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The Infernix

[EVENT] Gigantic suggestion pool

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NOTICE: I'M NEW, I TRIED TO FIGURE OUT IF ANYTHING I PROPOSED IS ALREADY IN THE GAME, BUT I SOMETIMES DID NOT GET ANSWERS, SO FORGIVE ME IF I PROPOSE SOMETHING PREEXISTING.

 

Completionest cape for doing a bunch of stuff, trimmed for all 99s, and rainbow for even more stuff, as well as trimmed rainbow for 200m all and normal rainbow. Contemplate that while I work on today's big suggestion.

Competitive gamemode: Purple star icon. Cannot trade, can only play 3 hours a day, plays through a season, competing in various catogories (Kills, total level/EXP, total wealth, damage dealt, and maybe some others.). Competitives CAN donate, because making money, but there would be a seperate leaderboard for non-donators. This would also artificially boost the number of accounts in the game, which would please stockholders or whatever.

Prestige! When you reach level 99 in a skill, you may prestige it back down to level 1, and gain 1 prestige in that skill. Prestige maxes at level 5-I finally settled on 5 because I wanted it to be reasonable obtainable, yet still a big accomplishment and a HUGE gz even on normal mode. There would be some prestiging achievements, and at each level of prestige, you'd get a prestige crystal (Equippable)/ upgrade at each level- Prestige crystal tier-1 at prestige 1, all of the way up to Prestige crystal tier-5 at prestige 5.  If you already have  200m (or any other large amount) or EXP, never fear, for prestige does NOT reset you to 0 EXP, rather it just takes away 13,034,431 EXP (The exact amount needed for level 99.)

It would also act as a sink for various resources used when skilling.

SONG OF THE ELVES+PRIFDDINAS:

all that stuff.

 

 

HELL: INFERNO’S INFERNO







 

HELL




































 

This is it.

The inferno cape.The ultimate challenge.




 

   

No more.

 

The depths of the land of the Tzhaar hold an ancient secret, older than Guthix himself.

 

This world is only the first step on the threshold of death.

 

The fight caves are only a pathetic recreation.

 

The inferno is the entrance hall.

 

This is the closest you have ever come to The Horror.Can you feel it? it is stirring. And you? You are about to die.


 

--------------------------------------------------FOES-----------------------------------

Basic Infantry

Only the sad war dogs of doom, pathetic failed experiments that mindlessly serve It.

 

Nix-Nal-Lvl41

Nix-Nal-J-Lvl76

Nix-NalL-jJ-Lvl94

Each one has 3 versions: Melee, Magic, and Range. The twisted, malignant magic that forms them made sure of that, so they might support each other in the direst of times.

 

Why must it be that evil is greater than good? Evil's creatures support each other, yet anything Guthix ever made does nothing but war against members of its own species.

 

Totems

Carved from some unknown, living stone in the beginning of things, by some ancient, forgotten god.

 

Nix-Thok-Lvl45

Nix-ThoKk-Jj-Lvl90

 

Should you dare to remain nearby, your stats will be drained to nothing, and you will wither into dust. Penance for the fool who dares to be so foolish.

 

Splitters

 

What horror would have inspired something like this to be created? The Horror, of course.

 

Nix-Ik-Lvl68

Nix-Jj-IKk-Lvl134

 

Upon death, the Nix-Ik splits into 3 Nix-Liks, and the Nix-Jj-IKk into 3 Nix-Jj-Liks. Well... I say death.

 

But you know what I meant... Don't you?

 

NikZok-Jjad-Lvl1435

 

What the TzTok and JalTok could only ever dream of being. If you see it...run.

 

You won't realize how wonderful it is to have to worry about something until you'll never worry about anything ever again

 

NikZish-Mal-Lvl1882

 

A guy with flaming hair, riding NikZok-Jjad. It sounds silly... and then you die.

At range, he'll pull out a gigantic flaming crossbow, or use a magical staff to create concentric circles of embers you must dodge...or protect mage, I guess.Get close, and face an enormous javelin of fire.

 

The final boss.

 

Did you really get this far? how?

 

well...

 

I'm very sorry.



 

Ok-Ramuth has awoken!



 

Ok-Ramuth's left hand-Lvl1145

Ok-Ramuth's right hand-Lvl1090

Ok-Ramuth-Lvl3450

 

The beast's head is immobile, but it cannot be defeated until you take out it hands. Meanwhile, it spews tons of nearly-impossible to dodge fireballs like it it's Touhou or something. Even Woox... Ah, but that's not of importance

 

The beast's hands move freely, and if you kill one, and wait too long before killing the other, it comes back at full health.

 

Attacks:

-Aforementioned fireball stream

-Hand flicks a fireball that explodes into embers that shoot in 6 directions upon impact

-Fireballs rain from the sky

-The hands can grab you if you get too close


 

The Loot:

 

Vesuvian cape

 

 

Appearance: black diamonds with red cracks between. Animated to appear as if flowing.The edges are covered with spikes. Can be transformed into the Vesuvian Max Cape, to take on the shape of the max cape.




 

NEW SKILL: WARDING


 

This thread is to discuss new ideas for items made through the warding skill, if it were to be added. This also involves new slayer monsters or crops to kill/grow for some of the materials.

If you disagree with anything I suggest here, please politely and rationally let me know of your well-thought out and sensible ways to improve it. Feel free to post your own suggestions below, as well.Finally, note that I am bad at balancing, and feel free to POLITELY let me know if one of my suggestions is over or under powered. Without farther ado, let us begin!

 

You can get new "ajaxia" seeds from farming contracts and the hespori. At 62 farming, plant them and harvest "ajaxia scales". These have a few uses:

 

Firstly, they can be warded into the "arcanum" at 61 warding.This is a nice new midlevel magic weapon option. It requires 55 magic and 45 prayer to wield, and gives +13 magic attack and defense, as well as +3 prayer.It has no special attack.

 

Next, at 63 warding, they can be warded into the arcotach gloves. these degrade to a broken state after 10 hours of being worn and can be repaired by warding in more scales. They require 55 magic to wear, and give +6 magic attack and defense bonuses, as well as +8% magic strength

 

At 47 slayer, you can kill the new Moolasks. They're light gray-hided creature with a stance much like that of kurasks(I'm referring to the way they walk), and have a unicorn-like horn growing from their foreheads. The moolask horn is used in the spark potion, which gives you a recoil effect and can be brewed at 46 herbivore, but that's not important. What is is their drop of blank sigils. These do not make blank spirit shields, but rather, various items equipped in your ammo slot, which can be upgraded MUCH later on with ingredients from a new level 92 slayer monster, but I'll explain that later.

 

At 50 warding, you can ward blank sigils into any of the following.-ALL SIGILS ONLY TAKE AFFECT IF YOU ARE ABOVE 25% HITPOINTS AND CAN ONLY BE EQUIPPED IF YOU HAVE AT LEAST 40 PRAYER!!!!!!-

Sigil of warmth:max hitpoints +5

Sigil of thirst: 5% life steal, minimum 1 on hit. This includes. if you hit a 0, but NOT if you miss, though it's currently impossible to tell the difference (though hitting a 0 only occurs at terrible strength levels)

Sigil of spirituality: stat-boosting prayers are 15% more effective. Example: Piety would boost attack by 23%, not 20%

Sigil of guarding: simply boosts all defenses by 10.

 

At 71 slayer, take on the new beholder foe! It has a few important drops. One not related to warding is the spear of tiranwynn, which requires 45 attack to equip and is a decent, if expensive choice for 45 attack pures.

 

A drop actually used in warding is the beholden eye. At 98 woodcutting, chop down a new poplar tree, and fletch the logs into the "poplar rod" at 74 fletching. at 70 warding ward this with the eye to make the staff of the watcher, equipable at 60 magic. It gives +14 magic attack and defense, +3 prayer, and +20% magic strength.

Special attack:Ectoplasmic eruption-hits a 2x2 tile area, only hits big foes once, 50% increased accuracy, costs 65% of the special bar

At 69 warding, Beholden eyes can also be warded into an amulet of peril, which causes you to hit 0.5% higher for every point of health you are missing, which is Dharok's set effect but at half strength. You must have 55 hitpoints to wear the amulet, which is obviously a neck-slot item.

 

Beholders also drop spectral shield pieces.(They're not split into left and right halves because there would be no point) At 71 warding, ward 2 of these into the void, a new magical shield with a cool life steal effect. You must have 70 magic and 55 defense to wear it, and it provides +40 stab, slash, crush, magic, and range defense, as well as +10 magic attack bonus. You also have a 25% chance to have 75% life steal upon a hit.

At 78 farming, get caulix seeds from farming contracts or the hespori, and plant them in unordinary crop patch. they will soon grow into caulix plants, from which you may harvest caulix fibers. at 74 warding, these can be warded into the Kodai robes, wearable at 70 magic and 45 prayer. The Kodai hat gives +7 magic attack and magic defense, as well as +2 prayer bonus. The Kodai top gives +25 magic attack and defense, in addition to +4 prayer. And finally, the Kodai bottoms give +19 magic attack and defense, and +3 prayer.

