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New Potion Idea: Mage Style Change


Greedom1

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UPDATE:

 

 

 

 

 

 

 

After the latest quest released on 5/15/07 - Dream Mentor - Jagex has effectively released a spell that makes these suggestions obselete.

 

 

 

 

 

 

 

The spell is:

 

 

 

 

 

 

 

Spellbook Swap (lvl 96) Change to another spellbook for 1 spell cast

 

 

 

Astral x3, cosmic x2, law x1

 

 

 

 

 

 

 

(More info here: http://forum.tip.it/viewtopic.php?t=655351)

 

 

 

 

 

 

 

 

 

 

 

Intro:

 

 

 

 

 

 

 

I don't know how many of you get frustrated with using a particular mage style and not being able to simply use the benefits of other styles. Yes, house teleport tablets have allowed many to use Lunar or Ancients while still teleing to Modern Mage locations, but these are insufficient in my opinion.

 

 

 

 

 

 

 

So my solution:

 

 

 

 

 

 

 

Introduce three new potions into the game that upon drinking, a character's Mage Style changes accordingly. The three potions would be the Modern Mage Pot, Lunar Mage Pot, and the Ancient Magicks Pot.

 

 

 

 

 

 

 

EDIT: Given several replies, I also argue that these should NOT be usable in the wilderness, or if you are skulled, or in combat. They should operate like the Home tele - they would take about 20-30 seconds to change the mage styles in regular areas and would not work at all in the wilderness. (So, please no more replies with "These will ruin pking." Because if they are used in the manner I just described, they would not ruin pking. Okay?)

 

 

 

 

 

 

 

The Stats / Required Items: (Obviously not all of these exist at the time being, so use your imagination.)

 

 

 

 

 

 

 

Level 84: Modern Mage Potion: A sip changes ones' mage to modern mage and there is no effect if already on Modern Mage.

 

 

 

 

 

 

 

Vial: Empty vial filled with holy / magical water from monk's or mages guild : Either would work, but this would make it also sufficiently difficult to abuse.

 

 

 

 

 

 

 

Herb: Cadantine: Only other use is for Super Defense at the moment.

 

 

 

 

 

 

 

Seconds: Ground Giant Tortoise Shell: These are a semi-rare drop from the giant Tortoises above the gnome maze.

 

 

 

(EDIT: The Dorgeshuun update on 3/20/07 has a use for these shells as you can sell them to a NPC. So it seems that Jagex is eliminating any future use for this item.)

 

 

 

 

 

 

 

 

 

 

 

Level 87: Lunar Mage Potion: A sip changes ones' mage to Lunar Mage and there is no effect if already on Lunar Mage. (Must have completed Lunar Diplomacy Quest for effect to work.)

 

 

 

 

 

 

 

Vial: Empty vial filled with holy / magical water from monk's or mages guild : Either would work, but this would make it also sufficiently difficult to abuse.

 

 

 

 

 

 

 

Herb: Dwarf Weed: Only other use is for Ranging Pots at the moment.

 

 

 

 

 

 

 

Seconds: Snapegrass* (WaterbirthIsland / Lunar): * If possible, Jagex could make the Blue Flower from the Lunar quest pickable and this could be substituted.

 

 

 

 

 

 

 

 

 

 

 

Level 90: Ancient Magicks Potion: A sip changes ones' mage to Ancient Magicks Mage and there is no effect if already on Ancient Magicks Mage. (Must have completed Desert Treasure Quest for effect to work.)

 

 

 

 

 

 

 

Vial: Empty vial filled with holy / magical water from monk's or mages guild : Either would work, but this would make it also sufficiently difficult to abuse.

 

 

 

 

 

 

 

Herb: Torstol: Only other use is for Zamorak Potions at the moment.

 

 

 

 

 

 

 

Seconds: Ground Crocodile Claws: These (the claws) obviously don't exist yet, but whatever the second for this should be somewhat difficult to obtain, but also relate to the desert (where Ancient's is normally located).

 

 

 

 

 

 

 

 

 

 

 

Discussion / Uses in game:

 

 

 

 

 

 

 

Personally I think these would be incredibly useful for people who play this game like me and want the advantages of certain mage styles without the hassle of changing them all the time.

 

 

 

 

 

 

 

Obviously any update is going to have kinks, and this will not be any different. For one, it could completely change the nature of pking - theoretically allowing one or two people to successfully use (abuse?) the benefits of each mage style. This may even bring back solo pking in a big way.

 

 

 

 

 

 

 

Possible fixes include: limiting the amount of time that an individual has to change their mage style (as in only once every half hour or so). Or to make it impossible to change while in the wildy and/or in combat.

