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Termsand51

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  1. Those are some great ideas there. I hope you don't mind if I steal them, because that's exactly what I'm going to do =P
  2. You must remember that it's all random anyway. So it is probably technically possible to mine faster with a Bronze Pick than a Dragon Pick. However, you're far more likely to mine faster with a D Pick than any other pickaxe.
  3. I doubt there is. Why would you need to anyway?
  4. Splitbark is currently part of crafting, you are correct, and as it's not Tailoring, it probably shouldn't be changed. I agree with your point about Mages' current reliance on binding spells, etc. and that is another good reason to bring in Tailoring. As far as I know, the only clothing that you can make with Crafting is made of leather. Leather is a very different material to regular fabric, and I don't think someone trained in Leatherworking in Real Life would neccessarily be able to make clothes, etc. Also, there is the point that giving Crafters magical armour would further undermine smiths' market position (2 armour products vs. 1 armour product), and that as I envision Tailoring, it would be deep enough to warrant its own skill.
  5. Things to do: Elaborate on Imbued Silk Include more on non-magical clothing Maybe try to include some actual stats? Please don't include these things in your feedback, unless you are elaborating on them. For example, please dont just say "INCLUED SOME ST4T5 YU NUBF4C3". However, including some sample statistics for items would be most helpful :)
  6. is currently pwning nubs.

  7. TAILORING Hello there, Tip.It Forums! I am Terms and 51 (or I will be again tomorrow, why oh why did I choose that oh-so-silly Display Name?), and I recently had an idea for a new skill. Don't worry, it's not Sailing. It's Tailoring. [hide=Introduction]The basic premise of Tailoring is simple: Take fabric, and turn it into Clothing. I know it may sound similar to Crafting, but because of my proposed content for the Tailoring skill, there is a very good reason (good in my opinion, anyway) why Crafting and Tailoring should be separate. I propose that while Tailoring should have non-combat related clothing as a part of it, it should also include powerful (and not-so-powerful) new armours and robes. To be precise: magical armours. These two parts of the skill should be unlocked simultaneously. For example, level 1 tailors should have the ability to make a non-magical clothing AND magical clothing. For balancing reasons, the robes available at level 1 Tailoring are Black Wizard's Robes, the weakest magical robes in the game. The reason that I believe that Tailoring should be separate from Crafting is that if Smithing makes melee armour, and Crafting makes ranged armour, then it would be unfair on smiths for crafters to be able to make armour for two parts of the combat triangle (which is looking rather like a line at the moment, but that's besides the point).[/hide] [hide=Non-Magical Clothing]While the main use for Tailoring is the design and creation of magical armour, you can also make non-magical clothing. This, like the Magical Armours section of the skill should be unlocked through to at least level 90. However, not all of the items made through this side of the skill are purely cosmetic. From levels 70+ Tailoring, I propose that it would contain non-combat boosting robes. LEVEL 70: Gatherer's Robes Level 70 Tailoring gives you the ability to make a the whole set of Gatherer's Robes. Gatherer's Robes provide a boost to the gathering speed when Woodcutting, Mining and Fishing. They also count as good camouflage (equal to or better than the Larupia/Graahk/Kyatt clothes), when in those areas. For every piece of the set that you are wearing, your bonus increases. Wearing the whole set gives a small bonus.[/hide] [hide=Magical Clothing]Although it is not my intention to make the current robes and armours plumet in price, if Tailoring is released, they inevitable will do so. The only way that the current magical armours could stay at their current price would be either for Jagex to implement a minimum possible price on the items, or, alternatively, the new Tailoring armours would have to be worse than all those Armours. In my opinion, the best PRACTICAL way to best avoid Massive Price Reduction Syndrome is to not have items like Infinity and Mystic robes being crafted by players. That way, there isn't a huge influx of those items into the Market (although there is still the "Why use that piece of junk" problem, which can't IMO be fixed, while still providing good armours through the Tailoring skill). Here is a preliminary list of the Tailoring Skill's Magical Armours: Note: It may seem as though you cannot get past level 1, as that requires Black Silk, which is made at level 20. That is not the case. You can take Silk (and money) to the Varrock Tailor to get enchanted and dyed, however it is more expensive that just buying the silk off the Grand Exchange. The idea of Tailoring is also as a money-making skill, so this provides another way for those of level 20+ tailoring to make money (by dying silk for lower-levels to use). People will definitely prefer to buying silk in large quantities via the GE, rather than take 27 silk and some money to the Varrock Tailor (even though she is quite close to the bank). LEVELS 1-10: Black Wizard's Robes Black Wizard's Robes can be made from Black Silk. Black Wizard's Robes give 2.5xp per piece of Black Silk (so 2.5xp for Gloves and Boots, 5xp for Hat, 7.5xp for Bottom, and 12.5xp for Top). Level 1: Gloves: 1 pieces Level 3: Boots: 1 pieces Level 6: Hat: 2 pieces Level 8: Robe Bottom: 3 pieces Level 10: Robe Top: 5 pieces LEVELS 12-20: Blue Wizard's Robes Blue Wizard's Robes can be made from Blue Silk. Blue Wizard's Robes give 5xp per piece of Blue Silk (so 5xp for Gloves and Boots, 10xp for Hat, 15xp for Bottom, and 25xp for Top). Level 12: Gloves: 1 pieces Level 14: Boots: 