At 77 farming, do contracts or the hespori for alia seeds. Plant those in a tree patch and cut it down when grown at 75 woodcutting. You get ordinary logs as well as elder fragments. At 77 warding, ward the fragments with any god cape to get the burial shroud, a cape that requires you have 45 prayer and 50 magic to wear, and gives +5 prayer (same as a god cape), as well as +10 magic attack and +10 magic defense bonuses. Elder fragments can also be warded with a dragon longsword at 76 warding to create the tectonic longsword, which IS a magic weapon. You must have 70 magic and 40 attack to wield it.It gives +70 magic attack and defense. Another new slayer enemy, the gypsy hag, can drop several important items. They drop nightmare fragments, which can be warded with dragon claws into nightmare claws at 81 warding, which require 70 magic and 50 attack to wield, and give +61 magic attack and defense.Special attack:slice and dice-uses 50% of the special attack bar, and hits four times in quick succession. The first attack hits full, the next half that, and 3&4 a quarter. the same of the dragon claws, but with magic damage. gypsy hags also drop halite shards, used to upgrade sigils.Sigil of warmth>inferno ensign(+5 hp>+8 hp), sigil of thirst>droughted ensign(+5% lifesteal>+8% lifesteal)

 

At 78 farming, get caulix seeds from farming contracts or the hespori, and plant them in unordinary crop patch. they will soon grow into caulix plants, from which you may harvest caulix fibers. at 74 warding, these can be warded into the Kodai robes, wearable at 70 magic and 45 prayer. The Kodai hat gives +7 magic attack and magic defense, as well as +2 prayer bonus. The Kodai top gives +25 magic attack and defense, in addition to +4 prayer. And finally, the Kodai bottoms give +19 magic attack and defense, and +3 prayer.

At 77 farming, do contracts or the hespori for alia seeds. Plant those in a tree patch and cut it down when grown at 75 woodcutting. You get ordinary logs as well as elder fragments. At 77 warding, ward the fragments with any god cape to get the burial shroud, a cape that requires you have 45 prayer and 50 magic to wear, and gives +5 prayer (same as a god cape), as well as +10 magic attack and +10 magic defense bonuses. Elder fragments can also be warded with a dragon longsword at 76 warding to create the tectonic longsword, which IS a magic weapon. You must have 70 magic and 40 attack to wield it.It gives +70 magic attack and defense. Another new slayer enemy, the gypsy hag, can drop several important items. They drop nightmare fragments, which can be warded with dragon claws into nightmare claws at 81 warding, which require 70 magic and 50 attack to wield, and give +61 magic attack and defense.Special attack:slice and dice-uses 50% of the special attack bar, and hits four times in quick succession. The first attack hits full, the next half that, and 3&4 a quarter. the same of the dragon claws, but with magic damage. gypsy hags also drop halite shards, used to upgrade sigils.Sigil of warmth>inferno ensign(+5 hp>+8 hp), sigil of thirst>droughted ensign(+5% lifesteal>+8% lifesteal) Sigil of spirituality>Mythical ensign(+15% prayer effectiveness>+25% prayer effectiveness.Exampleiety boosts attack by 23%, not 20%>piety boosts attack by 25%, not 20%

Sigil of guarding>Weathered ensign(+10 all defenses>+15 all defenses)

Ensigns can be made at 88 warding, require 75 prayer to wear, and are charged with a substantial amount of blood runes.They're still ammo-slot items that only function if you are above 25% health.

Kill the new level 88 slayer monster, Alucarnian devils. They drop demonic orbs, used to make everlight boots, which prevent heat damage in the Karuulm slayer dungeon and give +7 all defenses and magic attack, but -4 prayer bonus. You must have 75 defense to wear them, but, intriguingly, there's no magic requirement.The devils also drop demonic hearts. at 90 warding, these can be warded with a trident of the swamp to make a pitchfork, which requires 75 magic to wield, gives +28 magic attack, +19 magic defense, +3 all other defenses, but -5 prayer. It will soon degrade to nothing, however.

The final new slayer monster, the catastrophe shade, requires 96 slayer to kill, and drops shards of evil,as well as seercloud orbs. At 98 woodcutting, chop down poplar trees. At 74 fletching, fletch poplar logs into poplar arches.At 92 warding, ward this with a shard of evil to

get a hex bound wrathbow, which is the first magic bow and requires 75 magic and 75 prayer to wield. It gives +60 magic attack and scales much like the twisted bow, but on your foe's prayer, not magic.At 99 warding, the shard of evil can also be warded with the necklace of anguish to create the shellblade necklace, which requires 75 magic and 75 prayer to wear and gives +19 magic attack and magic defense, but -4 prayer bonus. It must be charged with

vials of blood.

The seercloud orb is used to create the blaze gauntlets at 97 warding, with infinity gloves as one of the ingredients. They require 75 magic to wear, and give +22 magic attack and defense, but are expected to have a price tag of several hundred million gold.

 

The orb can also be used to ward the Karagostian circlet (it's a ring)at 95 warding, which requires 75 magic to wear and gives +12 magic attack.

 

It can be imbued. When imbued, It gives +24 magic attack.

 

ward elder fragments with any god book and a dragon square shield to make the shield of spirituality, which requires 60 prayer, 60 magic, and 50 defense to wear, and gives +5 prayer bonus(same as the god book), as well as +45 all defenses(less than the shield),in addition to+8 magic attack.

 


 

DRAGON DRAGONS

 

We already have dragons up to rune, so why not? They should probably be called "Orikalkum Dragons", though. They would be locked behind  500 rune dragon kills, And have two uniques.

Combat level: 699 (Runes: 380. They're strong!)

--------------------------------------------------------------------------------------------

Drops: (the numbers are the item's osrs price around this time.)

100%: Dragon bones(always)(2,352), Orikalkum ore(always)

 

Weapons/armor: Dragon mace (common)(29'662), Dragon scimitar (common)(60'212), Dragon longsword (common) (59'492), Dragon med helm (uncommon)(59'270), Dragon platelegs(Rare)(161'744), Dragon plate skirt (161'503)

 

Runes/ammunition:Rune arrow x30-42(common) (93:2790-3906), Chaos rune x76-150(common)(100:7'600-15'000), Death rune x40-100(common)(233:9'320-23'300),Wrath rune x30-50(uncommon)(416:12'480-20'800)

Herbs: Grimy avantoe x1 (noted)(Uncommon)(1,493)Grimy snapdragon x1 (noted)(Uncommon)(7,994),Grimy torstol x1 (noted)(Uncommon)(7,428),Grimy ranarr weed x1 (noted) (uncommon) (6,694)

Materials:Rune javelin heads x21–29(Common)(621:13,041–18,009),Dragon javelin heads x32–40(Common)(1'026:32,832–41,040),Dragonstone x1 (noted)(Common)(12,055),Runite ore x2–5 (noted)(Uncommon)(11'372:22,744–56,860),Runite bolts (unf) x20–40(Uncommon) (400:8,000–16,000),Dragon bolts (unf) x20–40 (Rare)(1'522:30,440–60,880),Runite barx1 (Rare)(12,546)

Other:Wrath talisman x1(Rare)(969),Clue scroll (elite) x1 (Rare) (Not sold),Dragon limbs x1 (Rare) (5,829,471),Dragon metal lump x1(Very rare)(7,105,635),Draconic visage x1(Very rare) (7,095,090),Orikalkum D'hide x1 (Very Rare)

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Uniques:

Orikalkum ore: at 99 mining, use a pickaxe on it to extract an untradeable orikalkum nugget and 85* mining xp, at 99 smithing forge a still untradeable orikalkum bar and 90 smithing xp. Than, also at 99 smithing (not boostable) to make 15 dragon nails and 95 smithing xp.

*all exp numbers are base rates, multiplied depending on your gamemode.

 

Orikalkum D'hide-Combine with black d'hide shield to make the orikalkum d'hide shield (99 crafting) 75 ranged and 55 defense to wield. Gives -17 all attack bonuses but ranged, in which it gives +9. Stab, Slash, and Crush defenses +23, 21, and 19 respectively, magic defense +18, And Ranged defense +17.


 

 

GOD WARS EXPANSION-2 NEW BOSSES



 

Soren's Minion:Arch Amaryllis

LV942

-Use the frozen key to access.

-Phase 1:Teleports to near you and attacks with a random combat style. You have one chance to hit it, than it teleports again and comes in from another direction.Repeat.

-Phase 2:Summons its minions Flarepike (Melee), Thunderbird (Magic), and Tumbleweed (Range).For each minion remaining, your prayer points drain 33.33% faster, at double speed if all 3 remain. The boss itself continues phase one behaivor.

Arch Amaryllis drops:All require 75 prayer to equip.

Millinery of Soren(Head slot)

Stab,Slash, Crush, and Range attack-5

Magic, Range, and Crush defense+25

Slash defense+13

Stab defense-4

Prayer+6

 

Gown of Soren top (body slot)

Stab, Slash, Crush, and Range attack-24

Magic, Range, and Crush defense+69

Slash defense+37

Stab defense-20

Prayer+9

 

Gown of Soren bottom (leg slot)

Stab, Slash, Crush, and Range attack-14

Magic, Slash, and Crush defense+34

Slash defense+20

Stab defense-12

Prayer+7

 

Guthix's minion:Lord Hikkan

LV1365

-Use the frozen key to access.

-Phase 1: Summons minions Hxiug(Magic), Asphwix (Melee), and Koranis (Range) Hikkan himself stays back and shoots typeless projectiles.He's invincible until you beat all 3 of his minions.

-Phase 2:Now hurtable. Still uses typeless projectiles at range, but instead of fleeing if you get close, he now switches to slow, strong Melee attacks. He will occasionally teleport in a burst of magical energy that will deal heavy damage if you don't flee or protect magic. If a black aura begins to emanate from his feet, run-this aura will quickly drain your prayer if you remain within it. At low HP, six pillars appear, and he teleports to the center of the room and starts shooting gigantic fireballs. Each hit will install you, or destroy a pillar if you hide behind it. After all 6 pillars are destroyed, quickly finish him off or he'll do it again.

