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My List of Ideas


Trazma

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Enchanted Staff of Azzandra

 

After completing Desert Treasure, Azzandra will ask you if you would like to purchase his staff, as he has no use for it currently. The cost for his staff is 250k.

 

 

 

Why such a high price for a staff?

 

 

 

Well, you can bind the powers of different runes to the staff. The staff can hold a max of 3 different runes, with a max of 5000 for one type of rune, so a max of 15000 runes altogether.

 

 

 

To bind runes to a staff, simply take it to Azzandra along with your runes. He will ask you if you want him to bind runes into the staff. Use the runes with him and he will say "how many of (insert rune here) do you want bound to the staff? Next will be a screen where you enter the amount.

 

 

 

There is a fee for this service, the fees are as follows:

 

 

 

for 1-1000 runes bound into the staff:1k

 

1001-2000: 2k

 

2001-3000: 3k

 

3001-4000: 4k

 

4001-5000: 5k

 

5001-6000: 6k

 

6001-7000: 7k

 

i think you get the point...

 

 

 

The staff requires 60 magic and 60 attack.

 

It can autocast Modern Magic and Ancient Magic

 

 

 

Stats of the staff:

 

Magic Attack Bonus: +17

 

Magic Defense Bonus: +17

 

 

 

Prayer: +5

 

 

 

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Ancient Armor Of The Obsidian Berserker

 

 

 

Long ago, there lived an Obsidian Berserker by the name of TzKet-Maj.

 

 

 

He was the best warrior in the land for many years, but he fell victim to old age and illness.

 

 

 

The only armor that he wore into battle was a helmet, a pair of gauntlets, and a pair of boots. He fought with his hands and killed nearly everyone in his path, those that weren't killed were horribly maimed and disfigured.

 

 

 

He was buried in a large obsidian sarcophagus, encrusted with Dragonstone and Onyx. His poweful armor was buried with him as well.

 

 

 

An outsider to the TzHaar caves happened to stumble upon his tomb. However, he awoke the undead beast that awaited in the sarcophagus, and barely managed to escape from the grips of the mighty TzKet-Maj-Xil. The outsider told the nearest human about his encounter. The human he told then spread the word to everyone else.

 

 

 

Word was spread back to the TzHaar caves, and the residents thought it would be a good show to see brave adventurers try to kill the ancient undead warrior. They set up a scrying orb in the tomb, and opened up the tomb for easier access.

 

 

 

Do you dare adventure into the tomb to fight this ancient warrior?

 

 

 

To reach the tomb, you must travel through a long tunnel filled with medium-level agility courses and very aggressive TzHaar monsters. The monsters are level 50-144.

 

 

 

Once you reach the Tomb, attempt to open up the sarcophagus. You will get a message saying that the sarcophagus is far too hot to touch with bare hands. If you wear any gloves, you will take 15 damage, if you wear Ice Gloves, you will take no damage.

 

 

 

Once you open the sarcophagus, you will cut to a cinematic which shows TzKet-Maj waking up and jumping out of the sarcophagus. After it is over, You will return to the normal screen and TzKet-Maj will then say "WHO DARES AWAKEN ME FROM MY REST ONCE MORE!" The battle will then ensue

 

 

 

TzKet-Maj is level 249. He uses a Melee/Mage combination attack style. His max hit is 30.

 

 

 

If you manage to kill him, you will be able to search the sarcophagus for any treasure.

 

 

 

Possible loot from the sarcophagus will be: TzKet-Maj's Helm, TzKet-Maj's Gloves, TzKet-Maj's Boots, D left half, D med, D legs, Dragon Weapons(long, scimmy, dagger,battleaxe, mace), blood runes (50-150), Soul runes(25-75), Death Runes(25-250), Chaos Runes(50-500), any obsidian weapon/armor, Tokkul (50-7500)

 

 

 

The helm will look like the helm on the guy in my sig, except with horns. It will be Dark Red and black.

 

 

 

The Gauntlets will cover half your forearm and will be dark red and back

 

 

 

The Boots will actually be boots, they will go halfway up your leg, just below the knee. again, red and black.

 

 

 

The stats of TzKet-Maj's armor are as follows:

 

 

 

Helm:

 

Stab +10...+83

 

Slash +10...+87

 

Crush +10...+81

 

Magic +5...+5

 

Range +5...+93

 

 

 

Prayer +5

 

Strength +12

 

 

 

Gauntlets:

 

Stab +15...+20

 

Slash +14...+19

 

Crush +13...+18

 

Magic +8...+12

 

Range +8...+17

 

 

 

Prayer +3

 

Strength +15

 

 

 

Boots:

 

Stab +7...+25

 

Slash +6...+24

 

Crush +5...+23

 

Magic +5...+10

 

Range +5...+22

 

 

 

Prayer +3

 

Strength +18

 

These stats may seem overpowered, but there is a side effect to wearing these items.

 

 

 

If you are wearing the helm, you cannot wear any body armor

 

If you are wearing the boots, you cannot wear any leg armor

 

If you are wearing the gauntlets, you cannot wear any cape or amulet.

