Exu Posted March 18, 2011 Share Posted March 18, 2011 ‡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. :DThese 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 SlayerStab:-4/+0Slash:+77/+0Crush: +60/+0Magic: -4/+0Range: +0/0Prayer: +0Strength: +80Notes: Two handed and very slow. Raging Claymore Requirements: 70 Attack, Strength and SlayerStab:-4/+0Slash:+103/+0Crush: +85/+0Magic: -4/+0Range: +0/0Strength: +109Notes: 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 SlayerStab:-4/+0Slash:+143/+0Crush: +100/+0Magic: -4/+0Range: +0/0Strength: +144Notes: 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 SlayerStab:-4/+0Slash:+168/+0Crush: +117/+0Magic: -4/+0Range: +0/0Strength: +170Notes: 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 ClaymoreRequirements: 90 Attack, Strength and SlayerStab:-4/+0Slash:+168/+0Crush: +117/+0Magic: -4/+0Range: +0/0Strength: +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 MaulRequirements: 80 Attack and DungeoneeringStab: -4/+0Slash: -4/+0Crush: +167/+0Magic: +0/+0Range: +0/+0Strength: +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 SlayerStab:+25/+0Slash:+23/+0Crush:+-2/+0Magic:+0/+0Range:+0/+0Prayer:+0Strength:+31Notes: Attacks with speed of darts. Raging Talon Requirements: 70 Attack and SlayerStab:+40/+0Slash:+37/+0Crush:+-2/+0Magic:+0/+0Range:+0/+0Strength:+44Notes: Attacks with speed of knives.Lacerate(25%): Attacks twice rapidly, and lower defense. Slayer's Talon Requirements: 80 Attack and SlayerStab:+56/+0Slash:+53/+0Crush:+-2/+0Magic:+0/+0Range:+0/+0Strength:+58Notes: 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 SlayerStab:+70/+0Slash:+66/+0Crush:+-2/+0Magic:+0/+0Range:+0/+0Strength:+71Notes: 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 defenseExecutioner'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 SlayerStab:-2/+0Slash:+50/+0Crush:+0/+0Magic:-5/+0Range:+0/+0Prayer:+0Strength:+60Notes: Two-handed but still very fast. Can attack over obstacles like a halberd. Raging Longwhip Requirements: 70 Attack and SlayerStab:-2/+0Slash:+93/+0Crush:+0/+0Magic:-5/+0Range:+0/+0Prayer:+0Strength:+90Notes: 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 SlayerStab:-2/+0Slash:+103/+0Crush:+0/+0Magic:-5/+0Range:+0/+0Strength:+100Notes: 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 SlayerStab:-2/+0Slash:+114/+0Crush:+0/+0Magic:-5/+0Range:+0/+0Strength:+112Notes: 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 SlayerStab:30/+0Slash:-4/+0Crush:+45/+0Magic:+0/+0Range:+0/+0Prayer:+0Strength:+55Notes: Looks like a large warhammer with a spike protruding from the end. Raging Persuader Requirements: 70 Attack, Strength and SlayerStab:45/+0Slash:-4/+0Crush:+60/+0Magic:+0/+0Range:+0/+0Strength:+77Notes: 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 SlayerStab:+60/+0Slash:-4/+0Crush:+90/+0Magic:+0/+0Range:+0/+0Strength:+99Notes: 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 SlayerStab:+91/+0Slash:-4/+0Crush:+111/+0Magic:+0/+0Range:+0/+0Strength:+114Notes: 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 PersuaderRequirements: 90 Attack, Strength and SlayerStab:95/+0Slash:-4/+0Crush:+131/+0Magic:+0/+0Range:+0/+0Strength:+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 LongswordRequirements: 80 Attack and DungeoneeringStab: +107/+0Slash: +124/+0Crush: -2/+0Magic: +0/+0Range: +0/+0Strength: +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 SlayerStab:+0/+0Slash:+0/+0Crush:+0/+0Magic:-10/+0Range:+65/+0Prayer:+0Ranged Strength: -50%Strength:+0Notes: Attacks as fast as darts. Raging Repeater Requirements: 70 Range and SlayerStab:+0/+0Slash:+0/+0Crush:+0/+0Magic:-10/+0Range:+75/+0Ranged Strength: -45%Notes: Attacks as fast as darts.Barrage(50%): fires 2-4 bolts very quickly. Slayer's Repeater Requirements: 80 Range and SlayerStab:+0/+0Slash:+0/+0Crush:+0/+0Magic:-10/+0Range:+85/+0Ranged Strength:-40%Notes: Attacks as fast as darts.Barrage(50%): fires 3-5 bolts very quickly. Executioner's Repeater Requirements: 90 Range and SlayerStab:+0/+0Slash:+0/+0Crush:+0/+0Magic:-10/+0Range:+100/+0Ranged Strength: -40%Notes: Attacks as fast as darts.Barrage(50%): fires 4-6 