LOOT:

Crown of Ma'at: Green. 75 Prayer, 75 defense to use.

Stab defense+22

Slash defense+49

Crush defense+43

Magic defense+45

Range defense+28

Prayer+5

Crown of Isfet: Purple.75 Prayer, 75 Hitpoints to use.

Stab attack+43

Slash attack+22

Crush attack+45

Magic attack+28

Range attack+49

Prayer-5

Krill Tsutsaroth's Cleaver: Before you get triggered, remember that Saradomin's commander drops the Armadyl crossbow.2-handed.Speed:5, Interval: 3.0 secs

Stab attack+30

Slash attack+70

Crush attack+110

Strength+80

Prayer+4

 

THE GAUNTLET

 

Use EVERY skill, not just combat ones, to advance, and face off against powerful bosses to build up your arsenal in dungeoneering, I mean the gauntlet!

Equipment:

Bronze1

Iron1

Steel10

Mithril20

Adamant30

Rune40

Granite50

Dragon60

Elder70(Purple)

Ultite80(light green)

Voidux90(black)

Meldiate99(pink)(Fun Fact:Longsword is +234 slash attack.Just remember It's only useable during the minigame)

 

Even within the established tiers, all the equipment you find is only useable during the minigame.For example, if you find a rune platebody, it will have stats for any class.To specialize, you would find/loot/smith a rune mask for melee, rune headgear for range, and a rune hood for magic!There are also metallic bows(Long, short, and composite, in addition to the obvious cross), as well as metallic magic weapons (Wands for fast and weak, staves for average, and great staves for ultra-strong but 2-handed.)

 

Rewards:

With a maxed account, you should be able to get 950 Pts/Hr (optimal efficiency)

All rewards are untradeable.

10 Pts: jisthik berry(add to an unfinished guam potion to make a recoil potion: 10% recoil for 1:30. 1 berry per dose.)

100 Pts:10 jisthik berry

1'000 Pts:100 jisthik berry

10'000 Pts:1'000 jisthik berry

100'000 Pts:10'000 jisthik berry

1'000'000 Pts:100'000 jisthik berry

6'000 Pts: Opaque cape(All defenses +4, all offenses -2)

6'000 Pts: Lucid cape(All offenses +4, all defenses -2)

15'000 Pts: Random Piece of vehemence (There are several, each one upgrades an already-existing item to its untradeable, dark red, vehement counterpart.More on these later.

10'000 Pts: Unlimited lumbridge, draynor, OR varrok teleport slate. You do not choose which.The markings on the slates are red to distinguish them, and they do not stack.

5'000 Pts: Uncut arkite,Uncut karyte, or uncut halite, at random. more on this later)

Vehements

(At max Lvl, you get about 500 Pts/Hr)

All vehements require 75 hitpoints and 75 prayer to use, in addition to other requirements listed by the specific vehement.

Pay 10'000 Pts for a RANDOM Vehement piece.They all require Lv99 crafting to attach.

Claw piece of vehemence: Dragon claws->Claws of vehemence

Shield piece of vehemence: Dragon kiteshield->Kiteshield of vehemence

Crossbow piece of vehemence: Armadyl crossbow->Crossbow of vehemence

Rapier piece of vehemence: Ghrazi rapier->Rapier of vehemence

Trident piece of vehemence:Trident of the swamp(e)->Trident of vehemence

Staff piece of vehemence: Toxic staff of the dead->Staff of vehemence

Longbow piece of vehemence: Dark bow->Longbow of vehemence

Dagger piece of vehemence: Abyssal dagger-> Dagger of vehemence

 

Claws of vehemenceDragon claws

75 attack

Stab attack +44 +41

Slash attack +60 +57

Crush attack -7 -4

Magic attack -3 0

Range attack -3 0

Stab defense +16 +13

Slash defense +29 +26

Crush defense +10 +7

Magic defense -3 0

Range defense -3 0

 

Crossbow of vehemenceArmadyl crossbow +100

75 ranged

Range attack +110 prayer 0 +1

 

Kiteshield of vehemenceDragon kiteshield

75 defense

Magic attack -13 -8

Range attack -7 -2

Stab defense +61 +56

Slash defense +65 +60

Crush defense +63 +58

Magic defense -6 -1

Range defense +63 +58

 

Rapier of vehemence Ghrazi rapier

75 attack

Stab attack +100 +94

Slash attack +61 +55

Strength +95 +89

 

Trident of vehemence Trident of the swamp(e)

75 magic

Magic attack +29 +25

Stab defense +6 +2

Slash defense +7 +3

Crush defense +5 +1

Magic defense +19 +15

 

Staff of vehemence Toxic staff of the dead

75 attack, 75 magic

Stab attack +59 +55

Slash attack +74 +70

Magic attack +21 +17

Slash defense +7 +3

Crush defense +7 +3

Magic defense +21 +17

Strength +76 +72

Magic strength +19% +15%

 

Longbow of vehemence Dark bow

75 ranged

Range attack +105 +95

 

Dagger of vehemenceAbyssal dagger

75 attack

Stab attack +78 +75

Slash attack +43 +40

Crush attack -7 -4

Magic attack +4 +1

Magic defense +4 +1

 

All vehement equipment degrades to nothing in 15 hours and is untradeable.They can be reverted to the original item, which does NOT return the piece of vehemence.

 

85 crafting to cut, 85: ring, 88: necklace 91: bracelet 94: amulet. All untradeable.

Arkite: red. Jewellery uses gold, but looks like it uses something black.

Ring of brutality: 4.5% chance to instill a foe with less than 1/2 HP Fails against other players.Breaks after 20 charges are used.

 

Ring of brutality(i):  Breaks the same as the original version, sharing a charge count. It reverts after it uses 9 of them.9% chance to instakill.

 

Necklace of demise: 15 seconds after you put this on, a red skull appears over your head, indicating that, upon killing a foe in PvP combat, your foe will drop ALL of their items... but, if you are to be defeated, so will you. The skull (And thus, the effect.) will remain for 30 seconds after you take the necklace off.

 

Titan bracelet: all defenses +13

 

Amulet of atlas: stab, slash, and crush defense +21

 

Halite: Bright neon lime green. Uses gold, but looks like it uses something red.

 

Ring of pain: You take 10% recoil, but have +13 ALL attacks.

 

Ring of pain(i):  You take 15% recoil, but have +36 ALL attacks

 

Necklace of horror: for every point of HP you lose, you gain one Prayer point.

 

Melancholy bracelet: for every 1% health you're missing, you do 0.5% more damage.

 

Amulet of eradication: +7 ALL attacks.

 

Karyte: ender pearl blue-green, uses gold but looks like it uses something black.

 

Ring of affinity: 5% chance for an attack to heal you instead of hurting you. Has 35 charges, after using which it breaks.

 

Ring of affinity(i):  10% chance. Reverts after using 10 charges, shares the same charge pool as the normal version it was made from.

 

Necklace of will: you survive a normally killing blow with 1 HP. 1:30 cool down, 5 uses.

 

Bracelet of devastation: crush attack +10

 

Amulet of eternity: stat boosts and potion effects last twice as long. stacks additively with preserve.


 

Update: untradeable red crystal recolors, untradeable blue dark bow recolors.



 

SETHAX

 

An evil purple angel thing.


 

Drops:

 

 

 

Durum platebody (75 hitpoints,attack,and defense to wear) Justiciar chestguard

Magic attack-45 -40

Range attack-25-20

Stab defense+137+132

Slash defense+135+130

Crush defense+122+117

Magic defense-21-16

Range defense+147+142

 

Dysentery top (75 hitpoints,ranged,and defense to wear) Armadyl chestplate

Stab attack, Slash attack, and crush attack -14

Magic attack -22 -15

Range attack +40 +33

Stab defense +63 +56

Slash defense +55 +48

Crush defense +68 +61

Magic defense +77 +70

Range defense +64 +57

 

Dybbuk robe ( 75 hitpoints, magic, and defense to wear) Ancestral robe top

Magic attack +42 +35

Range attack -16 -8

Stab defense +49 +42

Slash defense +38 +31

Crush defense +58 +51

Magic defense +35 +2

Magic strength +2%+2%

 

Erratic prayer upgrade scroll: Upgrades one of the protection prayers, at random,  but only if you pay it 5'000'000 coins, making a very nice sink. It can also pick ones you've already upgraded, which will un-upgrade (degrade) them. better luck next time! These upgraded prayers last for 10 hours of use before returning to normal.

 

FIREMAKING EXPANSION

 

NEW WEAPONS:

 

Torches:They're nice for pures, as they have relatively low requirements, but you need high firemaking. They burn logs, using one log every 5 minutes or so.

