Exu
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Bump. : D
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With the addition on Dungeoneering, level 99 ceased to be the cap on leveling, now going all the way up to level 120! At level 120, a skill would have over 104 million experience as compared to 13 million experience at level 99.
Upping the Maximum skill levels in Runescape could completely revolutionize gameplay, or it could just add another level of complexity to the game, a completely optional level. I'm in favor ofthe latter, but let's compar them.
If allowed in all parts of gameplay, then once difficult enemies would be extremely easy. Already it is possible to kill the Corporeal Beast without food, or with flowers. If the max level was increased to 120, than some players may not even have a challenge against these beasts. Right now, everyone from 13m - 200m experience are all equal, but if this was implemented than level 99 would be comparably weak. Just looking at combat, that already seems like a bad idea.
So this is where we could regulate it.
Capping: Even after achieving 99 in a level, certain areas would ignore your gained levels. This is to keep from people soloing Nex and being able to slap Corp to death while ****.
All existing PvM should be virtually capped, with the exception of certain Slayer Monsters.
New ridiculously powerful bosses could be added to challenge those with the most ridiculous stats.
Just like there are high risk wilderness worlds and normal wilderness worlds, there would be Capped and Limitless wilderness worlds. A new option would be added to dueling to allow limitless (a.k.a. LVL. 120) stats to be used.
•Constitution•
With each level gained either
A) LP could be increased on the same scale as existing.
Level 99 - 990LP
Level 100 - 1000LP
Level 120 - 1200LP
B) LP could be increased on a higher scale than existing.
Level 99 - 990LP
Level 100 - 1020LP
Level 120 - 1600LP
C) LP would not be increased, but the amount of LP gained from eating food could be increased
Level 99 - 0 + 0%
Level 100 - 10 + 0%
Level 120 - 10 + 20%
The Constitution true mastery cape could be used to heal large percentage of health but with a cooldown.
•Attack•
Each level would increase accuracy just as with level 1-99.
The Attack true mastery cape could have an effect to increase speed by 1 tick by chance.
•Strength•
Each level would increase melee damage output.
The Strength true mastery cape would allow wielding two handed weapons with a shield. However, damage would be reduced to 75%.
•Ranged•
Each level would increase accuracy and damage just like 1-99.
The Ranged true skill mastery cape would have different effects depending on the weapon used.
-shortbows + darts + knives
Chance of firing 1 tick faster
-javelins + thrownaxes
Chance of hitting through armour + prayer
-longbows, composite bows, crossbows
Each successful hit has a chance of knockback
•Magic•
Each Magic level could unlock new spells and would increase magical accuracy. Certain spell ideas could be discussed. Respond with some good ideas!
The Magic True Skill Mastery cape could have many uses. Many thoughts of using ideas from RoK such as chance of binding + slight slowing from any magical spell. Other ideas should be discussed.
•Dungeoneering•
Wait a second....
•Slayer•
Each new level could unlock new creatures and new gear for the killing of those creatures. Also levels 100-120 would give more DpS in the form of a ferocious ring like bonus
Level 99 - +0
Level 100 - +10
Level 101 - +14
Level 120 - +90
The Slayer True Skill Mastery Cape would have to have ridiculous bonuses that
could include all of the following and more.
Ability to choose your own tasks! (limited)
Ability to kill dragons without an anti dragonshield.
Ability to kill turoths and Kurasks with any magic, any piercing ranged weapons and
any stab weapon.
Ability to kill basilisks without a mirror shield.
Extremely reduced damagelimmunity poison/disease damage.
~Defense~
Each new level would better protect the user as well as unlocking new
armors. In addition, level 100-120 would lower the point at which damage soaking
activates.
Level 99 - 200
Level 100 - 190
Level 119 - 0
Level 120 - 0 + 10% soak bonus
The Defence True Skill mastery cape would have the effect of negating an additional
10% from all combat styles.
•Defense•
•Agility•
•Prayer•
•Summoning•
•Construction•
•Cooking•
•Crafting•
•Coming Soon•
Farming
Firemaking
Fishing
Fletching
Herblore
Hunter
Mining
Runecrafting
Smithing
Thieving
Woodcutting
Some numbers to be aware of.
Lvl 120 constitution (1200/1600) + Full Torva/Pernix/Virtus (400) + Sara Brew (240/300) = God-Mode LP (1840/2300)
New Max Combat Level: 168
Max Hit (Maul Castlewars brace Max Strength Gear)= 996LP
Max Hit (Dharoks Castlewars brace assuming -1199LP) = 1682LP
Max Hit (Dharoks Castlewars brace assuming -1599LP) = 1989LP
Alot of these ideas came from post on the RSOF. Credit goes to:
B O W M A N4 for initial inspiration and part B of Constitution.
Note: I know that I don't even have any 99s right now, but I would prefer than peoples responses would be based more on this suggestion than my levels. Thank you!
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Chaotic fist! :D
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Lots of new monsters and drops added.
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If it were to exist, I'd want it to have a Miasmic Special attack that cut attack speed.
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The repeaters have been successfully nerfed. They still have a significantly higher DpS rate than the Chaotic Crossbow, but with lower accuracy.
Also, I added two new amulets that I bet people would really enjoy using. These amulets would be available for use in PvP enviroments but still have slayer requirements.
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why isn't there a chaotic
dagger
mace
battle axe
2h
claws
Darts
javalins
thrownaxes
knives
arrows
bolts
useless suggestion is useless
Chaotic claws, if they had a spec like d claws, would be absolutely ridiculous.
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I agree that mining and smithing both need an update.
