Introduction: So far, there is no real end-game combat equipment, at least not based on requirements. Well, I have an idea for something to change that. Yes, I will be proposing a weapon as well as armor, but this weapon requires extensive training in order to "power it up" so that it competes with the likes of the Abyssal Whip and Godsword. Obtaining these items: To obtain these items, you must receive them as a drop from a foe that rivals the Corporeal Beast in difficulty, but what I have in mind will hopefully preserve balance better than what happened with the Spirit Shields. The behemoth that drops these items is located in an instanced dungeon called the "Castle of Dreams." You may only complete the dungeon and select your reward once per week, and you can only attempt the dungeon up to three times in a 24 hour period. The Castle of Dreams: a) The Castle of Dreams is only accessible through the Fairy Ring network. To get there, you must use the coordinates CLR, which take you to the courtyard of the Castle of Dreams. There, you find an odd-looking young woman named Selene. After speaking to her, you learn that this castle was once a training ground for the eight strongest warriors in the world, the strongest one being Selene's ancestor. Unfortunately, at some point, a terrible curse befell the castle and its inhabitants. These warriors, not unlike the Barrows Brothers, became so consumed with their lust for power that they turned to dark sources to exceed their own limits. Guthix saw that they were soon going to upset the balance of Gielinor, so he moved the Castle to another Plane and imprisoned the eight warriors within it for eternity, as well as placing a curse on all of their decedents. Over time, their hatred and corruption warped them into hideous beasts. Selene says that while you cannot destroy her far-distant grandfather, defeating him will temporarily lift the curse on her and her family. Agree to help her and she will show you a tutorial on the dungeon. a2) After you have completed the brief tutorial, any players you see in the courtyard who have also completed it will have an addition two options when you right-click them: Recruit and Party. If you turn off "assist" then other people cannot send requests to recruit you. There is a bank chest located near Selene so you can withdraw supplies. You can use noted items on Selene to have her temporarily store them for you for use inside the Castle of Dreams. You can store up to 50 food, 25 potions, 5,000 runes and/or arrows, 10 summoning pouches, and 1000 summoning scrolls. You can store as many different types of those items as you want, but the total cannot exceed those numbers. To access these items inside the game, just right-click Selene and "Withdraw." Once the game ends by you either succeeding or dying and leaving through the portal near Selene, all items stored with Selene are instantly deposited back into your bank. Once you have a party of five and are ready to proceed, talk to Selene and she will teleport you to an alternate dimension. You wind up in the court-yard with just your party and Selene--no players other than your party are visible and the bank chest near Selene has vanished. B) While inside the Castle of Dreams, there is a heads-up-display that shows everybody's hit-points as well as two new icons. One of the two new icons is a gold key, and the other icon is a white potion with sparkles around it, similar to the Holy Potion used in the Legends' Quest. To traverse this dungeon, you must obtain keys from the monsters inside it. There are seven rooms throughout the castle, each that contains a key to the master room. To obtain keys, you must kill the monsters in those rooms, but in order to do so you must be highly proficient in combat as well as Slayer. b2) The other icon is a "resurrection potion," of which there are seven. In each of the seven rooms, there is an optional boss, a Guardian of the Castle. It is not required to defeat these monsters, as they are quite difficult, but doing so rewards the party in two ways: you receive a "resurrection potion," which does not take up an inventory space and is activated automatically if a party member is killed, restoring him or her to full HP and Prayer points, and all of the monsters in that room become weaker. Without a resurrection potion, when a party member is killed, s/he becomes a ghost for the remainder of the instance. Slain party members can communicate with and follow living members, but they cannot interact to help their friends with the dungeon. There is a portal in the court-yard that you can leave through, but it's advised that you stay because if your party succeeds in slaying the final boss, you will still be rewarded. c) Magic works differently in the Castle of Dreams than it does on the plane of Gielinor. Spells deal twice their 2x their ordinary damage, and healing spells only damage the caster for 1/4 of the amount healed. Completing the Castle of Dreams: a) The rooms inside the Castle of Dreams consist of: the grand hall, dungeon, wine cellar, art gallery, armory, chapel, library, and the master room. The from the courtyard (which you spawn in), the door straight north leads to the grand hall. There are two floors to this castle, and all of the rooms are accessed through the grand hall. On the first floor of the grand hall, there is a marble staircase with arcane symbols decorating it to the north, and there is are two sets of large double-doors to the east and west. The eastern door leads to the armory, and the western door leads to the art gallery. There is a ladder