 

 

 

The reason that you can't wear certain pieces of armor with this armor is because true berserker wore no or little protection when going into battle.

 

 

 

all of TzKet-Maj's items require 80 defense and 80 strength to wear.

 

 

 

When wearing all 3 pieces, you will be immune to spells which keep you in 1 spot(ice and bind spells, damage is still taken). you will also be immune to the stat lowering effects aberrant specters, banshees, cockatrices, and basilisks attacks.

 

 

 

What do you guys have to say about this?

 

 

 

P.S. don't flame me too badly.

 

 

 

P.S.S. You may have noticed that i said that the TzHaar people put a scrying orb in the tomb, this means that you can watch people fight him too

 

 

 

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More Demons In Taverly Dungeon + New Demon Boss

 

 

 

I think that Jagex should add more Demons to Taverly Dungeon.

 

 

 

It would just make more sense because there are already Black Demons.

 

 

 

There should be 3 different rooms added that branch off of the path leading to black demons.

 

 

 

One room will have Lesser Demons and one will have Greater Demons.

 

 

 

In the middle of writing this, i thought it would be pretty cool to have a sort of boss of the demon race.

 

 

 

Name: Grand Demon of Death

 

Level: 489

 

Hitpoints: 500

 

Retreats?: No

 

Members Only?: Yes

 

100% Drop: Ashes, 5000 gp

 

All Possible Loot: Dragon Med Helm, Dragon Left Half, Dragon Legs, Dragon 2H, Dragon Long, Dragon Battleaxe, Dragon Spear, Dragon Dagger, Dragon Mace, Dragon Scimitar, Dragon Halberd, Grand Sword of Death, Death Runes(100-1000), Blood Runes(50-500), Chaos Runes(200-200), Full Blue Mystic, Mud Battlestaff, Rune Arrows(100-1000), Dragonstone, Full Black Dragonhide, Full Rune, Any Rune Weapon, Shark(10-100), Lobster(50-250), Nothing.

 

 

 

Weakness: Nothing

 

Examine Info: His looks can kill! Honestly!

 

Other Info: Max hit of 40. He uses a Magic/Melee hybrid attack. His attack speed is about the same as a longsword. Immune to magic attacks, and highly resistant to range attacks. If you try running away he might reach out and grab you and place you on the ground right next to him again, if he does this you will receive 20 damage.

 

 

 

Well, I don't know what Jagex designs will be for Demons, but this demon will be wielding the Grand Sword of Death, which is the weapon he uses.

 

 

 

What is the Grand Sword of Death?, you might ask.

 

 

 

Well, it's basically a giant 2 handed sword. The blade is like a wave type design, with 2 different points at the top, that create a V shape in the middle. It requires 80 attack and 80 strength.

 

 

 

Here are the stats of it:

 

 

 

Attack...Defense

 

Stab +82...+41

 

Slash +118...59

 

Crush +102...51

 

Magic +0...+10

 

Range +0...+60

 

 

 

Strength +115

 

Prayer +10

 

 

 

Special- your character will raise the giant blade above their head and say "Death to all who oppose me!" and a giant fireball will come down and hit everyone around you in a 15x15 square area. You will take half the damage that the highest hit that was dealt. so if you hit a 30, you will take 15 damage. uses 100% of your special bar and 25% of your run energy, so if you dont have 25% run energy you are unable to use it.

 

 

 

 

 

I know that either the demon will be too easy or too hard and that the rewards will most likely be too good.

 

 

 

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Boomerangs

 

Boomerangs will be made with the fletching skill and will also be able to be bought after doing a small quest where you help an Australian guy make boomerangs. he wants you to help him make them because he got hit on the head by an ogre and lost all of his memory. now he wants revenge. in the quest you make him 25 regular wood boomerangs. once you make them for him you must help him defeat the ogre(lvl 76). once you have done so, Quest Complete! you are rewarded 2.5k fletching xp, 1k ranging xp, 1 quest point, the ability to make boomerangs and the ability to use them.

 

 

 

There will be two types of boomerangs, long and short

 

 

 

When you fletch boomerangs, you will get 5 when making long boomerangs, and 10 when making short boomeranges.

 

 

 

Heres the levels required to make them:

 

 

 

Type-Level of fletching to make

 

 

 

Short Regular-5

 

Long Regular-10

 

Short Oak-20

 

Long Oak-25

 

Short Willow-35

 

Long Willow-40

 

Short Maple-50

 

Long Maple-55

 

Short Yew-65

 

Long Yew-70

 

Short Magic-80

 

Long Magic-85

 

 

 

 

 

all boomerangs have a 75% chance of coming back, except when you use the magic boomerang special, which will come back 100% of the time.

 

 

 

all requirements for the bows are the same as the corresponding type of bow. so 50 range for magic boomerang.

 

 

 

Long Boomerangs are more accurate and have a far higher range, but are much slower.

 

 

 

Short Boomerangs are slightly less accurate and have a shorter range, but are much faster than long.