I added some item comparisons to show how these items are not as ridiculously overpowered as you may have thought. I have to rework the repeater, as it is EXTREMLY overpowered compared to other ranged weapons as of now. But none of the melee weapons completely leave comparable items in the dust. A rework on the specials would make them even more equal. In addition, they could degrade and be recharged at any slayer master for coins or a combination of coins and slayer points.
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Very little combat experience? Excuse me.
Do you think runescape will never come out with new, more powerful weapons? Of course they will. Chaotic cannot be an end all, be all. Whe this new powerful content comes out, why not make it content in which there wont be PKers complaining about getting owned. Instead, I say give it to high leveled slayers. Not many people would be able to use the top tier gear. ~52k would have slayer stats required for Executioner's/Atourous armour, as opposed to ~440k that could wear Torva if they so put their mind to grinding cash for it. IN addition, slayer experience would not come any more quickly than with a cannon/turmoil/overloads/chaotics because of the inability to use this Gear in conjunction with a cannon.
Instead of dissing my ideas, how about offering critique? How to improve. How to give my ideas life without being shot down so instantly because my combat isn't maxed out. Everyone's gear is so boring nowadays.
Most use a whip, or a d-scimitar for strength.
High levels use their chaotics.
Armour is barrows, proselyte or rune equivalent.
High levels have bandos.
Why not add some spice. Make it so their are high leveled weapons to choose from, that all have their advantages and don't require massive sums of cash to buy, use, and maintain.
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Um. How is this bad?
nice stats by the way.
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These items would NOT be trade-able.
They could degrade, up to Jagex. I'd prefer them not to.
If they were to degrade, they would be able to be repaired by a combination of slayer points and gold coins.
Thank you, I thought it would be an interesting concept.
The stats are very high, but I think the loss of life and the reduction of the effeciveness of Protection prayers would be adequate trade-offs for its power.
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I was thinking they would be blanket drops from any slayer monsters, but that would work just as well. I know I wouldn't complain about more monsters to slay. :)
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‡Slayer Gear & Training‡
My idea is fairly simple. Introduce a powerful new line of gear that has slayer level requirement and *cannot* be used in PvP environments, only during slayer tasks. This gear would come at a few different levels and could be extremely powerful as it would not affect current PvP.
The different sets of weapons and armor would come at level 40(raw/wild), 70(mature/rage), 80(elite/slayer), and 90(Altorous/executioner).
This gear is created from the blood of the once living beasts that. No-one knows how it occurs, but it is said that it must be some sort of ancient magic made to reward those who hunt the deadliest creatures of Gielinor. When first formed this gear is raw and wild, not yet understanding how it can most efficiently kill. It is simple looking, with rounded edges. Armour would age into Mature Armour, and then Elite Armour, and finally Altorous Armour. As it aged, it would learn to better protect the Slayer. After using a raw weapon for a sum of time, it learns enough from it's battles to grow into the more powerful versions of its self. The weapons, however, gain more of an urge for blood, the weapons become angry. At each level, the weapons become significantly more brutal and viscous looking, with Executioner's weapons striking fear & awe into the Slayer's enemies and passersby.Anyone with a good idea for the lore, help is accepted. :D
These weapons and Armour, as powerful as they are, refuse to be of use against other players or creatures that need not be slayed, as they thirst only for the blood of beasts that need to be taken out. If used in PvP, these weapons are no more useful than fists, and the Armour protects no better than bare skin.
The level 40 versions of the items would be the basic forms of the weapons and armor, and would be very rarely dropped by lower leveled slayer monsters. These items would have stats more powerful than their rune counterparts. Once receiving any piece of raw armor or wild weaponry it could be upgraded by:
A. Buying upgrades with slayer points.
B. As a rare slayer drop (scroll or item to upgrade of some sorts).
C. As a rare slayer drop only available after buying the ability from a slayer master.
The magic weapons would also give magic a better place in slayer training, with an added twist.
‡Weapons‡
Wild/Raging/Slayer's/Executioner's
Each piece of Weaponry would degrade after ten hours of combat and cost up to 1m and 50 slayer points to repair and recharge.
Wild Weaponry (0%)
100k
Raging Weaponry (0%)
200k & 20SP
Slayer's Weaponry (0%)
500k & 35SP
Executioner's Weaponry (0%)
1m & 50SP
Claymores- A claymore is a two handed greatsword. It would resemble the two handed swords of Runescape today. These weapons would have very high attack and strength bonuses and be used majorly for Slash and Crush damage. Their special attack would be known as Behead, and would hit more damage more accurately, and would have a small chance to hit all of the remaining Lp of the enemy. The higher leveled claymores would hit more powerfully, and be able to "finish" NPCs with Higher combat levels and higher percentages of LP.
Wild Claymore
Requirements: 40 Attack, Strength and Slayer
Stab:-4/+0
Slash:+77/+0
Crush: +60/+0
Magic: -4/+0
Range: +0/0
Prayer: +0
Strength: +80
Notes: Two handed and very slow.
Raging Claymore
Requirements: 70 Attack, Strength and Slayer
Stab:-4/+0
Slash:+103/+0
Crush: +85/+0
Magic: -4/+0
Range: +0/0
Strength: +109
Notes: Two handed and very slow.
Behead(50%): Hits 15% higher and is harder to defend against. Small chance of instantly killing slayer monster(CB<150) under 25% LP.
Slayer's Claymore
Requirements: 80 Attack, Strength and Slayer
Stab:-4/+0
Slash:+143/+0
Crush: +100/+0
Magic: -4/+0
Range: +0/0
Strength: +144
Notes: Two handed and very slow.
Behead(50%): Hits 20% higher and is harder to defend against. Small chance of instantly killing slayer monster(CB<200) under 50% LP.
