The Interactive Suggestion
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Dark Avorian
Zectiox
Handeath
The Empty Lord
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The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Skills
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The Interactive Suggestion
First topic message reminder :
1) Combat panel, see Interactive Combat.
2) Magician's spellbook
3) Wizard's spellbook
4) Archery skill
5) Sorcery skill
6) Divination skill
7) Zoanthropy skill
8) Marksmanship skill
9) Mana skill
10) Demonology skill
11) Wizardry skill
12) Conjuring skill, see Conjuring.
13) Archaeology skill, see Archaeology
14) Combat level
15) Mysticism level
16) Skills panel
The existing Magic skill would be divided into three skills; Sorcery, Mana and Wizardry. All three's names aren't concrete.
Magic and Mana are doppelgängers of Attack and Strength along with Archery and Marksmanship: one is accuracy and the other is damage (only Archery and Marksmanship are the other way around). Mana is NOT a mana-bar, merely a power stat (mana was chosen because it means force/power of magic, thus is suited a strength-like skill). Wizardry is a non-combat skill, containing non-combat spells.
The Sorcerer's Spellbook contains all the combat spells, including curses and binds. The Wizard's Spellbook contains all the non-combat spells, including enchantment and teleportation.
When you switch to Ancient Magicks it replaces the Magician's Spellbook and when you switch to Lunar Magics it replaces the Wizard's Spellbook. This excludes teleportation spells which are handled differently. By default, you will have the Wizard's Teleports. When you switch to Ancient or Lunar--or back from--the change will be automatic. However, when you change between Ancient and Lunar you will be asked if: "Do you wish to keep existing teleports?". Alternatively, the new spellbooks could NOT replace the previous spellbook; rather just being additional spells (given each spellbook will look rather empty now it's been cut in two).
1) Combat panel, see Interactive Combat.
2) Magician's spellbook
3) Wizard's spellbook
4) Archery skill
5) Sorcery skill
6) Divination skill
7) Zoanthropy skill
8) Marksmanship skill
9) Mana skill
10) Demonology skill
11) Wizardry skill
12) Conjuring skill, see Conjuring.
13) Archaeology skill, see Archaeology
14) Combat level
15) Mysticism level
16) Skills panel
The existing Magic skill would be divided into three skills; Sorcery, Mana and Wizardry. All three's names aren't concrete.
Magic and Mana are doppelgängers of Attack and Strength along with Archery and Marksmanship: one is accuracy and the other is damage (only Archery and Marksmanship are the other way around). Mana is NOT a mana-bar, merely a power stat (mana was chosen because it means force/power of magic, thus is suited a strength-like skill). Wizardry is a non-combat skill, containing non-combat spells.
The Sorcerer's Spellbook contains all the combat spells, including curses and binds. The Wizard's Spellbook contains all the non-combat spells, including enchantment and teleportation.
When you switch to Ancient Magicks it replaces the Magician's Spellbook and when you switch to Lunar Magics it replaces the Wizard's Spellbook. This excludes teleportation spells which are handled differently. By default, you will have the Wizard's Teleports. When you switch to Ancient or Lunar--or back from--the change will be automatic. However, when you change between Ancient and Lunar you will be asked if: "Do you wish to keep existing teleports?". Alternatively, the new spellbooks could NOT replace the previous spellbook; rather just being additional spells (given each spellbook will look rather empty now it's been cut in two).
- Backup:
Last edited by 3mptylord on Sun May 15, 2011 1:31 am; edited 9 times in total
Re: The Interactive Suggestion
Handeath wrote:Yggdrasil is the Tree of Life in Norse mythology: wyrm looks like you had autocorrect off.
Haha, I guess. But we can't cut down the tree of life! It's not pronounced like worm though... it's pronounced wih-rum, in case you didn't know.
Both are trained via training in combat.Oh, Mysticism! Now we can restart the discussion! However, we need to talk about Demonology and Zocathropy, particularly content and methods of training.
That's cause I did. But yes, that would be good. I just wanted them to be recognisable to Saradomin's.You really need to use different logo's for Zammy's Prayers, most of them look like you just put arrows pointing inwards.
Oh, since we're going by mythological stuff for final tiers in Melee, and possibly Ranged, how about Genesis equipment for the final teir of Conjured gear? Also, I'm not a big fan of having tiers reserved by spellbooks (Arcane and Astral gear)
Arcane and Astral are rewards. Conjuring doesn't currently have "final" tier, per se, it's just the fourth of each element.
Instead of Shadow Runes, how about Zoa Runes? I think these 4 runes should be reserved for Conjuring. And for logos:
Geist - a pale-grey, ethereal hand
Zoa - a purple, pointed, upside-down "loop-de-loop"
Zoa possibly, but I don't see the big issue with Shadow. Shade runes? Shroud runes? I read flash as "clash" once when I was tired and it sounded cool... but ah well.
