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Messages - Kurd

Pages: 1
1
Hey guys,

This update contains Tank armours & Smithing Adjustments, Minigame Improvements and a Name Change Feature! There are also new in-game ranks and Event Managers are now able to enable double minigame rewards. There have also been several adjustments and fixes to improve overall game balancing. Many thanks for your reports and feedback.

Tank Armours & Smithing Adjustments
Tank armours don't really exist in the game. There's equipment that gives you high defensive bonuses but nothing really that decreases your damage taken or increases your hitpoints. I'd like to introduce 4 new armour sets with their corresponding Defence level requirements:
  • Chalkos - level 55
  • Sidero - level 65
  • Atsali - level 75
  • Chrysos - level 85

Each of the sets above cannot be obtained as a drop but has to be smithed, which leads us to Smithing Adjustments. The overall level requirements for smithing items has been reduced by roughly 20%. That means that a rune platebody that required level 99 Smithing prior to the update now requires level 80 Smithing. Experience rates have been left untouched! Training Smithing hasn't become faster but you are able to smith items on earlier levels now. All changes are reflected in the skilling interface as well.

The new tank armours don't give any offensive bonuses but instead give you a hitpoints and soaking bonus. Each set comes with a unique sword that also focuses more on the defense rather than offense. You can obtain the appropriate bars to smith those items from monsters in the game:
  • Chalkos bar: Pest Control minigame
  • Sidero bar: monsters that also drop dragon items
  • Atsali bar: Slayer: Mutant tarn, Gulega, Skeletal wyvern, Abyssal demon, Ice strykewyrm, Vyrewatch, Kalphite Queen and rare chance from PvP crates.
  • Chrysos bar: Nex, Demon bosses (increased rates for Har'lakk and Yk'lagor) and rare chance from PvP crates.
Idle Kick Timer
I've increased the idle kick timer from 10 to 15 minutes. Your character will now also start resting after being away for 3 minutes and start sleeping after being away for 6 minutes. The game will log you out after 15 minutes of being completely idle. Clicking anything in the game resets this timer.

Minigame Improvements
I'd like to introduce new and consumable rewards to minigames. I want to make the minigames overall more rewarding for increasing amounts of participation as well as winning:
  • Emps-Wars: killing players now grants 0.5 tickets instead of 0.2. Capturing a flag grants the entire team 2 additional tickets as well as +8 for the player who scored. Killing bosses now also grants +8 tickets.
  • Pest Control: the maximum amount of tickets you can get has been increased from 200 to 1000. This value is doubled when any double experience bonus or minigame ticket bonus is active. Member grants an additional 10% to your ticket gain ignoring the limit. The maximum duration for a Pest Control minigame now is 6 minutes instead of 10. Portals lose their shields in intervals of 30 seconds instead of 40. You can now also start Pest Control as single player.
You can also buy new rewards now:
  • Bonecrusher: Automatically buries bone drops.
  • Demon horn necklace: Restores 5-15 prayer points for burying bones. Larger bones restore more points.
  • Magic notepaper: Turns an inventory item into its noted form.
Name change
We are now testing the name change feature in the live game before releasing it publicly. Once everything works you'll be able to buy name change tokens from Bolkoy for 1,000EC. I expect this to be soon after this update! When changing your name the following applies:
  • Your login details stay the same. We call this your user name.
  • Changing your name registers a display name, which is shown in-game and on friends/ignore lists.
  • You can change your display name without having to relog.
  • User and display names are both unique. Nobody will ever be able to pick your user name as display name.
  • Once a display name is no longer used it can be re-picked by anyone.
  • Friends list now shows last login and your actual user name in case you are using a display name.
Friend and Ignore List Rework
With the release of name changes I've also completely rewritten your friend and ignore list. You are no longer able to add non-existing accounts to either of the lists. The internal database system for friend and ignore lists also is no longer text-based. This change was needed in order to be able to support the name change feature. There have also been several client-sided performance improvements for rendering friends and ignore list.

Event Managers & Commands
Event Managers now have a dedicated icon next to their name and also received new commands to make it easier to host events. We have great trust in our Event Managers but in case of abuses we have the ability to track the use of every command used at every location. Following commands are now available to Event Managers:
  • ::doubleminigame - Enables double rewards for all minigames.
  • ::yell - Send a message to everyone.
  • ::xteleto player - Teleports to a player
  • ::xteletome player - Teleports a player to you AFTER accepting a confirmation box.
  • ::tele x y - Teleport to locations across the map to explore areas for events.
The teleport commands cannot be used during combat and will ask the player for permission if teleported. All commands are logged and randomly checked for integrity and valid uses.

