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A Way to Revive Old Skills


Zaaps1

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[hide=tl dr, old skills need improving]Imagine you open runescape.com one day, and hear that Jagex has released a new skill. At first, you are ecstatic. With a new skill comes new challenges. With a new skill comes new content that is sure to be fun, exciting, and game-changing. The skill is called "firemaking". Not so glamorous, but perhaps it can still amount to something (like Hunter did).

 

"Today we are proud to announce our brand new skill, Firemaking! Players who train this skill will find themselves equipped with the unique and dire ability to light a fire anywhere in the world. Ever wish you could cook those raw food drops? With a few logs, now you can. Ever wish you could train cooking and fishing at the same place? Look no further. Leveling this new skill is sure to bring boundless rewards and fun."

 

You will notice that while new skills get increasingly more complex, the older skills are often left in the shadow. This is understandable, since new skills need to be more creative in make (can anyone honestly think of a "simple" new skill, such as Firemaking or Cooking?). However, the rewards and benefits of such skills, bar combat skills, have also largely been neglect. This is not to say that such skills do NOT have high-level rewards, such as the Adze in Firemaking and the ability to cook various fish without burning in Cooking, but such rewards fade in comparison will similar level rewards in the newer skills.

 

At 96 cooking, you stop burning sharks, an ability one will rarely use, seeing as most cooked food is bought. At 96 summoning, you can summon a Pack Yak, which can hold more items that you can and can send items directly to your bank.

 

At 85 farming, you can grow a spirit tree, which is not terribly useful because of the set teleport locations. At 85 dungeoneering, you can kill Frost Dragons, which provide the single highest consistent profit in the game.

 

A similar comparison can be drawn to "revamped" older skills.

 

At 92 firemaking, you get an adze. It would've cost less money just to buy a dragon hatchet and rune pickaxe. In addition, the adze is no longer useful for woodcutting, since the effect does not work on Ivy nor in the Sawmill, nor is it the best pickaxe anymore. At 92 prayer, you have access to the Soul Split prayer, which is life saving, game changing, and eliminates the need for food or even items like SGS at many locations.

 

While Jagex has updated many skills, such as Fishing, many others still need work. Case in point: Firemaking. Even many updated skills still need improvement, such as Mining.

 

The simple fact is that these skills no longer offer game-changing rewards at higher levels. That is why the Fishing update was successful, because the ability to catch Rocktails, the best food in the game, at level 90 is a significant achievement, a profitable achievement, and a game-changing one. At the same time, skills like Mining did not see improvement in the update. Yes, Concentrated Gold makes training mining easy. But does easier = better? Has any new, significant thing been added to Mining to make it game-changing? Then you have skills that have largely been left to rot, like Firemaking. Yes, you can get the adze, but as said before, it is completely useless thanks to the price of logs, the dragon pickaxe, and Ivy/Sawmill training. What, then, do we have to look forward to?

 

Note that these must be high-level rewards. While Chinchompas have been game-changing, they do not have a high enough requirement to make them significant. Yes, I know you need 80+/85+/90+/whatever to catch them effectively. Doesn't mean someone with 65 can't catch them though, does it?[/hide]

 

So what can be done? Simply put, new content must be made. This content needs to have a significant IMPACT on the game, as well as a high level. This would make the skill worthwhile to train.

 

What are my suggestions, exactly? Read on.

 

General Summary is at the end.

 

[hide=Firemaking]

LIGHTING WEAPONS ON FIRE PLZZZZZZZ

 

Let's not.

 

There are a few reasons why I adamantly believe against that doctrine. First of all, it is overplayed, oversuggested, and stale. Second, firemaking is a non-combat related skill. It should not directly tie into combat. Cooking food is fine. Lighting your weapons on fire isn't.

 

What do I suggest?

 

Remember that Sacred Oil for shade burning? Yes the one when you use Olive Oil on the lit Altar. The ones you use on Logs to make Pyre Logs?

 

Well how about this, if you light Pyre logs on fire, instead of using them to cremate shades, any food cooked on them will heal additional LP.

 

It could go something like this: Normal: 5 LP, Oak: 10 LP, etc. up to Magic Pyre Logs, which heal 50 LP more per unit of food cooked.

 

There is a catch, though. To light Pyre logs on fire this way, you need 15 levels over the current limit. This means that for Magic Pyre Logs, you will need 95 firemaking. Then, instead of increasing each logs' requirement by 15, subtract from the previous by 3. So Yew Pyre Logs require 92, Eucs require 89, Mahogany requires 86, down to normal, which requires level 68. In addition, food cooked on Pyre Logs have a greater chance of getting burned. This could perhaps disencourage using Pyre logs for the sole purpose of training Cooking. It's a firemaking update, not a cooking one.

[/hide]

 

[hide=Agility]

Simply put, Agile Clothing is not significant. With the ability to rest, so many ways to restore energy, the fact that any negative weight to treated as 0 (-32kg is the same as 0kg) and the fact that run energy rarely runs out as is, the armor is in fact, pretty useless.

 

But Agility is a hard skill to update. The entire purpose of it lies in run restoration and shortcuts. Run Restoration I've already discussed and shortcuts are rarely enough to make it worth the effort.

 

What can we do to help Agility, then?