Name-smithing to make-ingredients-firemaking to wield-hitpoints to wield-strength to wield

Crush attack-Slash defense-Melee strength-Prayer bonus-log types accepted

 

Bronze torch-Lvl3-4 bronze bars-Lvl5-Lvl1-Lvl1

+3-+3-+5-0-normal and up

 

Iron torch-Lvl10-4 iron bars-Lvl10-Lvl2-Lvl2

+5-+5-+6-0-oak and up

 

Steel torch-Lvl20-4 steel bars-Lvl15-Lvl4-Lvl4

+12-+7-+13-0-willow and up

 

Mithril torch-Lvl30-4 mithril bars-Lvl25-Lvl8-Lvl8

+17-+8-+19-+1-maple and up

 

Adamant torch-Lvl40-4 adamant bars-Lvl35-Lvl16-Lvl16

+26-+9-+27-+1-mahogany and up

 

Rune torch-Lvl55-4 runite bars-Lvl50-Lvl24-Lvl24

+47-+10-+44-+2-yew and up

 

Dragon torch-Lvl88-1 dragon metal crescent(in wintertodt, when you roll a dragon axe, you have a 50% chance to get this instead. The crescent is tradable, but the finished torch is not.)-Lvl75-Lvl40-Lvl40

+67-+13-+68-+3-magic and up

 

Avernic torch-Lvl99-1 dragon torch and 1 avernic torch head(from ToB, tradable, though the finished torch isn't)-Lvl99-Lvl55-Lvl55

+70-+15-+71-+4-redwood

 

Braizestaff: a 2h torch

 

Braizestaff- 55 firemaking, 30 strength, 33 attack, 40 hitpoints to wield

+51 crush attack, +66 melee strength, burns arctic pine and up. Konar's drop table.

 

Cursed braizestaff- 70 firemaking, 44 strength, 45 attack, 50 hit points to wield.

+117 crush attack, +117 melee strength, burns redwood. Skotizo drop.

Special attack: Costs 25% of the special attack. If it hits, 1/4 of the damage dealt is removed from your target's prayer and added to your hitpoints.

POWDERS

Rewarded by various sources. Use the powder on a fire to change its color and give it special effects.

Firemaking Level-Name-fire color-effect

 

Lvl33-Golden powder-Gold-If you otherwise would have burned food, one last check is made, with a 5% chance of not burning.

 

Lvl42-Intense powder-Brown-Cooks 6% faster, but you're more likely to burn food based on your agility level.

 

Lvl52-Sleep powder-White/blue-The run energy of nearby foes drains 25% faster

 

Lvl69-Poison powder-Lime-You take only 70% damage from poison when nearby

 

Lvl84-Sea powder-Sea blue-After ALL OTHER CHECKS, you have a 10% chance to not consume any of 1 type of rune when casting a spell.

 

Lvl92-Ultrapowder-Pink-You cannot burn food if you are at least 15 cooking AND fire making levels above the cooking requirement to cook it.

 

Lvl99-Venom powder-Black-You take 70% damage from venom and no damage from poison when nearby.

 

SUPERHEATING:

 

You can superheat metal equipment if your fire making level is at least 5 levels higher than the highest skill level required to wield it, and if you are using logs of an appropriate level. Superheated weapons remain so for 1 hour or until you go underwater with it in your inventory, and have the weapon's natural melee strength bonus raised by 5%- for example...

 

Armadyl godsword:+132 melee strength

Armadyl godsword(S): Requires redwood logs and 80 Firemaking, +138 melee strength.

 

Incense stick (Luck): reward from wintertodt, or from PvM. Unlit incense sticks are tradable, but not lit ones.

At 54 firemaking, use a tinderbox on it to light it (as you would with any incense stick), and equip it in the ammo slot. It lasts for 30 minutes, but the extended version ("Extended" going in front of the name, as in "Extended incense stick (Luck) ", lasts for 45, but requires 71 firemaking to light.

 

Effect: 5% chance to to take 35% less damage from an attack.

 

Incense stick (Will): 59 firemaking, 76 for extended.

 

Effect: Run energy drains 10% slower.

 

Incense stick (insight): 63 firemaking, 80 for extended.

 

Effect: Magical strength +0.5%

 

Incense stick (power): 70 firemaking, 87 for extended.

 

Effect: Melee strength +7

 

Incense stick (Wisdom): 83 firemaking, 99 for extended.

 

Effect: +5% Special attack Regen speed.

 

Incense stick (Clarity): 96 firemaking, 99 for extended.

 

Effect: You cannot be poisoned, diseased, or envenomed. Kinda lame for how high-level it is, but it could save you an inventory space with lack of antipoison- though it prevents you from ranging and doesn't last long.

-various spots all over the world to, at various levels, and with various resources, build permanent bonfires, which are less likely to burn food, as well as pyres to restore prayer.

 

 

MORE CAPES OF ACCOMPLISHMENT

 

---Unless otherwise mentioned, The following capes all give +9 all defenses, as well as, if trimmed, +4 prayer.There are really cool-looking hoods, but nobody cares. At all.----

 

Emote cape:  awarded for unlocking every emote. Will complete emote clues if you go to the spot wearing this, along with all the other required non-cape-slot items, you don't have to perform an emote.)

 

Minigame cape: Black, with a red minigame icon. Rewarded for showing proficency in various minigames by completing several sets of a sort of minigame achievement diary, of sorts. Sold by the wise old man for 99'000 coins. Allows for unlimited use of the minigame teleport, as well as teleports to canifis and witchhaven for no apparent reason other than the lack of reliable teleports there.Trimmed if you have the quest, achievement, or kourend cape. Having this trims the quest cape.

 

Kourend cape: Black, with a purple kourend icon. Rewarded for recieving 125% favour in all kourend houses( a few really hard tasks have been added, nothing special, just requiring really high skill levels. The extra favour is used only for this cape). Purchased from the wise old man for 99'000 coins. Gives teleports to various locations around kourend, as well as to hill giants in edgeville dungeon, in addition to blue dragons in the brimhaven dungeon and, in the wilderness, by the demons near KBD. Trimmed if you have the quest, achievement, or kourend cape. Having this trims the quest cape.


 

Baron cape: A very nice shade of gray/grey, with quest, achievement, minigame, and kourend favour icons aranged in a diamond shape. Acts as the quest, achievement, minigame, and kourend capes. Can be bought from the wise old man for 396'000 coins after getting all of those aforementioned capes. Also allows you to teleport to the baron's guild.Is trimmed if you also have the max cape.

Artisan cape: get 99 in crafting, fletching, herblore, smithing, cooking, firemaking, runecraft, and construction. Has the effects of all of those capes. Trimmed if you have the support, combat, or gathering skillcape.

Combat cape: get 99 in attack, strength, hitpoints, defense, ranged, prayer, and magic.Has the effects of all of those capes. Trimmed if you have the support, artisan, or gathering skillcape.

 

Gathering cape: get 99 in woodcutting, mining, fishing, farming, and hunter. Has the effects of all of those capes. Trimmed if you have the support, combat, or artisan skillcape.

 

Support cape: get 99 in agility, thieving, and slayer. Has the effects of all of those capes. Trimmed if you have the artisan, combat, or gathering skillcape.


 

 

 

Ultimate Artisan cape: get 200m in crafting, fletching, herblore, smithing, cooking, firemaking, runecraft, and construction. Has the effects of all of those capes. Trimmed if you have the ultimate support, ultimate combat, or ultimate gathering skillcape.

 

Ultimate Combat cape: get 200m in attack, strength, hitpoints, defense, ranged, prayer, and magic.Has the effects of all of those capes. Trimmed if you have the ultimate support, ultimate artisan, or ultimate gathering skillcape.

 

Ultimate Gathering cape: get 200m in woodcutting, mining, fishing, farming, and hunter. Has the effects of all of those capes. Trimmed if you have the ultimate support, ultimate combat, or ultimate artisan skillcape.

 

Ultimate Support cape: get 200m in agility, thieving, and slayer. Has the effects of all of those capes. Trimmed if you have the ultimate artisan, ultimate combat, or ultimate gathering skillcape.

 

Ultimate max cape: get 200m in all skills. Has the effects of the ordinary max cape.

 

Treasure Cape: do 100 of each level of treasure trail, trimmed for 1'000 of each. Has teleports to relleka, the feldip hills, harmony island, and crandor.

 

 

 

Collection cape: complete the collection log. All of the collection log. Having this trims the baron and max capes, and having those trims this. Collects items your foes drop, outside of PvP. Can be filtered to only collect items of a certain value, or filter out specific items. Also allows for unlimited teleports to the collector's guild.

 

Slaughter cape: kill 1'000'000 entities. Kill 100'000'000 to trim it. Also gives +5 all attacks, +6 trimmed.

 

Executioner cape: kill 100 of every attackable non-quest entity, or 1'000 for trimmed. Also gives +5 all attacks, +6 trimmed.

 

Veteran capes: for 1-18 years. gives totally different buffs. Boosts all attacks, all defenses, and prayer. format: years/attack boost/defense boost/prayer boost

 

1/0/0/0, 2/0/1/0, 3/0/1/1, 4/1/1/1, 5/2/1/1, 6/2/2/1, 7/2/2/2, 8/2/3/2, 9/2/3/3, 10/3/3/3,11/3/4/3, 12/4/4/3, 13/4/5/3, 14/5/5/3, 15/5/5/4, 16/5/6/4, 17/6/6/4, 18/6/6/5

 

Completionest cape:Baron cape+Executioner cape+Slaughter cape+Collection cape+Treasure cape. Black, unlike the normal completionest cape-that way, it's almost distinguishable from the max cape.

 

Has all of those effects, also gives Unlimited free teleports to the completionest's guild, as well as having +11 all attacks and defenses. Trimmed if you also have the max cape.

Rainbow completionest cape: Trimmed treasure cape+max cape+trimmed slaughter cape+trimmed executioner cape+baron cape+collection cape. Trimmed for Ultimate max cape.The trimmed version allows for unlimited teleports to the ultimate final rainbow completionest guild, the normal for just the ordinary completionest guild.Normal also gives +12 all attacks and defenses, and trimmed also +9 prayer.