 

 

 

 

 

 

 

And lastly, considerations must be made with the herblore side of these pots in particular. Basically they should be sufficiently difficult to make to correspond with the value that these may have to the individuals using them. I've tried to come up with some ideas for levels required and seconds that achieve this, but of course Jagex could introduce something else into the game that could replace any of these.

 

 

 

 

 

 

 

The inspiration for me posting this was NOT to dream up new ways that mages can own in the wild. Rather, it is to make herblore more interesting (especially for higher levels), and to make overall the other styles of mage more attractive to the general RuneScape community.

 

 

 

 

 

 

 

 

 

 

 

Final Notes:

 

 

 

 

 

 

 

I've tried to search for this on the suggestions forum, but didn't find anything. If there is a similar thread (expressing this same idea), please let me know.

 

 

 

(I'll plan on editing this as any suggestions come in. Thanks~)

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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(reserved for any additional notes)

 

 

 

 

 

 

 

I'm sure someone will point out suggestions that have the same effect using the mage skill to swap between Ancients / Modern / Lunar. First, I think this is a workable idea, but somewhat at odds with how Jagex designs the game.

 

 

 

 

 

 

 

They intend skills to build off of others. The way I've described could impact how players use Magic by the introduction of an update to the training of the Herblore skill.

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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They intend skills to build off of others. The way I've described could impact how players use Magic by the introduction of an update to the training of the Herblore skill.
Or, it could just be a way for mages to get easy help and herblorists to make huge amounts of cash really fast. Unless these were untradeable, this wouldn't require the mages to train other skills.

 

 

 

I think that if the water was to be taken from the mage guild or prayer guild, the prayer guild would be much better, since pures would have to mess up in order to make their own pots.

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They intend skills to build off of others. The way I've described could impact how players use Magic by the introduction of an update to the training of the Herblore skill.
Or, it could just be a way for mages to get easy help and herblorists to make huge amounts of cash really fast. Unless these were untradeable, this wouldn't require the mages to train other skills.

 

 

 

I think that if the water was to be taken from the mage guild or prayer guild, the prayer guild would be much better, since pures would have to mess up in order to make their own pots.

 

 

 

 

 

 

 

Personally these potions (and all potions) ultimately should be tradeable. Very few other skills have items that can be made but are ultimately untradeable. I know there are a lot of things about these potions that would probably be a financial windfall for some herblorists, however, herblore is expensive enough as it is to level up super high. I'm only lvl 83 and I've easily dropped 15 mill into it (haven't broken even yet). Personally I don't think the effect that these may have on some high level's bank accounts is a huge negative. If the potions are difficult enough to produce, remember time is money, and they'll sell according to the amount of work that goes into em (I'm assuming 15-20k per potion possibly).

 

 

 

 

 

 

 

The second idea you have about pures needing to go to the prayer guild is an unintended benefit that makes them a bit more exclusive.

 

 

 

 

 

 

 

Really I just think there is a natural need for these potions. How Jagex would implement them would naturally impact a lot of the concerns that may be raised, and we can only speculate at this time.

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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Good, but there is a problem. The wilderness would be ruined because one player could use teleblock, drink a ancient potion, then ice the opponent to death. Its too lethal, so there needs to be downsides.

~ W ~

 

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Might be a problem in the wildy.

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make the potions non tradeable and the special 2nds non tradable and i support

 

 

 

then your herblore needs to be high inorder to use this advantage and i only have 32 herblore for your guys info

 

 

 

 

 

 

 

I agree with making perhaps the seconds untradeable, but not the finished potion. (Note the Super Poison with the nightshade being untradeable.)

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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One of the best suggestions I've seen in a while! It's simple, gives herblorists a reson to train past level 82, and helps out mages. Compared to crappy minigame and quest ideas, this is the best suggestion on this page!

 

 

 

 

 

 

 

About the magic/holy water: How about you have to take magic water from the magic guild and then trade an item to a monk to have him bless it for you? The item could be semi-hard to obtain, and be non-trade-able, for added difficulty of producing the magic style potions.

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you know there is a place called outside, better graphics 100% pvp and no fee to play :-w
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One of the best suggestions I've seen in a while! It's simple, gives herblorists a reson to train past level 82, and helps out mages. Compared to crappy minigame and quest ideas, this is the best suggestion on this page!

 

 

 

 

 

 

 

About the magic/holy water: How about you have to take magic water from the magic guild and then trade an item to a monk to have him bless it for you? The item could be semi-hard to obtain, and be non-trade-able, for added difficulty of producing the magic style potions.