 

Think about real life. If you spend hours running on a track, you DO become more Agile. But you also become more fit. Your heart becomes healthier; your body as a whole becomes healthier. When running, you recover your energy quicker. But also, when you do ANYTHING, your energy recovers quicker, because your body is in shape.

 

Thus, at high agility levels, not only will you restore run energy faster, but also restore special attack and LP quicker.

 

It could work like this, every Agility level you gain after 80 grants you a natural recovery of +5 LP/minute. So at level 99, you restore 100 extra LP per minute. This may not sound like much, but at many locations, it is significant enough to completely eliminate the need of any food or additional items. At level 99, you can restore 6000 LP per hour. In comparison, the Unicorn Stallion, at 89 summoning, heals 13320 per hour. Yes, the unicorn costs money to operate, but Agility is a much harder skill to train, right?

 

For special attack energy, it must be important that this is not TOO significant. Enough to make a SLIGHT difference, but that is all.

 

So at level 95, you begin to gain 2.5% extra SA energy per 30 seconds (the current "tick" for SA), or 5% per minute. This means that a full SA bar takes 4 minutes to fill, instead of 5. Let's leave it at that. That's 20% more in 5 minutes. That's NOT enough for even a DDS spec, so PvP is relatively unchanged (I can't imagine any fight going longer than 6 minutes). It IS enough for stuff like DDS spec, EE spec, and SGS spec to make a difference over the long term, eg. while training.

[/hide]

 

[hide=Runecrafting]

With Dungeoneering usurping its position as the best consistent moneymaker and low-levels finding many better ways to make money, I continually question whether RC is worth the effort or not. Clearly, it isn't. But it should be.

 

But here's a solution.

 

How about we gain the ability to craft Catalytic and Elemental Runes? These runes would not be tradeable.

 

At level 14, you begin to craft Elemental Runes. The runes/ess ratio would be the same as Fire Runes, capping at 4x at level 78.

 

At 77, you begin to craft Catalytic Runes. At level 96, you can craft 2x runes/ess.

 

Why is this significant? For one, it would greatly cut down on space usage, making such runes invaluable during some bosses. In addition, crafted Catalytic runes get an instantaneous 10% boost in magic damage if they are used in a spell. This makes using them not only convenient, but useful.

 

As far as xp is concerned, Elemental = Fire, and Catalytic = Blood. The altar used is questionable. I recommend the ZMI altar. Simply add a hole in the wall by the current ZMI altar, and put another one behind it which crafts Elemental and Catalytic Runes. Name? Maybe the Mahjarrat Altar or something.

[/hide]

 

[hide=Construction]

This is tricky. Construction does have plenty of high level content. The problem is, none of them are significant. Steel Dragon? Fun, but effectively useless. After level 75 at the Gilded Altar, or perhaps at the Mahogany Telescope, Construction's usage ends; it has nothing further to offer. Yes, you have the Menagerie. But a few extra storage spaces for pets is hardly significant.

 

New room: the Pythian Chamber, built in your dungeon. This room is devoted to Divination.

 

Divination? How is that going to work? Simply put, the Pythian Chamber allows you to predict upcoming events and send you directly to them. It would require level 90 to build. Also note that only the owner of the house may enter this room.

 

Hotspots:

 

Level 95: Pool of Destiny: 2x Marble, 2x Gold Leaf, 10x Magic Stone, 15x Bucket of Water. Gaze into it to locate ongoing events and jump right in the middle of the action. Ie. if you look into it, it will show you all the currently, ongoing activities and distractions, and will teleport you right into it. A mere convenience for distractions such as Shooting Star, but in addition, it allows you to teleport in the middle of the action, EVEN IF THE ACTIVITY HAS ALREADY STARTED. Castle Wars game already started? Jump into the pool, and you're in. Trawler left without you? You're in. Don't want to wait for Trouble Brewing to start? Don't have to.

 

Note that some games have a cap on the number of players. Using the Pool cannot breach that cap. In addition, the Pool randomly selects a team for you to participate in if it is a team Activity. Also note that the Pool of Destiny cannot send you to a Clan Wars match.

 

For distractions where the location must be located, such as Shooting Star, the star must have been located before you can teleport to it. This pool is completely void for penguins.

 

Level 92: Portal of Kinship: 3x marble, 2x Gold Leaf, 1k Law Runes, 3k Air Runes. Allows whoever jumps in to teleport to any D&D, minigame, or popular gathering area. Examples are various minigame lobbies, the party room, Fish Flingers, Grand Exchange, etc.

 

If Jagex really wants to make it special, they could add the option to Gaze into it. If gazed, the portal will also reveal any COMMUNITY events (like Triumverate matches) currently held, and will allow you to teleport right in the middle of the action.

 

Level 90: Omniscient Eye: 1x Marble, 1x Magic Stone. Making eye contact with the Omniscient Eye will fill you with knowledge of upcoming events. This means that you will know the start times of every Activity and Distraction, such as Castle Wars, Trawler, Soul Wars, Shooting Star, etc. Like the Mahogany Telescope, however, it has a range of 2 minutes.

 

Again, Jagex could even add countdowns to their community events here.