Executioner's Claymore
Requirements: 90 Attack, Strength and Slayer
Stab:-4/+0
Slash:+168/+0
Crush: +117/+0
Magic: -4/+0
Range: +0/0
Strength: +170
Notes: Two handed and very slow.
Behead(50%): Hits 25% higher and is harder to defend against. Small chance of instantly killing slayer monster(CB<250) under 75% LP.
Comparison to Chaotic Maul
Executioner's Claymore
Requirements: 90 Attack, Strength and Slayer
Stab:-4/+0
Slash:+168/+0
Crush: +117/+0
Magic: -4/+0
Range: +0/0
Strength: +170
Ignoring the special, Max hit with Altorous Platescale Armour, Fury, Berserker Ring (i), Dragon Boots, Barrows gloves, Fire Cape, Slayer helmet, Turmoil, and Overloads: 874
Chaotic Maul
Requirements: 80 Attack and Dungeoneering
Stab: -4/+0
Slash: -4/+0
Crush: +167/+0
Magic: +0/+0
Range: +0/+0
Strength: +155
Max hit with Bandos, Fury, Berserker Ring (i), Dragon Boots, Barrows gloves, Fire Cape, Slayer helmet, Turmoil, and Overloads: 803
However, the Maul attacks ever six ticks of game time(godsword speed), while the Claymore would only attack ever seven(2h speed).
Max hit: Executioner's Claymore > Chaotic Maul (8.8% higher)
Speed: Chaotic Maul > Executioner's Claymore (14.3% faster)
Overall, accuracy is only ever so slightly better with the Claymore, but the speed advantage of the Maul is higher than the damage advantage the Claymore.
Talons- Lightning fast, viciously curved daggers used for slicing and stabbing enemies to kill them quickly. The talons' special attack would attack multiple times like the Dragon Dagger or the Dragon Claws as well as reducing defence or causing enemies to 'bleed' (DOT effect). Around dart or knife speed.
Wild Talon
Requirements: 40 Attack and Slayer
Stab:+25/+0
Slash:+23/+0
Crush:+-2/+0
Magic:+0/+0
Range:+0/+0
Prayer:+0
Strength:+31
Notes: Attacks with speed of darts.
Raging Talon
Requirements: 70 Attack and Slayer
Stab:+40/+0
Slash:+37/+0
Crush:+-2/+0
Magic:+0/+0
Range:+0/+0
Strength:+44
Notes: Attacks with speed of knives.
Lacerate(25%): Attacks twice rapidly, and lower defense.
Slayer's Talon
Requirements: 80 Attack and Slayer
Stab:+56/+0
Slash:+53/+0
Crush:+-2/+0
Magic:+0/+0
Range:+0/+0
Strength:+58
Notes: Attacks with speed of knives.
Lacerate(25%): Attacks twice rapidly, lowers defense and causes bleeding(DoT effect). Bleeding causes constant damage hits 5-1 every tick for 6 ticks.
Executioner's Talon
Requirements: 90 Attack and Slayer
Stab:+70/+0
Slash:+66/+0
Crush:+-2/+0
Magic:+0/+0
Range:+0/+0
Strength:+71
Notes: Attacks with speed of knives.
Lacerate(25%): Attacks thrice rapidly, lowers defense and causes bleeding(DoT effect). Bleeding causes constant damage hits 5-15 every tick for 10 ticks. Bleeding stacks.
Max Hits/DPS vs 255 effective defense
Executioner's Talon: 588/124
Chaotic Rapier: 683/112
Longwhips- Realistically, whips have no use in short range combat. Longwhips would be alternatives to Halberds as they could be used to fight an NPC that is at bay or behind some sort of low wall. A longwhip's special attack could be used to bind enemies for increasing amounts of time.
Wild Longwhip
Requirements: 40 Attack and Slayer
Stab:-2/+0
Slash:+50/+0
Crush:+0/+0
Magic:-5/+0
Range:+0/+0
Prayer:+0
Strength:+60
Notes: Two-handed but still very fast. Can attack over obstacles like a halberd.
Raging Longwhip
Requirements: 70 Attack and Slayer
Stab:-2/+0
Slash:+93/+0
Crush:+0/+0
Magic:-5/+0
Range:+0/+0
Prayer:+0
Strength:+90
Notes: Two-handed. Dagger speed. Can attack over obstacles like a halberd.
Trip(20%): Snares enemy for 10 sec & lowers defense.
Slayer's Longwhip
Requirements: 80 Attack and Slayer
Stab:-2/+0
Slash:+103/+0
Crush:+0/+0
Magic:-5/+0
Range:+0/+0
Strength:+100
Notes: Two-handed. Dagger speed. Can attack over obstacles like a halberd.
Trip(20%): Snares enemy for 15 seconds & lowers defense.
Executioner's Longwhip
Requirements: 90 Attack and Slayer
Stab:-2/+0
Slash:+114/+0
Crush:+0/+0
Magic:-5/+0
Range:+0/+0
Strength:+112
Notes: Two-handed. Dagger speed. Can attack over obstacles like a halberd.
Trip(20%): Snares enemy for 20 seconds & lowers defense.
Persuaders- Once upon a time their was a warhammer and a spearhead. This is their unholy spawn of crushing, peircing death. The special attack would be known as Smash, and would hit more damage more accurately, and would have a small chance to hit all of the remaining Lp of the enemy. The higher leveled persuaders would hit more powerfully, and be able to "finish" NPCs with Higher combat levels and higher percentages of LP. This special would be less effective than that of the Claymore.
Wild Persuader
Requirements: 40 Attack, Strength and Slayer
Stab:30/+0
Slash:-4/+0
Crush:+45/+0
Magic:+0/+0
Range:+0/+0
Prayer:+0
Strength:+55
Notes: Looks like a large warhammer with a spike protruding from the end.