 

 

 

The Short Magic Boomerang will have a special that shoots out very quickly and hits the enemy, then comes back very quickly and goes around your character and hits the enemy again. This hits 15% of your range level . This uses 40% of your special bar

 

 

 

The long magic boomerang will have a special that shoots it a bit faster and it hits damage that is equal to 20% of your range level. so if you have 80 range you will hit a 14. this uses up 35% of the bar.

 

 

 

the good thing about boomerangs is that they come back, however, you will lose some.

 

 

 

 

 

you will not need to pick up boomerangs, they return to you. therefore rangers will no longer complain about arrow 'thieves'.

 

 

 

 

 

 

 

i think that is just about it

 

 

 

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Coffee

 

Coffee beans will be grown using the farming skill. To grow Coffee beans you need 40 farming.

 

 

 

They will be grown in a farming patch near Shilo Village. Also near shilo village will be a coffee bean field so non-farmers can make their own coffee.

 

 

 

To Grind coffee beans take them to any mill. Use them on the hopper, then flip the switch. Then use a pot on the bin to get a Pot of Ground Coffee(8)

 

 

 

You must have 45 Cooking to make a Cup of Coffee. It gives 67 Experience.

 

 

 

To make coffee, follow these steps:

 

1. Fill an Empty Cup with water.

 

2. Use the Cup of Water on a range to heat it.

 

3. Use Pot Of Ground Coffee on Cup of Hot Water

 

 

 

You now have a Cup of Coffee

 

 

 

If you grew the beans yourself, you will have a Cup of Coffee(S), which means Strong. To make Cup of Coffee(S) without your own grown beans, you need to have 50 Cooking.

 

 

 

Cup of Coffee(S) gives you 50% Run energy

 

 

 

Regular Cups of Coffee give you 25% Run energy.

 

 

 

-----------

 

 

 

Dark Claws

 

This is just a simple weapon suggestion.

 

 

 

Dark Claws will be dropped by Dark Beasts.

 

 

 

They have no special.

 

 

 

They are 2-handed.

 

 

 

They require 90 attack and 90 strength to wield.

 

 

 

Stats:

 

 

 

Attack...Defense

 

Stab +65...+43

 

Slash +95...47

 

Crush +0...+40

 

Range +0...+50

 

Mage +5...+10

 

 

 

Strength +98

 

Prayer +3

 

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More CastleWars Rewards

 

OK Castlewars is mostly in Warriors' favors in terms of rewards, so im going to address most of these issues.

 

 

 

First off, The current armor.

 

the current armor requires far too much play time to actually be worth getting.

 

Im suggesting that the current armor is improved upon in the defense department.

 

 

 

Gold armor would be equal to rune, Silver would be equal to adamant, Red would be equal to Mithril.

 

 

 

In addition to boosting the defense of the armors, Decorative Skirts will be added. The skirts give the same defense and require the same amount of tickets.

 

 

 

More Decorative Weapons

 

the new decorative weapons will be: Battleaxe, Axe, Pickaxe, 2H Sword, Claws, Scimitar, Warhammer, and Mace.

 

 

 

In that order, here are the ticket costs for them:

 

 

 

Red: 6, 2, 2, 8, 5, 5, 3, 3

 

Blue: 60, 20, 20, 80, 50, 50, 30, 30

 

Gold: 600, 200, 200, 800, 500, 500, 300, 300

 

 

 

Red= Mith

 

Blue=addy

 

Gold=rune

 

 

 

Magical Decorative Armor.

 

The magical decorative armor will come in the same colors as the melee armor.

 

 

 

Blue and red will be equal to Zamorak Robes, Silver and blue will be equal to Splitbark, Gold and black will be equal to Mystic Robes.

 

 

 

The Blue and Red Robes will look like Simple robes, The body will be red with blue sleeves, the bottom will be red with blue trim at the bottom and a blue patch in the middle that robes have now. Top costs 12 tickets and the bottom costs 10 tickets.

 

 

 

The Silver And Blue will be the same shape as splitbark. The body will be silver with blue shoulders and blue trim at the bottom, with blue trim on the arms. The Legs will be silver with blue kneecaps and blue trim at the bottom and top of the legs. The gauntlets will be blue with silver trim at the bottom of each glove. The greaves will be blue with silver trim at the bottom of the greave and silver trim at the ankles. The hat will be silver with blue trim. Top costs 80 tickets, bottom costs 60 tickets, gauntlets cost 25 tickets, greaves cost 25 tickets, helm costs 40 tickets.

 

 

 

The Gold And Black will be the same style as mystic robes. All parts will be mainly Gold with black trimming.

 

Top costs 800 tickets, bottom 600 tickets, gloves 200 tickets, boots 200 tickets, hat 400 tickets

 

 

 

Decorative Staffs

 

Red and blue will be equal to a staff, giving +5 magic attack. The actuall staff will be red with a blue orb. cost is 10 tickets.

