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Exu

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Posts posted by Exu

  1. So from the sound of things, a script that would gather information like

     

    -total kills

    -drop rates

    -xp p/hr rates

    -kills p/hr

    -etc

     

    Those would all be acceptable?

     

    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.

  2. 26041192625amfa014.png

     

     

    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!

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. ‡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.

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