Burthorpe Dialogues
The city has received some dialogues to make it feel more alive. Special thanks to JP for coming up with the dialogues and putting them into emps script.

Runecrafting Adjustments
The current state of the Runecrafting skill is a little bit questionable, because crafting runes doesn't feel very good. I've started by sorting out the mess of the skill interface by dividing the level requirements into 2 categories: Runes & All Runes. The first part shows at which level you can start crafting runes and the second shows at which levels you gain what amount of runes. I have also reduced the level requirements for crafting Death, Blood and Soul runes. The level requirements for crafting multiple runes have been reduced. This means you will get more low level runes at earlier Runecrafting levels. There is now also a cap for the maximum amount of runes you can craft. All changes can be viewed in the "All Runes" section of the Runecrafting skilling interface. The aim of this change is to give you more runes for actually training the skill instead of having to rely on good drops or buying from shops.

Game fixes / changes:
  • Teleport spells and teletabs can now be used during the eating animation.
  • Lunar dream spell now restores special attack energy when used.
  • Teleblock timers have been overhauled. A bug was fixed where magic protection prayer wouldn't halve the duration.
  • The alch values for abyssal whip, bow and staff have been increased to 713k. Abyssal bow and staff can now also be noted and the item picture for the abyssal staff models has slightly been reduced to properly fight into inventory squares.
  • The synchronization of door states in houses with multiple attendees has been fixed.
  • K'ril Tsutsaroth drop table has been updated. Chaos rune drop was removed and the additional drop chances (5%) were add to Wines of Zamorak. They now drop with a 9% chance instead of 4%. Zamorak brews are now also dropped as 4 doses.
  • Emerald bolts (e) now correctly inflict increasing poison onto your enemy.
  • Admins and event managers can now use some commands to assist them in navigating through the game during events.
  • Adamant crossbows can now be bought in several Range shops.
  • Icons you can no longer use are now automatically removed.
  • New icons were added: event manager, wiki contributor, wiki admin and youtuber.
  • Daily tasks can now be skipped by right-clicking it in the Daily tasks interface. Skipping a task costs 1 EP.
  • Dragon claw special attack has been updated. Some of its code has been reworked to better represent its 4 hit special attack. The maximum special attack damage was also reduced by 5%. The max hit is now slightly lower than the Armadyl Godsword. I've also reduced the special attack accuracy from 200% to 150%. This sounds like a lot but dragon claws special attack is designed to get you extra hits if one of the 4 hit rolls is 0. I want to put the weapon more in line with other special attack weapons and not have one very overpowered one.
  • Dark kebbits can no longer be assigned as Hunter daily task.
  • The Varrock palace garden has had its plants grown and the Master Gardener is also no longer able to noclip through them.
  • A clipping issue with Dusk devils was fixed. There was a general error within the npc walking code that caused the issue. It occurred when npc combat reset with them being outside their walking zone. This allowed them to noclip back to their original position and sometimes got them stuck in other objects.
  • Items affecting your maximum hitpoints bonus now increase / decrease your hitpoint stat immediately. This effect is only applied while being out of combat.
  • A gem bag can now be bought for 100k from the Tokkul shop in the Obsidian caves. It can hold up to 50 gems total and 8 different types.
  • A herb sack can now be bought for 10k from the Slayer Point Exchange. It can hold up to 50 herbs total and 8 different types.
  • The prayer bonuses from the Initiate set (Emps-Wars reward) have been drastically increased.
  • The Constructor outfit now increases Construction experience gain by 1% per item worn and can be traded.
  • Items lost caused by death inside the Corporeal beast boss fight area are now dropped outside. Not in the wilderness, but directly before entering the boss fight area.
  • Negative weight bonuses now only count when worn. Having the agile set / boots of lightness in your inventory no longer decreases total weight value.
  • Runes can no longer be preserved by half the Magic level requirement of staves. This mechanic is rather confusing than useful. I want to introduce better ways of obtaining and preserving runes instead of having to rely on rolls of random numbers.
  • Runecrafter outfit can now be bought from the Slayer Point Exchange. Each piece of the set allows you to craft 2.5% more runes.
Engine fixes / changes:
  • NPCs will no longer be stuck in animations.
  • Shadow quality settings have been updated for modern GPUs. The settings will no longer request gigantic shadow maps putting enormous computational power onto your GPU. This reduces quality by a little (I couldn't tell a difference unless totally zoomed in on a floor tile) but improves performance by a lot.
  • New symbols have been added to the game. I was unable to type / copy-paste those, so please let me know if it works! The following were newly added and need to be confirmed: ąčęėįšųūžå
  • A graphical issue on the Neitiznot bridges has been fixed.