 

 

 

Silver and blue will be equal to a battlestaff, giving +10 magic attack. It will be Silver with a blue orb. costs 100 tickets. There are 4 different types, Water Decorative Battlestaff, Fire Deco Battlestaff, etc.

 

 

 

Gold and black will give +15 magic attack. Will be a Gold with a Black orb with black trim on the staff part. Costs 1000 tickets. Comes in 4 elemental types.

 

 

 

 

 

Decorative Range Armor

 

red=blue d hide

 

silver=red d hide

 

gold=black d hide

 

 

 

all will be the same style as normal d hide parts, except with a hood. Check out my thread "List of Range ideas, and some mage ideas" for the bonuses of the hoods.

 

 

 

red: body is 8 tickets, legs are 6 tickets, vambs are 3 tickets, hood is 4 tickets. all parts are mainly red with blue trim

 

 

 

silver: body is 80 tickets, legs are 60 tickets, vambs are 30 tickets, hood is 40 tickets. all parts are mainly silver with blue trim

 

 

 

Gold: body is 800 tickets, legs are 600 tickets, vambs are 300 tickets, hood is 400 tickets. all parts are mainly gold with black trim.

 

 

 

Decorative Bows and Crossbows

 

red=maple bow and mith cbow

 

silver=yew bow and addy cbow

 

gold=magic bow and rune cbow

 

 

 

red shortbow will cost 5 tickets, red longbow will cost 6 tickets, red cbow will cost 10 tickets. The bows are red with blue trim and a blue bowstring. the crossbow will have a red stock with blue limbs

 

 

 

silver shortbow will cost 50 tickets, longbow 60 tickets, cbow 100 tickets. bows are silver with blue trim and blue bs, crossbow has silver stock with blue limbs.

 

 

 

Gold short will cost 500 tickets, longbow 600 tickets, cbow 1000 tickets. bows are gold with black trim and black bs, crossbow has gold stock with black limbs.

 

 

 

 

 

Castlewars Standards

 

In addition to new armors, the standars in castlewars should be added.

 

 

 

Sara and Zammy standards will each cost 20 tickets.

 

 

 

These cannot be taken into castlewars.

 

 

 

God Robes

 

These robes will not be the same colors as the decorative, they will be in the colors of their respective god.

 

They all give the same prayer bonus, but some give better attack or defense bonuses than the others.

 

 

 

Each top costs 1000 tickets, each bottom costs 1000 tickets, each hood costs 500 tickets, each cape costs 500 tickets, each gloves cost 300 tickets, each boots cost 300 tickets.

 

 

 

Saradomin:

 

These robes will be mainly blue, with white trim

 

 

 

Stats:

 

Attack...Defense

 

 

 

Robe Top:

 

 

 

Stab +0...+5

 

Slash +0...+5

 

Crush +0...+5

 

Range +0...+5

 

Magic +0...+5

 

Prayer +8

 

 

 

Robe Bottom:

 

 

 

Stab +0...+4

 

Slash +0...+4

 

Crush +0...+4

 

Range +0...+4

 

Magic +0...+4

 

Prayer +7

 

 

 

Hood:

 

 

 

Stab +0...+3

 

Slash +0...+3

 

Crush +0...+3

 

Range +0...+3

 

Magic +0...+3

 

Prayer +5

 

 

 

Gloves and Boots:

 

 

 

Stab +0...+2

 

Slash +0...+2

 

Crush +0...+2

 

Range +0...+2

 

Magic +0...+2

 

Prayer +3

 

 

 

Zamorak:

 

These robes will be mainly Red with black trim:

 

 

 

Hood:

 

+3 to all attack, +0 to all defense

 

Prayer +5

 

 

 

Top:

 

+5 to all attack, +0 to all defense

 

Prayer +8

 

 

 

Bottom:

 

+4 to all attack, +0 to all defense

 

Prayer +7

 

 

 

Gloves and Boots:

 

+2 to all attack, +0 to all defense

 

Prayer +3

 

 

 

Guthix:

 

These robes will be mainly Green with Yellow trim

 

 

 

Hood:

 

+1.5 to all attack and defense

 

+5 prayer

 

 

 

Top:

 

+2.5 to all attack and defense

 

+8 prayer

 

 

 

Bottom:

 

+2 to all attack and defense

 

+7 prayer

 

 

 

Gloves and Boots:

 

+1 to all attack and defense

 

+3 prayer

 

 

 

 

 

 

 

Credit to Inuyasha3336 for the last two basic ideas.

 

 

 

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Remove The Messages You Get When Being Attacked By Metal Drags

 

all i see in my chatbox is:

 

 

 

Your shield absorbs most of the dragon fire!

 

Your potion protects you from the heat of the dragon's breath!

 

 

 

over and over again dry.gif

 

 

 

 

 

It's nearly impossible to talk with anyone there

 

 

 

so to solve this, Jagex should just completely remove that message.

 

 

 

To make it so you know your antifire potion has worn off, a message will appear saying "You need to drink more antifire potion!".

 

 

 

This message will only appear if you have already drank an antifire potion.