 

GALVEK BOSS

 


 

Uniques:

Molten core:At 99 smithing, combine this with a dragonfire shield for the red SuperFire shield. It requires 75 defense and DSII completion to equip, and gives....

 

Uncharged Charged Charged dragonfire shield comparison

Stab attack -3 -3 0

Slash attack -3 -3 0

Crush attack +6 +12 0

Magic attack -13 -23 -10

Range attack -8 -18 -5

Stab defense +23 +73 +70

Slash defense +28 +78 +75

Crush defense +25 +73 +72

Magic defense +14 +7 +10

Range defense +25 +75 +72

Strength +10 +10 +7

 

Darkness gloves:75 magic and 75 defense to equip

Magic attack+16

All defenses+3

Magic strength+2%

 

Galvanian hide: 95 crafting to make untradeable....

Valediction vambraces:golden vambraces. 75 prayer to equip.

Stab attack +8

Slash attack +8

Crush attack +8

Magic attack +8

Range attack +8

Stab defense +8

Slash defense +8

Crush defense +8

Magic defense +8

Range defense +8

Strength +8

Range strength +8

Magic strength +8%

Prayer +5

 

Nexaxian Pickaxe:75 mining to use, 75 attack to equip Dragon pickaxe

Stab attack +42 +38

Slash attack -6 -2

Crush attack +36 +32

Slash defense +5 +1

Strength +46 +42

 

Dichotomy: A longsword. 75 attack to equip. Dragon longsword for comparison.

Stab attack+64 +58

Slash attack+75 +69

Crush attack-8 -2

Slash defense+9 +3

Crush defense+8 +2

Strength+77 +71

 

BLOWPIPE RECOLORS

You should be able to use some of Zulrah's drops to recolor the toxic blowpipe serpentine- and lava-colored, to represent Zulrah's other forms. They and the recolorers would be untradeable.


 

SPIRIT SHIELD DECORATIONS

 

From task scrolls, you can get an untradeable spirit shield decoration kit.Spirit shields are normally the appropriate color, with a white symbol shaped like the appropriate sigil. Use the decoration kit to make it untradeable and color the sigil black, and give the shield a black trim. It is untradeable in this form, and can be manually reverted for the shield but not the kit, and does so automatically upon PvP death.

 

 

 

 

ULTIMATE DESTINY PLASMASTORM CORE

 

 

Harder than HELL, as proposed above.

 

Rewards: Choose between the acid cape (Green infernal cape), the sulpher cape (blue infernal cape), and the blood cape (red infernal cape)

 

In addition, The infernal cape would be changed to be tribrid, as shown in this chart.

 

Stats: Original infernalNew Infernal blood acid sulpher

Stab attack: +4 +3+5-3 -3

Slash attack: +4 +3+5-3 -3

Crush attack:+4 +3+5-3 -3

Magic attack:+1 +3-3-3 +5

Range attack:+1+3-3+5 -3

Stab defense:+12 +12+12+6 +18

Slash defense: +12+12+12+6 +18

Crush defense: +12+12 +12+6 +18

Magic defense:+12 +12+6+18 +12

Range defense:+12 +12+18+12 +6

Melee strength: +8 +8+14-5 -5

Ranged strength*: 0 +8-5+8 +-5

Magic strength*: 0+8-5+8 -5

Prayer bonus: +2 +2+3+3 +3

 

*Magic strength works differently, and I don't know the "exchange rates", or so to speak. Ranged strength is a bit off as well, so let's just pretend all strengths are the same here.

 

NEW SKILL: JEWELING

 

JEWELING

 

 

Take cutting gems and making jewelry away from crafting-it's way too bloated- and add it to this new skill. I personally think this skill is great, as it expands upon something pre-existing, feeling like it's existed this whole time, but with tons of expansions and renovations to freshen it up.And did I mention it shrinks crafting? The existing content is the same as it's always been, but tied to a new, exiting skill. Now let's talk new stuff.

 

UNBREAKABLE RINGS

 

Immortal band: could be from expert and master clue scrolls with the new clue scroll rework, or made with warding. Could also be just added to monster drop tables, perhaps from Zalcano or the gauntlet? It's blue color distinguishes all rings made with it. You also need the appropriate infinity gem. Example:Zulrah drops an uncut infinity ruby, which you can cut into a cut infinity ruby at Lvl91 jeweling and use to make one of the new rings. To allow for unbreakable variations of every ring, non-breakable ones now are(for clarification, "unbreakable" can also mean "infinite charges", including for the zenyte ring and recoil. As one last note before we get into it, there is endless possibility for expansion regarding unbreakable jewelry of other forms

 

infinity-Gem-cutting:Infinity gems are easily recognized, as they have a golden infinity symbol frozen inside

Infinity opal:Lvl86

Infinity jade:Lvl87

Infinity topaz:Lvl88

Infinity sapphire:Lvl89

Infinity emerald:Lvl90

Infinity ruby:Lvl91

Infinity diamond:Lvl92

Infinity dragonstone:Lvl93

Infinity onyx:Lvl96

Infinity zenyte:Lvl99

 

Silver jewelery:

Lvl87:Infinity opal ring-->Ring of pursuit(unbreakable)

Lvl88:Infinity jade ring-->Ring of returning(unbreakable)

Lvl89:Infinity topaz ring-->Efaritay's aid(unbreakable)

 

Golden jewelry:

Lvl90:Infinity sapphire ring-->Ring of recoil(unbreakable)

Lvl91:Infinity emerald ring-->Ring of dueling(unbreakable)

 

Lvl92:Infinity ruby ring-->Ring of forging(unbreakable)-could also make you have to use less coal

Lvl93:Infinity diamond ring-->Ring of life(unbreakable)

Lvl94:Infinity dragonstone ring-->Ring of wealth(unbreakable)

Lvl97:Infinity onyx ring-->Ring of stone(unbreakable)-it should stay as a transformation ring, but also give a decent defense bonus so somebody might use it, and also so we need an unbreakable version.

Lvl99:Infinity zenyte ring-->Ring of suffering(unbreakable)

 

NEW GEMS

 

Quartz

White.

Use Lvl-4 enchant

Cut:Lvl46

Cut infinity version:Lvl94

Ring:Lvl46-Ring of the vortex: Draws aggression from foes, but only in group situations such as raids, to prevent slayer from becoming AFK

Infinity ring:Lvl95

Necklace:Lvl59-Necklace of absorbtion: Every 6 ticks, you gain points of absorbion equal to 1/7+1 of your max hitpoints. This stacks up to 127.9% of the original bonus.

Bracelet:Lvl61-Bracelet of the void:Low chance to instantly kill a foe that's at low health, the chance scaling depending on your relative combat level.   

Amulet:Lvl73-Amulet of clarity:Immunity to lowered stats. Only has so many charges before it breaks.

 

Jalite

Pink.

Use Lvl-7 enchant

Cut:Lvl88

Cut infinity version:Lvl99

Ring:Lvl88-Ring of toxicity:Envenoms attackers

Infinity ring:Lvl99

Necklace:Lvl91-Necklace of frost: Protects you from being frozen. Has a cooldown.

Bracelet:Lvl94-Aegis bracelet: Protect from prayers reflect a portion of damage instead of just protecting.

Amulet:Lvl97-Amulet of deities:If hp drops to 1/10+1 rounded down or lower, you begin to regenerate 1/20+1 rounded down hp every tick until you hit 1/4+1 rounded down hp. Has a cooldown. No cooldowns can be thwarted by swapping to another of the item.

 

Arkite, Halite, and Karyte:Lvl98 to cut infinity version, 99 for the infinity ring. Untradeable. Detailed above.

 

As a final note, the problem is not lack of gem names/colors.

Pearl, Aquamarine, Sulphur, Tiger's eye, Moonstone, Sunstone, Bloodstone, Dry ice, Coral, Garnet...

 

Rather, the problem is decent jewelry ideas.

 

 

 

 SUMMONING REBORN

I realize we already have summoning, but let's now act as though we don't, and we're just thinking of adding it now-That's really the best approach for an expansion of this scale.

 

Firstly, smart up on "original" summoning. Some major changes will be made, but this should give us a common baseline to work with as we decide how to make it balanced, fair, and-most importantly of all-fun: https://runescape.wiki/w/Summoning

 

The first problem I notice is that it's....

 

well, quite frankly, it's heckuva OP.

 

How do we fix that?

 

Firstly: the materials. Charms are dropped randomly, by any foes. That's fine. leave that. They would be untradeable, and do stack.

 

Summoning shards could be bought from Pikkupstix for 30 coins each, and they would be tradeable.

 

Pouches no longer exist.

 

So, you know that blank tab? The one that does nothing? It would become the summoning tab. yes, I know it's the logout in fixed, but who plays in fixed? We can put the logout X in the corner in fixed, anyway.

 

Here, summons would be activated and deactivated like prayers. Spirit shards would be consumed along with summoning points and an item specific to the summon (Which can be noted) while they are active-charms would be consumed for special techniques, instead.

Now, you might be getting the feeling that this new summoning takes up a lot of inventory space. Shards, several more items depending on how many summons you need, and a bunch of charms for any specs you might need. And you would be right. However, by completing the new quest "Obelisk of infinity", you can buy an untradeable charm pouch, which holds unlimited amounts of all normal types of charms besides elder (Gold, Green, Crimson, and Blue.)

 

It can be upgraded to hold all non-quest charms by paying some more cash.

 

Next up, I'm going to look over the existing familiars, and then balance them accordingly.