I wasn't yet able to start the next big project (invention skill) due to an injury of my left arm. I've had issues with a nerve going from my underarm to my hand. It's nothing painful but it caused permanent tingling in my left hand. Which is... well... annoying. Biggest problem was that it started to hurt when typing... so I was forced to take a bit of a break. Doctor said it's nothing serious but if I'm not forced to do computer work I shouldn't. It's still not fully healed but already much much better. :D

All the best,
Thomy




Fixes of June 4th:
  • Chalkos, Sider, Atsali and Chrysos daily tasks have been fixed. They now required 1-3 items to be crafted instead of ridiculous amounts. Their smithing process was also overhauled and should no longer delete too many bars.
  • Demon horn necklace has had its stats removed except for a +5 prayer bonus. The prayer amount restored was also reduced by roughly 30%. The item was just being too strong in combination with the bonecrusher resulting in you never ever having to touch a prayer potion during Slayer task while keeping 2 prayers up. This wasn't the intention of the item and thus the quick rebalancing. I will continue looking at it and see if we over-nerfed it or if it's still being too strong.
  • Fletching requirements for bronze up to rune arrows, bolts and darts have been reduced to reflect recent Smithing changes.
  • Clan chat messages are now properly ignored when the user is on your ignore list.
  • Rune bag can now be used again.
I continued to fix our tools and homepage for the upcoming name change feature. It still isn't quite ready but it'll be finished soon! Once I got all the tools and forum name change done as well I'll immediately release it.




Fixes of June 10th:
  • Teleblock is now functioning properly again.
  • All shields now have a ranged taunt of up to 12 paces. This should make it easier for melee to taunt enemies. This distance is calculated from the npc's closest outer point to your character.
  • Entering another person's house no longer requires you to replace spaces in their name with _'s.
  • Necromancer bonuses & names fixed.
  • Bonecrusher Destroy option changed to Drop.
  • Friends list issues displaying wrong names fixed.
  • Removing multiple herb sack items no longer deletes them when there's not enough space in your inventory.
  • Many parts of the smithing interface have completely been rewritten. It now uses the level requirements from the skilling interface to correctly display the ability to smith items.
  • Smelting now automatically uses coal from the coal bag. This also applies when using the superheat spell.
  • Using items on the gem bag and herb sack now automatically adds them.
  • Using coal on the coal bag now automatically adds them.
  • Auto-retaliate no longer triggers when an interface is opened. This will no longer reset puzzles in the Barrow crypts.
  • The level requirements for smelting bars have been reduced. The changes can be viewed in the smithing skilling interface. The mining skill keeps its level requirements because adjusting it for smithing would create a huge level gap between levels 70 and 90.
Name change still needs a bit of tweaking until it's fully working! :)
The following users liked this post: Kurd

2
Suggestions & Ideas / New Defence Reduction Hitsplats
« on: April 28, 2019, 03:12:21 pm »
Hello guys!  :)

I have noticed that a vast majority of the players are not so familiar with the effects of some special attacks such as the Bandos godsword (BGS) and the statius warhammer (SWH). The BGS special attack reduces the targets defence level by half of the amount hit. Meanwhile the SWH reduces the targets defence level by 10% whether you deal damage or not. This seems to make some confusion amongst some of the unexperienced players in the game. Therefore, I thought of an idea that could make it both easier and more noticeable to understand what the special attacks of these weapons actually do. Let me demonstrate for you how this could be improved.

This is how the SWH special attack hitsplat currently looks like:

From an unexperienced player view, it could be hard to understand what just happened.


However, with this suggestion I'd like to introduce new hitsplats for special attacks:
This shows the targets defence level being decreased by 10%

This is how the BGS special attack hitsplat currently looks like:


This is how it could be improved:

Here we see the player hitting 9 which means half of that amount is reduced from the targets defence level, that is to say:

I think with a change like this, players will have a better understanding of what special attacks actually do.
Furthermore, this will deliver a new level of detail to the game which I think is cool.

Feel free to share your thoughts and whether you agree or disagree.



