RuneScape: Dragonwilds

RuneScape: Dragonwilds

Magic skill and Spells
Currently It's not yet possible to level up magic skill. However in the meantime after looking at the spells currently ingame, they are all super fun. Although I would like to propose adding many more spells, once there is an update that makes it possible to level up Magic.
The Bones to peaches is the most iconic spell by far already ingame.

List of Spells to be added starting with combat spells:
1. All the elemental combat spells (Air, Water, Earth, Fire) from strike to surge spells.
2. Curse spells that use up body runes and mind runes. One which will lower the dmg done by monsters and one that will weaken the monsters meaning you do increased dmg with your weapon.
3. Other curse spells (Bind, Snare and Entangle), which basically stun lock the monsters/creatures so they can't move for several seconds. Consumes nature runes
4. Endgame curse spells that consume soul runes which apply stronger debuffs than the early game curse spells on the monsters you are fighting.
5. Crumble undead spell, which will be very useful for upcoming Fellhollow region does bonus dmg to undead monsters.

List of Spells for enchantment: While we have enchant weapon spell with air and fire dmg, The most significant enchantment spells are on Jewelry and ranged ammunition:
1. Enchant sapphire and Opal
2. Enchant Emerald and Jade
3. Enchant Ruby and Red Topaz
4. Enchant Diamond
5. Enchant Dragonstone
6. Enchant Onyx (Not sure if Onyx will be added to dragonwilds)
7. Charge elemental orbs, for higher level battlestaff crafting (There are no elemental obelisks, chances are it won't make it onto later versions of Dragonwilds)
The enchantment spells all consume cosmic runes with few exceptions.

Since we have lodestones in Dragonwilds, standard teleport spells may not be added as you can fast travel to lodestones you have repaired.

That's it for now. If any of you know some skilling spells (Particularly some from the Lunar spellbook) and other spells I may have missed that you would like to see added, feel free to reply.
Thanks for reading =)
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Showing 1-8 of 8 comments
I'm resurfacing this suggestion post after it got drowned out by many spam posts.
Feel free to have a read during the meantime until the 0.8 update.
Originally posted by Himmelbees:
Currently It's not yet possible to level up magic skill. However in the meantime after looking at the spells currently ingame, they are all super fun. Although I would like to propose adding many more spells, once there is an update that makes it possible to level up Magic.
The Bones to peaches is the most iconic spell by far already ingame.

List of Spells to be added starting with combat spells:
1. All the elemental combat spells (Air, Water, Earth, Fire) from strike to surge spells.
2. Curse spells that use up body runes and mind runes. One which will lower the dmg done by monsters and one that will weaken the monsters meaning you do increased dmg with your weapon.
3. Other curse spells (Bind, Snare and Entangle), which basically stun lock the monsters/creatures so they can't move for several seconds. Consumes nature runes
4. Endgame curse spells that consume soul runes which apply stronger debuffs than the early game curse spells on the monsters you are fighting.
5. Crumble undead spell, which will be very useful for upcoming Fellhollow region does bonus dmg to undead monsters.

List of Spells for enchantment: While we have enchant weapon spell with air and fire dmg, The most significant enchantment spells are on Jewelry and ranged ammunition:
1. Enchant sapphire and Opal
2. Enchant Emerald and Jade
3. Enchant Ruby and Red Topaz
4. Enchant Diamond
5. Enchant Dragonstone
6. Enchant Onyx (Not sure if Onyx will be added to dragonwilds)
7. Charge elemental orbs, for higher level battlestaff crafting (There are no elemental obelisks, chances are it won't make it onto later versions of Dragonwilds)
The enchantment spells all consume cosmic runes with few exceptions.

Since we have lodestones in Dragonwilds, standard teleport spells may not be added as you can fast travel to lodestones you have repaired.

That's it for now. If any of you know some skilling spells (Particularly some from the Lunar spellbook) and other spells I may have missed that you would like to see added, feel free to reply.
Thanks for reading =)

We're already guaranteed to get all elemental spells combat spells, we already have Air and Fire, and I suspect Water and Earth will be in the upcoming 0.8.0
It's also worth noting that we don't just do "Strike/Bolt/Blast/Wave/Surge" style attacks either, they're combos of attacks that build up in power (possibly a progression sequence of the traditional attacks? Idk)

We'll probably get Enchants for sure since we do already have gems and their tooltips say for making jewelry. I doubt they will all be the same enchants as in OSRS/RS3 though. Ring of Dueling for example would be extremely useless since it's primary use is teleporting to specific PvP minigame areas (and Het's Oasis in Rs3 since Duel Arena is gone). But I'm sure they'll come up with something easy.