in both of these rooms, the one in the art gallery leading to the wine cellar and the one in the armory leading to the dungeon. Up the stairs, there are three sets of large double-doors. The northernmost has two gargoyle statues guarding it and seven padlocks placed vertically across the center of it. This door leads to the master room where the final boss resides. The eastern door of the second floor leads to the chapel, and the western door of the second floor leads to the library. Each room contains various grab-able items particular to those rooms, such as books on Gielinor's History in the Library, various alcoholic beverages in the wine cellar, pictures of demons and ghosts in the art gallery, and black armor and weaponry in the armory. Also, to add to the atmosphere, all doors slam shut when you enter them. B) There are very powerful monsters in each room, made even more powerful by the corrupt magicks that reside within this Castle. Unless the boss guarding that room is defeated, all monsters in the room are given a 25% boost to all stats, including hitpoints, and prayers are only 50% effective against them. Fortunately, once the key is obtained from that room, all monsters in that room vanish. All monsters give their ordinary drops. The higher-leveled the monster is, the better chance it has of dropping the key. Also keep in mind that though some rooms may seem impossibly difficult, not all of the monsters will be attacking you at the same time. Here is a list of what resides in each room: b1) Grand hall: 3x Spiritual Mages (Zamorak), 4x Black Demons b2) Armory: 3x Skeletal Wyverns b3) Dungeon: 4x Dark Beasts, 2x Wallasakis b4) Art Gallery: 3x Abyssal Demons, 3x Waterfiends b5) Study: 3x Mithril Dragons b6) Chapel: 4x Tormented Wraiths b7) Library: 5x Revenant Knights c) In each of the seven rooms, there is an optional boss to fight. It is not necessary to fight the bosses to complete the dungeon, but it is highly recommended. If you proceed without defeating the bosses, all of the monsters are stronger and if somebody is slain then they cannot be revived. In each room, there is a small, swirling red-and-black cloud. It has two options--investigate (the left click option) and summon (right click). If you investigate, you get a message in red text "Now I am become death, the destroyer of worlds." If you choose to summon, all monsters in the room temporarily vanish and a large creature called the Avatar of Oblivion appears. This monster is a palette-swapped version of the Avatars from Soul Wars. Its body is jet black and its arms are crimson. Functionally, it is identical to the Avatars, except that you do not need a slayer level to harm it. To make up for this, it has 1500 hitpoints instead of the 1000 that the originals have. d) After earning all seven keys, they must be used on the master door. After opening it, there is a long hallway, at the end of which resides two Revenant Dragons which guard another set of double doors. These Dragons are the final obstacle to overcome before facing the final boss, and it is highly recommended that after the Dragons are slain, everybody withdraw as many supplies as they can carry from Selene before heading through the final set of doors. The final boss: After heading through the final double doors, you see a Gothic throne room with skeletons littering the ground near the walls. There is a gas cloud in this room similar to the other rooms, only this one is much larger. When any party member approaches it, a cut-scene plays for everybody in which the portal materializes into a colossal monster called a Hydra. Unlike other bosses, this boss has several different parts to it, each with an abundance of hitpoints. Slayer levels come into play with the final boss, as you must have at least 81 slayer to harm him. For every 3 levels that somebody has above that requirement, s/he gains a passive bonus of +3 to the "strength" and "ranged strength" stats. Only one head attacks at a time, and each head has its own pre-attack animation that occurs for 2.4 seconds prior to its attack. If the Hydra is preparing to use its left head, black flames will appear around the top and face of that head; if the Hydra is preparing to use its middle head, that head will arch at a greater angle than the others; finally, if it is preparing to use its right head, a circle of wind will appear around that head. Each of the Hydra's turns takes 3 seconds. To kill the boss, all of its heads must be destroyed twice; the first time a head is destroyed, that head will respawn after 180 seconds. When a head is destroyed, everybody who is within a 3x3 radius of the monster is struck for 15-30 damage by a spell similar to retribution. Left Head: HP: 750 Attacks: Its attack is a black fire wave spell that hits all targets in a 3x3 area for up to 75 damage and reduces prayer points by 1/4 of the damage inflicted. It also has a secondary attack where it breathes a cloud of black smoke at one person, reducing a random combat stat by 20% unless Magic Protection is active. It will only use this attack against people whose stats are boosted with potions. Middle Head: HP: 750 Attacks: Its attack is a melee attack in which it lunges out (and can hit any target in the room) and bites one person for up to 70 damage, causing poison that deals up to 25 damage without a super anti, 10 with one dose, and is cured with two doses. Right Head: HP: 750 Attacks: Its attack is a ranged attack that involves the Hydra attacking by blowing a series of cyclones throughout the room. This attack hits everybody in the room and deals up to 