The following users liked this post: Kurd

3
Suggestions & Ideas / Full slayer helmet - New tier upgrades & Perks
« on: April 02, 2019, 07:02:27 pm »
Heya lads!
Recently I have been thinking and thinking until I realized why not get some inspiration and suggest something that could be unique for us.
With this idea I'd like to highlight the full slayer helmet. It's been a long time since it got any touches and I think it's about time for this beautiful thing to get some attention. Hopefully, when the new upcoming skill "Invention" make its way to the game there will be a lot of positive changes. With this idea I thought we could utilize this new skill by giving the full slayer helmet different upgradeable tiers with some unique perks and perhaps new looks (if possible).

Players would be able to upgrade their full slayer helmets through this skill and different tiers would require a cetrain "Invention" and a crafting level in order to make the upgrades. In addition, we could add item requirements for these upgrades such as the hydrix/zenyte gem that was suggested by JP a couple of days ago. This new gem could be used as one of the requirements to upgrade the helmet from tier 4 to tier 5 which is the last available tier in this suggestion. There will be a description with more details about each tier below.

Currently existing slayer helmets that we have in-game

- Basic slayer helmet
The basic slayer helmet you get when purchasing from the slayer shop for 7,500 SP. Grants the wearer 10% bonus damage and accuracy during slayer tasks as well as 10% more slayer xp.
- Full slayer helmet
The full slayer helmet you make with 55 crafting - black mask, hexcrest & focus sight. Grants the wearer 15% bonus damage and accuracy during slayer tasks as well as 15% more slayer xp.

Suggested upgrades / tiers

  • - Tier 3
Tier 3: The first tier upgrade. Giving very slightly improved accuracy and damage and a higher requirement to wear.
            You need to have a full slayer helmet before upgrading.
            To upgrade you need level 70 crafting and level "x" Invention. Could also require a specific amount of slayer points to upgrade.
            This helmet requires 65 Attack, 65 Strength, 65 Defence to equip.

 
  • - Tier 4
Tier 4: The second best tier upgrade. Giving slightly improved accuracy and damage and a higher requirement to wear.
            To upgrade you need level 80 crafting and level "x" Invention. You need to have tier 3 before upgrading.
            Could also require a specific amount of slayer points to upgrade.
            This helmet requires 75 Attack, 75 Strength, 75 Defence to equip.
            With this upgrade you can learn how to fuse rings into the helmet that way you don't need to carry a ferocious ring in your invetnory if you
            want to teleport to various slayer locations.

            Another perk could be the ability to extend tasks even more?
            Additional features/perks can be added as well. Feel free to discuss.

  • - Tier 5
Tier 5: The last and the best available tier upgrade. Requires a hydrix gem, level 90 crafting and level "x" Invention to upgrade. You need to have tier 4 before upgrading.
            Could also require a specific amount of slayer points to upgrade.
            This helmet requires 85 Attack, 85 Strength, 85 Defence to equip.
            One of the useful perks this tier could grant are improved damage bonuses and accuracy while doing wilderness slayer tasks.
            Secondly, it could make obtaining wilderness emblems more common while using during a slayer task. (if emblems are considered)
            This could be really handy if new wilderness bosses ever get released with a wilderness slayer master.
            Should it Include tier 4 perks?


Would love to hear what you say :)
The following users liked this post: Kurd

4
Suggestions & Ideas / Wilderness Slayer Master & New Bosses
« on: March 27, 2019, 06:20:19 pm »
Hello everyone!
As the title suggests, I would like to share with you this idea of introducing a new slayer master that assigns wilderness tasks only together with a bunch of new bosses.
You might think that we don't have that many monsters/bosses in the wilderness aside from revenants, spectrals, gulegas, wildywyrm, chaos elemental and some other monsters such as dragons, zombies and skeletons.
However, with this new slayer master there will be newly added wilderness bosses and monsters to cope up with the slayer tasks the player will get. I feel like the wilderness map is so huge and almost feels empty that we could take advantage of that by adding new bosses and monsters in different locations around the wilderness.

Back to the main core of the topic. Why would the player choose to take tasks from this slayer master called The Reaper
Well, completing tasks in the wilderness should be rewarding and for that the player will gain extra slayer points. Secondly, we could add new slayer items to the shop that could benefit the player while slaying in the wilderness.
*Feel free to discuss what items* Maybe even introduce a new slayer tab with unlockables such as extending a task more than the limit. For example, some tasks can only be extended to 8 kills as maximum. With this new unlockable method you could learn to extend your tasks even more. Many more unlockables could be added of course, this is just an example.