 

Level 90: Oracle Stone: 2x Marble, 1x Magic Stone, 15x Tinderbox, 5x Magic Logs. Using the Oracle Stone, you can write and receive messages from your clan. To write a message, you must be ranked 1 higher than required to kick (exception is General; if a general rank is required to kick, that same rank is required to post messages). When you write a message, it is saved for that specific clan. Clan Members can read these messages with their own Oracle Stone, or go to Gypsy Aris in Varrock, who will read clan messages for them for a fee of 1k (not, however, that she cannot write messages to the clan). In addition, the Oracle Stone allows you to function many clans at once, whereas Gypsy Aris only works with the clan chat you are currently in.

 

Level 97: Divine Sooth: 26x Magic Stone. The Divine Sooth allows you to foresee the future, and thus receive boosts in your gameplay. The fortune you receive the random and you can only read it twice per day.

 

XP boost: All actions earn you 5-15% additional xp.

LP boost: All healing actions earn you 10-30 additional LP

Defensive boost: All damage you take is reduced by 5-10%

Offensive boost: All damage you deal is increased by 5-10%

Recovery boost: Your natural restoration rates (stats and LP) is doubled

Rejuvenation boost: You gain natural restoration for Prayer and Summoning @ 5-10 per minute

 

Fortune boosts last 30 minutes-2 hours, with a mean of 45-50 minutes.

[/hide]

 

[hide=Fletching]

Fletching can best be improved by letting players "improve" bows, darts/knives, and crossbows they already have. For example:

 

At level 92 fletching, you can improve darts and knives, increasing their strength bonus.

 

At level 94 fletching, you can improve Magic Longbows, giving them shortbow speed and a constant +20 to range strength. Improved longbows can still be sighted.

 

At level 96 fletching, you can improve Crossbows to make special-effect bolts activate more often.

 

At level 98 fletching, you can improve the Handcannon so it does not explode.

 

Again, none of these would be tradeable.

[/hide]

 

[hide=Cooking]

At the highest levels of cooking, you are able to thoroughly cook food. Doing so provides the food with invaluable boosts, listed below.

 

To thoroughly cook food, use the cooked version (instead of the raw version) on a RANGE (NOT a fire, fireplace, or anything else). If you unsuccessfully cook it, the food becomes burnt. The chance for success of all food is 33%. The xp gained is the same xp as you would have gotten if you cooked the raw version normally. Some of you may recall that using cooked food on the range always burns it. If you attempt to t-cook food yet don't have the level to thoroughly cook it, it automatically burns, keeping the old system intact. Using thoroughly cooked food on a range burns it.

 

Unless otherwise noted, thoroughly cooked food loses its healing. All effects wear off after 5 minutes.

 

Level 85: Salmon. When eaten, blocks 90 LP of damage from next attack.

Level 88: Tuna. When eaten, cures poison and disease and prevents both.

Level 90: Lobster. When eaten, blocks 120 LP of damage from next attack.

Level 93: Swordfish. When eaten, all attacks receive an invisible 10% accuracy boost.

Level 95: Monkfish. When eaten, 20 prayer points are restored. Also keeps healing ability.

Level 97: Shark. When eaten, all attacks receive an invisible 10% magic/ranged/melee strength boost.

Level 99: Rocktail. When eaten, blocks 150 LP of damage from next attack and you receive an invisible 10% boost to magic defense and ranged/melee defense.

[/hide]

 

[hide=Smithing and Crafting]

These two skills go hand-in-hand because they allow a player to create armors for all combat classes (melee, magic, ranged).

 

The idea is simple. At a high enough level, you are able to alter armor so that it has recoil abilities. At even higher levels, you can alter armor to absorb damage. To alter melee armor, bring it to an anvil. To alter magic/ranged armor, bring it to a spinning wheel.

 

95 Smithing/Crafting: Ability to alter Dragon armor, Black Dragonhide, Infinity Robes, and Barrows Armor. Altered armor has a 20% chance of reflecting 50% of damage you received that turn back onto your opponent. Note that you will still take damage from the attack.

 

99 Smithing/Crafting: Ability to alter further alter Dragon armor, Black Dragonhide, and Infinity Robes. Additionally altered armor can retain reflective abilities. In addition, when facing an attack from a weaker side of combat (ex. magic robes behind attacked by melee), you have a 25% chance of negating all damage from that attack, at the cost of one charge on your armor. All armors have 100 charges before they must be brought to an anvil or wheel and altered again, restoring all charges.

[/hide]

 

[hide=Hunter]

Hunter is tough, since the skill is almost exclusively bound to restricted areas. No skill should be bound to a location, so this update will attempt to make hunter more appropriate to its name, improving on what implings started.

 

With a high enough hunter level, you will begin to notice strange tracks while traveling (eg. they can appear anywhere). These tracks belong to the four Divine Beasts, one for each of Saradomin, Zamorak, Bandos, and Armadyl. You must track down each to find its nest, which you may search in return for a magical lamp, which grants a special effect. Tracks a rather uncommon, and it is important to remember that the one you receive is random and may lead to nothing at all. Successfully looting a lamp also yields 5k hunter experience.

