August 21, 200817 yr This is just a suggestion and a work in progress at the moment. Take a look at this pic: I did this in MS Paint so please be nice. In a nutshell, I rearranged the Equipment Slots and added 6 open slots for Runes. The idea here is to help free up Inventory Spaces so that being a Mage would be more practical. Basically, you can add a stack of Runes here, much like a Ranger equips his Arrows/Bolts. This frees up Inventory Space and allows both the Casual Mage and the Full Mage a much more functional use of Spells. Just some ideas: You can always have a Teleport loaded. You can always have High Alch loaded. If you have Spellbook Swap, you can pretty much live on Lunar Spells and switch occasionally (Casual Mage). Expanded Ideas: Casual Mage: Bones to Peaches - 4 Earth, 4 Water, 2 Nats High Alch - 5 Fire, 2 Nats Teleports - 1 or 2 Laws, Various Element Runes Tele Grab - 1 Air, 1 Law Super Heat - 4 Fire, 1 Nat Enchant Jewelry - 1 Cosmic, Various Element Runes Bake Pie - 1 Astral, 5 Fire, 4 Water Cure Plant - 1 Astral, 8 Earths Monster Examine - 1 Astral, 1 Cosmic, 1 Mind NPC Contact - 1 Astral, 1 Cosmic, 2 Airs Humidify - 1 Astral, 3 Waters, 1 Fire Cure Me - 2 Astrals, 1 Law, 2 Cosmics Superglass Make - 2 Astrals, 6 Fires, 10 Airs Dream - 2 Astrals, 1 Cosmic, 5 Bodies string Jewelry - 2 Astrals, 10 Earths, 10 Waters Magic Imbue - 2 Astrals, 7 Fires, 7 Waters Fertile Soil - 3 Astrals, 15 Earths, 2 Nats Plank Make - 2 Astrals, 15 Earths, 1 Nat, Money Vengeance - 4 Astrals, 10 Earths, 2 Death Spellbook Swap - 3 Astrals, 2 Cosmics, 1 Law Total Rune Types: Earth Water Fire Air Nature Cosmic Law Astral Death Body Mind 11 Total Different Runes Condensed: Combo Runes - 2 Elements Combo Runes - Opposite 2 Elements Nature Cosmic Law Astral Death Body Mind 9 Total Different Runes Break Down and Uses: Slayers - Spellbook Swap, NPC Contact, Bones to Peaches, High Alch, Teleports, Tele Grab, Monster Examine, Cure Me, Dream, Vengeance Astral, Cosmic, Law, Fire, Water, Nat, Earth, Death, Air, Mind, Body - 11 Inventory Spaces are used Condensed: Astral, Cosmic, Law, Nats, Death, Mind, Mud (Inv), Smoke (Inv) - 2 Inventory Spaces are used. This setup makes the Slayers more efficient. Access to all these spells are made possible from the Spellbook Swap (which alot of this centers around). Even without the Spellbook Swap, there are alot of Lunar or Modern Spells at your disposal. This also only consumes 2 Inv Spaces but allows for much more versatility. Of course, all of these spells are completely optional and customizable to the individual. This is an extreme case (but a setup I would use). No staffs are "needed" per say, but could be a practical option for the Inventory Spaces. Keep in mind, if you just have the Runes, you don't have to equip the staffs to cast. A simple click to the Spellbook and click on the spell will get you what you need whilst you continue to do your Slaying. Uses: Spellbook Swap for access to any spell. NPC Contact to get Slayer Assignments. Bones to Peaches for healing. High Alch for converting drops into gold. Teleports to get you around (this can open up other Teleports in the Ancient Spellbook as well, but the Ancient Teleports are not extremely practical for Slayer). House Teletabs with Portals in your home would be the best use along with Lunar Teleports. Tele Grab for tough situations where you may be trapped or if you are engaged in a fight, you can get an item without moving (optional). Monster Examine for certain stats on the fly (optional). Cure me to deal with Poison problems. Dream fits in oddly but could be a practical option. Dream paired with Health Restore Prayer could help you go the extra mile if you have a few creatures to kill before you leave an area. And lastly, Vengeance for bringing the smack down and help speed up Slayer Assignments. Break Down and Uses: Farmers - Spellbook Swap, Teleports, Cure Plant, Fertile Soil, Humidify. Astral, Cosmic, Law, Earth, Air, Fire, Water, Nats - 6 Inventory Spaces are used. Condensed: Astral, Cosmic, Law, Mud, Smoke, Nats - No Inventory Spaces are used. This setup makes the Farmers more efficient. Access to all these spells are made possible from the Spellbook Swap (which alot of this centers around). Even