1 pieces Level 16: Hat: 2 pieces Level 18: Robe Bottom: 3 pieces Level 20: Robe Top: 5 pieces LEVEL 20: Basic Silkworking Magical robes require magical fabrics. At level 20 Tailoring, basic silkworking is available. Silkworking is turning regular silk into coloured magical silk. There are two steps to the Silkworking process. The first is to turn Silk into Enchanted Silk, and the second is to turn Enchanted Silk into coloured Enchanted Silk. To make Enchanted Silk, you must use the (new) magical spell Enchant Fabric - Level 1, which requires 3 Mind Runes and 3 Air Runes. This spell enchants 7 pieces of silk in your inventory into Enchanted Silk. To colour the silk, you must use dye on it. The available colours are Black, Red, Green and Blue. To make black clothing dye (as opposed to the dye used in the Agrith-Naar quest), you must use two of Purple, Orange and Green dye with each other. Only Black and Blue may be made into robes on their own. See Lesser Godly Robes below for uses of Red and Green silk. LEVELS 20-28: Lesser Godly Robes Note: The reason these are called Lesser Godly Robes is that I plan for Levels 70-75 to be Greater Godly Robes, with a significantly higher Prayer Bonus, and of course higher Magic Bonuses. The Lesser Godly Robes are robes that were designed to be worn by lowly clergy of Saradomin, Zamorak and Guthix. While wearing the full set, if you pray at one of their altars, you get a prayer point boost of 1 (may not sound like much, but wait, there's more). They are also mildly magical robes, perhaps being worn by those with around 25-30 Magic. Lesser Godly Robes are made from Imbued Silk and coloured silk. They look similar (but not too similar) to Vestments. One of the main reasons for these robes is that Melee has Initiate and Proselyte armour, which provides a prayer bonus but not great melee defence. The Lesser Godly Robes are like Initiate for Mages :) (good prayer bonus, not great magic defence). Level 20: Lesser Godly Gloves Level 22: Lesser Godly Boots Level 24: Lesser Godly Hat Level 26: Lesser Godly Robe Bottoms Level 28: Lesser Godly Robe Top I can imagine these Lesser Godly Robes will allow for a relatively cheap and easy to get, but good looking set of clothes. They will also hopefully be used for those that want to use prayer (instead of defence), but use magical attacks. LEVEL 30: Intermediate Silkworking Intermediate Silkworking enables dying of imbued silk, obtained through using Enchant Fabric - Level 2, which works very similarly to Enchant Fabric - Level 1, except it uses Chaos Runes instead of Mind Runes (and makes Imbued Silk). LEVELS 30-40: Under Construction I have an idea for something to go in at level 40, (and not at 30), so I'm going to leave the LEVELS 30-40 Section until I think of something for it. LEVELS 40-48: Elemental Robes You were probably all expecting this at some point: Elemental Robes. Elemental Robes are available in four varieties: Air, Water, Earth and Fire. Although the spells are ordered in power, the robes are equal. However, they contribute special effects to the more powerful elemental spells (Blast and Wave), and a small bonus in magic damage (+5%). The way that Elemental silk is made is a little different to the way the lower levels of magically tailored armour is created. Players dont enchant the robes regularly. Instead, the silk must be charged using the runecrafting altars of Air, Water, Earth and Fire, depending on the chosen robes. Note: No essence is required to enchant the robes. However, 3 Cosmic Runes must be taken per inventory of silk. Tiaras can be used to access the altar, as can RC staves and regular talismans. The left-click option of Craft-Runes will be retained, but a second option (right-click) will be added as well: "Enchant-Silk" Altar. To Enchant-Silk on an altar, you will need the Runecrafting level to access that altar, AND 40 Tailoring AND 30 Magic. I think this is fair, as the robes are pretty good for only requiring 40 Tailoring to make. Players will use the normal method to make the robes. Level 40: Elemental Gloves Level 42: Elemental Boots Level 44: Elemental Hat Level 46: Elemental Bottom Level 48: Elemental Top The +5% magic damage bonus and special effects only apply to Blast and Wave spells. The special effects of the spells only work when the FULL SET of robes are worn, INCLUDING the Gloves and Boots. However, the damage boost applies when only the Hat, Bottom and Top are worn. Special Effects: Fire: Fire spells cause a small Damage Over Time (a bit like poison, 'cept it can't be anti-poisoned). This DoT doesn't stack with itself. It works like poison (it gradually gets weaker). Blast spells start at 1, Waves start at 2. Earth: Earth spells slightly increase the Melee defence of the target (+5 to each), but drastically lower the melee attack (Blast: -10 to each, Wave: -15 to each) of the target. Water: I have no idea what water spells should do. Air: Air spells knock the target back 5 squares, but do not interrupt the attacks of rangers.[/hide] I'll get back to this later today. Feel free to ask about and give feedback on what's here now. I will elaborate on Imbued Silk later, and Non-Magical Robes that can be made with Tailoring. Note: This is my first suggestion for Runescape, so don't be too harsh :P.
  8. I haven't logged into this Forum account in YEARS, but I have today to tell you Zaaps1, my old friend: You are 100% right. We already have Cook-X and Fletch-X, what next? Burn-X? FM is already fast enough IMO. Then we'll get Drop-X (That's PowerMining, PowerCutting and PowerFishing. Three Terrorbirds with One Stone of Jas, you could say =P). One way to fix it would be simply to be able to open Armour Sets on the go. However, to avoid "Items kept on Death" abuse, you shouldn't be able to put items back in their box. By that I mean the GE sets. You can of course change a full set of infinity and a full set of green d'hide into GE Sets, why not be able to open them on the go?
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