Raging Persuader
Requirements: 70 Attack, Strength and Slayer
Stab:45/+0
Slash:-4/+0
Crush:+60/+0
Magic:+0/+0
Range:+0/+0
Strength:+77
Notes: Looks like a large warhammer with a spike protruding from the end.
Smash(50%): Kills slayer monster (CB<150) under 25% LP.
-or-
Smash(50%): Hits 10% higher and is harder to defend against. Lowers defence. Small chance of instantly killing slayer monster(CB<100) under 25% LP.
Slayer's Persuader
Requirements: 80 Attack, Strength and Slayer
Stab:+60/+0
Slash:-4/+0
Crush:+90/+0
Magic:+0/+0
Range:+0/+0
Strength:+99
Notes: Looks like a large warhammer with a spike protruding from the end.
Smash(50%): Hits 15% higher and is harder to defend against. Lowers defence. Small chance of instantly killing slayer monster(CB<150) under 50% LP.
Executioner's Persuader
Requirements: 90 Attack, Strength and Slayer
Stab:+91/+0
Slash:-4/+0
Crush:+111/+0
Magic:+0/+0
Range:+0/+0
Strength:+114
Notes: Looks like a large warhammer with a spike protruding from the end.
Smash(50%): Hits 20% higher and is harder to defend against. Lowers defence. Small chance of instantly killing slayer monster(CB<200) under 75% LP.
Comparison to Chaotic Longsword
Executioner's Persuader
Requirements: 90 Attack, Strength and Slayer
Stab:95/+0
Slash:-4/+0
Crush:+131/+0
Magic:+0/+0
Range:+0/+0
Strength:+144
Max hit with Altorous Platescale Armour, Fury, Berserker Ring (i), Dragon Boots, Barrows gloves, Fire Cape, Dragon Defender, Slayer helmet, Turmoil, and Overloads: 813
Chaotic Longsword
Requirements: 80 Attack and Dungeoneering
Stab: +107/+0
Slash: +124/+0
Crush: -2/+0
Magic: +0/+0
Range: +0/+0
Strength: +120
Max hit with Bandos, Fury, Berserker Ring (i), Dragon Boots, Barrows gloves, Fire Cape, Dragon Defender, Slayer helmet, Turmoil, and Overloads: 715
Max hit: Executioner's Persuader > Chaotic Longsword (13.7% higher)
Speed: Chaotic Longsword > Executioner's Persuader (16.7% Faster)
Overall, the edge would be undecided. Higher accuracy & Damage from Persuader, faster hits from Chaotic Longsword.
Repeaters- These crossbows would be made for one thing: Speed. They would be able to attack as fast as darts/knives while still using crossbow bolts. Theres a catch though, this comes at a price of a negative ranged strength bonus. Special attack would be known as Barrage, as it would fire 2-6 bolts in very quick succession.
Wild Repeater
Requirements: 40 Range and Slayer
Stab:+0/+0
Slash:+0/+0
Crush:+0/+0
Magic:-10/+0
Range:+65/+0
Prayer:+0
Ranged Strength: -50%
Strength:+0
Notes: Attacks as fast as darts.
Raging Repeater
Requirements: 70 Range and Slayer
Stab:+0/+0
Slash:+0/+0
Crush:+0/+0
Magic:-10/+0
Range:+75/+0
Ranged Strength: -45%
Notes: Attacks as fast as darts.
Barrage(50%): fires 2-4 bolts very quickly.
Slayer's Repeater
Requirements: 80 Range and Slayer
Stab:+0/+0
Slash:+0/+0
Crush:+0/+0
Magic:-10/+0
Range:+85/+0
Ranged Strength:-40%
Notes: Attacks as fast as darts.
Barrage(50%): fires 3-5 bolts very quickly.
Executioner's Repeater
Requirements: 90 Range and Slayer
Stab:+0/+0
Slash:+0/+0
Crush:+0/+0
Magic:-10/+0
Range:+100/+0
Ranged Strength: -40%
Notes: Attacks as fast as darts.
Barrage(50%): fires 4-6 bolts very quickly.
Comparison to Chaotic Crossbow
Executioner's Repeater
Requirements: 90 Range and Slayer
Stab:+0/+0
Slash:+0/+0
Crush:+0/+0
Magic:-10/+0
Range:+100/+0
Ranged Strength: -40%
Notes: Attacks as fast as darts.
Barrage(50%): fires 4-6 bolts very quickly.
Max hit with 99 Range, Rigour, Overloads, Full Altorous Brigandine Armour, Onyx Bolts and Full Slayer helmet: 286
Chaotic Crossbow
Requirements: 80 Range and Dungeoneering
Stab:+0/+0
Slash:+0/+0
Crush:+0/+0
Magic:-10/+0
Range:+120/+0
Ranged Strength: 0
Max hit with 99 Range, Rigour, Overloads, Onyx Bolts, and Full Slayer helmet: 446
Max hit: Chaotic Crossbow > Executioner's Repeater (56% higher)
Speed: Executioner's Repeater > Chaotic Crossbow (100% faster)
Range-Blades- The range-blade is a reusable ranged weapon and melee weapon in one. It would be composed of two knives strung together by some ancient secretive method so at to be able to repetitively throw a blade and have to return in time for the other to be thrown. Say your enemy gets a little too close for comfort? Now you can slit it's throat without ever having to let go of your weapon. The special attack would be known as Direct Hit, and would have 100% accuracy and a slight damage boost.
Wild Range-Blades
Requirements: 40 Attack, Range and Slayer
Stab:+40/+0
Slash:+0/+0
Crush:+0/+0
Magic:+0/+0
Range:+50/+0
Prayer:+0
Range Strength:+80
Strength:+50
Notes: Can attack with either melee or range. Two handed. Crossbow speed for range and dagger speed for melee.
