Wow :shock: This was excellent to read. You have some real creative talent here zaaps I read through all four pages at 2am after a few beers, so I apologise in advance if anything here isn't as well thought out as it should be. The Deflect Spec This gets me really excited. I think proactive use of the spec bar (or any attacks at all) is going to be important in the evolution of runescape's combat system. While maintaining the randomness that is it's trademark, more control needs to be given to the player - rather than just constantly reacting. Very nice. Crescent of War I do believe this is an idea that Jagex beat you to. Every indication is given in the quest Devious Minds that one day we'll be able to use a weapon like that we created (ground mithril sword, strung with a bowstring). Nonetheless, I think that it would be better kept to two combat styles. We've seen with the salamander that three in one weapon aren't particularly useful, and versatility in Runescape is less about being able to take on everything with one set up, as it is about maximising effectiveness against just a couple of enemies at once. Maybe I missed something, but doesn't this put the ability to smith Divine armour below the ability to smith rune platebody? There is a little room in the smithing tables as it is to compress levels required for items downwards (making more room up near the 99 levels), and I really like the idea of boosting your level above 99 to allow more options - there's a whole world of opportunity in how you receive that boost, not necessarily a straight 60/15/5 option but something similar to quest points, or even a side reward from another minigame (jagex does tend to love introducing minigames).. got a bit sidetracked there =/ I think the requirement could be higher than 90 (for mining as well as smithing). People will whine about it (as always), but considering the players who are going to be using this, 91 92 would be more appropriate IMO (90 isn't *that* difficult a level to get. On the flipside, this does require multiple 90s in two of the more difficult skills.) Food for thought. Seems to me that a huge ball and chain would be a very tiring weapon to use. Since you've got a great range of concept weapons going here, why not explore some more concepts? Runescape characters can slug away at each other for hours if they've got enough food and defence. It always made sense to me that really heavy weapons (which co-incidentally hit the highest) could have the drawback of a strength or attack drain. Say you're fighting with this flail, your max hit is 60. Each time you land a hit over 40, your strength or attack is drained by one. Obviously the hits and requirements could be altered, but the idea is the same. Weapons designed for short, hard fights, that you're going to have to plan for if you think the fight may end up drawn out. More food =P I don't think it was mentioned, but what is the respawn time you're thinking of for these Divine rocks? Not sure what I think about this really, there's more factors than my head will work with right now.. hehe. If I've understood this properly, there's three steps to making a Divine piece of equipment: Mine the ore - Requires a five minute trip to the guthix caves, with a pickaxe, combat equipment, spade, etc. limiting your free inventory space. For each piece of ore you mine, you fight a lvl 210 Elemental. Smelt the ore - Requires 13 pieces of ore to smith (12coal/1divine), meaning you can only smith one bar per trip. You also have to have the supplies to fight the lvl 270 Vulcan. Smith the ore - Take your bars to the anvil, fight the 270 (I take it the hammer is a rare drop, should it be non-tradeable?) Bless the product - quick trip to GWD with necessary god items. Just making sure I've got it right How does the 210 elemental work when you have multiple people mining a rock? Do you get six elementals, or does the earth one use multi-combat attacks (similar to ancient magic)? (I can see a few problems with that, but my train of thought is jumping between three ideas and I can't put anything coherent down, sorry) This seems to be a really good way of making the armour itself harder to smith - rather than just sticking a high requirement on it, you have a long and complicated process to accomplish something. Short of the elemental mind equipment, this is something I feel should be used more in rs. As such, I think BOB's could be disallowed in the Temple of Guthix - running in with a Pack Yak would really throw this process down the gurgler. You would also make the only option to leave the anvils an item/spell teleport, or a teleport right back to the light creatures at the top of the cave - so you can't just drop all your coal in front of the Stone of Jas, smith, run back for your coal, and repeat. I'm probably getting too detailed here in the suggestions =/ You made a point in the comments Of course you're completely right about the incentive to raise rc, but consider why it is a moneymaker. Nats are used to alch by an incredible amount of players of all levels. The mechanic of crafting nats to make money (and having the price sustained over a long period of time), is rather different to the mechanic of rare item prices. I don't know enough to predict how the price would turn out, but I can guess that a rare item craftable from scratch (unlike the amulet of fury, where you have to buy the onyx) will be very dependant on the availability of ore, the number of people with the time and skills to produce the equipment compared to the number of people who want the equipment, and what people are prepared to pay for it. Too rare and it becomes.. train of thought lost. Divine shields - too highly priced to be useful as equipment. They've just become a status symbol, because they're ridiculously unobtainable. Need to look at this as a money-making method. You're talking about making a select few people very rich, I can't think how to elaborate on that right now, but it's a problem. The HandCannon Any type of gun-themed weapon seems to be frowned upon in rs. Yes, cannons were available in the renaissance, but they were massive hardly-portable objects (sound familiar?). Miniaturising this into a gun with the speed and strength of a bow (since the distance of a shot is not a factor in RS) is not something that could be done within the theme really. Consider that muskets had to be manually reloaded after each shot, and weren't more powerful (at close range) than a crossbow bolt. I think most peoples main objection to guns in rs is the assumption that they use gunpowder, or explosive propellant. This seems to be the invisible line for handheld weapons. I'm not sure how the physical design of this would work, but after thinking for a while I believe this could be created (For example if a team was given the concept and told to work it into the game) as a post-wgs quest-type-thing (Like the adze, the requirements are too high to have as an actual quest, but I'm not saying it should be in anyway integrated with WGS - you just need the infrastructure. [there I go again, getting too detailed]). Involving Divine smithing, dwarven engineering, and elven magic, you could create a weapon that worked somewhat like a slingshot - using the same elven magic that strings the crystal bow to propel the projectile from an implement which integrates the divine metal with the elven crystal. It's not really related to your suggestion, but I thought it was worth mentioning.. Also, the handcannon would need a name that makes it sound less like an oversized flare gun shooting cannonballs. The blessed vials as ammo are a good idea, but they are an absolute pain in the buttocks to make in quantity, and need an update as to what they work on. A friend of mine made a bunch to use, only to find out that they don't work on tormented demons. Lastly, just a little nitpick To my knowledge, the dragonkin, and the origin of the metal dragon weapons are made from, weren't introduced until that quest about the cat in.. mental blank. The town with the warriors guild, and later elaborated on while getting your Creme Brulee Supreme flambeed during RFD. Once again, I apologise if anything here isn't coherent enough. You've really done an excellent job on this suggestion. I appreciate the time, thought, and effort that goes into writing something like this. I don't realistically expect that any of this will ever be introduced, but my personal hope is that somebody from a Jagex content team will read it and be inspired to better their own work, or create something similiar based on the groundwork you have laid out. +173 Kudos to you