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~Skillomancy~

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Tomato 56789
Apr Member 2022

Tomato 56789

Posts: 15,317 Opal Posts by user Forum Profile RuneMetrics Profile
Necromancy will have some skilling aspects, but it's a combat skill to work as an alternative to melee / range / magic. As in - it will be a primary combat skill as opposed to ones like prayer and summoning.

I don't necessarily disagree with the idea of making existing skills more useful in necromancy or bringing life to underutilized materials but a new skill to coincide with necro isn't needed. Runecrafting will already be a supporter skill to necro and eventually I'd imagine crafting and invention will be included as well.

As for the name - Necromancy honestly isn't named properly in RuneScape or in pop culture in general (although it appears as if Jagex has a better idea than many other companies do). Necromancy is a thing in real life which predates electronic or tabletop media. Necromancy is actually a type of divination (which Jagex also doesn't get right). Divination is simply seeing into the future via the metaphysical. The most common form is tarot, but things like Nordic runes, bone reading, dream interpretation, etc all are various forms of it. Necromancy is the practice of divination where the person communicates with the dead. Summoning spirits is very much a part of it but the purpose is knowledge as opposed to raising the corporeal dead (although there have been a few historical events of this being attempted). Pop culture necromancy is closer to a darker practice in Voodoo (which Jagex is unlikely to use out of fear that white Starbucks regulars will take offense to on behalf of actual practitioners) where a witch drugs a person with a toxin that reduces their heart rate to about 1 beat per minute and digs them up after the funeral to dose them with a different drug that disables the victim's ability to think independently. This is actually where the term "zombie" originates. The best term for your suggestion would be Alchemy. Currently in the game alchemy is turning stuff to gold but that is only a small part of the practice.
Casual legacy trash of 19 years in RS, author of 6 books irl

12-Jun-2023 20:30:13

Tomato 56789
Apr Member 2022

Tomato 56789

Posts: 15,317 Opal Posts by user Forum Profile RuneMetrics Profile
I think a better idea would be just adding additional branches to existing skills. We have ancient magics, ancient summoning, ancient invention, etc. We are going to get the necromancy-specific runes with runecrafting when the skill drops.
Casual legacy trash of 19 years in RS, author of 6 books irl

12-Jun-2023 20:31:20

A  Cole
Nov Member 2003

A  Cole

Posts: 14,682 Opal Posts by user Forum Profile RuneMetrics Profile
Thanks for your feedback Tomato.

I see your point regarding expanding existing skills, but my concern with that is there are many players already maxed on out current skills, and any new content added to those skills would entertain them for a mere day or two.

With the addition of a new skill, more players can remain more engaged for a longer period of time. As we know, Necromancy is going to be a combat skill, but as I mentioned, there are many related aspects that can apply to non-combat scenarios.

By splitting things out into more skills, rather than making single super-skills such as Archaeology, you're more likely to keep more players engaged with RS for longer.


~A~

27-Jun-2023 22:37:30

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02-Dec-2023 18:57:23

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02-Dec-2023 19:09:07

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