Raging Range-Blades
Requirements: 70 Attack, Range and Slayer
Stab:+68/+0
Slash:+0/+0
Crush:+0/+0
Magic:+0/+0
Range:+70/+0
Prayer:+0
Range Strength:+110
Strength:+70
Notes: Can attack with either melee or range. Two handed. Crossbow speed for range and dagger speed for melee.
Direct Hit(25%): 100% accuracy, slight (ranged) strength bonus.
Slayer's Range-Blades
Requirements: 80 Attack, Range and Slayer
Stab:+85/+0
Slash:+0/+0
Crush:+0/+0
Magic:+0/+0
Range:+85/+0
Range Strength:+125
Strength:+85
Notes: Can attack with either melee or range. Two handed. Crossbow speed for range and dagger speed for melee.
Direct Hit(25%): 100% accuracy, significant (ranged) strength bonus.
Executioner's Range-Blades
Requirements: 90 Attack, Range and Slayer
Stab:+90/+0
Slash:+0/+0
Crush:+0/+0
Magic:+0/+0
Range:+100/+0
Range Strength:+140
Strength:+95
Notes: Can attack with either melee or range. Two handed. Crossbow speed for range and dagger speed for melee.
Direct Hit(25%): 100% accuracy, powerful (ranged) strength bonus.
Bladewands- For the Sorcerer who doesn't mind getting his hands dirty once and a while. Bladewands would be useful in both magic and melee. In magic they would offer a slight magic damage boost. Has a special attack that inflicts a significant sum of magic damage very accurately.
Wild Bladewand
Requirements: 40 Magic and Slayer
Stab:+20/+0
Slash:+20/+0
Crush:+0/+0
Magic:+10/+10
Range:+0/+0
Prayer:+0
Strength:+25
Notes: Magic attacks are casted slightly faster and melee attack speed is dagger speed. Can cast Slayer Dart.
Raging Bladewand
Requirements: 70 Magic, Attack and Slayer
Stab:+55/+0
Slash:+55/+0
Crush:+0/+0
Magic:+15/+15
Range:+0/+0
Prayer:+0
Strength:+48
Notes: Boosts magic damage 5%. Magic attacks are casted slightly faster and melee attack speed is dagger speed. Can cast Slayer Dart.
Magical Laceration(50%): Lowers magical and physical defense. Max hit of 250. Very accurate.
Slayer's Bladewand
Requirements: 80 Magic, Attack and Slayer
Stab:+67/+0
Slash:+67/+0
Crush:+0/+0
Magic:+20/+15
Range:+0/+0
Strength:+60
Notes: Boosts magic damage 10%. Magic attacks are casted slightly faster and melee attack speed is dagger speed. Can cast Slayer Dart.
Magical Laceration(50%): Lowers magical and physical defense. Max hit of 300. Very accurate.
Executioner's Bladewand
Requirements: 90 Magic, Attack and Slayer
Stab:+80/+0
Slash:+80/+0
Crush:+0/+0
Magic:+25/+20
Range:+0/+0
Strength:+73
Notes: Boosts magic damage 15%. Magic attacks are casted slightly faster and melee attack speed is dagger speed. Can cast Slayer Dart.
Magical Laceration(50%): Lowers magical and physical defense. Max hit of 350. Very accurate.
Blaststaves- Blaststaff are the for mages without fear of death and with a will for explosive power. Blaststaffs accelerate and intensify magical phenomena to increase damage output significantly, but at the cost of being able to stay a safe distance from a target. The special attack would use Blood and Death runes and would hit all of the remaining LP of the enemy. The higher leveled blaststaves would hit more powerfully, and be able to "finish" NPCs with Higher combat levels and higher percentages of LP. For special attack, the next spell cast would receive the effect.
Wild Blaststaff
Requirements: 40 Magic and Slayer
Stab:+0/+10
Slash:+0/+10
Crush:+5/+10
Magic:+17/+10
Range:+0/+0
Strength:+10
Notes: Boosts magic damage 10%. Spells are casted only at close range. Can cast Slayer Dart.
Raging Blaststaff
Requirements: 70 Magic and Slayer
Stab:+0/+15
Slash:+0/+15
Crush:+20/+15
Magic:+22/+15
Range:+0/+0
Strength:+30
Notes: Boosts magic damage 15%. Spells are casted only at close range. Can cast Slayer Dart.
Arcane eruption(50%): Hits 40% higher very accurately. 10% of total damage done is recoiled. Small chance of killing slayer monster (CB<100) under 25% LP.(no recoil)
Slayer's Blaststaff
Requirements: 80 Magic and Slayer
Stab:+0/+20
Slash:+0/+20
Crush:+35/+20
Magic:+25/+20
Range:+0/+0
Strength:+40
Notes: Boosts magic damage 20%. Spells are casted only at close range. Can cast Slayer Dart.
Arcane eruption(50%): Hits 50% higher very accurately. 10% of total damage done is recoiled. Small chance of killing slayer monster (CB<150) under 50% LP.(no recoil)
Executioner's Blaststaff
Requirements: 90 Magic and Slayer
Stab:+0/+20
Slash:+0/+20
Crush:+60/+20
Magic:+30/+20
Range:+0/+0
Strength:+65
Notes: Boosts magic damage 25%. Spells are casted only at close range. Can cast Slayer Dart.
Arcane eruption(50%): Hits 60% higher very accurately. 10% of total damage done is recoiled. Small chance of killing slayer monster (CB<200) under 75% LP.(no recoil)
‡Armours‡
Raw/Mature/Elite/Altorous
Each piece of Armour would degrade after ten hours of combat and cost up to 500k and 50 slayer points per piece to repair and recharge.