 

Level 93: Saradomin. These tracks will tend to keep you within civilization (eg. towns, etc.) or lead you toward them. At the end of a track, you meet the Holy Beast's nest, which provides you with a Saradomin Lamp, granting you the ability to access your bank remotely one time before it is used up. This cannot be used in PvP worlds.

 

Level 95: Zamorak. These tracks will tend to lead you to the Wilderness or Mortanyia. At the end, you meet the Unholy Beast's nests, which provides you with a Zamorak Lamp, granting you the ability to improve the Ring of Wealth's effectiveness for 1 hour.

 

Level 97: Bandos. These tracks will tend to lead you toward the Troll, Fremennik (+Islands), and south of Yanille area. At the end of a track, you meet the Desecration Beast's nest, which provides you with a Bandos Lamp, granting you the ability of total immunity to non-boss monsters in the God Wars Dungeon. In addition, while in the God Wars Dungeon, you receive a 15% damage boost if you wear a god item and fight a boss that does not correspond to that item. Effect wears off in 1 hour.

 

Level 99: Armadyl. These tracks can lead you anywhere. At the end of a track, you meet the Paragon Beast's nest, which provides you with an Armadyl Lamp, granting you 50k xp in any skill over level 50.

[/hide]

 

[hide=Thieving]

There IS a simple solution to thieving.

 

Just make the drops better for high-level NPCs, like elves and such.

 

But if you feel that lacks creativity, don't feel disappointed, there is a slightly more complex proposal that introduces something new.

 

During the Lunar quests, you delve into the conscious of another person. Later, I watched the movie, Inception. That got me thinking, what if we could steal ideas or memories from NPCs? At level 85 thieving, you can pickpocket Lunar citizens. Potential drops include Astral runes, Cosmic runes, various talismans, pure essence, Lunar/Moonclan clothing, battlestaves, etc., and includes a new item: the Dream Catcher. Using the Dream Catcher on various NPCs allows you to test your thieving abilities as you attempt to steal a memory from that NPC. Successful theft of memories grants a special ability or item location. Failed attempts destroy the Dream Catcher.

 

Level 85: Baba Yaga. Uncovers a secret stock of battlestaves, granting you up to 20 free battlestaves.

Level 88: Surok (while fighting Bork). Grants you 1 access to a hidden room in Surok's hideout (from WGS). Various shelves contain tomes granting experience in various stats.

Level 90: Rewards Trader (Daemonhiem). Discover secret chests in boss rooms, granting double Dungeoneering Tokens awarded for the next Dungeon completed.

Level 93: Various Skill-Masters. Discover secret methods of training, granting 15% bonus xp in respective skill (ex. successfully stealing from Pikkupstix would increase summoning xp by 15%). Effects last for 1 hour and are canceled upon death.

Level 95: KGP Agents (from Hunter). Interrogate them in a unique way to reveal the whereabouts of penguin spies scattered over Gielinor.

Level 96: Mystics (Stealing Creation [Overworld]). Discover the coordinates of a hidden sacred clay mine. Go to those coordinates and dig to uncover the mines. Mining clay rocks in the mine grants you Morphic Clay tools, at the cost of 15 Stealing Creation points per tool, effectively lowering the cost. You may mine up to 20 tools before the mines close.

Level 99: Various God Wars NPCs. Allows you to enter respective God's boss lair without obtaining the 40 kill count.

Level 102: God Wars Generals. Requires boost in thieving. If you accessed the boss' room using the Dream Catcher, you can also steal the memory of a general. Doing so grants you the secrets of that General's combat style, and for 1 hour or until you die, you gain a 10% resistance to that combat style and deal 10% extra damage to that combat style. However, attacks that are superior in the combat triangle (ex. if you stole melee memories, this would apply to magic attacks) deal 20% extra damage to you.

[/hide]

 

[hide=Farming]

 

[/hide]

 

Summary:

Firemaking can be improved by allowing special fires to be burnt. These fires increase the healing amount of any food cooked upon them.

Agility now grants you increases to your LP restoration and SA restoration, in addition to run energy.

Runecrafting allows you to craft Catalytic and Elemental Runes, which not only save space, but get a 10% magic damage boost.

Construction lets you build the Pythian Chamber, which provides you with various resources to make community events and activities/distractions easier to participate in and organize.

Fletching allows you to improve various ranged devices, making them far more potent.

Cooking provides the ability to cook foods and enhance their powers.

Smithing and Crafting introduce methods of altering armors to increase their abilities and usefulness in battle.

Hunter allows you to track Divine Beasts for special abilities.

Thieving provides you with the cunning to steal the memories of selected NPCs and gain unique abilities.

 

That's all for now, I'll continue thinking of how skills can be further built upon, but for now, tell me what you think.

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Really interested in your agility, runecrafting and construction ideas.

 

For agility, don't you think 200lp per minute (granted its at level 99) is a bit over powered? Or maybe starting at 80 is a bit late. Why not let it start at level 50 and give boosts in increments of 5 levels?

 

For construction, alot of the things you suggested are pretty expensive, even though construction is a money sink. I think some price tweaking and the abilities of the builds will be needed. I think it's a great start though!

 

Also, got any ideas for smithing? I'm not just talking about smithing dragon equipment :razz:

 

Old skills do need updates, and personally im thinking skill updates > more bosses (many people are asking for bosses, it seems like every month)

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Thought about maybe some more hybrid skills?