Geist doesn't work given Mysticism, but you couldn't have known that at the time you first posted that.
Ruy112 wrote:3mptylord wrote:
@Hand, if Yggdragsil didn't look like you'd faceplanted the keyboard I'd be more inclined.
I will burn your flag for that comment.
Sowwi.
Re: The Interactive Suggestion
Yes we can! I mean, it can be continually regrowing.
At least change the Vice prayers.
I still would like Genesis armor.
You yourself used Geist. I don't like using 'darkness' runes beacuse Conjured just refers to the elements.
Personally, I think that Magic's defences should be, at L99, slightly better than Dragon Armor. Ranged still remains between the two.
At least change the Vice prayers.
I still would like Genesis armor.
You yourself used Geist. I don't like using 'darkness' runes beacuse Conjured just refers to the elements.
Personally, I think that Magic's defences should be, at L99, slightly better than Dragon Armor. Ranged still remains between the two.
Handeath- Advocate
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Age : 28
Location : USA
Re: The Interactive Suggestion
Handeath wrote:You yourself used Geist. I don't like using 'darkness' runes beacuse Conjured just refers to the elements.
I meant the hand-symbol dingbat.
Re: The Interactive Suggestion
I meant a ghostly hand, maybe a whole ghost could work.
Also, we need to make "Turmoil" prayers for Magic and Ranged.
Also, we need to make "Turmoil" prayers for Magic and Ranged.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
Entropy and Havoc have been suggested for Magic and Ranged, respectively.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
Will be home 'til Sunday, so nothing will be added or changed to the interactive suggestion. Perfect time to discuss I guess.
Re: The Interactive Suggestion
You need to update the skills panel on the first post.
Everything I want to say has been said.
Everything I want to say has been said.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
Dislike the Archery name, Sorcery logo and choice of 'Shadow' as a rune?
Or am I missing something?
And yes, I do.
Or am I missing something?
And yes, I do.
Re: The Interactive Suggestion
I'm fine with the name Archery (but on the panel, it should be in the same row as Strength, because it's the damage skill), dislike the Sorcery logo and Giest Rune logo, and the choice of Shadow.
We should talk about wood!
We should talk about wood!
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
You're possibly right. I was keeping the weapon-skills on the same level.
I like wood. What about wood anywho?
Ooh, I'mma add a trollface emoticon at some point.
I like wood. What about wood anywho?
Ooh, I'mma add a trollface emoticon at some point.
Re: The Interactive Suggestion
Handeath wrote:Entropy and Havoc have been suggested for Magic and Ranged, respectively.
Oh, and these.
Re: The Interactive Suggestion
I personally like my idea of having the whole Modern spellbook being damage based, but Elemental Tomes could work, so long as we only have those four.
*reads Archaeology* Wow, amazing suggestion, but this is so much like Dungeoneering. (Or what it could be). Can we have the two be compounded?
Well, we should compress the Woodcutting Tree table so Magic can be cut and Fletched down to about L50, the level at which one can wield a Magic Bow. Then, we add trees for levels 70, 80, and 90, because L60 is the Dark Bow. I say we use Ironwood, Dragonwood, then Yggdrasil (found in the Fremminik area).
*reads Archaeology* Wow, amazing suggestion, but this is so much like Dungeoneering. (Or what it could be). Can we have the two be compounded?
Well, we should compress the Woodcutting Tree table so Magic can be cut and Fletched down to about L50, the level at which one can wield a Magic Bow. Then, we add trees for levels 70, 80, and 90, because L60 is the Dark Bow. I say we use Ironwood, Dragonwood, then Yggdrasil (found in the Fremminik area).
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
Even before tomes, I had the "modern" spellbook being damage based?
Archaeology feature some similar rewards to Dungeoneering, but it's not really the same skill, though? The two could be compounded, I guess. It's not my suggestion though, so I don't know if I'd feel comfortable editing it too extensively.
I don't think we need to compress Woodcutting all that much. Rune is 55-70. But I suppose a little bit, especially Fletching. Ironwood is a variety though, isn't it, rather than a specific tree? Possible Yggdrasil.
Archaeology feature some similar rewards to Dungeoneering, but it's not really the same skill, though? The two could be compounded, I guess. It's not my suggestion though, so I don't know if I'd feel comfortable editing it too extensively.
I don't think we need to compress Woodcutting all that much. Rune is 55-70. But I suppose a little bit, especially Fletching. Ironwood is a variety though, isn't it, rather than a specific tree? Possible Yggdrasil.
Re: The Interactive Suggestion
Damage-based meaning that it has the highest max hit, but it doesn't do much else.