 

 

 

 

 

I also think that the "Your shield absorbs most of the dragon fire" message should be removed from all dragons. It's obvious that the shield did absorb the dragon fire, other wise you would've got hit higher than a 5.

 

 

 

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Toast

 

Toast has been around for ages and there are many varieties. runescape has all the items needed to make toast anyway, so why not?

 

 

 

heres the specs:

 

 

 

cooking level-type of toast,amount of hp healed

 

 

 

 

 

level 30-toast, heals 5 hp

 

level 35-cinnamon toast, heals 6 hp

 

level 38-buttered toast, 7 hp

 

level 39-honey toast, 8 hp

 

level 45-red berry jam toast, 9 hp

 

level 45-grape jam toast, 9 hp

 

level 45-strawberry jam toast, 9 hp

 

level 46-marmalade toast, 10 hp

 

level 48-dwellberry jam toast, 10 hp and also cures poison by half

 

level 52-cheese toast, 11 hp

 

level 56-french toast, 14 hp

 

level 57-maple syrup french toast, 15 hp

 

level 57-honey french toast, 15 hp

 

level 59-cinnamon french toast with maple/honey, 16 hp

 

 

 

 

 

to make toast you:

 

-take a knife and use it on bread, get bread slices.

 

-use the bread slices on a range or fire.

 

 

 

to get buttered toast just use butter on toast.

 

 

 

to get jam take your selected berry and use it with a

 

pestal and morter to get jam, then use it on the toast.

 

 

 

to get marmalade cut up an orange into orange chunks and use chunks on pestal on morter to get marmalade.

 

 

 

to get cheese toast use cheese with a range to get melted cheese, then use already cooked toast with the melted cheese.

 

 

 

to get french toast use an egg with a bowl, then add milk to it to get 'french toast mix', dip bread slice in the mix and use uncooked french toast with a range to get French Toast. You can also add Maple Syrup or Honey to french toast which heals 15 hp. **NOTE: you MUST cook french toast on a range**

 

 

 

to get syrup you must make a tap using the smithing skill, maybe level 52 to make a steel tap. then use the tap with a maple tree. then use a bucket with the tapped maple tree to get maple syrup.

 

 

 

to get honey you must use a bucket with the bee hives near catherby.

 

 

 

to get cinnamon use a dramen branch with a pestle and morter

 

 

 

***NOTE: You do NOT need a toaster to make toast***

 

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Random Range Ideas and Some Mage Ideas

 

Show shots left on crystal bow

 

 

 

this is a serious problem when killing dragons. if you are using a 1/10 crystal bow you could run out any time and get blasted by dragon fire.

 

 

 

to find out how many shots are left you simply examine the bow.

 

 

 

another solution to this is to make it so your character doesn't run out after the monster you are attacking, and just stand in the same spot.

 

 

 

I do realize that people should be paying attention, but sometimes it is just plain unavoidable.

 

 

 

Dragonhide Hoods

 

 

 

These hoods would be crafted using 2 dragonhides.

 

 

 

They require 30 defense to wear.

 

 

 

The following levels are required to make-

 

green d'hide hood- 62 crafting

 

blue d'hide hood- 70 crafting

 

red d'hide hood- 76 crafting

 

black d'hide hood- 83 crafting

 

 

 

The following bonuses will be given-

 

 

 

Green D'hide Hood-

 

Stab -1...+1

 

Slash -1... +3

 

Crush -1... +5

 

Mage -2... +2

 

Range +2...+2

 

 

 

Blue D'hide Hood-

 

Stab -2...+2

 

Slash -2...+4

 

Crush -2...+6

 

Mage -3...+3

 

Range +3...+3

 

 

 

Red D'Hide Hood-

 

Stab -3...+3

 

Slash -3...+5

 

Crush -3...+7

 

Mage -4...+4

 

Range +4...+4

 

 

 

Black D'Hide Hood-

 

Stab -4...+4

 

Slash -4...+6

 

Crush -4...+8

 

Mage -5...+5

 

Range +5...+5

 

 

 

 

 

The Green D'hide Hood WILL be for f2p. It will be sold by Oziach for 7,495 gp.

 

 

 

Range Cape

 

 

 

This can be bought from the range guild for 10,000 archery tickets.

 

 

 

The cape gives +10 range attack and defense bonus.

 

 

 

The cape will be a tattered rectangular olive green cape, the same color as Robin Hood Hat and Ranger boots.

 

 

 

Range Necklace

 

 

 

The mages have a Magic Amulet, so why shouldn't rangers get their own jewellry?

 

 

 

The necklace will be made out of ruby and gives +10 range attack

 

 

 

 

 

Short Sleeved Dragonhide Body

 

 

 

I never did like the looks of the current dragonhide body, so i thought it would be cool to be able to have a sleeved one.

 

 

 

Sleeved Dragonhide Bodies require 4 dragonhides. They give the same range bonus as their sleeveless counterparts and require the same crafting level.

 

 

 

 

 

Merlin's Hood and Boots

 

 

 

These will be treasure trail items.

