levels and materials needed to create these combat ring imbues.

Poll Question #10
If question 1 passes, should we add Ring Imbues to Warding? This will be an alternative way of imbuing rings to what NMZ offers.


Skilling Rings



These untradeable and degradeable rings aim to provide more profit while training gathering skills such as Woodcutting, Mining, Farming, Fishing, and Hunter. These rings will be created via Warding and will require a new untradeable item that is obtained randomly while training one of those gathering skills with any method. No additional XP will be gained when receiving additional loot from the ring. See the chart for more information on Warding levels and materials needed to create these skilling rings.

Poll Question #11
If question 1 passes, should we add Skilling Rings to Warding as described in the blog?


Repairing Essence Pouches



Instead of contacting the nicest NPC in Gielinor to fix any broken essence pouches, why not repair them with Warding? This can be achieved by patching them up with some abyssal silk which can be obtained as a drop from the various abyssal creatures. The abyssal silk required to repair each pouch is 2 for medium (level 25), 3 for large (level 55), and 4 for giant (level 70). Note: this will be an alternative to NPC contact and not a replacement.

Poll Question #12
If question 1 passes, should we allow players to repair their Essence Pouches with Warding as described in the blog?


Elemental Tomes



There is room to expand the elemental tome family to include the Tome of Air, Water, and Earth. These tomes will have similar functionality of the Tome of Fire and be added to drop tables. The creation of elemental pages can be done with Warding, however to mitigate the harm to the market of burnt pages, the cost of vis to make these tomes will match the price of burnt pages. The tomes themselves should become monster drops from bosses such as Obor and Bryophyta, whereas the pages are made via Warding. You can make the following pages with Warding:
  • Breezy Page (level 35): Papyrus + Air vis
  • Damp Page (level 52): Papyrus + Water vis
  • Dirty Page (level 67): Papyrus + Earth vis
  • Burnt Page (level 80): Papyrus + Fire vis

Poll Question #13
If question 1 passes, should we add Elemental Tomes as described in the blog? These will consist of the Tome of Air, Water, and Earth.


Magic Incantations



An incantation is an item held in the ammunition slot that increases the user's magic bonuses. These function in the same way that blessings do but for Magic bonuses instead of Prayer. See the table on more information regarding Magic Incantations.

Poll Question #14
If question 1 passes, should we add Magic Incantations as described in the blog? These will be held in the ammunition slot, the same way that blessings do, but for Magic bonuses instead of Prayer.


Anti-Poison Lamp



A wieldable item for the off-hand slot. It can be filled/charged with anti-poison potions of all varieties. Once equipped, the player will be cured of poison providing the lamp has charges inside it. A charge is removed whenever a player would have been poisoned. Learning to make this could be a quest reward and isn’t required for the initial release. It will require 20 Warding to make.

Different tiers of anti-poison potions add different amounts of charges, the amount of charges per potion dose are:
  • Antipoison = 1
  • Superantipoison = 4
  • Sanfew serum = 4
  • Antidote+ = 6
  • Antidote++ = 8
The lamp can also be upgraded into an Anti-venom lamp, which would allow for anti-venom to be stored inside and therefore cure venom as well as poison. When venom or poison is cured via the lamp, the player will be given a 5-minute venom/poison immunity for the cost of 10 charges.
  • Antivenom = 8
  • Antivenom++ = 14

Poll Question #15
If question 1 passes, should we add an Anti-Poison Lamp as described in the blog? It will be held in the off-hand slot and when equipped it will cure the player from poison providing the lamp is charged. This lamp can also be upgraded to an Anti-venom version.


Rune Pouches



The current Rune Pouch is an item that can store 16,000 of three types of runes. Players currently purchase the rune pouch via the Bounty Hunter store or as a Slayer Reward. The pouch is an incredibly useful tool as runes tend to occupy a lot of inventory space - an issue other sides of the combat triangle do not suffer from as rangers have an ammo slot while warriors don’t require ammunition. To combat this, Warding will bring 3 new pouches for mages to get their hands on. These pouches will require inifnity silk to make them which is obtained by purchasing it from the Mage Training Arena for pizazz points. Please note: We will not be removing any rune pouches or the current method to obtain them if these new pouches pass a poll.
  • Elemental Rune Pouch: This pouch stores two types of elemental runes and is made using infinity silk. It will require 65 Warding to make.
  • Mystic Rune Pouch: This is an alternative version of the current rune pouch and stores 3 types of any runes. It is made using infinity silk and the elemental pouch. It will require 74 Warding to make.
  • Master Rune Pouch: This pouch is an upgradeable version of the current rune pouch. It will store 4 runes of any type instead of 3. It is made using infinity silk and the mystic pouch. It will require 83 Warding to make.

Poll Question #16
If question 1 passes, should we allow players the ability to make the Elemental Rune Pouch? This pouch stores two types of elemental runes and is made using infinity silk. It will require 65 Warding to make.


Poll Question #17
If questions 1 and 16 pass, should we allow players the ability to make the Mystic Rune Pouch? This is an alternative version of the current rune pouch and stores 3 types of any runes. It is made using infinity silk and the elemental pouch. It will require 74 Warding to make.


