In the future game modes one could consist of debuffs for certain events.
Agility failures
-On falling, prevent sprinting for a short while (injury)
-Reduce the available run energy because the wind was knocked out of you.
Combat damage
-Heartiness, the lower your health the faster you drain energy. (Can do this for a heart disease awareness event - maybe?)
-Your stats start decreasing if you do not maintain max health.
Prayer rework
-Prayer potions only increase the maximum prayer points you can hold, not restore them. -This effect slowly decays.
-Praying at alters takes time - bringing you to your maximum prayer point cap.
-Death resets the effects to current prayer level.
-Restore potions restore prayer points but also reduce the maximum cap by the same amount.
-super restores are same as above but decrease by half the amount.
Construction
-When you bend 5 nails in a row you throw your hammer and risk breaking something in the room.
Ranged
-Avas equipment require high agility or you risk getting hit by your rapidly returning ammunition.
Magic
-Practice makes perfect, things could go horribly wrong when you just start out.
-The closer you are to the requirement the more likely you are the spell self destructs
Runecrafting
-Chance you get sucked into the abyss at alters.
Herblore
-Steady hands will help, chance you miss the vial and lose some of your ingredients.
-Mixing in a pestle and mortar (keep in inventory) increases success rates.
Crafting
-Can get fingers caught in spinning wheel
-Sticking yourself with the needle hurts
Fletching
-you are playing with knives.
-Can create 'dodgy ammo', a higher chance of mishaps down the line. They are labeled the same, you just end up with two piles and won't know which is dangerous until tested. Both are tradeable.
Slayer
-Adds players to the list. (if it is a pvp enabled challenge)
-Monsters can cry out summoning superior variants to aid them.
THieving
-On being caught they keep an eye on you.
Agility failures
-On falling, prevent sprinting for a short while (injury)
-Reduce the available run energy because the wind was knocked out of you.
Combat damage
-Heartiness, the lower your health the faster you drain energy. (Can do this for a heart disease awareness event - maybe?)
-Your stats start decreasing if you do not maintain max health.
Prayer rework
-Prayer potions only increase the maximum prayer points you can hold, not restore them. -This effect slowly decays.
-Praying at alters takes time - bringing you to your maximum prayer point cap.
-Death resets the effects to current prayer level.
-Restore potions restore prayer points but also reduce the maximum cap by the same amount.
-super restores are same as above but decrease by half the amount.
Construction
-When you bend 5 nails in a row you throw your hammer and risk breaking something in the room.
Ranged
-Avas equipment require high agility or you risk getting hit by your rapidly returning ammunition.
Magic
-Practice makes perfect, things could go horribly wrong when you just start out.
-The closer you are to the requirement the more likely you are the spell self destructs
Runecrafting
-Chance you get sucked into the abyss at alters.
Herblore
-Steady hands will help, chance you miss the vial and lose some of your ingredients.
-Mixing in a pestle and mortar (keep in inventory) increases success rates.
Crafting
-Can get fingers caught in spinning wheel
-Sticking yourself with the needle hurts
Fletching
-you are playing with knives.
-Can create 'dodgy ammo', a higher chance of mishaps down the line. They are labeled the same, you just end up with two piles and won't know which is dangerous until tested. Both are tradeable.
Slayer
-Adds players to the list. (if it is a pvp enabled challenge)
-Monsters can cry out summoning superior variants to aid them.
THieving
-On being caught they keep an eye on you.
24-May-2023 03:24:24 - Last edited on 24-May-2023 03:42:01 by GIM MeAHand