 

Here's some I thunk up a minute ago:

- Construction + Dungeoneering. Love Story added the Dungeon Pit, but perhaps with X Dungeoneering (or just X Tokens) you can have a Dungeon Challenge Room at Y Level?

- RuneCraft + Crafting. This could solve the magic armour arms race - Imbuing Fabrics with properties.

- Smithing + Slayer + RuneCraft. New weaponry, continuing the Imbuing theme

- Fletching + Slayer + RuneCraft. New weaponry, continuing on the Imbuing theme

- Agility + RuneCraft + Construction. Magical constructs, anyone? Hell, add in Crafting and Smithing, or possibly Magic too, and you've got a whole new style of combat.

- Firemaking + Prayer + Slayer. Purge the Unclean! No i'm not saying 'dude flaming weapons' but, technically, yes. Using Prayer, imbue Holy Water. Use said Holy Water to bless logs. Use logs on Fonts - ooh, a Construction add-on for the Chapel or Dungeon Challenge Rooms.

Boom! Dead Shot

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You have a love for overpoweredness, amiright?

 

Agility in particular. 200 lp/min is insane, probably enough to do all bosses without any healing besides uni (except corp I suppose). Imagine it stacking with rapid renewal! Also agility is not that slow to level, going into the 100k/hr with master penance horn (incl. charging). That's not much slower than, for example, hunter. Yet many more people got 99 hunt, somehow. That's because hunter is easy money.

 

I propose a much more modest 0.5 lp/min bonus, as well as a 0.25%/min bonus special, both per level, starting at level 60 and 80 respectively. That's a total of 20 health (200% increase) and 5% special (25% increase) per minute at level 99. That is very significant. The ring of vigour only saves 10% (allowing 10/9 times the specials), this is much stronger. Also 20 health may not be much, but it's still 1200 per hour, or about 6 doses of brew (more than what some people use at tds), and it requires no clicking.

 

Firemaking is OK I guess, though I think it's a bit weird to use sacred oil. Some exotic spices (Eastern Lands anyone?) would suit better imo. Or make this holy food restore prayer (about 2% of the healing value?).

 

Fletching: 150% damage is already insane, the msb is still one of the highest dps weapons out there (with rune arrows, decent range level ofc). Maybe add recurve bows, 5-10 levels above the longbow to make, with the stats of the longbow, one speed faster, and a slight ranged strength bonus? (possibly even sightable)

Bolt specs more often is not that good unless it's noticable (and thus, overpowered). I'd add some ability to make two-handed crossbows (handcannon-power + bolt specs?). Rune arbalest: 2 rune bars for large limbs, otherwise normal. +90 range atk, +15 range str, 11 sq range, slow speed. Using broad bolts with 115 ranged strength = not-blowing cannon (well almost, cheaper ammo). Or dstone (e) at 132 range str... might be slightly OP. Only slightly :P.

 

Pythian chamber, OK. I also want a herblore laboratory with a potion cabinet. This cabinet would store all pots of one type in one big tank (and give infinite vials). Just r-click withdraw gives you the option to take 1, 2, 3 or 4 doses (if you have them stored). The chosen option remains in the r-click menu, like withdraw-x in your bank.

 

Runecrafting, OK. Magic uses too many slots right now.

 

Just my list of overpowered stuff :P.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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For construction, alot of the things you suggested are pretty expensive, even though construction is a money sink. I think some price tweaking and the abilities of the builds will be needed. I think it's a great start though!

 

I started making them cheap, but then I realized that the demon throne is insanely expensive. Wouldn't make sense to have an astronomically different price for something with more utility and a similar level.

 

Hybrid Skilling

 

Good idea! I think I'll try to think up of a few more, in addition to yours, after the initial list is completed. The problem with hybrid skilling is that there's more to consider when designing the mechanism.

 

Agility in particular. 200 lp/min is insane, probably enough to do all bosses without any healing besides uni (except corp I suppose). Imagine it stacking with rapid renewal! Also agility is not that slow to level, going into the 100k/hr with master penance horn (incl. charging). That's not much slower than, for example, hunter. Yet many more people got 99 hunt, somehow. That's because hunter is easy money.

 

I propose a much more modest 0.5 lp/min bonus, as well as a 0.25%/min bonus special, both per level, starting at level 60 and 80 respectively. That's a total of 20 health (200% increase) and 5% special (25% increase) per minute at level 99. That is very significant. The ring of vigour only saves 10% (allowing 10/9 times the specials), this is much stronger. Also 20 health may not be much, but it's still 1200 per hour, or about 6 doses of brew (more than what some people use at tds), and it requires no clicking.

 

Well, you're right that it's a lot. But consider the healing you get from a mere bunyip. That alone heals more than your proposition. I don't want it to end up healing so little that people wouldn't bother training it. I know that if 99 agility only gave me 1200 LP per hour, I wouldn't bother. Why should I? Just grab a bunyip pouch, or maybe even a Void Spinner, and I'll get more than that.

 

Although perhaps 12k is too much, I feel 1.2k is too little.

 

Firemaking is OK I guess, though I think it's a bit weird to use sacred oil. Some exotic spices (Eastern Lands anyone?) would suit better imo. Or make this holy food restore prayer (about 2% of the healing value?).