without the Spellbook Swap, there are alot of Lunar or Modern Teleport Spells at your disposal. No Inv Spaces are consumed (which is an important part of Farming Runs). Of course, all of these spells are completely optional and customizable to the individual. This is an extreme case (but a setup I would use). No staffs are "needed." With just these Runes, you don't have to equip any staffs to cast. A simple click to the Spellbook and click on the spell will get you what you need whilst you continue to do your Farming Run. Uses: Spellbook Swap for access to any spell. Teleports to get you around (this can open up other Teleports in the Ancient Spellbook as well, but the Ancient Teleports are not extremely practical for Farming). House Teletabs with Portals in your home would be the best use along with Lunar Teleports. Cure Plant to cure your crops of diseases. Fertile Soil so you don't have to haul around and/or swap out buckets. Humidify for refilling your Watering Can (not sure if this actually works, but if it does, then it would have a practical use). These are just 2 examples that came to mind. The other Spells in the list at the top are also for casual use. As far as I know, none of the listed spells will "Fail" based on a Magic Bonus. Also, anyone without Spellbook Swap would still have uses for this idea. And yes, these 2 examples are for Casual Mages. But this idea would be extremely nice for Full Mages too. Snares, Charge, Various Attack Spells could be used in tandem instead of just bringing one set of Runes for one or two spell types (aka Inv Space Saving). I think that there is no "overpowering" of Magic. It just makes Magic more practical. It definitely gives Magic more of an incentive to train it. It may put higher demand on Runes. It may put higher demand on Combo Runes (which Magic Imbue helps with). It may increase Runecrafting. Leveling Scale This is just a scale idea. Have it add a slot based on your Magic Level. The first scale puts it at 1-99. You get your first Slot at Level 16 Magic and the 6th Slot at 99. The second scale is more to my liking. This way you aren't burnt out on your way to 99 Magic. It gives you your first Slot at Level 15 Magic and the 6th Slot at 90 Magic. This way you can make the extra push for the last 9 Levels with optimum efficiency. Scale 1 Levels 1-99 ...............*...............*...............*...............*...............*..................* Scale 2 Levels 1-90 ..............*..............*..............*..............*..............*..............*......... This is again a work in progress and I want to add more to this. This is just a sample of what I'm attempting to work out. Any ideas taken in will be credited.
August 21, 200817 yr support. the other two styles have equipable stuff and mages should too. 100% F2P85 Mining achieved on Dec 4, 200785 Smithing achieved on May 28, 2009
August 21, 200817 yr Actually that's a pretty nice idea, since Rangers have an ammo slot. The only problem I have is that I think 6 slots are a bit too much.
August 22, 200817 yr I agree. 6 is a bit too much. Even 2 or 3 would make a Mage's life so much easier. As well as all the other combat styles. Think about arrow drops. Do you keep them in your invent or equip them? This would free up another few invent spaces for rune drops. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
August 22, 200817 yr i always wanted this. seems like mages always waste inventory space on runes. i support.
August 22, 200817 yr Mages already have staves that reduce the ammount of runes needed, even some double rune staves... I dont support 6 slots, but you can have your runes in the same ONE spot that the ranger has his arrows, aka no need to re-arrange this window... Former Leader of The Tal Shiar Alliance - An Original Tip.it ClanMember of the Wilderness Guardians and Founder of the Silent GuardiansFounder of The Conclave - A Tip.it Clan institutionTip.it Times author (click for all my articles) - When I use the wrong reasons to make the right statement, argue the reason, not the statement.MSSW4 General - Did we kick your ass too?Check us out!==> No seriously, if you like FREE GP, XP and Dung tokens, as well as Community, Opportunity and above all FUN... <==CLICK IT!