 

 

 

They both come from lvl 2+ clues.

 

 

 

the hood gives +8 mage attack and defense

 

 

 

the boots give +6 mage attack and defense

 

 

 

the hood will be the shape of any other hood. It will be colored a dark blue, and it will have white trim around the edge and stripes going from the back of it to the top of it

 

 

 

The boots will be a greyish white color with dark blue trim.

 

 

 

 

 

Dragonhide gloves

 

 

 

I think it would just be cool to be able to get gloves instead of vambraces, they would require the same amount of d hides, same crafting level, same stats, just different look.

 

 

 

p2p only

 

 

 

Top Hats

 

 

 

This has nothing to do with range or mage, but i have been wanting them for over a year now.

 

 

 

Top hats would come in black or white.

 

 

 

they would come from level 1+ clues

 

 

 

p2p only

 

 

 

Wizard Hoods

 

These would basically just be another option for wizard hats.

 

 

 

to get wizard hoods kill a wizard or get a wizard hat and take it to the clothes shop owned in varrock and she will give a wizard hood for it.

 

 

 

p2p

 

 

 

Anti-Dragonfire Bows

 

 

 

It's always a pain having to bring an antidragonfire shield and losing an inventory space, or not bringing an anti shield and risk being hit with dragonfire.

 

 

 

So i thought it would be nice if the power of the anti-dragonfire shield could be in the form of a bow.

 

 

 

The bows can be bought from the Duke of Lumbridge.

 

 

 

The bows only come in 2 wood types- yew and magic

 

 

 

Yew antifire shortbow will cost 1k

 

Yew antifire longbow will cost 2k

 

Magic Antifire shortbow will cost 3k

 

Magic antifire longbow will cost 5k

 

 

 

They have the same stats as the normal type of bow.

 

 

 

Improve Obsidian Staff

 

 

 

A simple way to improve the obsidian staff would be to make it one handed

 

 

 

another way to improve it would be to make it so it gave you unlimited Fire and Earth runes. Afterall, it is a biproduct of Lava anyway...

 

-------

 

Obsidian Crossbow + New TzHaar Monster

 

First off, the new TzHaar Monster:

 

 

 

Name: TzHaar-Ral-Ka

 

Level: 97

 

HP: 99

 

Weapon: Obsidian Crossbow and Obsidian Bolts

 

Drops: Obsidian Crossbow, Obsidian Bolts (1-100), All gems including Dragonstone, Half Key, Tokkul, Obsidian Rings.

 

Where found: Throughout the TzHaar cave.

 

 

 

 

 

Now, the Crossbow.

 

 

 

The crossbow gives +65 Range attack bonus. It can use all bolts, and is the only bow that can use Obsidian Bolts.

 

 

 

It can be acquired by buying it from the weapons shop for 25750 Tokkul or Getting it as a drop from TzHaar-Ral-Ka, TzHaar-Ket(the level 144 guards), or TzHaar-Xil(the level 133).

 

 

 

It requires 70 range and 60 strength to wield, because it is heavy.

 

 

 

 

 

Obsidian Bolts can be acquired as drops from all TzHaar monsters, or they can be bought from the weapon shop for 10 Tokkul Each.

 

---------

 

TzHaar Teleport

 

Yes i know you can teleport to karamja with a glory, but i thought it would be nice to be able to teleport directly to the TzHaar Caves.

 

 

 

To get the ability to teleport there, you must buy a Teleportation scroll from the mage shop for 2500 Tokkul, or get the scroll as a drop from any TzHaar monster. another way to get this scroll is to win 10 games in the fight pits.

 

 

 

When you get the scroll, simply click on "Read Scroll" and you will read it and it will dissapear, and you now have the ability to use the TzHaar teleport whenver you want.

 

 

 

The TzHaar Teleport requires 67 magic, 2 law runes, 2 fires, and 2 earths.

 

-------------------------

 

Fusing Jewelry

 

Ok i have been thinking about this for a bit now, so i decided to post it...

 

 

 

I think it would be pretty nifty to be able to combine two jewellry items.

 

 

 

To fuse Rings, you need:

 

 

 

the two enchanted rings that you want to fuse.

 

81 magic to cast "Fuse Ring"

 

2 cosmic runes, 20 fire runes, 1 law rune, and 2 nature runes

 

 

 

Cast the spell "Fuse Ring" on one of the rings, and then click on the other ring. The message in the top left hand corner of the screen will say "cast fuse -> ring 1" then when you do that and go to click on the other ring it will say "fuse ring 1 -> ring 2"

 

 

 

When you fuse rings, 25% of each rings power is lost, so if you fuse a warrior ring with a berserker ring you will get a ring with +3 attack and defense bonus and +3 strength. The exceptions to the 25% power loss is the Ring of wealth and the Ring of Stone. just ask me about this if you don't get it and i will explain further.

 

 

 

When you fuse a ring, it will be named something like warrior/wealth ring.

 

 

 

This spell CAN fail, the higher the rarity of your ring(wealth, stone, warrior, etc), the less chance it will fail.

