Talk:Runes
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Re-ordering
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I'm just wondering whether the runes should be sorted in a different order... going through the history they've been alphabetical since 2005. To be honest it seems sort of confusing when they're images and in alphabetical order, it would make more sense if they were in level order (for runecrafting them) or in some similar order which had elementals, followed by all of the combat runes (mind-blood), followed by the other 'normal' runes (body,cosmic,astral,nature,law,soul), followed by the combination runes. (Then the elemental and catalytic from Stealing creation)
It could be a table inside the template with each rune being in their corresponding category, but I'm just concerned that it might get a little big... what does everyone else think?
This is sort of what I imagine it to look like:
| Runes | ||||||||||||
|
Laurencio2 15:09, December 2, 2009 (UTC)
I went and found a better template:
| Elemental Runes | |
| Combat Runes | |
| Non-Elemental and Non-Combat Runes | |
| Combination Runes | |
| Minigame Runes | |
Laurencio2 03:03, December 3, 2009 (UTC)
Armadyl runes
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wasnt sure to put them, if someone thinks there better off in combat, by all means put them there:P
King TALKWer den König nicht ehrt, ist nicht Lebenswert. 02:31, September 15, 2011 (UTC)
Evolution of Combat
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Now that mind and chaos runes are no longer used for damage spells should they not be in the combat section?
Or alternatively, should body and soul be added to the combat section? And if so, should that section be split into damage spells (armadyl, blood, death) and curse spells (mind, body, chaos, soul) ?
In game there are three sections now: combat, teleport and skilling. Should we base things off of that now?
Either way, mind, body and chaos should be in the same section since they serve the same purpose. Mind reduces attack, body reduces defence and chaos increases damage received. With exception of a few extra utility spells from the lunar spellbook. Soul runes serve to empower those curses but they also empower teleport spells (turning them into teleother spells).
Law, nature and cosmic are with a few exceptions obviously non-combat and used for teleporting, transmuting and enchanting respectively. Nature having the added functionality of binding, and cosmic of repairing.