August 22, 200817 yr Why 6 slots when the max amount of different used per spell is like 3? Change it to 3 and I'll support. But anyways, pretty nice idea =D>
August 22, 200817 yr I think they (JaGEx) should have a quest with the reward being something like a rune pouch, which is weildable in the arrow slot. Similar idea though, so I support your idea but I think it should be fixed through different means than adding "rune slots." [bleep] the law, they can eat my dick that's word to Pimp
August 22, 200817 yr Author Casual Mage: Bones to Peaches - 4 Earth, 4 Water, 2 Nats High Alch - 5 Fire, 2 Nats Teleports - 1 or 2 Laws, Various Element Runes Tele Grab - 1 Air, 1 Law Super Heat - 4 Fire, 1 Nat Enchant Jewelry - 1 Cosmic, Various Element Runes Bake Pie - 1 Astral, 5 Fire, 4 Water Cure Plant - 1 Astral, 8 Earths Monster Examine - 1 Astral, 1 Cosmic, 1 Mind NPC Contact - 1 Astral, 1 Cosmic, 2 Airs Humidify - 1 Astral, 3 Waters, 1 Fire Cure Me - 2 Astrals, 1 Law, 2 Cosmics Superglass Make - 2 Astrals, 6 Fires, 10 Airs Dream - 2 Astrals, 1 Cosmic, 5 Bodies string Jewelry - 2 Astrals, 10 Earths, 10 Waters Magic Imbue - 2 Astrals, 7 Fires, 7 Waters Fertile Soil - 3 Astrals, 15 Earths, 2 Nats Plank Make - 2 Astrals, 15 Earths, 1 Nat, Money Vengeance - 4 Astrals, 10 Earths, 2 Death Spellbook Swap - 3 Astrals, 2 Cosmics, 1 Law Total Rune Types: Earth Water Fire Air Nature Cosmic Law Astral Death Body Mind 11 Total Different Runes Condensed: Combo Runes - 2 Elements Combo Runes - Opposite 2 Elements Nature Cosmic Law Astral Death Body Mind 9 Total Different Runes Break Down and Uses: Slayers - Spellbook Swap, NPC Contact, Bones to Peaches, High Alch, Teleports, Tele Grab, Monster Examine, Cure Me, Dream, Vengeance Astral, Cosmic, Law, Fire, Water, Nat, Earth, Death, Air, Mind, Body - 11 Inventory Spaces are used Condensed: Astral, Cosmic, Law, Nats, Death, Mind, Mud (Inv), Smoke (Inv) - 2 Inventory Spaces are used. This setup makes the Slayers more efficient. Access to all these spells are made possible from the Spellbook Swap (which alot of this centers around). Even without the Spellbook Swap, there are alot of Lunar or Modern Spells at your disposal. This also only consumes 2 Inv Spaces but allows for much more versatility. Of course, all of these spells are completely optional and customizable to the individual. This is an extreme case (but a setup I would use). No staffs are "needed" per say, but could be a practical option for the Inventory Spaces. Keep in mind, if you just have the Runes, you don't have to equip the staffs to cast. A simple click to the Spellbook and click on the spell will get you what you need whilst you continue to do your Slaying. Uses: Spellbook Swap for obvious reasons. NPC Contact to get Slayer Assignments. Bones to Peaches for healing. Teleports to get you around (this can open up other Teleports in the Ancient Spellbook as well, but the Ancient Teleports are not extremely practical for Slayer). House Teletabs with Portals in your home would be the best use along with Lunar Teleports. Tele Grab for tough situations where you may be trapped or if you are engaged in a fight, you can get an item without moving (optional). Monster Examine for certain stats on the fly (optional). Cure me to deal with Poison problems. Dream fits in oddly but could be a practical option. Dream paired with Health Restore Prayer could help you go the extra mile if you have a few creatures to kill before you leave an area. And lastly, Vengeance for bringing the smack down and speeding up Slayer Assignments. Break Down and Uses: Farmers - Spellbook Swap, Teleports, Cure Plant, Fertile Soil, Humidify. Astral, Cosmic, Law, Earth, Air, Fire, Water, Nats - 6 Inventory Spaces are used. Condensed: Astral, Cosmic, Law, Mud, Smoke, Nats - No Inventory Spaces are used. This setup makes the Farmers more efficient. Access to all these spells are made possible from the Spellbook Swap (which alot of this centers around). Even without the Spellbook Swap, there are alot of Lunar or Modern Teleport Spells at your disposal. No Inv Spaces are consumed (which is an important part of Farming Runs). Of course, all of these spells are completely optional and customizable to the individual. This is an extreme case (but a setup I would use). No staffs are "needed." With just these Runes, you don't have to equip any staffs to cast. A simple click to the Spellbook and click on the spell will get you what you need whilst you continue to do your Farming Run. Uses: Spellbook Swap for obvious reasons. Teleports to get you around (this can open up other Teleports in the Ancient Spellbook as well, but the Ancient Teleports are