 

NOTE: Instead of scrolls, charms are directly consumed for specs.

 

NOTE2: All summons vanish when you enter the wilderness, and will reappear only when you exit. 

 

Spirit Wolf: Fine. Its howl scroll could do with a very small, generic nerf.

 

Dreadfowl: Fine.

 

Meercats: Fine, but push its level to summon from 4 to 7.

 

Spirit spider: Fine.

 

Horny snail: Remove its item capacity.

 

Spirit Pack Pig (Tier One): I was thinking just remove it.

 

Spirit Prayer Pig (Tier One): Nerf.

 

Spirit War Pig (Tier One): Slight nerf.

 

Granite Crab: Nerf to foraging function, and lower the spec's defense boost from 4 levels to 3 levels.

 

Spirit Mosquito: Slight general nerf.

 

Desert Wyrm: Slight combat nerf, and slightly lower the duration of the spec's stun.

 

Spirit Scorpion: Fine.

 

Spirit Tz-Kih: Fine.

 

Albino Rat: Fine.

 

Spirit Kalphite: Remove its BoB capabilities, and increase the strength and duration of sandstorm by like 3% as "Compensation"

 

Compost Mound: Remove the ability for it to fill a bucket with compost, and nerf the frequency of the items it randomly generates, but make it so you can place a bucket of compost in its one-slot inventory (ONLY compost), and eventually it might turn into super-, and eventually, ultra- compost, though it takes a very long time, and you have to keep it summoned that whole time!

 

Giant Chinchompa: Fine.

 

Vampyre Bat: Nerf the amount healed by Vampyre Touch (50% to, say, 40% or 35%), and a slight nerf to its combat stats.

 

Honey badger: Slight general nerf.

 

Beaver: Remove the ability to store wood inside it, so now you may only withdraw the wood it generates (Which is nerfed as well).Nerf multichop a bit.

 

Void Ravager: Nerf its combat stats.

 

Void Spinner: Slight combat nerf.

 

Void Shifter: Lower its effectiveness in combat.

 

Void Torcher: Weaken it combat-wise, and reduce the bonus damage from its "Critical Hit" attack.

 

Bronze Minotuar: Make it poisonable, and nerf its spec.

 

Bull Ant: Remove its storage space

Macaw: Increase the cooldown of Herbcall by a WHOLE LOT (Like 1,000%), and nerf its herb drop improvement ability.

 

Evil Turnip: Nerf its combat stats.

 

Spirit Cockatrice: nerf petrifying gaze.

 

Spirit Guthatrice/Saratrice/Zamatrice/Pengatrice/Coraxitrice/Vulatrice: nerf its combat stats, and petrifying gaze.

 

Spirit Pack Pig (Tier 2) : Remove.

 

Spirit Prayer Pig (Tier 2) : Severe Nerf.

 

Spirit War Pig (Tier 2) : Severe nerf.

 

Iron Minotuar: Make it poisonable, and nerf its spec.

 

Pyrelord: Its passing for a tinderbox is fine, but remove the bonus xp.

 

Magpie: Nerf foraging.

 

Spirit Terrorbird: Remove its inventory space.

 

Abyssal Parasite: It can only hold rune essence, so its having an inventory is fine, but reduce it to 4 slots, and remove its combat capabilities, changing its spec from Abyssal Drain (an attack) to the new Dimension Manipulation, which increases its space to hold items from 4 to 6 for a few minutes (Still less than its original storage of 7 spaces).

 

Spirit Jelly: Generic nerfs, to its combat and its spec.

 

Steel Minotuar: Make it poisonable, and nerf its spec.

 

Ibis: Nerf its spec,and add a cooldown to fish rain.

 

Spirit Graahk: Lower its combat by a fair amount, and nerf its spec, as well as possibly adding a cooldown of some sort.

 

Spirit Kyatt: Remove its combat abilities, as well as its teleport, and reduce its hunter boost from +5 to +3, but replace its spec with Guiding Light, which temporarily increases its hunter bonus to +5.

 

Spirit Larupia: Nerf its combat as well as its spec, and remove its teleport and hunter boost.

 

Karamthulhu Overlord: Some pretty big generic nerfs, and bring back drown (But costing, say, 3 or 4 points instead of 2).

 

Smoke Devil: Slight generic nerfs.

 

Abyssal Lurker: Remove combat capabilities.

 

Spirit Cobra: Combat nerfs.

Stranger Plant: Nerf its foraging, and remove its combat capabilities, as well as its ability to boost your farming level for free. Change its spec from Poisonous Blast to the new Salt Of The Earth, which gives you a +1, as well as 2.5%, invisible farming boost (Normally, there's 1+4% visibleboost, for free, simply by requesting a boost.)

 

Mithril Minotuar: Make it poisonable, and nerf its spec.

 

Barker Toad: According to the wiki, it's useless to balance out the high xp, so just make the xp very low compared to usual, along with a heavy nerf, and it might just be okay in OSRS.

 

War Tortoise: Remove its inventory, and lower its combat stats.

 

Bunyip: Remove its combat capabilities, and nerf its life regen, and make it so you need 150% of the cooking level to cook the fish so its spec can allow you to eat it raw.

 

Fruit Bat: Nerf its foraging. Things can only be withdrawn, not deposited, no matter what they are. remove its combat capabilities, and add a cooldown to Fruitfall.

 

Ravenous Locust: I think maybe just remove this one, unless anyone has some ideas?

 

Arctic Bear: Remove its camoflauge and hunter boost ability, and nerf its combat.

 

Phoenix: Nerf, and rename it to "The Infernix" To avoid confusion with the pet. Also, remove the +7 firemaking boost, and replace its spec with Infernal Crescent: gives a temporary invisible +4 firemaking boost.

 

Obsidian Golem: HUGE nerf to Volcanic Strength, removal of its mining boost, GIGANTIC combat stat nerf.

 

Granite Lobster: Generic nerfs in every category.

 

Praying Mantis: Generic nerfs in every category.

 

Adamant Minotuar: Make it poisonable, and nerf the spec.

 

Forge Regent: Remove its combat capabilities and bonus fmxp, and change its spec to "Inferno Overdrive", which has a VERY LONG COOLDOWN and grants 5% bonus fmxp for a VERY SHORT TIME.

 

Talon Beast: Generic nerfs in every category.

 

Giant Ent: Generic nerfs in every category.

 

Fire Titan: Generic nerfs in every category.

 

Ice Titan: Generic nerfs in every category.

 

Moss Titan: Generic nerfs in every category.

 

Hydra: Generic nerfs in every category, along with some sort of rename to avoid confusion. Thoughts?

 

Nightmare Muspah: Remove, at least until we get Divination.

 

Demon Brawler: Generic nerfs in every category, and change Ring Of Fire so its combat style depends on the demon, instead of always being magic.

 

Demon Deacon: Generic nerfs in every category, and change Ring Of Fire so its combat style depends on the demon, instead of always being magic.

 

Demon Executioneer: Generic nerfs in every category, and change Ring Of Fire so its combat style depends on the demon, instead of always being magic.

 

Spirit Daggannoth: Generic nerfs in every category.

 

Lava Titan: Generic nerfs in every category.

 

Spirit Pack Pig (Tier Three): Remove.

 

Spirit Prayer Pig (Tier Three): Generic nerfs in every category.

 

Spirit War Pig (Tier Three): Generic nerfs in every category.

 

Reborn Phoenix: Rename to "Infernix Rises" to avoid confusion, and remove the fm boost, as well as its combat capabilities. Change its spec to "Rising Crescent", which grants a temporary invisible +7 fm boost.

 

Swamp Titan: Generic nerfs in every category.

 

Rune Minotuar: Make it poisonable, and nerf its spec.

 

Ghast: Generic nerfs in every category, also replace its spec with "Afterether", which gives temporary +1 visible boosts in EVERY skill.

 

Blood Nihil: Generic nerfs in every category.

 

Shadow Nihil: Generic nerfs in every category.

 

Smoke Nihil: Generic nerfs in every category.

 

Ice Nihil: Generic nerfs in every category.

 

Unicorn Stallion: Remove its combat capabilities, and increase the points to purge poison, and make it work ONLY on NORMAL poison.

 

Light Creature: Remove, at least until we get divination.

 

Geyser Titan: Generic nerfs in every category.

Wolpertinger: Bring back the 5% increased magic defense, and remove its combat capabilities.

 

Abyssal Titan: Generic nerfs in every category.

 

Iron Titan: Generic nerfs in every category.

 

Pack Yak: Remove.

 

Pack Mammoth: Remove.

 

Steel Titan: Generic nerfs in every category.

 

Obelisk Of Infinity

 

Pikkupstix worries...the power emanating from the obelisk grows every day, only becoming more and more malicious....perhaps this could be the work of Eradruder? Could he have possibly escaped from his imprisonment in the oblivion plane, after these thousand-plus years?

 

-Speak to Pikkupstix

 

(Reqs: 60 summoning, 85 QP, 30 defense, 45 magic, Wolf Whistle completed.)

 

Pikkupstix: Oh, good, I was just looking for you. Only you are stupid, I mean brave enough to discover the source of the strange power that has been emanating from the obelisk as of late. It's in Mawdrat. Go do something about it.

 

You: Wha- but I don't- I can't-.... Ugh. Whatever.

 

(Mawdrat is a Mordor-like land located on an island a short boat ride-at 25K GP a trip, I might add-from Zul-Andra.)