 

 

 

 

 

To Fuse Necklaces, you need:

 

 

 

two enchanted necklaces

 

84 magic to use "Fuse Necklace"

 

4 cosmic runes, 20 fire runes, and 1 nature rune

 

 

 

Cast the spell "Fuse Necklace" on one of the necklaces, and then click on the other ring. The message in the top left hand corner of the screen will say "cast fuse -> necklace 1" then when you do that and go to click on the other ring it will say "fuse necklace 1 -> necklace 2"

 

 

 

When you fuse necklaces, 25% of each necklaces' power is lost, so if you fuse a games necklace with another games necklace, you get a necklace with 12 charges.

 

 

 

again, the necklace formed will be named something like games/games necklace.

 

 

 

This spell CAN fail, the higher the rarity of your necklace the less chance it will fail, so since the only necklaces that can be enchanted are emerald and sapphire, this spell will fail a lot.

 

 

 

 

 

 

 

To fuse Amulets, you need:

 

 

 

two enchanted amulets

 

88 magic to cast "Fuse Amulet"

 

5 cosmic runes, 30 fire runes, 2 law rune, and 5 nature runes

 

 

 

Cast the spell "Fuse Amulet" on one of the rings, and then click on the other ring. The message in the top left hand corner of the screen will say "cast fuse -> Amulet 1" then when you do that and go to click on the other ring it will say "fuse amulet 1 -> amulet 2"

 

 

 

When you fuse amulets, 25% of each amulets power is lost, so if you fuse a amulet of fury with an amulet of strength, you will end up with a fury/strength amulet with +8 to all attack bonus, +11 to all defense bonus, +13 strength, +2 prayer.

 

 

 

 

 

This spell CAN also fail, the higher the rarity of your amulet(fury, glory, etc), the less chance it will fail.

 

 

 

 

 

There are so many possibilities with these fuse spells, that i think it would benefit everyone.

 

 

 

dont worry, the spells will only fail rarely, it won't be common at all. if a fuse spell does fail, both pieces of jewellry are destroyed. The exception to this will be onyx (phew), because of it's extreme resistance to heat and corrosion, it will only be broken, to fix it just take it the jewellry seller in Port Sarim and they will repair it for 25k.

 

 

 

Here are all the possible combinations of jewellry, and their stats or powers-

 

 

 

 

 

Rings:

 

Recoil/Recoil- hits 15% of what you got hit by your opponent, on your opponent, lasts for 60 hits on your opponent

 

Recoil/Dueling- hits 7.5% which lasts for 30 hits, has 6 charges for teleporting to duel arena or castle wars

 

Recoil/Forging- hits 7.5% and lasts 30 hits, smelts 104 iron ore without failure

 

Recoil/Life- hits 7.5%, teleports you when you have 7.5% hp left

 

Recoil/Wealth- hits 7.5%, get rarer drops

 

Recoil/Stone- hits 7.5% and turns you into a stone.

 

Recoil/Warrior- hit 7.5%, +3 to slash attack and defense bonus

 

Recoil/Berserker-hit 7.5%, +3 strength

 

Recoil/Seers- hit 7.5%, +3 magic attack and defense

 

Recoil/Archer-7.5% hit, +3 range attack and defense

 

Dueling/Dueling- has 12 charges

 

Dueling/Forging- 6 charges, lasts for 104 iron ore

 

Dueling/Life- 6 charges, teles when you have 7.5% hp left

 

Dueling/Wealth- 6 charges, rarer drops

 

Dueling/Stone- 6 charges, turns you into rock

 

Dueling/Warrior- 6 charges, +3 slash attack and defense

 

Dueling/Berserker- 6 charges, +3 strength

 

Dueling/Seers-6 charges, +3 magic attack and defense

 

Dueling/Archer- 6 charges, +3 range attack and defense

 

Forging/Forging- lasts for 208 iron ore

 

Forging/Life- lasts for 104 iron ore, teles when 7.5% hp left

 

Forging/Wealth-104 iron ore, rare drops

 

Forging/Stone- 104 iron ore, turn into rock

 

Forging/Warrior- 104 iron ore, +3 slash

 

Forging/Berserker-104 iron, +3 strength

 

Forging/Seers-104 iron, +3 mage

 

Forging/Archer-104 iron, +3 range

 

Life/Life- Teleports you when you have 15% hp left

 

Life/Wealth-tele when 7.5% hp left, rarer drops

 

Life/Stone- tele when 7.5% hp left, turn into a rock

 

Life/Warrior- tele, +3 slash

 

Life/Berserker- tele, +3 str

 

Life/Seers- tele, +3 mage

 

Life/Archer- tele, +3 range

 

Wealth/Wealth- double the chance to get a rare drop i guess

 

Wealth/Stone- rare drops, turn into a stone

 

Wealth/Warrior- rare drops, +3 slash

 

Wealth/Berserker- Rare drops, +3 strength

 

Wealth/Seers- rare drop, +3 mage

 

Wealth/Arhcer- rare drop, +3 range

 

Stone/Stone- double the rockiness?