not extremely practical for Farming). House Teletabs with Portals in your home would be the best use along with Lunar Teleports. Cure Plant to cure your crops of diseases. Fertile Soil so you don't have to haul around and/or swap out buckets. Humidify for refilling your Watering Can (not sure if this actually works, but if it does, then it would have a practical use). These are just 2 examples that came to mind. The other Spells in the list at the top are also for casual use. As far as I know, none of the listed spells will "Fail" based on a Magic Bonus. Also, anyone without Spellbook Swap would still have uses for this idea. And yes, these 2 examples are for Casual Mages. But this idea would be extremely nice for Full Mages too. Snares, Charge, Various Attack Spells could be used in tandem instead of just bringing one set of Runes for one or two spell types (aka Inv Space Saving). I think that there is no "overpowering" of Magic. It just makes Magic more practical. It definitely gives Magic more of an incentive to train it. It may put higher demand on Runes. It may put higher demand on Combo Runes (which Magic Imbue helps with). It may increase Runecrafting. *Phew* Didn't mean to write a book about it either. Just really passionate about the idea. I like Magic and wish I could get more out of it on a daily basis. Also, the Rune Pouch idea is not a bad idea, but I'm not a fan of it. Mainly because you would have to be able to check it from time to time. With this idea, just a simple click on your Equipment Stats will show you your Rune Count.
August 22, 200817 yr Author This is not meant to sound offensive, but why are you all selling yourselves short? 3 Slots? So you only want to be able to have one spell loaded at a time? Granted you may get a few other spells loaded based on the 3 Runes you pick, but still you are selling yourselves short. Think outside of just High Alchs and Teleports. Look at the bigger picture. You may get much more use out of Magic with this idea. I understand that 6 may sound like alot, but look at the properties of Runes. Runes have no use alone. You have to have at a bare minimum of 2 Runes to make at least 1 Spell. Or a Staff equipped. Rangers do use multiple bolts/arrows, but its something I rarely see. The most common being Mith Emmy and Addy Diamond for their effects. When it comes to regular Arrows, you usually use the cost effective ones or best you can use. You don't see Rangers using combinations of Bronze through Rune Arrows for various effects. Rangers also have the (awful) Bolt Pouch. But at least its something. And like the Bolt Pouch, I was thinking of maybe putting a cap on how many Runes you can have equipped. Not sure how many yet (500?). The main purpose of this idea is to help save Inventory Space. If it were cut down to 3, for Slayer, I would have Astral, Cosmics, Laws in the slots for Spellbook Swap and maybe High Alch Runes in my Inventory with a House Teletab. That greatly reduces the versatility of the idea. It doesn't allow for the mixed combinations of Runes outside of the Inventory and the potential they would bring. You would again, have to fill up your inventory with the other Runes just to try and get the effect, which essentially defeats the purpose of this idea.
August 22, 200817 yr Yeah. This is an awesome idea, even from the standpoint of storing rune drops. I support 100%. sig by Soa.....tip.it times.....art & mediadeviantart/flickr/last.fm/steam/twitter/tumblr/youtube
August 23, 200817 yr Awesome Idea! I support The ammount of slots will have to be lowered to mabye 4 for P2P and 3 for F2P but remember 3 is enough for most spells and 4 is enough for most P2P spells, this is a great idea. I do not support the pouch because it wouldn't look as efficently as just simple slots for runes Your Rune slot idea is still the easiest system to work with! In conclussion: Don't change a thing, except mabye reducing the rune slots only 2 skills below level 50 :)
August 25, 200817 yr Author This is just a scale idea. Have it add a slot based on your Magic Level. The first scale puts it at 1-99. You get your first Slot at Level 16 Magic and the 6th Slot at 99. The second scale is more to my liking. This way you aren't burnt out on your way to 99 Magic. It gives you your first Slot at Level 15 Magic and the 6th Slot at 90 Magic. This way you can make the extra push for the last 9 Levels with optimum efficiency. Scale 1 Levels 1-99 ...............*...............*...............*...............*...............*..................* Scale 2 Levels 1-90 ..............*..............*..............*..............*..............*..............*.........
