Feedback Update: Elemental Workshop IV

March 8th, 2011

Welcome, adventurers, back to the surface after hours of laborious puzzle-solving down below. Yes, it's time for elemental feedback! The last time you faced such ingenious challenges was last year when we upgraded Elemental Workshop III to Experienced. Today, we downgrade it back to Intermediate to be replaced by the new quest (for reasons we shall explain later). The quest's content hasn't changed, only it's rating. The major flaw with the Elemental Workshop as a whole is, according to you, the rewards - mind-numbingly tough quest followed by bad rewards. So today's the day to rectify that with an upgrade for all 5 sets of armour. Their defensive, and offensive, capabilities have been upgraded and rune saving and spell boosting powers have been added. As the difficulty of the quests increase, so do their requirements - elemental now requires 11 Defence and Magic to wield, mind 22, body 33, cosmic 44 and chaos 55, along with all the original quest requirements. Most of the quests do not require the armour to be worn, only made. As such the quest requirements for all 4 quests have been left unaltered, apart from Elemental Workshop IV (which requires you to wear Cosmic gloves, so requires 44 Defence and Magic). These new requirements are why the quest is now Experienced instead of Intermediate. Have fun!

Elemental Armours
Elemental, mind, body, cosmic and chaos armour were all upgraded with this update. They now require higher levels to wear but do have better defensive and offensive capabilities. The stat bonuses for each full set are shown in the table below:

Each armour set now has rune-saving abilities - mind, body, cosmic and chaos armour all have a 33% chance to save their respective runes when casting any spells and elemental armour has a 33% chance to save air, earth, fire and water runes. This bonus increases to 45.5% with a staff of light. These bonuses only apply when a full set is worn. All the armour, beside elemental, has a chance to boost the power of any spell containing that rune:


 * Mind armour increases the strength and accuracy of strike spells and Magic Dart by 10%
 * Body armour increases the effects of Curse, Weaken and Confuse to 8% and Dream heals 60 lifepoints a minute
 * Cosmic armour makes Cure Me and Cure Group also cure disease and heals 50 lifepoints and increases the effectiveness of enchantment (stacks with rune saving but no effect on crossbow bolt):
 * Level 2 only requires 2 air
 * Level 3 only requires 4 fire
 * Level 5 only requires 8 earth
 * Level 6 only requires 12 earth and 12 water
 * Level 7 only requires 15 earth and 15 fire
 * Enchant Orb only requires 25 of each rune
 * Chaos armour increases the strength and accuracy of bolt spells, Crumble Undead, rush spells and Burst spells by 10%