 

Stone/Warrior- turn into rock, +3 slash

 

Stone/Berserker- rock, +3 str

 

Stone/Seers- rock, +3 mage

 

Stone/Archer- rock, +3 range

 

Warrior/Warrior-+6 Slash

 

Warrior/Beserker- +3 slash, +3 strength

 

Warrior/Seers- +3 slash, +3 mage

 

Warrior/Archer- +3 slash, +3 range

 

Berserker/Berserker- +6 strength

 

Berserker/Seers- +3 str, +3 mage

 

Berserker/Archer- +3 str, +3 range

 

Seers/Seers- +6 mage

 

seers/archer- +3 mage, +3 range

 

Archer/Archer- +6 range

 

 

 

when you fuse stone with something else, you must activate the ring to turn into a stone. when your life ring is activated, you lose the power to be teleported when you have 7.5% life left, but you keep the other power, same goes for everything else.

 

 

 

Necklaces:

 

Games/Games-12 charges to games room

 

Games/Binding-6 charges to games room, 100% successful in binding 11 runes

 

 

 

Amulets:

 

Magic/Magic- +15 magic attack and defense bonus

 

Magic/Defense- +8 magic, +13 magic defense, +5 defense to other defense

 

Magic/Strength- +8 magic, +8 strength

 

Magic/Power- +13 magic attack and defense, +4 to all other attack and defense bonus, +4 strength, +1 prayer

 

Magic/Glory- +10 magic attack, +8 to all other attack bonues, +10 mage defense, +2 to all other defense bonus, +4 strength, +2 prayer

 

Magic/Fury- +16 magic attack, +8 to all other attack bonus, +19 magic defense, +11 all other defense, + 6 strength, +3 prayer

 

Defense/Defense- +15 to all defense

 

Defense/Strength- +8 to all defense, +8 strength

 

Defense/Power- +14 to all defense, +4 to all attack, +4 strength, +1 prayer

 

Defense/Glory- +10 to all defense, +8 to all attack, +4 strength, +3 prayer

 

Defense/Fury- +19 to all defense, +8 to all attack, +6 strength, +4 prayer

 

Strength/Strength- +15 strength

 

Strength/Power- +6 to all attack and defense, +12 strength, +1 prayer

 

Strength/Glory-+8 to all attack, +2 to all defense, +12 strength, +3 prayer

 

Strength/Fury- +8 to all attack, +11 to all defense, +14 strength, +4 prayer

 

Power/Power- +8 to all attack and defense, +8 strength, +2 prayer

 

Power/Glory- +12 to all attack, +6 to all defense, +8 strength, +3 prayer

 

Power/Fury- +12 to all attack, + 15 to all defense, +10 strength, +4 prayer

 

Glory/Glory- +15 to all attack, +4 to all defense, +8 strength, +4 prayer

 

Glory/Fury- +16 to all attack, +13 to all defense, +10 strength, +6 prayer

 

Fury/Fury- +17 to all attack, +23 to all defense, +12 to strength, +8 prayer

 

 

 

-------------------------

 

 

 

 

 

Any feedback on any ideas?

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wow man u got alotta idea's some of them are ok, some of them need some tweeking (rethought) not a bad idea...

 

 

 

p.s. you think to much

for_sooth.png

Barrows Drops - Guthans Helmat x2, Dharoks Chest x2, Ahrims Staff, Guthans WarSpear Ahrims Robetop x2, Ahrims Hood, Torag's Legs, Karils Skirt, Xbow - Med (Double) Brassard-Hammers (Double)

Dragon Drops - 1 Skirt... (3 helms)

Dk - Dragon Axe x3, Warrior Ring x2

T.T - Top hat (4.3m) x2

GWD - [bandos] Hilt, Plate X2

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Guest minime121196
wow man u got alotta idea's some of them are ok, some of them need some tweeking (rethought) not a bad idea...

 

 

 

p.s. you think to much

ye lyk idea bout sord just dif spec *guy hits thy ground people in bout 5 meters get hit 30-40
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ye lyk idea bout sord just dif spec *guy hits thy ground people in bout 5 meters get hit 30-40

 

 

 

Proper English please?

 

 

 

Nice Ideas, Jewellery combining could do with a bit of work.

There's no such thing as regret. A regret means you are unhappy with the person you are now,

and if you're unhappy with the person you are, you change yourself. That

regret will no longer be a regret, because it will help to form the new,

better you. So really, a regret isn't a regret.

It's experience.

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Australians in rs? NOT A GOOD IDEA!

 

 

 

let me guess, he talks like steve irwin and wears one of those hats with corks?

 

 

 

you've never been to draynor village market area...?

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I am australian. Im merely guessing what everyone else thinks of us (and judging by how popular steve irwin is around the world [a pity too...] i guess a lot of people think we're like him)

 

 

 

 

 

ok stop with the stereotype BS. The australian guy doesn't even have to be australian, it can just be some guy, it doesnt matter.

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