Dragonwilds:Wizard Hat: Difference between revisions
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{{Upstream update available|Dragonwilds:Wizard Hat/Upstream}} | {{Upstream update available|Dragonwilds:Wizard Hat/Upstream}} | ||
{{ | {{DW/External|rs|os=Blue wizard hat|rsc=Wizardshat (blue)}} | ||
{{Infobox Item | {{Infobox Item | ||
|name = Wizard Hat | |name = Wizard Hat | ||
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===Recipe tree=== | ===Recipe tree=== | ||
{{Crafting Tree|Wizard Hat}} | {{DW/Crafting Tree|Wizard Hat}} | ||
==Journal== | ==Journal== | ||
{{Journal entry| | {{DW/Journal entry| | ||
These blue robes are the signature clothing worn by every respectable mage. Apprentices look forward to the day they first wear these, as it shows they have graduated to full wizard status. The Wizard's Tower, in particular, uses these robes as a uniform, signifying their magical power and fealty to the god of order, [[Dragonwilds:Saradomin]]. | These blue robes are the signature clothing worn by every respectable mage. Apprentices look forward to the day they first wear these, as it shows they have graduated to full wizard status. The Wizard's Tower, in particular, uses these robes as a uniform, signifying their magical power and fealty to the god of order, [[Dragonwilds:Saradomin]]. | ||
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{{Armour}} | {{DW/Armour}} | ||
Latest revision as of 18:59, 9 April 2026
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Script error: No such module "Top icons". Template:Infobox Item Wizard Hat is a Dragonwilds:Power level 3 Dragonwilds:Magic armour that can be crafted at a Dragonwilds:Smithing Anvil.
Stats
Recipe
Recipe: {{{1}}}
Recipe tree
Script error: No such module "Crafting Tree".
Journal
These blue robes are the signature clothing worn by every respectable mage. Apprentices look forward to the day they first wear these, as it shows they have graduated to full wizard status. The Wizard's Tower, in particular, uses these robes as a uniform, signifying their magical power and fealty to the god of order, Dragonwilds:Saradomin.
On Dragonwilds:Ashenfall, it was rare for those wearing these robes to be seen outside the Wizard's Guild. The structure on the hillside was home to strange practices and even stranger experiments. Powerful spells were studied and unleashed across an already magically problematic countryside.
The White Knights, often summoned to address the perils that the Wizard's Guild inadvertently unleashed, were a frequent presence. Their duties ranged from quelling peculiar weather phenomena to managing the "accidental" summoning of demons. To maintain control, a contingent of knights established a permanent residence within the guild, their vigilant eyes ever watchful.