 

-If you've tried to enter Mawdrat before, or if you go try to enter it now, speak to Pikkupstix again. If not, this is what he says:

 

Pikkupstix: Are you done yet?

 

You: Um, not quite.

 

Pikkupstix: Well, what are you waiting for?

 

-If so:

 

You: Um, they won't let me in.

 

Pikkupstix: Well, they have a point-it's dangerous to go alone! Take this.

 

x You get the weak sword x

 

You: I don't see how this could possibly help.

 

Pikkupstix: What do you mean?

 

You: IT FREAKING GIVES +1 SLASH ATTACK-AND NOTHING ELSE!!!!!!!!!!

 

Pikkupstix: Oh. Well, they should let you in now, at least.

 

You: Hmmph.

 

-And....they do!

 

-The obelisk is a short walk north-west.

 

-Examine: Something is disastrously wrong with the balance of nature.


-the rest of the quest is basically just you running around killing random junk to fix the obelisk.

 

ZENYTE BOLTS

 

Use a chisel on a cut zenyte to make 36 zenyte bolt tips, requiring 88 fletching. They can be attached to dragon bolts to make zenyte dragon bolts (Not simply "Zenyte bolts" to avoid confusion.) Enchant crossbow bolt:Zenyte-lv92 magic.Enchants 10 tips and costs 1 cosmic rune, 1 death rune, and 30 fire runes. 64 ranged to wield.

 

Against foes using a protect spell, they give the same +122 ranged strength bonus as dragon bolts, but have a special effect: Devestation- Hits 33.33% of damage even if your target is protecting from missiles.

 

If your foe is not protecting from missiles, they act as if they have +160 ranged strength instead.

 

ARTIFICIAL LEVELS

 

Goes from 100-126, then level MAX at 200,000,000 exp.

 

No effect: at 99, it displays as 99/99, and boosts to 120, and at 120, it displays as 99/120, still has the effect of level 99, still only boosts to 120, does not contribute to total level, etc.

 

SACRIFICE-ITEM SINK, NEW SKILL

 

There's a portal in Lumbridge graveyard, pale-white, much like polished, gleaming bone.....

 

It costs some coins to enter....

 

On the other side rests another graveyard........

 

With a mysterious, dangerous being huddled there.....

 

"Bring me....", the thing croaks, in a scratchy, gravely voice.... ".....the godsword of Armadyl......"

 

(Or whatever item it feels like)

 

and if you do....

 

The Armadyl Godsword crumbles to dust as the mysterious creature seems to....absorb....it.

And do you get a reward for sacrificing Armadyl Godswords (or whatever item it asks for, there are hundreds, most worth quite a bit.) ?

 

Well, sometimes. You don't always get a reward (Besides exp in the NEW SKILL leveled by sacrificing items, discussed below.) , but when you do, they'll be one of these....

 

You can get lamps of randomness (Untradeable), which give a little bit of EXP in 1 or 2 random skills.

 

You'll occasionally be granted portal tickets- untradeable, each one grants one free pass through the portal.

 

Speaking of which, sometimes you'll simply be refunded the coins for entry.

 

You can get Guthix tickets, which allow you to refresh tears of Guthix, but can only be used once per week. (Do we have tears of guthix? If not, let's add that!)

 

Finally, there's the possibility of untradeable Sacrificial armor, which requires level 60 sacrifice, level 75 defense, and level 75 attack/ranged/magic/prayer (Whichever is relevant) to equip. Sacrificial armor is a very nice shade of purple.

 

Melee set: Sacrificial Full Helm, Sacrificial Platebody, Sacrificial Platelegs

 

-Very good, but by no standards a new standard.

 

-Each piece of all sacrificial armor would probably be about a good bit if they were tradeable, though.

 

-less defense then justiciar, about bandos.

 

Range set: Sacrificial hood, Sacrificial top, Sacrificial chaps

 

-weaker then Armadyl in defense, about the same in offense

 

Magic set: Sacrificial hat, Sacrificial robe top, Sacrificial robe bottom

 

-slightly better than Ahrim's.

 

NEW SKILL

 

Very bad skill icon mock-up:


 

Okay, putting this in the section header may have been somewhat clickbaity- Sacrifice is a HIDDEN skill-it doesn't appear on the skill panel, doesn't contribute to your total level/experience, and has no skillcape, and is not needed for the max cape. The skill icon is only used for exp drops and level-up notifications. You can find your exact level and exp in the skill (with Artificial Levels.) by right-clicking on it (The name of the thing in the graveyard), and select the level option, and view various guides, graphs, and calculators by selecting the guide option.

 

 

There's a 7-slot chest in the graveyard that you can store items in, and you can pay to upgrade it every 10 sacrifice levels, including Artificial Levels, as well as level MAX (200M EXP in Artificial Levels) for good measure.

 

Not Upgraded>LVL1>7 Slots

Upgrade I>LVL10>8 Slots

Upgrade II>LVL20>9 Slots

Upgrade III>LVL30>10 Slots

Upgrade IV>LVL40>11 Slots

Upgrade V>LVL50>12 Slots

Upgrade VI>LVL60>13 Slots

Upgrade VII>LVL70>14 Slots

Upgrade VIII>LVL80>15 Slots

Upgrade IX>LVL90>16 Slots

Upgrade X>Art. LVL100>17 Slots

Upgrade XI>Art. LVL110>18 Slots

Upgrade XII>Art. LVL120>19 Slots

Upgrade XIII>Art. LVLMAX>20 Slots

Totals>LVLMAX>20 Slots

 

---------------------SAVED---------------------------------------------------

 

Take your Sacrifice level and move the decimal point left one space and multiply by 4 to get your chance of saving an item-LVLMAX counts as LVL150 for these purposes.

 

Ex. LVL25- 2.5*4=10% chance of SAVEing.

 

LVLMAX (150)- 15.0*4=60% chance of SAVEing.

 

 

 


 

JUSTICIAR KITESHIELD


 

What is this?

 

A new offhand item, requiring 75 defense and 75 prayer to equip. It's a prayer shield.

 

How do you obtain it?

 

from the Theatre of Blood.

 

Why do we need it?

 

What are you going to use for a high-tier prayer offhand if you don't have enoguh for an Elysian, or Divine? This would be a weaker alternative.

 

What negative effects could this have?

 

None as far as I can tell, since it's not really power creep, being directly worse than a pre-existing item.



 

 

1000K? NO, 1M.

 

Numbers of coins such as 1'000k, 1'000m, and 1'000 will instead display as numbers such as 1m,1b, and 1k, respectively.

 

Discuss.

 

NEW SKILL: ADVANCED WARFARE

 

https://oldschool.runescape.wiki/w/Update:Dev_Blog:_Advanced_Warfare_Skill

 


 

I realize that this was merely an OSRS April Fools joke, but I believe that-if modified-it actually has real potential.

 

This part could use some work, though:

 

"Tactical Nukes

 

Reaching level 99 is a momentous achievement, so much so that we give you some truly massive fireworks to show how much time you’ve wasted. For Advanced Warfare, we want to take that a step further by giving you the biggest firework around, a Tactical Nuke. Upon reaching 99 Advanced Warfare, players will unlock the Tactical Nuke. When it is activated, it will display a 30 second countdown to every player on every world. Once that countdown reaches 0, every world will be obliterated in an irreversible fiery explosion of doom. This will permanently close the worlds and shut down Old School forever."

 

 

VAMPYRIUM VAMBRACES

 

They were originally polled for OSRS as powerful ranged gloves from the theatre of blood, but just BARELY failed.

Why not add them here on runeX?

 

 

DAB EMOTE

 

New emote.

 

Discuss.

 

UPGRADE SYSTEM

 

As an example, I will use a Kodai wand in my examples unless not applicable.

 

Now, tell me, would you rather have a Kodai wand, or an Ultimate Kodai wand of master doom +100 (v+++)(AG)(SE)(SC), totally out of context? Personally, I would go for the latter.

--------------------------------------------------------------------------------------------

First up, the prefix. Use shards obtained mainly from skilling- though they are also available as monster drops so totally 200m maxed players can still get them withogu exp waste. the numbers in the following examples are magic attack/slash and crush defense/magic defense/magic strength

 

Kodai wand 28/3/20/15%

 

-use common shard-

 

Common Kodai wand 28.093/3.01/20.06/15.05%

 

-use uncommon shard-

 

Uncommon Kodai wand 28.112/3.012/20.08/15.06%

 

-use rare shard-

 

Rare Kodai wand 28.14/3.015/20.1/15.075%

 

-use epic shard-

 

Epic Kodai wand 28.186/3.02/20.13/15.1%

 

-use legendary shard-

 

Legendary Kodai wand 28.28/3.03/20.2/15.15%

 

-use ultimate shard-

 

Ultimate Kodai wand 29.12/3.12/20.8/15.6%

 

Prefixes can go on any item, though you should be warned that they amplify negative stat boosts as well.

Suffixes can go on weapons, armor(including boots, gloves, and capes), or offhands, and are applied with 3 ranks of stones.

 

Lucky stone/Super lucky stone/Master lucky stone: Of luck. On a weapon, you have a 10%/15%/20% chance to hit 25%/30%/35% higher, and on armor/offhand, you have a 2%/3%/4% chance to take 33%/50%/75% less damage from an attack, which comes out to taking .6666666667%/1.5%/3% less damage overall on one item, and 4.6666666667%/10.5%/ 21% on all 7, though it's entirely possible to be unlucky.