 

I'm trying to introduce the least new items, as it's really meant to be a reworking. Spices might get too far into the realm of cooking, although the holy food idea I like, but it's very little (6 ppoints off a +50 boosted rocktail at 99 HP) it's probably better not to take that risk.

 

Fletching: 150% damage is already insane, the msb is still one of the highest dps weapons out there (with rune arrows, decent range level ofc). Maybe add recurve bows, 5-10 levels above the longbow to make, with the stats of the longbow, one speed faster, and a slight ranged strength bonus? (possibly even sightable)

Bolt specs more often is not that good unless it's noticable (and thus, overpowered). I'd add some ability to make two-handed crossbows (handcannon-power + bolt specs?). Rune arbalest: 2 rune bars for large limbs, otherwise normal. +90 range atk, +15 range str, 11 sq range, slow speed. Using broad bolts with 115 ranged strength = not-blowing cannon (well almost, cheaper ammo). Or dstone (e) at 132 range str... might be slightly OP. Only slightly :P.

 

I'm not sure why this is overpowering. Rune arrows are 49 ranged strength while rune bolts are 115. A 200% boost would still make them weaker. Yes, the arrows are faster, but also remember they are much less accurate and are 2-handed. Seems fair to me.

 

Pythian chamber, OK. I also want a herblore laboratory with a potion cabinet. This cabinet would store all pots of one type in one big tank (and give infinite vials). Just r-click withdraw gives you the option to take 1, 2, 3 or 4 doses (if you have them stored). The chosen option remains in the r-click menu, like withdraw-x in your bank.

 

Runecrafting, OK. Magic uses too many slots right now.

 

Just my list of overpowered stuff :P.

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The hit points thing could be set a notch lower than what it is now but other than that these ideas are pretty boss.

 

Also +1 to the recurved bow idea

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I'm not sure why this is overpowering. Rune arrows are 49 ranged strength while rune bolts are 115. A 200% boost would still make them weaker. Yes, the arrows are faster, but also remember they are much less accurate and are 2-handed. Seems fair to me.

If you look at xpx's guide to efficient frost dragon slaying, msb + rune arrows + rigour is the fourth best combo to kill frosties with (after the hand cannon w/ rigour, w/ eagle eye and dragon darts w/ rigour). Grimy's dps calculator shows that msb with some gear (+170 ranged attack) has higher dps than rcbow + broad bolts (at 199 ranged attack) even on targets with a max defence roll of 1280 (both with rigour). In fact, it also beat the full crystal bow at that defence roll (+201 accuracy). At the point where msb > rune darts (around 160 max defence roll) the msb has about 13% higher dps than rcbow + broads. Increasing the damage (and the dps) by 200% (which is a tripling) would mean a total dps far higher than any other ranged weapon, including ccbow + void + acp + onyx (e) or similar setups. A 50% boost would already put it 20% above ccbow + rune bolts + void.

 

Now assuming you mean that the msb doubles the ranged strength bonus of arrows you use, the msb has about 13% more dps than ccbow + rune bolts + void on targets with a max defence roll of 1280. That's still insane. A 50% ranged strength boost would put the msb behind the ccbow + void + rune bolts only (narrowly beating broad bolts). However a max defence roll between 160 and 320 (about halfway I guess) the msb beats ccbow again. E.G. a level 50 ranged weapon that costs nearly nothing, with cheapish ammo (cheaper than diamonds etc. at least) would be the best for nearly everything. That's not only OP, but also makes most of the higher-levelled ranged gear obsolete, which is quite the opposite of your goal methinks.

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Ah, I see your point. Ok then.

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Ah, I see your point. Ok then.

I didn't mean to bring you down :wink:.

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I'm not sure why this is overpowering. Rune arrows are 49 ranged strength while rune bolts are 115. A 200% boost would still make them weaker. Yes, the arrows are faster, but also remember they are much less accurate and are 2-handed. Seems fair to me.

Now assuming you mean that the msb doubles the ranged strength bonus of arrows you use, the msb has about 13% more dps than ccbow + rune bolts + void on targets with a max defence roll of 1280. That's still insane. A 50% ranged strength boost would put the msb behind the ccbow + void + rune bolts only (narrowly beating broad bolts). However a max defence roll between 160 and 320 (about halfway I guess) the msb beats ccbow again. E.G. a level 50 ranged weapon that costs nearly nothing, with cheapish ammo (cheaper than diamonds etc. at least) would be the best for nearly everything. That's not only OP, but also makes most of the higher-levelled ranged gear obsolete, which is quite the opposite of your goal methinks.

 

I'm not a wiz with numbers but with max accuracy and prayers isn't the faster weapon always favored, ex the CR and the CLS. Also I think the fletching enhancement is still a great idea so maybe we can change some stuff up.

 

How about a bow that is sight-able that can fire dragon arrows and has a small damage increasing bonus, say around 20% and with a speed slower than the shortbow but faster than a normal sighted. Rangers on a whole risk almost nothing on death so by giving this bow a really low alch value it could be a guaranteed loss of LBS on death. What do you think?

