I have been thinking of ways to make the research skill useful (unless it's already on the to do list?) since I actually did like the skill on Live (and I had a mage alt there!!). Here are two suggestions.
1. Aside from being able to research all or some of the normal spells, starting at level 16 (when you can first train in research) and every spell level after, you can make 1 or 2 research only spells. These spells would be better version of a spell in that level (more damage on nukes, more HP on buffs, lower mana usage, faster casting time, etc.), a spell from a line you wouldn't normally get (for example wizards get ice and magic nukes at 49 but no fire), or something completely new. The tradeskill items for the skill could perhaps come from level appropriate caster mobs around the world.
As a bonus, perhaps it could also be possible to create castable spell scrolls. These scrolls would have to be equipped in the primary or secondary slots (maybe range also) since you have to hold them in your hand to read them (since they are not memorised like normal spells) and take a much longer casting time than normal spells (again, because you dont have them memorised).
2. My second idea is to dump research altogether and replace it with Wand / Staff Crafting. This tradeskill could be used in conjunction with Fletching since you would need crafted pieces of wood to make them.
Wands would be items that have no stats but have X amount of charges of a spell in them. All casters can use any wand but only a caster with that spell in their spellbook can make wand with charges of that spell. For example, a wizard could make a Wand of Ice Shock (lvl 34 wizard ice nuke) with 20 charges on it. A magician could make a Wand of Elemental Summoning (Summons a random lvl 12 pet) with 5 charges on it (I would imagine a pet summoning wand might be a bit overpowered). A mage can now use ice nukes (aside from the water pets, they get none) and a wizard can now have an elemental pet (like I said, a bit overpowered, but I just put it as an example).
To add a bit RP flavor to it: The creation of such powerful magical wands can be very dangerous and magically draining. Infusing the wands with so much magical power can seriously backfire on its creator. Here are a few of the Terrible Things™ that can happen:
- The caster will be hit between 1 and X amount of times with the spell the wand was going to be infused with (X being the amount of charges the wand would have had). This can include AoE spells (hope no guards are near!!) but benefecial spells as well.
- If you are trying to make a Monster/Elemental Summoning Wand and the process backfires, the Summoned mobs will turn on you and only you (again between 1 and X amount of mobs). If you manage to kill them, they give no experience and drop no loot.
- Temporary loss of Intelligence or Wisdom points (If replacing research, I dont know if it can be given to WIS casters. Was Mining a new skill or did it replace something?)
- Death
Staves would be Primary (maybe Secondary) slot items that would have stats comparable to, or slightly worse than, current Primary/Secondary caster items. Staves would be done in two parts. The first part is just the wooden part coated in certain items to give it its magical properties (maybe diamond dust and similar things, haven't fully thought this part out yet). The second part are the focus crystals/gems that go on top of the staff. Depending on what type of gem you place on it, you'll focus a different spell type. For example a Ruby (thats infused and/or combined with other items) could focus Fire nukes or make Fire resist spells more potent. A Sapphire would focus ice nukes or make cold resist spells better. A peridot would make HP buffs give more HP, etc. To create these, you need to use a certain amount of your mana (either a fixed amount or percentage based). Could probably also give it the dangers of wand creation.
Good or terrible ideas?
1. Aside from being able to research all or some of the normal spells, starting at level 16 (when you can first train in research) and every spell level after, you can make 1 or 2 research only spells. These spells would be better version of a spell in that level (more damage on nukes, more HP on buffs, lower mana usage, faster casting time, etc.), a spell from a line you wouldn't normally get (for example wizards get ice and magic nukes at 49 but no fire), or something completely new. The tradeskill items for the skill could perhaps come from level appropriate caster mobs around the world.
As a bonus, perhaps it could also be possible to create castable spell scrolls. These scrolls would have to be equipped in the primary or secondary slots (maybe range also) since you have to hold them in your hand to read them (since they are not memorised like normal spells) and take a much longer casting time than normal spells (again, because you dont have them memorised).
2. My second idea is to dump research altogether and replace it with Wand / Staff Crafting. This tradeskill could be used in conjunction with Fletching since you would need crafted pieces of wood to make them.
Wands would be items that have no stats but have X amount of charges of a spell in them. All casters can use any wand but only a caster with that spell in their spellbook can make wand with charges of that spell. For example, a wizard could make a Wand of Ice Shock (lvl 34 wizard ice nuke) with 20 charges on it. A magician could make a Wand of Elemental Summoning (Summons a random lvl 12 pet) with 5 charges on it (I would imagine a pet summoning wand might be a bit overpowered). A mage can now use ice nukes (aside from the water pets, they get none) and a wizard can now have an elemental pet (like I said, a bit overpowered, but I just put it as an example).
To add a bit RP flavor to it: The creation of such powerful magical wands can be very dangerous and magically draining. Infusing the wands with so much magical power can seriously backfire on its creator. Here are a few of the Terrible Things™ that can happen:
- The caster will be hit between 1 and X amount of times with the spell the wand was going to be infused with (X being the amount of charges the wand would have had). This can include AoE spells (hope no guards are near!!) but benefecial spells as well.
- If you are trying to make a Monster/Elemental Summoning Wand and the process backfires, the Summoned mobs will turn on you and only you (again between 1 and X amount of mobs). If you manage to kill them, they give no experience and drop no loot.
- Temporary loss of Intelligence or Wisdom points (If replacing research, I dont know if it can be given to WIS casters. Was Mining a new skill or did it replace something?)
- Death
Staves would be Primary (maybe Secondary) slot items that would have stats comparable to, or slightly worse than, current Primary/Secondary caster items. Staves would be done in two parts. The first part is just the wooden part coated in certain items to give it its magical properties (maybe diamond dust and similar things, haven't fully thought this part out yet). The second part are the focus crystals/gems that go on top of the staff. Depending on what type of gem you place on it, you'll focus a different spell type. For example a Ruby (thats infused and/or combined with other items) could focus Fire nukes or make Fire resist spells more potent. A Sapphire would focus ice nukes or make cold resist spells better. A peridot would make HP buffs give more HP, etc. To create these, you need to use a certain amount of your mana (either a fixed amount or percentage based). Could probably also give it the dangers of wand creation.
Good or terrible ideas?