bolts very quickly. Comparison to Chaotic Crossbow Executioner's RepeaterRequirements: 90 Range and SlayerStab:+0/+0Slash:+0/+0Crush:+0/+0Magic:-10/+0Range:+100/+0Ranged 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 CrossbowRequirements: 80 Range and DungeoneeringStab:+0/+0Slash:+0/+0Crush:+0/+0Magic:-10/+0Range:+120/+0Ranged 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:+140Strength:+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:+65Notes: 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 SlayerStab:+0/+25Slash:+0/+35Crush:+0/+33Magic:+20/+20Range:+0/+5Prayer:+3 Raw Chainrobe Requirements: 40 Magic, Defence and SlayerStab:+0/+20Slash:+0/+30Crush:+0/+25Magic:+15/+15Range:+0/+3Prayer:+2 Mature Chaintop Requirements: 70 Magic, Defence and SlayerStab:+0/+37Slash:+0/+55Crush:+0/+48Magic:+25/+30Range:+0/+7Prayer:+4 Mature Chainrobe Requirements: 70 Magic, Defence and SlayerStab:+0/+23Slash:+0/+41Crush:+0/+36Magic:+18/+25Range:+0/+5Prayer:+3 Elite Chaintop Requirements: 80 Magic, Defence and SlayerStab:+0/+65Slash:+0/+77Crush:+0/+74Magic:+30/+34Range:+0/+10Prayer:+6Notes: +3% Magic damage. Elite Chainrobe Requirements: 80 Magic, Defence and SlayerStab:+0/+42Slash:+0/+60Crush:+0/+58Magic:+23/+25Range:+0/+8Prayer:+5Notes: +2% Magic damage. Altorous Chaintop Requirements: 90 Magic, Defence and SlayerStab:+0/+76Slash:+0/+88Crush:+0/+85Magic:+36/+39Range:+0/+14Prayer:+7Notes: +6% Magic damage. Altorous Chainrobe Requirements: 90 Magic, Defence and SlayerStab:+0/+52Slash:+0/+69Crush:+0/+68Magic:+26/+31Range:+0/+11Prayer:+6Notes: +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/+16Range:-10/+178 Strength:+8 Altorous Platelegs Requirements: 90 Defense and Slayer Stab:+0/+127 Slash:+0/+125 Crush:+0/+126 Magic:-20/+12Range:-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/+50Slash:+3/+50Crush:+3/+50Magic:+20/+20Range:+10/+50Range 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/+25Slash:+2/+25Crush:+2/+25Magic:+15/+10Range:+8/+25Range 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/+70Slash:+6/+70Crush:+6/+70Magic:+25/+40 Range:+25/+70Range Strength:+3Strength:+3Notes: -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/+40Slash:+5/+40Crush:+5/+40Magic:+17/+20Range:+15/+40Range Strength:+2Strength:+2Notes: -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/+90Slash:+8/+90Crush:+8/+90Magic:+27/+60Range:+35/+90Range Strength:+4Strength:+4Prayer:+3Notes: -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/+70Slash:+7/+70Crush:+7/+70Magic:+20/+25Range:+25/+70Range Strength:+3Strength:+3Prayer: +2Notes: -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/+110Slash:+11/+110 Crush:+11/+110Magic:+30/+70Range:+40/+110Range Strength:+6Strength:+6Prayer: +4Notes: -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/+90Slash:+9/+90Crush:+9/+90 Magic:+25/+30Range:+30/+90Range Strength:+5Strength:+5Prayer: +3Notes: -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 & 300LP: 4500 & 5000Slayer XP: 450 & 500Top drops: Uncut Stone of Death, Uncut Dragonstone, Uncut Diamond, Runite Ore, Elite ClueSpecifics: 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 slayerLocation: Dungeon under desert scorpion minesLevel: 164LP: 1800Slayer XP: 180Top drops: Lava drill, Runite Ore, Toxic ash, Elite Clue ScrollSpecifics: 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 FiremakingLocation: Karamja, new area close to Harpie bug swarms. Level: 92LP: 500Slayer XP: 110Top 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: 165LP: 1900Slayer XP: 190Top Drops: Flat Maul, Rune-platebody, Infernal Ashes*, Uncut Gems* (up to Dragonstone), PlateshieldSpecifics: 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 DropsUnless 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 & FiremakingStab:+0/+0Slash:+65/+0Crush:+0/+0Magic:+2/+0Range:+0/+0Strength:+60Prayer: +0Notes: 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 & FiremakingStab:+0/+43Slash:+0/+47Crush:+0/+46Magic:+0/+5Range:+0/+45Strength:+4Prayer: +0Notes: 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: CraftingCould 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/+8Slash:+2/+8Crush:+2/+8Magic:+2/+8Range:+2/+8Strength:+2Prayer: +8Notes: 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/-10Slash:+9/-10Crush:+9/-10Magic:+9/-10Range:+9/-10Strength:+10Prayer: +4Notes: 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/+0Slash:+0/+0Crush:+0/+0Magic:+0/+0Range:+0/+0Strength:+55Prayer:+0Notes: 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 HerbloreMade 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-DemonsRequirements: 65 Attack & 75 StrengthStab:+0/+0Slash:+0/+0Crush:+120/+0Magic:+0/+0Range:+0/+0Strength:+70Prayer:+0Notes: 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/+101Slash:+0/+100Crush:+12/+95Magic:+0/+5Range:+0/+130Strength:+15Prayer:+0Notes: 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. Link to comment Share on other sites More sharing options...
Chat_Central Posted March 18, 2011 Share Posted March 18, 2011 This would certainley make me want to train slayer more. XD. Link to comment Share on other sites More sharing options...
sirlonewolf Posted March 18, 2011 Share Posted March 18, 2011 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. Proud owner of the Quest Cape from 28-03-08[hide=I proudly support these threads]A challenge for those of you who want a challenge.101 SuggestionsContemporary S&Q, NEW SPELLS.Skill Capes and F2p - A Real Suggestion.Champion's Challenge in dire need of an updateExpanding the POH Costume Room.Nechryaels, the 80 Slayer monster, deserve better DropsReviving Smithing: Divine Equipment [Armor Update]ps: Sorry cannot support more[/hide] Link to comment Share on other sites More sharing options...
Exu Posted March 19, 2011 Author Share Posted March 19, 2011 I was thinking they would be blanket drops from any slayer monsters, but that would work just as well. I know I wouldn't complain about more monsters to slay. :) Link to comment Share on other sites More sharing options...
Salad Posted March 20, 2011 Share Posted March 20, 2011 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. Link to comment Share on other sites More sharing options...
Exu Posted March 20, 2011 Author Share Posted March 20, 2011 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. Link to comment Share on other sites More sharing options...
MstrMonopoly Posted March 22, 2011 Share Posted March 22, 2011 Too powerful. I piety the fool. Link to comment Share on other sites More sharing options...
Exu Posted March 22, 2011 Author Share Posted March 22, 2011 Um. How is this bad? nice stats by the way. Link to comment Share on other sites More sharing options...
Bladewing Posted March 22, 2011 Share Posted March 22, 2011 why is it that all the absurdly unbalanced suggested content is dreamed up by someone with very little combat experience? How to Chin Nechyraels for fast XP and profit Link to comment Share on other sites More sharing options...
Exu Posted March 22, 2011 Author Share Posted March 22, 2011 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. Link to comment Share on other sites More sharing options...
Bladewing Posted March 23, 2011 Share Posted March 23, 2011 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 How to Chin Nechyraels for fast XP and profit Link to comment Share on other sites More sharing options...
MstrMonopoly Posted March 23, 2011 Share Posted March 23, 2011 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. I piety the fool. Link to comment Share on other sites More sharing options...
Exu Posted March 24, 2011 Author Share Posted March 24, 2011 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. Link to comment Share on other sites More sharing options...
Exu Posted March 28, 2011 Author Share Posted March 28, 2011 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. Link to comment Share on other sites More sharing options...
Exu Posted April 10, 2011 Author Share Posted April 10, 2011 Lots of new monsters and drops added. Link to comment Share on other sites More sharing options...
Exu Posted July 13, 2011 Author Share Posted July 13, 2011 Bump. : D Link to comment Share on other sites More sharing options...
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