 

 

 

 

 

 

 

Thanks - glad you like this idea. I really like your suggestion about the monk "blessing" the magic water. Though a bunch of dialogue boxes seems almost overkill. A simple right click "bless magic water" would suffice. And for those worried about herblorists profiting too much, perhaps it could cost 500-5k per blessing.

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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><

 

 

 

 

 

 

 

You haven't got a Catspeak Ammy have you? There are crocodiles... Go poke around near the river near Pollivineach or The Salt Lake for ILH.

 

 

 

 

 

 

 

I say you can only change style every 5 mins after using a attack/disbenefit spell.

 

 

 

 

 

 

 

I.e. Using entangle then switching to Ancients, Using fire bolt then switching to Lunar.

 

 

 

 

 

 

 

Otherwise, as said, It would totally disrupt PKing with the TB/E+Ice.

 

 

 

 

 

 

 

What about using Legend's Fountain Blessing(5k), Monks blessing Lunar Water(2.5k), Monks free blessing magic.

 

 

 

 

 

 

 

I'd say that Legend Water be used for all, Lunar for Lunar+magic, Magic for 'Normal'.

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How about drinking these potions gives negatives?

 

 

 

 

 

 

 

For example, drinking an ancient mage potion:

 

 

 

 

 

 

 

"The mixture seems to have worked, but the transformation drained a great deal of your energy."

 

 

 

 

 

 

 

You lose 40 HP. When not in the wild, you wouldn't care much. Just eat a few salmon or something.

~

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><

 

 

 

 

 

 

 

You haven't got a Catspeak Ammy have you? There are crocodiles... Go poke around near the river near Pollivineach or The Salt Lake for ILH.

 

 

 

 

 

 

 

I say you can only change style every 5 mins after using a attack/disbenefit spell.

 

 

 

 

 

 

 

I.e. Using entangle then switching to Ancients, Using fire bolt then switching to Lunar.

 

 

 

 

 

 

 

Otherwise, as said, It would totally disrupt PKing with the TB/E+Ice.

 

 

 

 

 

 

 

What about using Legend's Fountain Blessing(5k), Monks blessing Lunar Water(2.5k), Monks free blessing magic.

 

 

 

 

 

 

 

I'd say that Legend Water be used for all, Lunar for Lunar+magic, Magic for 'Normal'.

 

 

 

 

 

 

 

I know there are crocodiles, but not crocodile -claws- yet.

 

 

 

 

 

 

 

For the water, I think it should be from one source/ type to cut down on the confusion. Then, the mage/monk could bless accordingly.

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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some people clearly can't read....he does say takes 30 seconds to enable like home tele, if this was breakable, you would teleblock then have to run off then run all the way back after you've changed then try to barrage someone who's probably run off? yeah that'd ruin pking.....

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make it so if you have been in the wild in the last 30 mins that the potions have no effect, that would solve the "it would unbalance pking" argument completely, tradeable pots and that rule would make the entire idea profitable to herbloreists (who quite franly deserve it after training that boring skill) and usefull for mages who like to stake etc (not to mention dagganoth kingers, tele waterbirth with group and take a dose of modern pot, wewtness)

 

 

 

 

 

 

 

make the 30 min rule and I support - wewt

~the plumber of pain~

~currently - training range (when i'm online)~

[heres my 99 mage vid!

summoning charm guide: http://forum.tip.it/viewtopic.php?p=5641302#5641302

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make it so if you have been in the wild in the last 30 mins that the potions have no effect, that would solve the "it would unbalance pking" argument completely, tradeable pots and that rule would make the entire idea profitable to herbloreists (who quite franly deserve it after training that boring skill) and usefull for mages who like to stake etc (not to mention dagganoth kingers, tele waterbirth with group and take a dose of modern pot, wewtness)

 

 

 

 

 

 

 

make the 30 min rule and I support - wewt

 

 

 

 

 

 

 

Thanks for your reply - I don't have any problem with your suggestion. I just want to see some good high level pots in the game and I feel that these fill a gap.

 

 

 

 

 

 

 

I haven't given much thought to staking though - but since teleblock would be largely useless here it really doesn't matter that much since Ice Barrage has an entangling effect anyways. (Correct me if I'm wrong, but most mage stakers use Ancients, right?)

RSN: Greedom1 | QP 248+ | Combat 116 | Total 1920+ | Skills 95 craft, 99 farm, 88 herb, 91 mage, 85 slayer

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Guest kingmanic12

NOT HAPPENING! This would make it to easy for mage PKERS. This has been see many times over in RS forums with different ways to change mage styles and Jagex has said it WON'T happen.

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