Raw Armour (0%)
50k per piece.
Mature Armour (0%)
100k & 20 SP per piece.
Elite Armour (0%)
250k & 35 SP per piece.
Altorous Armour (0%)
500k & 50 SP per piece
Brigandine- Brigandine is ranger's armour with the powerful addition of Ranged Strength Bonuses. It has high magical resistance as well. Made for rangers who want their weapons to fly swiftly and kill quickly.
Raw Brigandine Top
Requirements: 40 Ranged, Defence and Slayer
Stab:+0(attack)/+45(defence)
Slash:+0/+45
Crush:+0/+40
Magic:-12/+25
Range:+18/+45
Range Strength:+2
Raw Brigandine Chaps
Requirements: 40 Ranged and Slayer
Stab:+0/+25
Slash:+0/+25
Crush:+0/+22
Magic:-10/+20
Range:+12/+24
Ranged Strength:+1
Mature Brigandine Top
Requirements: 70 Ranged, Defence and Slayer
Stab:+0/+58
Slash:+0/+55
Crush:+0/+60
Magic:-12/+65
Range:+35/+58
Range Strength:+5
Mature Brigandine Chaps
Requirements: 70 Ranged and Slayer
Stab:+0/+40
Slash:+0/+30
Crush:+0/+33
Magic:-10/+35
Range:+20/+32
Ranged Strength:+4
Elite Brigandine Top
Requirements: 80 Ranged, Defence and Slayer
Stab:+0/+67
Slash:+0/+64
Crush:+0/+68
Magic:-12/+72
Range:+40/+67
Range Strength:+6
Elite Brigandine Chaps
Requirements: 80 Ranged and Slayer
Stab:+0/+46
Slash:+0/+34
Crush:+0/+37
Magic:-10/+39
Range:+27/+37
Ranged Strength:+5
Altorous Brigandine Top
Requirements: 90 Ranged, Defence and Slayer
Stab:+0/+80
Slash:+0/+78
Crush:+0/+81
Magic:-12/+87
Range:+45/+80
Range Strength:+7
Altorous Brigandine Chaps
Requirements: 90 Ranged and Slayer
Stab:+0/+46
Slash:+0/+34
Crush:+0/+37
Magic:-10/+39
Range:+33/+37
Ranged Strength:+6
Chainrobes- Chainrobes are made from an extremely lightwieght, magic friendly metal that offers Magical, Clerical, and Physical Bonuses. By far the most sturdy set of robes around.
Raw Chaintop
Requirements: 40 Magic, Defence and Slayer
Stab:+0/+25
Slash:+0/+35
Crush:+0/+33
Magic:+20/+20
Range:+0/+5
Prayer:+3
Raw Chainrobe
Requirements: 40 Magic, Defence and Slayer
Stab:+0/+20
Slash:+0/+30
Crush:+0/+25
Magic:+15/+15
Range:+0/+3
Prayer:+2
Mature Chaintop
Requirements: 70 Magic, Defence and Slayer
Stab:+0/+37
Slash:+0/+55
Crush:+0/+48
Magic:+25/+30
Range:+0/+7
Prayer:+4
Mature Chainrobe
Requirements: 70 Magic, Defence and Slayer
Stab:+0/+23
Slash:+0/+41
Crush:+0/+36
Magic:+18/+25
Range:+0/+5
Prayer:+3
Elite Chaintop
Requirements: 80 Magic, Defence and Slayer
Stab:+0/+65
Slash:+0/+77
Crush:+0/+74
Magic:+30/+34
Range:+0/+10
Prayer:+6
Notes: +3% Magic damage.
Elite Chainrobe
Requirements: 80 Magic, Defence and Slayer
Stab:+0/+42
Slash:+0/+60
Crush:+0/+58
Magic:+23/+25
Range:+0/+8
Prayer:+5
Notes: +2% Magic damage.
Altorous Chaintop
Requirements: 90 Magic, Defence and Slayer
Stab:+0/+76
Slash:+0/+88
Crush:+0/+85
Magic:+36/+39
Range:+0/+14
Prayer:+7
Notes: +6% Magic damage.
Altorous Chainrobe
Requirements: 90 Magic, Defence and Slayer
Stab:+0/+52
Slash:+0/+69
Crush:+0/+68
Magic:+26/+31
Range:+0/+11
Prayer:+6
Notes: +4% Magic damage.
Platescale Armour- Very similar to conventional Plate armour, except with the added bonus of resisting spells and making the wearer stronger and more lethal in battle.
Raw Platebody
Requirements: 40 Defense and Slayer
Stab:+0/+78
Slash:+0/+77
Crush:+0/+70
Magic:-25/+5
Range:-10/+75
Strength:+1
Raw Platelegs
Requirements: 40 Defense and Slayer
Stab:+0/+47
Slash:+0/+46
Crush:+0/+40
Magic:+20/+3
Range:+8/+46
Prayer:+0
Strength:+1
Mature Platebody
Requirements: 70 Defense and Slayer
Stab:+0/+111
Slash:+0/+109
Crush:+0/+103
Magic:-25/+8
Range:-10/+116
Strength:+3
Mature Platelegs
Requirements: 70 Defense and Slayer
Stab:+0/+80
Slash:+0/+78
Crush:+0/+79
Magic:-20/+5
Range:-8/+85
Prayer:+0
Strength:+2
Elite Platebody
Requirements: 80 Defense and Slayer
Stab:+0/+141
Slash:+0/+137
Crush:+0/+120
Magic:-25/+12
Range:-10/+145
Strength:+5
Elite Platelegs
Requirements: 80 Defense and Slayer
Stab:+0/+95
Slash:+0/+93
Crush:+0/+94
Magic:-20/+8
Range:-8/+103
Strength:+4
Altorous Platebody
Requirements: 90 Defense and Slayer
Stab:+0/+173
Slash:+0/+169
Crush:+0/+145
Magic:-25/+16
Range:-10/+178
Strength:+8
Altorous Platelegs
Requirements: 90 Defense and Slayer
Stab:+0/+127
Slash:+0/+125
Crush:+0/+126
Magic:-20/+12
Range:-8/+135
Strength:+6
Berserk Armour- berserk armour is used by only the most twisted slayers who care not for their own health. Each piece lowers maximum health & the effectiveness of protection prayers in return for boosting how much special attack energy may be stored at a time and significant offensive bonuses. With full, Executioner's Berserk armour, special attack energy tops out at 200-250 percent.