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AFAIK smlb is already below d'hide bodies in value. Also I (personally) dissaprove of 20% damage increases, imo ranged strength bonusus are much better, but that can be made to be pretty much the same. The magic longbow (s) can fire god arrows, which are as strong as dragon ones (at 70+ range). Shortbow = speed 6, longbow (s) = speed 5, so no speed in between. Otherwise I quite agree, it's almost like a recurve bow :P.

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99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

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Ah, I see your point. Ok then.

I didn't mean to bring you down :wink:.

 

Nah, just agreeing with you :P

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Don't forget soul runes at 90 runecrafting.

 

But anyways, looking forward to the finished product! I like the ideas so far, especially the agility one :P

 

Speaking of soul runes, add something magic-related to actually make these useful.

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Thanks you two.

 

On soul runes, no hint of release has been mentioned yet, so I think it's best to ignore them for now and make amendments later when more information is known.

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Agility restores halved to provide a more reasonable restoration.

 

Cooking, Smithing, Crafting, and Hunter added.

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I thought of another thing you could add to construction:

 

The Runecrafting Room (or Alter Chamber, or whatever.)

 

Built at between 80-95 construction, you can build runecrafting altars.


  •  
  • You can build three altars and an essence mine portal.
  • What altar you can build is determined in some way I don't want to think about.
  • You can only get half of the multiple runes you would normally get (rounded down).
  • The essence mine portal will teleport you to (you guessed it,) the rune essence mine.
  • In the mine, you need 50 mining to mine pure essence, and 20 to mine rune essence.
  • You can also upgrade one altar to an Enhanced Altar, which can make either Catalytic or Elemental runes.

 

Building costs:

  • Altars: A few (10? 20? Help me!) limestone bricks (or some new material), 1000 rune (or pure) essence, and 15 talismans of the type of altar you wish to build. (Omni-talismans and the other kind that I can't remember don't work).
  • Enhanced Altars: Double the above cost, with 10 elemental talismans (aha!) for elemental altars or 1k each other kind of rune (or something)*** for Catalytic Altars. Remember, these are upgraded altars. Elemental altars only come from air, water, earth, or fire altars. Catalytic Altars come from any other altar.
  • Mine Portal: 10 iron bars, 150 Law runes, 3k rune essence.

***I'm so stupid! 10 Catalytic talismans...

 

Feel free to change any of this. (I don't know much about construction, I'm F2P)

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That would be a great combo skill to add!

 

What I plan on doing is first adding all the individual suggestions, then I'll write up a few combo ones, making sure to include ones mentioned in this thread. Thanks :)

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I like your ideas and they seem very well planned out, although I think a few improvements could be made.

 

Firemaking: Changing a fire wouldn't necessarily change the food cooked on it. I think making the fire less likely to burn food or letting you cook food that normally only cooks on ranges would be a better way to improve firemaking. Pushing the limits of firemaking, it is possible to light fires hot enough to melt metals. That's right I said it, although I doubt this will ever become reality in rs.

 

Construction: I don't really think construction needs to be "revived" it also isn't an old skill, relatively. Construction does what it's supposed to do quite well, that is take money out of circulation. Any changes that did make it so construction is one of "the skills to train" would have massive repercussions on the economy of rs. Personally I don't even see construction as a skill that's supposed to have much of an impact on the game.

 

Fletching:First of all I think the level requirements for the 4 improvements you've listed should be shifted up by one level each, as they currently overlap with ancient effigy levels and fletching is very easy to train. The ability to improve any rune or below ranged ammunition is a good idea, but I think accuracy rather than strength is where the weapons have room for improvement. The better you are at fletching the straighter your arrow shafts, the more accurate the arrows. Similarly improving a bow would effect mostly the accuracy not the strength. If you want to see stronger bows then I would say its time we introduce the draw weight on bows, this would of course require a crossover to strength.

 

Cooking: It seems as if your suggestions for cooking give it distinctly herblore like properties. I think marinading the food might be a better option. Marinading food in potions would a be a very interesting and worthwhile twist. This would of course only act as one dose of potion and food requiring multiple bites wouldn't be ideal for marinading anyway.

 

Smithing/Crafting: Your ideas to improve these skills seem overpowered. You also neglect the offensive capability of smithing. Improving your armor would entail: improved defense, changing the angles of the armor to let more blows slip off, and making armor that weighs less. While improving weapons could potentially: increase the reach of the weapons, make them faster, increase the strength of the weapons, or alter the stab/slash/crush properties of the weapon. I would only assume improved smithing/crafting would relate more to these areas than deflection abilities, which lies more in the realm of magic.

 

Hunter: Your idea isn't a bad one, but hunter is already a fine skill. Mostly due to it's ability to make you gp, with this in mind players don't really need any more incentives to train hunter. Additionally these beasts should all require the same level to hunt.(do note the godswords, god armor(rune), croziers, robes, arrows, bows, mjonlirs, robes, cloaks, bodies, chaps, coifs, mitres, books, and stoles all require the same levels for all gods) Pardon my saying so, but "How very foolish of a mortal to try and rank the deities ."

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Underlined responses, feel free to disagree with any opinions mentioned.

 

I like your ideas and they seem very well planned out, although I think a few improvements could be made.

