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Planned Features (Runic Ages)
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==Skills== ===Slayer=== A combat-focused skill requiring specialized equipment to defeat dangerous monsters. *Villagers with the Slayer Master occupation give out Slayer tasks in exchange for Slayer Points, which can be used to purchase special gear. Slayer Mobs include: *Basilisks and Cockatrices, requiring Mirror Shields to prevent petrification. *Gargoyles, which require a Sledgehammer for the killing blow. ===Agility=== Modifies sprinting mechanics, linking it to an Agility Skill and Run Energy Meter instead of hunger. *Training Agility: Players can build portable endurance utilities (jump ropes, hurdle fences) or complete large-scale Agility Courses. *Higher agility levels increase run energy regeneration speed. *Run Energy regenerates when idle or resting and is consumed at a rate of ~1 per 20 ticks while sprinting. Potions: *Energy Potion: Restores 10% of run energy per dose. *Stamina Potion: Restores 20% of run energy and reduces run energy consumption by 70% for 2 minutes. ===Sailing=== A new skill centered around ship ownership, exploration, and navigation. *Ship Ownership & Upgrades: Players can enhance their ships with better sails, hulls, and specialized tools. *Exploration & Charting: Discovering and charting new locations grants experience and unique rewards. Primary Activities: *Sailing Navigation: Players adjust sails for optimal speed; NPC crewmates can assist at higher levels. *Shipwreck Salvaging: Recover valuable materials and artifacts from shipwrecks. *Port Tasks: Transport goods, protect trade routes, or combat pirates and sea monsters. New Content: *Sailing Guild *Oceanic Bosses: Sharhai, Roqar the Thunderbird. *New Slayer Mob: Gryphon. *Oceanic Villagers: Sea Turtle Tribes. Resources: *Wood Types: Larch, Cedar, Rosewood. *Corals: Elkhorn Coral, Pillar Coral, Umbral Coral. *Fish: Haddock, Blue Tang, Sunfish. *Gemstones & Minerals: Lead, Agate, Garnet, Aquamarine, Cobalt. ===Construction=== Construction allows players to build and customize homes using furniture crafted from tiered boards, nails, clay, metal ingots, and other materials. General materials must be gathered and processed by the player or purchased from carpenter villagers, where the GP cost is significantly higher than crafting them manually. This cost serves as a goldsink mechanic, removing currency from circulation to help balance the in-game economy. Goldsinks are crucial in MMOs and large game servers, as they prevent inflation by ensuring excess currency does not devalue player earnings and trade. A room-detection system allows for intricate interior design, recognizing specialized rooms such as throne rooms, chapels, game rooms, and dungeons. Various furniture options include plants, chairs, fireplaces, rugs, barrels, larders, stoves, dressers, beds, wall/table maps, altars, statues, windows, hedges, and more. Players can also create flatpacks, allowing others to place furniture without meeting the level requirement themselves. ===Dungeoneering=== Dungeoneering allows players to undertake instanced raids in procedurally generated, stronghold-sized dungeons, either solo or in a group of up to four players. Items from outside cannot be brought into Daemonheim, the dungeon location, which has its own item system. Players can save a small loadout of 1-5 items based on their Dungeoneering level, which is retained for future floors. Dungeons generate with a critical path leading to the next floor, along with optional side paths that offer extra content, treasure, and rare rewards. The experience system includes a floor prestige mechanic, where completing floors earns prestige, translating to bonus XP. Players should reset their prestige periodically to maximize experience gains. Dungeoneering complexity settings (ranging from 1-6) allow players to fine-tune their experience. Higher complexity levels incorporate more skills and mechanics, while lower complexity levels provide a simplified version with an XP penalty. This system allows players to either learn the mechanics in a safer environment or optimize for speedrunning lower floors at high Dungeoneering levels. Key mechanics include skill doors (which require specific skill levels to unlock), puzzle rooms, and a boss fight at the end of each floor. Players earn Dungeoneering tokens per completed floor, which can be exchanged with a special villager profession for unique rewards such as off-hands granting poison immunity, bags for gem storage, powerful Chaotic weaponry, scrolls unlocking crafting bonuses, and upgrades for combat-related amulets. Additionally, discovering underground vanilla dungeons or mineshafts grants small amounts of Dungeoneering XP. ===Divination=== Divination involves gathering the residual life force of the dead god Guthix and remnants of divine memories from wisps. Players can convert memories into energy, experience, or a mix of both by depositing them into divination rifts. Wisps occasionally grant enriched memories, which yield increased XP. Periodically, rifts will experience memory overflows, granting temporary buffs to all nearby players, including: *+1 base energy per memory deposited *+5% XP from turning in memories *+10% chance to obtain enriched memories *Spawning enriched wisps that always grant enriched memories Players can use divine energy to transmute resources into higher tiers, create portents (which heal or revive players), and craft pocket-slot signs of life/signs of the porter/etc (which prevent item loss on death, ward off death once, or transfer items to storage). Additionally, divine locations allow players to gather specific resources (such as logs or ores) for a limited time. ===Invention=== Invention allows players to disassemble items to obtain specialized materials such as simple, tensile, clear, powerful, precious, silent, clockwork, shadow, fungal, and more components. At an Inventor's Workbench, players discover blueprints for new gadgets and gizmos through a minigame involving sorting icons (tubes, vials, gears, capsules, screws, springs, etc.) into a five-slot UI. Finding the correct combination results in a prototype ranked from Poor to Perfect, with higher ranks providing more Invention XP upon discovery. Players can manufacture augmentors, enabling weapons and armor to become augmentable. Augmented gear levels up to level 20, with higher levels increasing the chances of activating attached perks. Gear can be disassembled to recover some materials and earn large amounts of Invention XP, which serves as the primary leveling method for the skill. Gizmos can be crafted and slotted with various components to create randomized perks before being attached to augmentable gear. Example perks include: *Breakdown: Up to a 4.8% chance to retrieve components when smithing an item instead of disassembling it. *Furnace: Up to a 20% chance to consume a gathered resource for double XP. *Looting: Increases mob drop rates for uncommon or rare items (5-minute cooldown). *Polishing: Up to a 12% chance to transmute a gathered resource into a higher-tier item. *Pyromaniac: Up to a 3% chance to instantly burn all logs of the same type in the inventory and receive the appropriate Firemaking XP. ===Archeology=== Archaeology involves excavating materials and damaged artifacts from soil blocks using a mattock. Each biome has unique soil types, providing different materials and damaged artifacts. Players can also extract resources from dedicated material caches, such as white oak caches. Certain dig sites, like Kharid-et or Everlight, generate as large structures in their respective biomes. Excavating may yield journal pages and intact artifacts, which contribute to solving mysteries, uncovering lore, and unlocking new areas within dig sites. Players can repair damaged artifacts using gathered materials at a repair table. Repaired artifacts can be traded to collector or curator villagers for rewards, including rare items and chrononotes, a currency used for various upgrades, including: *Increased mattock precision *Expanded material storage *Boosting items By turning in specific artifacts or collector rewards at a monolith, players can unlock relic powers that can be toggled on and off, consuming chrononotes as fuel. Example relic powers include: *Blessing of Het: Increases food and potion healing by 10% *Always Adze: Automatically burns cut logs for Firemaking XP *Death Note: Causes bone and ash drops to become stackable notes *Abyssal Link: Allows teleportation spells to be cast without runes (but without XP gain) *Pouch Protector: Prevents degradation of runecrafting pouches
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