Wild Berserk Chestplate
Requirements: 40 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+3/+50
Slash:+3/+50
Crush:+3/+50
Magic:+20/+20
Range:+10/+50
Range Strength:+
Strength:+
Notes: -50 Max LP. +15% Max Special Attack. Protect/Deflect prayers treat monsters as other players.
Wild Berserk Cuisse
Requirements: 40 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+2/+25
Slash:+2/+25
Crush:+2/+25
Magic:+15/+10
Range:+8/+25
Range Strength:+
Strength:+
Notes: -50 Max LP. +10% Max Special Attack. Protect/Deflect prayers treat monsters as other players.
Raging Berserk Chestplate
Requirements: 70 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+6/+70
Slash:+6/+70
Crush:+6/+70
Magic:+25/+40
Range:+25/+70
Range Strength:+3
Strength:+3
Notes: -125 Max LP. +30% Max Special Attack. Protect/Deflect prayers treat monsters as other players.
Raging Berserk Cuisse
Requirements: 70 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+5/+40
Slash:+5/+40
Crush:+5/+40
Magic:+17/+20
Range:+15/+40
Range Strength:+2
Strength:+2
Notes: -75 Max LP. +20% Max Special Attack. Protect/Deflect prayers treat monsters as other players.
Slayer's Berserk Chestplate
Requirements: 80 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+8/+90
Slash:+8/+90
Crush:+8/+90
Magic:+27/+60
Range:+35/+90
Range Strength:+4
Strength:+4
Prayer:+3
Notes: -150 Max LP. +55% Max Special Attack. Protect/Deflect prayers treat monsters as other players.
Slayer's Berserk Cuisse
Requirements: 80 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+7/+70
Slash:+7/+70
Crush:+7/+70
Magic:+20/+25
Range:+25/+70
Range Strength:+3
Strength:+3
Prayer: +2
Notes: -100 Max LP. +45% Max Special Attack. Protect/Deflect prayers treat monsters as other players.
Executioner's Berserk Chestplate
Requirements: 90 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+11/+110
Slash:+11/+110
Crush:+11/+110
Magic:+30/+70
Range:+40/+110
Range Strength:+6
Strength:+6
Prayer: +4
Notes: -200 Max LP. +80% Max Special Attack. +3% Magic Damage. When equipped with the Executioner's Berserk Cuisse, Overload potions only hit 250 total damage, as opposed to 500. Protect/Deflect prayers treat monsters as other players.
Executioner's Berserk Cuisse
Requirements: 90 Attack, Defence, Magic, Strength, Range and Slayer
Stab:+9/+90
Slash:+9/+90
Crush:+9/+90
Magic:+25/+30
Range:+30/+90
Range Strength:+5
Strength:+5
Prayer: +3
Notes: -150 Max LP. +70% Max Special Attack. +2% Magic Damage. When equipped with the Executioner's Berserk Chestplate, Overload potions only hit 250 total damage, as opposed to 500. Protect/Deflect prayers treat monsters as other players.
New Monsters
Undead Rock Creatures
Requirements: 81 slayer, 39 magic, high combat recommended.
Location: Mines of Death (with new rune rock, concentrated coal & concentrated mithril.)
Levels: 280 & 300
LP: 4500 & 5000
Slayer XP: 450 & 500
Top drops: Uncut Stone of Death, Uncut Dragonstone, Uncut Diamond, Runite Ore, Elite Clue
Specifics: High defence. Attack with mainly melee, but the 300s can use a earth based freezing spell. Only crush attacks + crumble undead can hit. Crumble undead must be used to deliver finishing blow. Crumble undead has max hit doubled on URCs.
Lava Scorpions
Requirements: 70 slayer
Location: Dungeon under desert scorpion mines
Level: 164
LP: 1800
Slayer XP: 180
Top drops: Lava drill, Runite Ore, Toxic ash, Elite Clue Scroll
Specifics: Fire spells heal the Lava Scorpions for the damage they would have hit. Water/ice spells reduce defence to next to nothing. Poisons for 124 damage, normal antipoison potions only half the damage in one dose. Special attack that poisons & stuns player for 5-10 seconds. Max hit of around 140. Anti-poison totem extremely useful here. (most of damage from poison)
Giant Bug Swarms
Requirements: 66 Slayer & 33 Firemaking
Location: Karamja, new area close to Harpie bug swarms.
Level: 92
LP: 500
Slayer XP: 110
Top Drops: Lantern Blade, Lantern Shield, Hard Clue Scroll.
Specifics: Require Lit Bug Lantern, Lantern Blade, or Lantern Shield to slay. When slayed, they split up into two swarms with 250LP must be killed. In a multi-combat zone.
