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Slayer Gear & Training


Exu

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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.

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I like this idea and support it 100%, jagex will also need to put more slayer monster in the game for this to be really great.

 

New slayer monster from level 40 to 97 that u can only slay if they are given to u as a tasks and only thy drop these new armour and weapons.

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Very nice, I like the idea, and I think that limiting the items to slayer only is great.

 

A few questions:

Would the items be tradable?

Would the items degrade over time (like Barrows)

If so, could you repair or do they disappear?

 

I also like the Beserk armor, which reduces health compared to Nex's armor which increases health.

ib7rVm.png
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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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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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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.

 

okay

 

make it more balanced

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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.

 

oh look you learned how to balance powerful weapons

 

go tell jagex

 

also, bro i wouldn't call myself "very experienced" and i have more experience in attack and strength alone than you do in combat. I'm not trying to be elitist here, either... like 100,000 people have maxed melee stats.

 

Also, these are so incredibly overpowered that I want to cry. These would become the new "boring" weapons, no one would use chaotics.

 

If anything, new weapons/armor (which i'm not so sure we need right now) should be made by mining/smithing as that is in srs need of a useful update.

MstrMonopoly.png

 

I piety the fool.

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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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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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