 

Firemaking: Changing a fire wouldn't necessarily change the food cooked on it. I think making the fire less likely to burn food or letting you cook food that normally only cooks on ranges would be a better way to improve firemaking. Pushing the limits of firemaking, it is possible to light fires hot enough to melt metals. That's right I said it, although I doubt this will ever become reality in rs.

 

Well a holy fire would have properties a normal fire would not, correct? Also, the inspiration for this idea is the old RS myth that cooking food on a magic fire increases the hp restored by 1.

 

Construction: I don't really think construction needs to be "revived" it also isn't an old skill, relatively. Construction does what it's supposed to do quite well, that is take money out of circulation. Any changes that did make it so construction is one of "the skills to train" would have massive repercussions on the economy of rs. Personally I don't even see construction as a skill that's supposed to have much of an impact on the game.

 

I defined a out-dated skill as a skill that does not provide any game-changing abilities at high levels, not by dates. While construction can be seen as relatively new and with high-level content, it has received few updates and none of those high level abilities are particularly useful (with the possible exception of the mahogany telescope). There's little reason to train construction past 78, when you can boost to make the mahogany telescope, or 86, when you can boost for the pet house. Yes, you can buy a steel dragon and such, but can you really call that useful? Imo, very skill should have an impact on the game. Otherwise, it's not a skill. It's a minigame or other minor feature.

 

Fletching:First of all I think the level requirements for the 4 improvements you've listed should be shifted up by one level each, as they currently overlap with ancient effigy levels and fletching is very easy to train. The ability to improve any rune or below ranged ammunition is a good idea, but I think accuracy rather than strength is where the weapons have room for improvement. The better you are at fletching the straighter your arrow shafts, the more accurate the arrows. Similarly improving a bow would effect mostly the accuracy not the strength. If you want to see stronger bows then I would say its time we introduce the draw weight on bows, this would of course require a crossover to strength.

 

First point on levels, point taken. Will change.

 

Secondly on strength vs accuracy. Ranged is already extremely accurate. Not only do you see tanks becoming successful in terms of hit vs miss, but you also have many fancy ranged weapons to give high accuracy already (c bow is +100 ranged whereas whip isn't even that high in slash, magic sighted longbow is something like 120 ranged iirc, comparable to a godsword's slash). I see little reason to make it even more accurate, because really, what would the point be? Every little point makes a difference in some cases, shown by the willingness of players to buy chaotic crossbows for armadyl GWD, but you shouldn't train a skill just for one instance.

 

Therefore, I feel it's best to improve strength.

 

Cooking: It seems as if your suggestions for cooking give it distinctly herblore like properties. I think marinading the food might be a better option. Marinading food in potions would a be a very interesting and worthwhile twist. This would of course only act as one dose of potion and food requiring multiple bites wouldn't be ideal for marinading anyway.

 

Can you elaborate on that, please?

 

Smithing/Crafting: Your ideas to improve these skills seem overpowered. You also neglect the offensive capability of smithing. Improving your armor would entail: improved defense, changing the angles of the armor to let more blows slip off, and making armor that weighs less. While improving weapons could potentially: increase the reach of the weapons, make them faster, increase the strength of the weapons, or alter the stab/slash/crush properties of the weapon. I would only assume improved smithing/crafting would relate more to these areas than deflection abilities, which lies more in the realm of magic.

 

Do we really need higher hitting melee weapons?

 

Hunter: Your idea isn't a bad one, but hunter is already a fine skill. Mostly due to it's ability to make you gp, with this in mind players don't really need any more incentives to train hunter. Additionally these beasts should all require the same level to hunt.(do note the godswords, god armor(rune), croziers, robes, arrows, bows, mjonlirs, robes, cloaks, bodies, chaps, coifs, mitres, books, and stoles all require the same levels for all gods) Pardon my saying so, but "How very foolish of a mortal to try and rank the deities ."

 

Again, I refer to my definition of an out-dated skill. You'll notice that hunter has nothing worthwhile to offer at high levels, bar implings (which isn't remarkably useful, given the low payout vs rarity). As a moneymaker? It's not fantastic either (below average at best) and the best consistent moneymaker it has to offer to unlocked at a low level, not a high one.

 

And on ranking the gods, you have a point. But I don't feel it's so much ranking the god's powers as it is ranking the elusiveness of their beasts.

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I think NightSky means, by marinading, that you make a form of improved barbarian mix.

 

(oh and fyi, rcbow is +90 range, ccbow is +120 ranged attack, magic longbow (sighted) is +140 ranged attack. It's really accurate indeed)

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Actually, the way I've always envisioned cooking involves multi-step methods such as bread, cake, pies, etc.

 

So that part of this suggestion needs a complete rework (what a coincidence).

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As far as xp is concerned, Elemental = Fire, and Catalytic = Blood. The altar used is questionable. I recommend the ZMI altar. Simply add a hole in the wall by the current ZMI altar, and put another one behind it which crafts Elemental and Catalytic Runes. Name? Maybe the Mahjarrat Altar or something.

how about put mahjarrat altar in the fremmy area, or in the desert. somewhere that isnt used alot but can still be reachable by tele.

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I liking the desert, but if you look at the Summoning Obelisk, it's in the middle of nowhere and I don't think we need another pyramid. Perhaps near the Polly house portal?

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