I'm on the fence for Elemental Orbs/Elemental staves honestly. Every attack only costs 1 rune, (or 5 for a Secondary attack). It's not hard to keep up with Elemental Runes at all, in fact runes and essence are so abundant, you have to actively TRY to expend them to actually run out, especially in mid-late game. Making staves that give infinite of their corresponding rune may actually exaggerate the overabundance of elemental runes and essence, and I'm not sure that would be good. A Law staff would be welcomed because Lodestone teleports to get expensive depending on distance, and I imagine that will only increase as the game's map expands, but even then we have so much essence just from killing creatures that we don't even have to mine it by late game. Idk, I guess we'd have to see how much expenditure we'll be doing with the new spells and skills in 0.8.0.

As for curses, I'd just honestly not want them to start adding those. Maybe Bind/Entangle at best, but Weaken, Curse, etc just feels like spell-bloat, and to use them we'd either be having to add them to our Spell wheel or swapping runes, and neither of those methods mid-combat sound fun or practical lol.
I wouldn't mind ancient magic or lunar spells, but I'm wondering how they'd fit in lore for those since in OSRS/RS3, you learn them from Mahjarrat and Lunar Freminniks. So I wonder how they'll fit in a way to learn them in Dragonwilds with neither present.

The only Teleport spell I feel needs to be added is a Lodestone Teleport spells. I'm not sure why we don't have one already since in RS3, the whole purpose of lodestones is to teleport not just between them, but TO them.
I wouldn't even care if it costed runes, just doesn't make sense we can't lol
Himmelbees 29 May @ 12:02pm 
Originally posted by Rose Brigade:
Originally posted by Himmelbees:
Currently It's not yet possible to level up magic skill. However in the meantime after looking at the spells currently ingame, they are all super fun. Although I would like to propose adding many more spells, once there is an update that makes it possible to level up Magic.
The Bones to peaches is the most iconic spell by far already ingame.

List of Spells to be added starting with combat spells:
1. All the elemental combat spells (Air, Water, Earth, Fire) from strike to surge spells.
2. Curse spells that use up body runes and mind runes. One which will lower the dmg done by monsters and one that will weaken the monsters meaning you do increased dmg with your weapon.
3. Other curse spells (Bind, Snare and Entangle), which basically stun lock the monsters/creatures so they can't move for several seconds. Consumes nature runes
4. Endgame curse spells that consume soul runes which apply stronger debuffs than the early game curse spells on the monsters you are fighting.
5. Crumble undead spell, which will be very useful for upcoming Fellhollow region does bonus dmg to undead monsters.

List of Spells for enchantment: While we have enchant weapon spell with air and fire dmg, The most significant enchantment spells are on Jewelry and ranged ammunition:
1. Enchant sapphire and Opal
2. Enchant Emerald and Jade
3. Enchant Ruby and Red Topaz
4. Enchant Diamond
5. Enchant Dragonstone
6. Enchant Onyx (Not sure if Onyx will be added to dragonwilds)
7. Charge elemental orbs, for higher level battlestaff crafting (There are no elemental obelisks, chances are it won't make it onto later versions of Dragonwilds)
The enchantment spells all consume cosmic runes with few exceptions.

Since we have lodestones in Dragonwilds, standard teleport spells may not be added as you can fast travel to lodestones you have repaired.

That's it for now. If any of you know some skilling spells (Particularly some from the Lunar spellbook) and other spells I may have missed that you would like to see added, feel free to reply.
Thanks for reading =)

We're already guaranteed to get all elemental spells combat spells, we already have Air and Fire, and I suspect Water and Earth will be in the upcoming 0.8.0
It's also worth noting that we don't just do "Strike/Bolt/Blast/Wave/Surge" style attacks either, they're combos of attacks that build up in power (possibly a progression sequence of the traditional attacks? Idk)

We'll probably get Enchants for sure since we do already have gems and their tooltips say for making jewelry. I doubt they will all be the same enchants as in OSRS/RS3 though. Ring of Dueling for example would be extremely useless since it's primary use is teleporting to specific PvP minigame areas (and Het's Oasis in Rs3 since Duel Arena is gone). But I'm sure they'll come up with something easy.

I'm on the fence for Elemental Orbs/Elemental staves honestly. Every attack only costs 1 rune, (or 5 for a Secondary attack). It's not hard to keep up with Elemental Runes at all, in fact runes and essence are so abundant, you have to actively TRY to expend them to actually run out, especially in mid-late game. Making staves that give infinite of their corresponding rune may actually exaggerate the overabundance of elemental runes and essence, and I'm not sure that would be good. A Law staff would be welcomed because Lodestone teleports to get expensive depending on distance, and I imagine that will only increase as the game's map expands, but even then we have so much essence just from killing creatures that we don't even have to mine it by late game. Idk, I guess we'd have to see how much expenditure we'll be doing with the new spells and skills in 0.8.0.

As for curses, I'd just honestly not want them to start adding those. Maybe Bind/Entangle at best, but Weaken, Curse, etc just feels like spell-bloat, and to use them we'd either be having to add them to our Spell wheel or swapping runes, and neither of those methods mid-combat sound fun or practical lol.
I wouldn't mind ancient magic or lunar spells, but I'm wondering how they'd fit in lore for those since in OSRS/RS3, you learn them from Mahjarrat and Lunar Freminniks. So I wonder how they'll fit in a way to learn them in Dragonwilds with neither present.

