Random Changes

  • Add the new Rev Cave drops that are on OSRS
  • Change accuracy formula back to the RS one that is confirmed to be correct, ignore the people here who tell you that it's incorrect they are level 50 on Runescape.
  • Unlimited run energy in the wilderness plz
  • Change uncharged glory so the rub option instantly teles you to edgeville

  • Change Chaos Ele Respawn time to 20 minutes however lower drop rate accordingly (if its at 6 hours respawn now then just adjust rates to be 18x less than they currently are)
  • Attacking Chaos Ele should skull you
  • Lower Chaos Ele's damage by half
  • Slightly lower Chaos Ele's HP

  • Remove all agility shortcut level requirements inside of the wilderness/rev caves
  • Remove Canoe Pond teleport.
  • Add Rev Cave tele scrolls to the shop for 500k each & remove from rev drop table
  • Remove Set level. It ruins diversity in PK builds since everybody just becomes maxed out & it becomes a tool that PVMers/Skillers use to just avoid pkers by setting their combats outside of pking level brackets.

  • Make the random bar box give a lot more adamant/mithril bars so it's worthwhile for ironmen to buy.
  • Make the random herb box give more high level herbs than it currently does.
  • Add an exp lamp to BM shop for 100k, it would give 500k exp in any skill.

  • If you kill a player with coins in the wilderness you should only receive 90% of the coins they had (this will make more sense the further down you read).


EP System

  • Introduce an EP system & Rework how emblems are dropped in PVP

    - EP would be earnt by being in combat with players inside of a Hotzone whilst risking over a certain value. The Value needed to gain EP would be different for each hotzone where the deeper into the wild you go the less you'd have to risk to gain EP. Players woudn't need to be inside of a hotzone to get the 100EP kill.
    - EP would go up by 4% every 12 seconds in combat (must be dealing damage, cant just be hitting 0s to gain EP).

    - Hotzones would be; Edgeville (1.5m+ risk to gain EP), West Dragons (1m risk to gain EP), East Dragons (750k+ risk to gain EP), Graveyard of Shadows (750k+ risk to gain EP), Anywhere in 40-45 Wilderness (500k+ risk to gain EP), Anywhere in 46-57 Wilderness (250k risk to gain EP)

    - Every normal kill players would receive a Mysterious Emblem 100% of the time
    - Every kill at 100 EP players would receive an additional random emblem ranging from Tier 1-10
    - Every target kill players would receive an additional random emblem ranging from Tier 1-5

    - Every normal kill players would receive 3-5k Blood Money
    - Every kill at 100 EP players would receive 25k Blood Money
    - Every target kill players would receive 10k Blood Money

  • Double the Coin Exchange Value of Emblems


Wilderness PVM Changes

  • Remove the custom slayer NPC spawns from the wild, they serve no purpose other than making the game look bad. In there place put whatever is there on OSRS.
  • Wild Demi-Bosses should drop 5k Blood Money per kill with a 1/10 chance to receive a mysterious emblem
  • Callisto/Venenatis should drop 15k Blood Money per kill with a 1/4 chance to receive a myserious emblem
  • Vet'ion should drop 35k Blood Money per kill with a 1/2 chance to receive a myserious emblem
  • Put all of the Rev Cave Uniques on the Callisto/Venenatis/Vetion drop tables.
  • Callisto/Venenatis/Vetion should additionaly drop corrupt variants of the PVP weapons. Corrupt Variants would require 20 attack to weild but would only last half the duration of what regulars do.
  • Callisto/Venenatis/Vetion should additionaly drop Corrupt/Regular PVP armour. Corrupt variants would require 20 defence to weild but would only last half the duration of what regulars do.


Untradeables in Wilderness

  • If you die past 20 Wilderness with an untradeable item then the repair cost should be a lot higher

    - Void Helm 1m, Regular/Elite Void Body 4m, Regular/Elite Void Legs 3m, Void Gloves 1m
    - All Barb Assault items 1.5m each
    - All defenders 500k each
    - Fire/Infernal cape 1.5m each

  • The repairing NPC should take coins automatically from your bank when trying to repair items without you having to have coins in your inventory

  • Imbued Rings should be kept if you die with them in the wild however they will lose their imbue & the killer would receive 60% of the imbue cost in coins



Target System Changes

Letting people opt out of the target system has just made it very easy for PVMers to avoid Pkers. I don't think the ability to opt out should be removed altogether, but I do think it should have a cost to unlock instead of being compeltely free.

  • Change the ability to opt out of the target system so it costs 500k Blood Money to unlock
  • Reset everybodys accounts so that they are opted in to the target system


PJ System

  • Change PJ system so that you can instantly attack players even when they are in combat with an NPC. This stops all the PVMers getting a free escape by boxing the NPC's until they can glory out.
  • For PVP the PJ system should be changed so if at least 1 of the 2 players is in combat then nobody can ever be Pjed. So if player A was attacking player B but player B wasn't fighting back, you still wouldn't be able to Pj the fight since Player A is still fighting.


Wilderness Slayer

  • For completing a wild slayer task players should receive 40k Blood Money & 250k Coins
  • Double the amount of slayer points received per wild slayer task
  • Allow players to exchange slayer points to blood money at a Ratio 1:250
  • Put Wilderness Slayer on a seperate slayer master who assigns tasks seperately to regular tasks.


Skilling in Wild

  • Skilling in the wild should grant more exp the higher up you go, however players would have to be risking over 500k for the effect to work;

    - Wilderness Levels 1-10 = 1.2x exp
    - Wilderness Levels 11-20 = 1.4x exp
    - Wilderness Levels 21-35 = 1.6x exp
    - Wilderness Levels 36-50 = 2x exp

  • Add a new item called "brawler gloves" which would be dropped by Callisto/Venenatis/Vetion. The brawler gloves would give 2x more exp in the wilderness when charged.

    - The gloves would have to be charged by coins (minimum of 500k, maximum of 100m) depleting by 10k coins per succesful skilling action.
    - If you die with the gloves then you lose all of your charges & the player who kills you receives 70% of the coins as a drop.

  • Add Wilderness Agility Course (this would become the new best exp in game for agility assuming you added the skilling exp rate increases I already suggested.
  • Mining Ore in the wild whilst risking over 500k would give you the ore as Bars
  • Fishing in the wild whilst risking over 500k would give you the fish cooked
  • Behind the Mage arena put a Blood Altar requiring 77 runecrafting, you could only craft runes on this altar whilst risking 500k. Players would receive 30 Blood Runes per essence.
  • Put a banker in level 47 wild just north of the rune rocks, it would cost 50k coins to bank with him. Players wouldn't be able to bank with him during combat or within 2 seconds of doing a skilling action.
  • Put an Anvil next to the rune rocks in 47 wild
  • Make the thieving chests work inside of Rouges Castle.