Plate-Demons
Requirements: 84 Slayer
Location: Deeper yet into the Slayer Caves
Level: 165
LP: 1900
Slayer XP: 190
Top Drops: Flat Maul, Rune-platebody, Infernal Ashes*, Uncut Gems* (up to Dragonstone), Plateshield
Specifics: Range is completely ineffective. In a multi-combat zone, although only one Plate-Demon will be aggressive at a time. Pickaxes are very effective against Plate-Demons.
New Drops
Unless otherwise noted, these would be available to use throughout Runescape, including PvP.
Mirror lens
Dropped by: Basilisks. (25k)
Uses: Can be used in the stead of a mirror shield and may be added to your Slayer Helm.
Lantern Blade
Dropped by: Giant Bug Swarms (100-150k)
Requirements: 60 Attack & Firemaking
Stab:+0/+0
Slash:+65/+0
Crush:+0/+0
Magic:+2/+0
Range:+0/+0
Strength:+60
Prayer: +0
Notes: Can be used as a light source when equipped. Makes harpy bug swarms and Giant Bug Swarms Attackable.
Blind(50%): Keeps enemy from attacking for 5 seconds(8 ticks = 4.8 seconds). Removing the Lantern Blade removes the effect from the enemy.
Lantern Shield
Dropped by: Giant Bug Swarms (50-100k)
Requirements: 60 Defence & Firemaking
Stab:+0/+43
Slash:+0/+47
Crush:+0/+46
Magic:+0/+5
Range:+0/+45
Strength:+4
Prayer: +0
Notes: Acts as a mirror shield and a light source when wielded. Makes harpy bugs swarms and Giant Bug Swarms attackable. When used with the Lantern Blade, makes Blind last for 7 seconds (12 ticks = 7.2 seconds).
Stone of death
Dropped by: Undead Rock Creatures (~500k)
Uses: Crafting
Could be crafted into the Amulet of Death with a gold bar and a ball of wool. (70 crafting)
Amulet of Death
Requirements: 50 Slayer and Prayer (~500k)
Stab:+2/+8
Slash:+2/+8
Crush:+2/+8
Magic:+2/+8
Range:+2/+8
Strength:+2
Prayer: +8
Notes: Amulet of Death acts will allow you to endure a blow with 1 LP remaining in exchange for all remaining prayer points(must have at least 25 remaining). Has a cooldown of 2 minutes.
Also could be crafted into the Amulet of Excessive Violence/Anger/Overkill/Torture with a Silver bar, ball of wool, and 10 blood, death runes and cosmic runes. (80 crafting & 83 Magic)
Amulet of Excessive Violence/Anger/Overkill/Torture
Requirements: 70 Slayer (~500k)
Stab:+9/-10
Slash:+9/-10
Crush:+9/-10
Magic:+9/-10
Range:+9/-10
Strength:+10
Prayer: +4
Notes: Allows player to hit damage higher than the remaining LP of their enemy. Special attack wouldn't stop when the enemy is dead. This could be used in PvP. I don't see why not. :) Hitting more than double a monster's Max LP would give you a message in the chat box for hitting a double overkill, along with a small boost of slayer XP if on a slayer mission. So would hitting more than triple or quadruple and so on. Realistically would need a limit to how much overkill would be possible so people don't just Dharok chickens and spiders for ridiculous amounts of experience without risk.
Lava Drill
Dropped by: Lava Scorpions (1.5-2m)
Requirements: 60 Mining, Smithing & Strength (60 attack to wield)
Stab:+50/+0
Slash:+0/+0
Crush:+0/+0
Magic:+0/+0
Range:+0/+0
Strength:+55
Prayer:+0
Notes: Mines as fast as rune pick, but with a good chance of automatically smelting any metals mined, using half the coal if required. Can be charged with 140 coal. Coal is not withdrawable. Gains small amount of strength experience for every ore mined.
Toxic Ash
Dropped by: Lava Scorpions (~30k)
Use: Secondary ingredient for making burning weapon poison and cursed ointment.
Burning Weapon Poison
Requirements: 89 Herblore
Made by: Using toxic ash with a weapon poison P++ (~60k)
Use: Poison that starts at 96. Can only be used for slayer. Tradeable.
Cursed Ointment
Requirements: 68 Herblore (52 Prayer to use weapons treated with it)
Made by: Using toxic ash on a 4-dose prayer potion and going to the Zamorakian Mage in Varrock. (~30k)
Use: Weapon poison that drains prayer instead of LP. Drain rate of 24 prayer points in one minute, or two points every five seconds. Weapons treated with Cursed Ointment have a prayer bonus of -2.
Vampiric Poison
Dropped by: Vampires (untradable)
Use: Apply to poisonable weapons. Damage starts at 24. Heals user for damage done by poison.
Flat Maul
Dropped by: Plate-Demons
Requirements: 65 Attack & 75 Strength
Stab:+0/+0
Slash:+0/+0
Crush:+120/+0
Magic:+0/+0
Range:+0/+0
Strength:+70
Prayer:+0
Notes: Two handed, speed of 1, hits 9x9 area.
Flatten(100%): Hits nothing but cuts enemies defense in half.
Plateshield
Requirements: 70 Strength & 80 Defence
Stab:+0/+101
Slash:+0/+100
Crush:+12/+95
Magic:+0/+5
Range:+0/+130
Strength:+15
Prayer:+0
Notes: 50% Absorb range, 25% absorb melee, 10% absorb magic. Attack speed of 2.
EDIT: To avoid slayer training to have too high of an XP/H rate, these powerful weapons would not be able to be used in conjunction with the cannon.
Will edit with pictures and more later. Post. Criticize. Improve. Enjoy. :D
All numbers are up for question.
Accurate Drop Rate for Visages At Frosts
in Data and Research
Posted
I googled this a while back.
There is a bot for that.
I checked it out, but it was still in the botclient so that's against the Jagex rules.