August 28, 200817 yr i, as a 90% pure mage ;) totally support this idea. we need to b able to equip runes.y do rangers and melee-ers get to have free inventory space by equipping their weapons, we should be able to do so as well
August 28, 200817 yr I like. Follow me on Twitter!FORGET NOT THE CHICKEN.I have no intrest in helping "keyers" farm xp.
August 28, 200817 yr This is not meant to sound offensive, but why are you all selling yourselves short? 3 Slots? So you only want to be able to have one spell loaded at a time? Granted you may get a few other spells loaded based on the 3 Runes you pick, but still you are selling yourselves short. Think outside of just High Alchs and Teleports. Look at the bigger picture. You may get much more use out of Magic with this idea. I understand that 6 may sound like alot, but look at the properties of Runes. Runes have no use alone. You have to have at a bare minimum of 2 Runes to make at least 1 Spell. Or a Staff equipped. Rangers do use multiple bolts/arrows, but its something I rarely see. The most common being Mith Emmy and Addy Diamond for their effects. When it comes to regular Arrows, you usually use the cost effective ones or best you can use. You don't see Rangers using combinations of Bronze through Rune Arrows for various effects. Rangers also have the (awful) Bolt Pouch. But at least its something. And like the Bolt Pouch, I was thinking of maybe putting a cap on how many Runes you can have equipped. Not sure how many yet (500?). The main purpose of this idea is to help save Inventory Space. If it were cut down to 3, for Slayer, I would have Astral, Cosmics, Laws in the slots for Spellbook Swap and maybe High Alch Runes in my Inventory with a House Teletab. That greatly reduces the versatility of the idea. It doesn't allow for the mixed combinations of Runes outside of the Inventory and the potential they would bring. You would again, have to fill up your inventory with the other Runes just to try and get the effect, which essentially defeats the purpose of this idea. Well I'm sure everyone here would LOVE if we got 6 slots, or more. But it doesn't seem very likely that we'll get that many slots. So instead of Jagex looking it over and saying "6 slots? That's crazy, DELETE" they might consider it, or look at it in better light. Although fact being they should probably think about that themselves, it's simply safer. Also think about it this way, making your suggestion more balanced = greater chance of getting it implemented. Then Jagex will decide for themselves if we need more than 3 slots. If not, then those endless ranter may or may not convince them. If they do, it's all well and good. If they don't, then you know for sure suggesting this with more slots wouldn't have helped. So if the RSOF ranters do their job (and God knows they will) you have nothing to lose, except maybe a little time between. Just how I think it works. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
August 29, 200817 yr 1st at lvl 1 2nd at lvl 25 3rd at level 50 4th at level 75. Jagex doesnt care anyway. And 3-4 would be more balanced. My goals: [b]5M coins:[/b] 4350K+ coins 200k+ items - 2 dec 5M coins - 16 dec I [b]have gotten[/b] my 5M by christmas. -bah this is only here for historical purposes now, I got 20m+ already "fail,well atleast the title,i wont read it with that colours""If you hadn't posted in rainbow I would actually give this a proper read""Colours suck."*I remove colours*"Where did all the colors go!? This is now 40% more likely to be tl;dr'd due to the lack of colors."
August 29, 200817 yr This is a pretty sweet idea. Rangers get a dedicated slot for their arrows, why shouldn't mages get dedicated rune slots?
June 24, 200917 yr Maybe you should start with 1-2 slots, and a quest or pouch or whatever (somewhat like avas accumilator) gets it up to 6. Either way, great idea, thats always been a shortcoming of mages. O.O
June 24, 200917 yr Ive heard of rune pouches and suggested the abilities to bind combat spells into tablets,but this idea is simple yet genius. support
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