 

Awesome stone/Super awesome stone/Master awesome stone: Of awesomeness. On a weapon, that weapon's special attack does 6%/9.5%/16.5% extra damage, and on armor or offhand, you gain a 2%/3%/4% chance to survive a killing blow on 1 HP with 1-2.5/2-4/2.5-4.5 seconds of invincibility

 

Doom stone/Super doom stone/Master doom stone: Of doom. On a weapon, the natural attack bonuses of that weapon are each boosted by 2%/3.5%/5%, and on armor or offhand, that equipment's natural defense bonuses are boosted by 2%/3.5%/5%.

 

+ bonus:The following gems are mainly from skilling or PvM, and upgrade items' + bonuses, the higher-tier ones being less likely to fail. Shown in order of worst to best.

Lucky gem

Radiant gem

Mystic gem

Mythic gem

Lunic gem

Dazzling gem

Blood gem

 

Using the more expensive ones on expensive items the have already received tons of upgrades is essential, as failure could mean:

a) The gem is consumed and nothing else happens,

b) The gem is consumed and the item loses 1 or more upgrade levels,

or,

c) The gem is consumed and the item is destroyed.

 

Each +1 signifies a +0.1 of the item's respective strength bonus on a weapon and +0.05 of every defense bonus on armor-though this amplifies negative defense bonuses on armor, as well.

 

Armadyl chestplate 56/48/61/70/57

Armadyl chestplate +100 61/53/66/75/62

Armadyl godsword 132

Armadyl godsword +100 142

 

() bonuses:

 

Weapon only.

use ice shard: (I)

use ice shard+: (I+)

use ice shard++: (I++)

use ice shard+++: (I+++)

use ice shardx: (Ix)

use poison shard: (p)

use poison shard+: (p+)

use poison shard++: (p++)

use poison shard+++: (p+++)

use poison shardx: (px)

use venom shard: (v)

use venom shard+: (v+)

use venom shard++: (v++)

use venom shard+++: (v+++)

use venom shardx: (px)

use disease shard: (d)

use disease shard+: (d+)

use disease shard++: (d++)

use disease shard+++: (d+++)

use disease shardx: (px)

use critical shard: (c)

use critical shard+: (c+)

use critical shard++: (c++)-no pun goes unnoticed or unintentional.

use critical shard+++: (c+++)

use critical shardx: (cx)

 

None of these is definitively better than any other- they all have their strengths and weaknesses.

 

Poison: Starts high, but goes down over time

Venom: Starts low, but goes up over time. Infinite damage potential, but you have to be patient.

Disease: Does NOT cause disease. Rather, it simply debuffs your foe's combat skills.

Critical: Gives a chance to hit much higher than normal.

Ice; gives a chance to freeze your foe for a short time.

 

But how can you upgrade the chances of these effects occurring?

 

Use idols obtained from skilling or PvM, of course!


 

Base chance: (N)

 

Use tier one idol: (UUL)

Use tier two idol: (VUL)

Use tier three idol: (UL)

Use tier four idol: (M)

Use tier five idol: (L)

Use tier six idol: (VL)

Use tier seven idol: (GL)

Use tier eight idol: (VGL)

Use tier nine idol: (GGL)

Use tier ten idol: (AG)

 

The chances of an effect occurring range from 0.25% to 3.25%. Note that the effects are quite weak and make almost no effect on combat.

 

Charging and Enhancing: Pay some guy at the mage's tower to charge and enhance your equipment. This would serve as an amazing gold sink, as they will wear off and must be redone. Charge and enhance can be applied to Mhand, Cape and Body-slot items.

 

(C) : costs some gp, lasts 7 hours. The item gives +1 additional prayer bonus.

(E) : costs some gp, lasts 7 hours. The item gives +2 max HP.

 

At 99 agility, find a guy who sells the basics for slightly less in kebos. He also sells...

 

(SC) : costs lots of gp, lasts 7 hours. The item gives +2 additional prayer bonus.

(SE) : costs lots of gp, lasts 7 hours. The item gives +4 max HP.

 

In an area of deep wilderness that people seldom visit, though I wouldn't expect it to stay that way, there's a man who sells the S versions for a bit more, though you don't need 99 agility to get to him.

 

 

 

Locked: pay a smith in edgeville to lock your gloves (NOT bracelets).


 

This lowers the chances of you dropping your weapon, which would stop bots for the whole of 15 seconds!

 

It's not likely, however, so it mainly just helps stop you from AFKing slayer.


 

To somewhat reduce the hassle, these exist.


 

HOWEVER, locked gloves degrade to nothing, serving as an only moderately annoying bot-stopper, gold sink, and glove sink in one fell swoop!

 

Locked goes before all other modifiers, except reinforced:

 

Locked Ultimate Barrows gloves of master awesomeness +100

 

Spiked: similarly goes before all but reinforced.Goes on metal helmet, body, and leg-slot items.

 

16 smithing: 5 bronze bar-> bronze spikes. 0.5% recoil.

25 smithing: 5 iron bar-> iron spikes. 1% recoil.

31 smithing: 5 steel bar-> steel spikes. 1.5% recoil.

40 smithing: 5 mithril bar-> mithril spikes. 2% recoil.

62 smithing: 5 adamant bar-> adamant spikes. 2.5% recoil.

84 smithing: 5 rune bar-> rune spikes. 3% recoil.

99 smithing: Orikalkum thorn(tradeable)->dragon spikes(untradeable). 5% recoil.

 

orikalkum thorn: Theatre of blood reward.

 

Pay a smith in seer's village to reinforce your degradable equipment so it degrades 15% slower.



 

A smith in deep wilderness has lower prices, and one locked behind 99 agility even lower still.



 

Reinforced goes before all else:


 

Reinforced Dragon-spiked Ultimate Dharok's platebody of master swiftness +100 (SE) (SC)

GAMBLE BOX

 

Next Valentine's event loot. Random effects/ heals/ Or hurts!

 

RAIDS 3

 

I'm so salty. I had this written down somewhere, but I lost it. I'll see what I can draw up from memory, though. If I can find the original, I'll edit it.

 

Bosses:

1: Günther: White-and-golden knight. I forget the fight details. I believe on hardmode, he had some sort of AoE attack.

 

2: Some kind of metal astral spider. I believe he shot projectiles at you from a raised platform, and you needed to mine away some sort of platform to get him to come within attacking range. The crystals drop dust too, used for something-or other, like to make some kind of serum or whatever you need in the next room.

 

3: I legit don't remember

 

4: Same here rip.

 

5: Demise: final boss. Has a whole brimstone thing going on. I forget all the mechanics, unfortunately.

 

Each boss dropped some resources used in the next room, or at some point anyway. There were also several skilling rooms for each skill, like a few different fishing ones, etc.

 

LOOT: Sentinel armor (Ranged, a horizontal equivalant to armadyl.), Wouldn't beat darkroot.

 

Magic equivalent to superexpensive raids items (Tbow/scythe)

 

I don't remember.....I know I have all this written down somewhere....I'll edit it more when I find it.

 

There were some more suggestions I wanted to make, but I had them all written down in the same place. You can edit posts on this forum, right? lel. I know I've got all this around here somewhere, though.

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A little googling shows most, if not all, of these are OSRS or RS3 suggestions that you made.

You should rewrite them in terms of Runex as half the stuff you mention doesnt make sense. 

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Tl:dr

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I went through and read this and it is as logical said with most things being suggestions for OSRS and RS3. The formatting of this post could've been a lot better, gave me a headache going through this entire post. Most things on this post are in my opinion completely useless and would take away from the game for something so small such as making a whole skill for jewelry instead of just keeping it the way it is in crafting. I suggest that you work on the format of this and revise a lot as most players, and staff for that matter aren't going to want to read this. Thanks for the suggestions but make it cleaner for everyone's sake if you truly believe these should be implemented as for right now I feel like only 1% of everyone will actually take their time out to read this as it seems very spaced out for no reason and very disorganized.

As for me, I don't think really any of these should be added as they would take the game to a whole different level of "custom server" and make it feel less like an upgrade to OSRS. Thanks for the time and I appreciate your opinion but no support from me at this moment.

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No thanks.

I read about half or more(got to modern warfare)

Next time you do a long topic like this, please added some sort of spacers like numbering the suggestions.

 

I dont really see a new point in any new skills. 

Warding on osrs is already frowned upon. I personally think its a terrible idea.

Instead of whatever this gauntlet is, id 100% rather have dungeonering.

No need for godwars 2 currently(legit those suggestions sound like you came from a certain custom rsps) id rather see nex added, then 4 whole new bosses.

 

No need for the regular inferno. I know a few servers have done it. But we are completely different from others.

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i suggest runex adds the runaans hurrican from league of legends to runex. also infinity edge would be nice, i would enjoy criting the wildy ankous

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11 hours ago, touched said:

No thanks.

I read about half or more(got to modern warfare)

Next time you do a long topic like this, please added some sort of spacers like numbering the suggestions.

 

I dont really see a new point in any new skills. 

Warding on osrs is already frowned upon. I personally think its a terrible idea.

Instead of whatever this gauntlet is, id 100% rather have dungeonering.

No need for godwars 2 currently(legit those suggestions sound like you came from a certain custom rsps) id rather see nex added, then 4 whole new bosses.

 

No need for the regular inferno. I know a few servers have done it. But we are completely different from others.

-Mmk.

-that's legit impressive.

-I do have spacers.

-Your opinion

-No it isnt lol

-It's the exact same thing, but it's not a new skill, which is good, since you said you dont want that.

-I didnt. and nex seems too lame.

-good thing I didnt suggest the regular inferno, huh?

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