Archeology and Dungeoneering both revolve around delving into the ground and finding cool stuff, particularly new areas. The method of training differs, but I bet they could be compounded, so long as Raiding provides more Xp
What do you mean by "Ironwood is a variety though, isn't it, rather than a specific tree? Possible Yggdrasil."
Archeology and Dungeoneering both revolve around delving into the ground and finding cool stuff, particularly new areas. The method of training differs, but I bet they could be compounded, so long as Raiding provides more Xp
What do you mean by "Ironwood is a variety though, isn't it, rather than a specific tree? Possible Yggdrasil."
Handeath- Advocate
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Age : 28
Location : USA
Re: The Interactive Suggestion
Fletching Crafting and Smithing all involve crafting raw materials into a variety of forms. Dungeoneering and Mining both involve delving into the ground to find valuable stuff. Farming and Woodcutting both involve harvesting the fruits of the natural world.
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: The Interactive Suggestion
Handeath wrote:What do you mean by "Ironwood is a variety though, isn't it, rather than a specific tree? Possible Yggdrasil."
Irontree is a variety of trees, it isn't a tree. It's like hardwood and ever green, or so I've understood. Also, I was saying Yggdrasil was possible. Meant to say 'possibly'
I keep forgetting dungeoneering has a skill description if i'm honest. I just think of it as a ranking system for raiding/instances. It has a story and everything.I guess when you say it like 'exploring dungeons'...
I think archaeology is supoose to be a means of obtaining combat-like drops without combat. It's a skiller's source of drops. I'm not sure it suits dungeoneering even if they have a similar concept. At any amount of experience, archaeology would undermine dungeoneering and what's the point as archaeology doesn't reward tokens.
@Dark, is that you saying two skills can have superficial similarities?
Re: The Interactive Suggestion
Oh, Ironwood isn't a specific tree. Oh well, we can make it one.
Daemonhiem has a story. Dungeoneering can easily be broughtened to encompass exploring the earth in general. Mostly of your qualms of merging the two come from Daemonheim, which is just a special "dig-site" if you think about it. Moreover, raiding is much more enjoyable than clicking a fissure to excavate and cleaning up samples.
Daemonhiem has a story. Dungeoneering can easily be broughtened to encompass exploring the earth in general. Mostly of your qualms of merging the two come from Daemonheim, which is just a special "dig-site" if you think about it. Moreover, raiding is much more enjoyable than clicking a fissure to excavate and cleaning up samples.
Handeath- Advocate
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Age : 28
Location : USA
Re: The Interactive Suggestion
Whilst you're correct my primary concern is Daemonheim, it's a valid concern. The reward system for Daemonheim is already biased in an unfavourable direction (it's impossible to have enough tokens to buy stuff at the level you need to buy them). Archaeology would further de-compliment it.
Even if other dungeons were released, I still don't think archaeology would work. Dungeoneering is a raiding skill, called Dungeoneering because you raid "dungeons".
Even if other dungeons were released, I still don't think archaeology would work. Dungeoneering is a raiding skill, called Dungeoneering because you raid "dungeons".
Re: The Interactive Suggestion
And so I think that more Raiding dungeons, providing different experiences, rewards, and token rates. Since much of Archaeology reolves around unearthing new areas, which are a lot like resource dungeons, I think they can be merged, with some adjustments.
Samples will need looking into...
Samples will need looking into...
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
And there was me thinking people would want to combine Archaeology with mining. Ah well.
As it's not one of our ideas I don't really want to mess with it. it's only a link, nothing I can edit anyway.
I wanna create a Mage Training Arena like thing for Mysticism/Summoners skills. The Summoner's Rift. *shrugs* Imagine if you could have some sort of minigame where you actually possess the follower?! D:
As it's not one of our ideas I don't really want to mess with it. it's only a link, nothing I can edit anyway.
I wanna create a Mage Training Arena like thing for Mysticism/Summoners skills. The Summoner's Rift. *shrugs* Imagine if you could have some sort of minigame where you actually possess the follower?! D:
Last edited by 3mptylord on Mon May 16, 2011 8:05 am; edited 2 times in total
Re: The Interactive Suggestion
Update the suggestion!
Also, are Necromancy and Broodoo going to be a part of Mysticism?
Also, are Necromancy and Broodoo going to be a part of Mysticism?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Interactive Suggestion
They can be. Necromancy I'm not 100% on just because it doesn't seem unique enough at all. Would be interesting if you could resurrect things you kill just by killing them. Also, remind me broodoo again. For some reason my mind's a sieve when it comes to broodoo.
I'll update it soooooonn. I've been really busy gaming with my buddies in celebration of the end of the uni-year. The drinking will commence soon.
I'll update it soooooonn. I've been really busy gaming with my buddies in celebration of the end of the uni-year. The drinking will commence soon.
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