Poll Question #18
If questions 1 and 17 pass, should we allow players the ability to make the Master Rune Pouch? This pouch is an upgradeable version of the current rune pouch. It will store 4 runes of any type instead of 3. It is made using infinity silk and the mystic pouch. It will require 83 Warding to make.


We would also like to offer a Wild Rune Pouch. The wild rune pouch functions in the same way the mystic rune pouch does, however it is only useable within the wilderness. It can be purchased from the Bounty Hunter store for less points than the current rune pouch. While this pouch cannot be created via Warding, it can be dissolved into a large quantity of vis and abyssal silks which can both be used to repair essence pouches.

Poll Question #19
If question 1 passes, should we add a Wild Rune Pouch to the Bounty Hunter Store? The wild rune pouch functions in the same way the mystic rune pouch does, however it is only useable within the wilderness. It can be dissolved into a large quantity of vis and abyssal silks which can both be used to repair essence pouches.



Scroll of Redirection



Currently a Scroll of Redirection is purchased via the Nightmare Zone shop. It allows a player to redirect a teleport to house tablet to one of the other house portals provided the player as the Construction level to move their POH there. Warding offers the potential for players to make scroll of redirections using papyrus, a teleport to house tablet, and omni vis. In return for making these via Warding, these scrolls will be made tradeable. The Scrolls of Redirection will be removed from the Nightmare Zone shop if the poll question passes. It will require 62 Warding to make.

Poll Question #20
If question 1 passes, should we allow players the ability to make Scrolls of Redirection with Warding? This will make Scrolls of Redirection tradeable and they will be removed from the Nightmare Zone reward shop.


Fused Essence Pouch



This pouch would be a combination of all essence pouches magically fuse at a ward by channeling omni vis with all four pouches in your inventory. The pouch will hold slightly less than the cumulative of all pouches (27 essence). This fused pouch has a 100 charges before breaking the magical bond, leaving you with a degraded giant, large, medium, and small pouch. The vis required to bind all four essence pouches to create the fused pouch is the same amount required to imbue a ring. You will not be able to obtain another essence pouch of any kind while you own a fused pouch. In order to create a fused essence pouch you will need 10 abyssal silk, omni vis, and all pouches. It will require 85 Warding and Runecrafting to make.

Poll Question #21
If question 1 passes, should we allow players the ability to make a fused essence pouch with Warding? This will require 85 Warding and Runecrafting to make and will be a combination of all pouches.

Click here for details about Other Content.
Other Content
Minigame: Mystical Sleuthing


This minigame will be a hybrid skilling method for Warding and Runecrafting. 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. The aim of the minigame is to utilise your knowledge of Warding and Runecrafting to help citizens of Gielinor deal with magical problems and threats. You can start this by getting a mission from various wizards. Upon your mission, you will then be given location details of a place to investigate any sinister magical marks. Once investigated, you will tackle the threat by making the appropriate ward. This ward will then turn the threat into a hard-rocky magical residue that allows you to siphon into runes via your talisman. Players then repeat the process of obtaining a mission, investigating the threat, stopping the threat, and cleaning it up. The Warding XP rates for doing this minigame will be no more than one third of what you'd get training the skill normally. Runecrafting XP will be minimal and no more than 5k an hour. A new reward shop is an option for this minigame; however this will be polled separately if the minigame itself passes. You can read more about the minigame in the design document by clicking the "i" icon next to the header of this section.

Poll Question #22
If question 1 passes, should we add a Warding related minigame such as Mystical Sleuthing as described in the blog? If this question passes, it will come at a later release date than the skill and a reward shop will be polled separately for it.


Warding Guild


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. This guild will also offer a Warder's Vault. This vault 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. Finally, the Warding 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. Please note that due to player feedback, combination runes have been removed from the guild and omni altar.

Poll Question #23
If question 1 passes, should we add a Warding Guild as described in the blog? If this question passes, it may come at a later release date than the skill.


If you're still wondering what Warding is, we have created this short video to explain it. Watch it below.



That's it for Warding! We won't be forcing content into the game purely for the sake of the skill, we'll be polling everything individually so you have a say of what goes in or what doesn't.


We understand that a new skill will have a huge effect on the game. That’s why we’re committing to at least one (and likely multiple) beta(s) which will be accessible to all players – this ensures you’ll be able to play the content and give us feedback in real time as we develop the skill’s core training loops and balancing, similarly to the Last Man Standing beta that’s currently in action. We’d also look to address any rewards and supporting content during the beta testing.


The development of the skill will be completely collaborative between the Old School development team and community. This beta will enable you to work with us on the finer details so that we make a skill you want and that you can be proud to play. We plan to release the skill when it's ready and when the community have been able to play in the beta tests. When we are all in agreement and the skill is in the best possible state to release, we will announce a release date and then launch it on that date.


You'll also notice that all of the poll questions (such as armours, other items, and other content) require the core skill to pass as they tie into Warding in some way. Therefore, should the core skill of Warding not pass, the other questions will be considered to have failed this poll too. We intend to poll Warding this month. Please make sure you have expanded the various sections to see all of the information in the blog including poll questions. We thank you for all the feedback you have provided over the past couple of months. We couldn't have gotten this far without you.

Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.


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