65 damage, along with stunning for 3.6 seconds. This head also has a secondary attack where it breathes a cloud of red smoke at one person, reducing run energy and special attack energy to 0% unless Ranged Protection is active. Rewards: After slaying the Hydra, Selene appears in the room and thanks you for doing this. She transports you back to Gielinor and gives you the choice of one of several rewards, ranging from some extremely powerful equipment to vast amounts of experience points. All items are non-tradable and have a protection value of 500k. If you try to alch any of these items, you receive the message "A mysterious forces prevents you from casting such a spell on this item." Also note that you cannot own more than one of each of these new items. Once you complete the dungeon, you cannot visit it again for a week. If you try to, Selene will say that her family is still enjoying being freed from the curse. -200,000 experience in a combat skill of your choice -100,000 Slayer experience -50,000 experience in three non-combat skills of your choice, excluding Slayer -1,000,000 gold pieces -Hades' Carapace -Robe of Lords -Ninja's Raiment -Eldritch Orb -Shadowfang New Equipment: Hades' Carapace: Info: This item encompasses the head, plate, and legs slots all in one item. In additon to providing exceptional defense, all ranged and melee damage incurred is reduced by 20%. You must have 99 defense and 85 strength to wear this. Because this item comes from a cursed dimension, it will eventually degrade into dust after sustaining enough damage. Each time the player is damaged while wearing this, the armor loses the same amount of hitpoints as the player. Under the right-click menu, you can choose "Check Condition" to determine how many "hitpoints" the armor has left. The armor begins with 2500 hitpoints. Attack Stab: 0 Slash: 0 Crush: 0 Magic: -80 Ranged: -35 Strength: 5 Defense Stab: 365 Slash: 368 Crush: 340 Magic: -75 Ranged: 419 Summoning: 123 Prayer: -5 Robe of Lords: Info: This item encompasses the hood, robe-top, and robe-skirt slots all in one item. You must have 99 magic and 85 defense to wear this. Because this item comes from a cursed dimension, it will eventually degrade into dust after sustaining enough damage. Each time the player is damaged while wearing this, the armor loses the same amount of hitpoints as the player. Under the right-click menu, you can choose "Check Condition" to determine how many "hitpoints" the armor has left. The armor begins with 5000 hitpoints. Attack Stab: -25 Slash: -25 Crush: -25 Magic: 100 Ranged: -40 Strength: 0 Defense Stab: 130 Slash: 112 Crush: 153 Magic: 80 Ranged: 0 Summoning: 111 Prayer: 0 Ninja's Raiment: Info: This item encompasses the coif, leather-top, and chaps slots all in one item. You must have 99 ranged and 85 defense to wear this. Because this item comes from a cursed dimension, it will eventually degrade into dust after sustaining enough damage. Each time the player is damaged while wearing this, the armor loses the same amount of hitpoints as the player. Under the right-click menu, you can choose "Check Condition" to determine how many "hitpoints" the armor has left. The armor begins with 5000 hitpoints. Attack Stab: -50 Slash: -50 Crush: -50 Magic: -50 Ranged: 100 Strength: -25 Defense Stab: 114 Slash: 108 Crush: 129 Magic: 145 Ranged: 122 Summoning: 111 Prayer: 0 Eldritch orb: Info: This item is worn in the shield slot. You must have 85 magic to wear this item. While this item is worn, all offensive spells have the ability to perform a "critical hit," in which their damage is multiplied by 1.5 (or 50%). This occurrence is random and has about a 1:20 chance of happening, and the player receives the message "Eldritch magic boosts the effectiveness of your spell" when it occurs. Because this item comes from a cursed dimension, it will eventually shatter into nothingness. Each time the player's magic is boosted, this item loses a charge. Under the right-click menu, you can choose "Check Condition" to determine how many charges the orb has left. The orb begins with 500 charges. Attack Stab: 0 Slash: 0 Crush: 0 Magic: 15 Ranged: 0 Strength: -10 Defense Stab: 0 Slash: 0 Crush: 0 Magic: 20 Ranged: 0 Summoning: 0 Prayer: -5 Shadowfang: Info: This item is a two-handed sword that, due to its otherworldly properties, is lighter than other two-handed weapons, enabling its wielder to strike much faster (at a speed equivalent to a longsword). You must have 99 attack and 85 strength to wield this. Unlike all other weapons, this one becomes progressively more powerful as it deals more damage, although it has a cap. Every 50,000 damage (up to 1,000,000) that is dealt with this weapon, it acquires an additional slash and strength bonus of +5, but due to the dark soul-stealing nature of this weapon, it also acquires a penalty of -2.5 to all defensive stats. These changes are represented by charges, which can be checked in a method identical to that of the Dragonfire Shield. In addition, while wielding this weapon you cannot use combat protection prayers. You receive the message "The gods refuse to offer their protection to those who wield this accursed weapon" when you try to activate one. If this weapon is lost, the amount of hitpoints "stolen" by the weapon is reduced by 200,000 (or four whole charges). Due to the immense potential of this weapon, it does not have a Special Attack. Attack Stab: 80 Slash: 60 - 160 Crush: 0 Magic: 0 Ranged: 0 Strength: 60 - 160 Defense Stab: 0 to -50 Slash: 0 to -50 Crush: 0 to -50 Magic: 0 to -50 Ranged: 0 to -50 Summoning: 0 to -50 Prayer: -10