Stealing Creation/Rewards

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Rewards

The team & personal scores.
The personal Individual scores.
File:Winning message.png
This message can be seen in the player's game chat after a game.

Point System

Doing various activities in the activity will either earn or deduct from a player's personal score.

  • Gathering sacred clay earns the player 15 points per class
  • Processing sacred clay earns the player 15 points per class
  • Depositing sacred clay earns the player 30 points per class
  • Depositing clay items earns the player 60 points per class
  • Withdrawing sacred clay from the team's base deducts 30 points per class
  • Withdrawing clay items from the team's base deducts 60 points per class
  • The player earns 5 points for every 10 life points of damage dealt to an opponent
  • Runes and Summoning Scrolls have no class associated with them. This is compensated for by higher level clay creating more of the item. For example: class 1 clay turns into one Summoning Scroll, but class 3 clay turns into three. Individual runes are worth 4 points each (created in batches of at least 15).

Experience

No experience is gained through the stealing creation activity. However, double experience tools, armour and weapons can all be acquired from the Rewards Mystic after a game.

Reward Shop

There is a Rewards Shop in the hut east from the portal the players appear from when the game is over. Rewards are received in exchange for points gathered from playing the activity. To exchange points, players may talk to the Rewards mystic and he will show them the variety of different rewards.

The score you gain while playing Stealing Creation is converted into Reward Points according to the following scheme:

Stealing Creation Points Reward Points
0 - 19,999 1 per 1,000 Stealing Creation Points
20,000 - 21,999 20
22,000 - 25,999 21
26,000 - 33,999 22
34,000 - 49,999 23
50,000 - 81,999 24
82,000 - 145,999 25
146,000+ 26

Reward Equipment

File:Stealing creation rewards interface.png
Stealing Creation Reward Shop

Volatile Tool

Tools start at 100% charge. They do not stack in the bank in any form.

The Volatile tool costs 20 reward points.

When a player operates the Volatile tool, it will randomly transform into one of the following:

All versions of the volatile tool can be used for normal actions (such as using a knife for fletching, or a hatchet for woodcutting), and players will get a bonus experience for using them. Reverting the tool to volatile clay will subtract 10% of the current charge. After a certain number of uses, it will transform back into its base form.

When selecting "Count-Charges" a percentage of the remaining uses of the given tool is shown. Volatile clay items, when used in their respective skills, give 220% experience, or 2.2 X exp: this is more than the morphic tools, which gives 200% exp.

Proto-tool

Tools start at 100% charge. They do not stack in the bank in any form.

If your tool is almost out of charge you can go back to the Rewards Mystic and recharge it for 20 points. If you do not recharge it, it crumbles to dust and disappears.

The Proto-tool costs 20 reward points.

This item is almost exactly like the Volatile Tool, except for a few differences. Players get to choose what type of tool they want it to transform into. It also lasts a slightly shorter time when compared to its Volatile counterpart and does not use up charge when reverted.

When a player operates the proto-tool, one of the following may be chosen to transform it into:

If a player transforms it before it reverts back to its original form, the count does not reset.

When selecting "Count-Charges" you will be given a percentage of the remaining uses of the given tool. The more experience you are gaining, the quicker the charge will run out.

These items, when used in their respective skills, give double experience.

It is highly recommended that players do not recharge the Morphic Tools, as they turn to dust once finished using, and if players do recharge the tool, then they waste extra exp.

Sacred Clay Armour and Weapons

The choice of Sacred Clay Armour and Weapons include:

  • Helmet, Coif and Hat
  • Plate body, Body and Robe Top
  • Leggings, Chaps and Robe Skirt
  • Scimitar, Longbow, Staff

Any full armour set with the weapon may be purchased for 108 points.

The costs of each piece of equipment separately is as follows:

Body armour: 30 Points. Leg armour: 28 Points. Head armour: 24 Points. Weapon: 26 Points.

Recharging any of these items costs 20 points per piece.

Sacred Clay Armour requires 40 Defence to wield - no matter the form that it is morphed into. The armour may be morphed as many times as you like into Melee, Mage or Range while any charge remains. The rate of charge drain is shared equally across all equipped items, so fighting with all four items equipped will quadruple the time you can fight before they all degrade fully. When the charge runs out no more experience bonus is given and the armour can no longer be transformed. Double experience is gained for all combat skills while wearing any form of charged Sacred Clay Armour or weaponry, regardless of how many items are equipped.

Melee set

  • Level 40 Defence is required to equip the armour.
  • Level 40 Attack is required for the scimitar.
  • Same stat bonuses as Runite armour and Rune scimitar.

Mage set

  • Level 40 Defence and Magic is required to equip the armour.
  • Level 40 Magic is required to equip the armour and staff.
  • Same stat bonuses as Mystic robes and Mystic staff.

Range set

Despite the higher cost of buying the weapon and armour (compared to the tools), each piece only costs 20 points to recharge to full capacity.

Sacred clay shields

There are three types of sacred clay shields to match the three armour sets; the mage, the melee and the ranged shields. All are strong against their respective combat class. All three require level 65 defence to equip and cost 200 points.

File:Morphic shield.png
The addition to the revamped interface with the morphic shields.

The shields can morph any number of times at no cost. Charges are only lost as damage is dealt to the wielder. This loss of charge is random and at chance. Depleted, the shield provides zero defensive bonuses.