The only Teleport spell I feel needs to be added is a Lodestone Teleport spells. I'm not sure why we don't have one already since in RS3, the whole purpose of lodestones is to teleport not just between them, but TO them.
I wouldn't even care if it costed runes, just doesn't make sense we can't lol

Hi,
Thanks a lot for the really detailed feedback.

Enchanting Jewelry/trinkets is of course probable, but like you said no jewelry to teleport people around since lodestones is pretty much the main way of fast travel in Dragonwilds.
For curse spells, the ones that stun such as Bind/entangle make more sense to implement, the other curses are as you said a spell bloat, which is impractical during mid game combat.
The Elemental staves/orbs can be shelved away, since Rune Essence geysers are very abundant everywhere therefore not much to worry about rune expenditure, although it's as you said for the 0.8.0 version, we will be testing the new spells and magic skill to see how much runes are being consumed overall.

Again I really appreciate the feedback. Now the next step is waiting for next month, which we can then play test the magic skill.
I feel like upgraded or moded spells should have an evolution or new varient based on whats applied but thats just me or even spell weaving would be nice to see.
Astrylan 29 May @ 8:57pm 
Originally posted by TheEnlightendOne:
I feel like upgraded or moded spells should have an evolution or new varient based on whats applied but thats just me or even spell weaving would be nice to see.
That's exactly what they are doing, or pretty close to it. You probably just skimmed the update notes.
Resurfacing this post once again in the face of negative posts.

So while the Magic skill from the 0.8.0 update in June was decent. It appears that there isn't a water or earth based combat spell.
Thus far we only got surge, confuse and a magic potion we can make ourselves.

Astral runes for confuse spell is a bit unusual and rather lore inaccurate, while description says astral runes are for advanced spells. Confuse spell could have been an opportunity to introduce mind runes and maybe body runes that we could have runecrafted ourselves.

Of course confuse spell is really helpful during night raid events, however the bind/entangle spell which consumes some nature runes and body runes could have been a useful stun/binding spell to add for the magic skill update.
Some runes still missing include cosmic runes and chaos runes. Although the priority should be on adding in mind runes, body runes and cosmic runes before the runes for early endgame spells like chaos, death, blood and soul runes.

I though about combination runes being added as well, but I'm not sure if that will be useful or will it lead to a rune inventory bloat.

Enchantment spells that primarily consume cosmic runes are still missing and not added ingame, although I'm hoping that will be added at the end of this year.

Overall the magic skill update of 0.8.0 for Dragonwilds is decent with various disappointments, which I hope will be addressed in the 0.9.0 update in September or the December update.

Meanwhile I invite you to note down what else was missing from the magic skill update of June, that way we can share these notes/feedback on the devs official channels and socials.

Thank you for reading and have a good summer.
Last edited by Himmelbees; 4 Aug @ 6:18am
Sgt.JESUS 4 Aug @ 8:46am 
You guys who played the original Runescape should do more threads like this, to keep the devs on their toes about lore and what they could add from the original games, not to mention monsters and spells, keep up the great work, i think the more they put in the game from the originals the better the game will become for you and for us runescape noobs hehehe.

I would like more crowd control for mages, snare seens like a must have spell, although that air staff attack do the job fine on that front. I just wish the game had more of a class based progression, with more races too, i miss being a healer, on that front no healing spells too, one more for the devs bucket list.
Last edited by Sgt.JESUS; 4 Aug @ 8:47am
Originally posted by Sgt.JESUS:
You guys who played the original Runescape should do more threads like this, to keep the devs on their toes about lore and what they could add from the original games, not to mention monsters and spells, keep up the great work, i think the more they put in the game from the originals the better the game will become for you and for us runescape noobs hehehe.

I would like more crowd control for mages, snare seens like a must have spell, although that air staff attack do the job fine on that front. I just wish the game had more of a class based progression, with more races too, i miss being a healer, on that front no healing spells too, one more for the devs bucket list.

Crowd control is useful with aoe spells. Hope we can get a few more aoe spells to make crowd control helpful during night raid events. I love the confuse spell making a goblin or garou attack their own friend.
Having a snare/bind/entangle spell for stunning/binding is a much needed combat spell, especially when the confuse spell is on cooldown.
Air spell attacks with right click do a bit of crowd control already like you said.

Thank you for your input =). I like the idea for healing spells, since lunar spellbook has healing spells. The prayer skill which is coming later next year will most likely have healing prayers. Blood spells also heal, although I don't know if Mod Rook would consider adding spells from the ancient spellbook. Enchanted diamond necklaces from the enchant spell also heal and restore 30% of Lp, when our Lp drops below 20%.

Most important for me now is adding mind and body runes and possibly cosmic runes. For chaos runes and others, Mod Rook said they are still working on making said runes worthwhile crafting more of and using them frequently in some spells that are going to be used often.

Now we wait quietly for September to see what will be included asides from ranged skill and creative mode.
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