- The Reaper (Wilderness slayer master)
Assigns wilderness tasks only


As for wilderness bosses and monsters. There are plenty of ideas and suggestions. Here are some that were suggested by the community in-game 

Zulrah
Can be harmed with Range and magic attacks. It is also reachable with a halberd/spear. Has 3 different phases/mechanics and inflicts poison damage that can stack up to 10+.
Drops could be scales (similar to vyrewatch blood) that can be used to recharge the new blowpipe/bow/staff/dagger or a new helmet. Drops can be further discussed/altered.
This is just a layout for this idea.
Could be introduced through a new quest or by having a specific required slayer level in order to be killed.


Callisto
A fierce bear found in the wilderness able to knock players out for 3 seconds and can deal high amount of damage. Barrows armour such as veracs and torags can be effective against him. Together with a group of friends or strangers you can take him down and get the chance to receive new rings/scrolls, maybe an amulet that boosts the barrow armour set effect? or a new pet. *Drops can be discussed*


Xallisto
(Emps version of Callisto)
I found a model that currently exists in-game which could be replaced instead of that old version.

Feel free to share your own opinions and thoughts.
Keep the discussion friendly  ;)
The following users liked this post: Kurd

5
Hey guys,

Ready for the next Double Experience Weekend? From April 5th through 8th all experience gains as well as minigame rewards and blood coin drops will be doubled. The update also contains a few bug fixes and addresses drops of random event npcs. Many thanks for the detailed reports!


Game fixes / changes:
  • Crossbow stocks and their unfinished versions now have shop values.
  • Magic and Range version of the dragonfire shield now require level 75 Magic and 75 Range to be worn.
  • Eating will no longer block instant shield effects.
  • The rune requirements for Fire surge have been fixed.
  • The code for removing objects in POHs has been improved. The map is now less likely to reload when removing objects. There are still some objects that require the map to reload, but you will find them less often. Building rugs is now also easier and no longer gives you 10+ right-click options.
  • Random event npcs now have proper noted drops. Their combat levels and powers have also been adjusted for higher levels. Evil chicken no longer drops resources but feathers and has a rare chance to drop an untradeable piece of the chicken outfit.
Engine fixes / changes:
  • An issue with looping animations has been fixed. This bug was most present in the Falador party room.

I'll now be starting the next larger project which will probably be a new skill. It'll be similar to RS3's Invention that deconstructs existing items for materials allowing you to create new items. I could imagine the creation of double experience potions and similar boosts through the skill. I've also started basic code to support a name change feature which will allow you to set a display name for your player in the future.

All the best,
Thomy
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6
Suggestions & Ideas / Re: Bonfires
« on: February 28, 2019, 11:35:49 pm »
Or make use of the unlit beacons scattered around the map. Basically, every couple of hours they would become lit at random times and a message appears to everyone telling that you can use them as a bonfire. Additionaly, there is that wooden chest nearby the beacon. I am thinking maybe the player could use it as a storage unit for logs or something that can extend the fire duration?
We also have one in the frosty part of the wilderness, so if someone wants that extra xp he/she can ;)



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7
Feedback / Re: PvP
« on: February 21, 2019, 04:54:22 pm »
In my opinion magic isn't very good at this current state. Using it puts you in a huge disadvantage in comparison to other combat styles. You can easily hit 60's+ with melee and ranged meanwhile with magic you struggle to even reach 50's. I think magic overall needs a buff, whether it's the spells, magic weapons or armour. Something has to be done so it can compete with other combat styles and be more used and useful both in PvP and Pvming scenarious.

Thoughts?
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8
Screenshots / 1,966 kills later ...
« on: February 13, 2019, 02:18:00 pm »
1,966th kill :'( -




It was nice knowing you Kal'ger, Farewell.



The following users liked this post: Kurd

9
Suggestions & Ideas / A new quest idea
« on: January 17, 2019, 07:49:21 pm »
Hello ladies and gentlemen!

I would like to hear what you guys say about this quest story line idea and see whether or not it's worth making a script for. Without any further ado, let's jump right into it!

Quest name: Mystery of a wandering threat

A quest that involves the player to search and track down hints to solve a mystery that could potentially save their home from a serious threat. Throughout the quest, the player has to visit different parts of the world to look for evidence that could help lead to the main threat. To give some background about this threat. There is an evil necromancer called “Vrazhar” who is seeking to destroy the world of Emps by summoning 3 dark demons named: Na’ash, Av’ar and Urga’l. Each of the demons are hidden in 3 different regions of the world, planning to invade our lovely home.

                     
       Vrazhar - The necromancer                   Av'ar / Na'sh / Urga'l - The 3 demons
___________________________________________________________________________________________________________________________________________________________________________________________

To start the quest the player has to speak to the doomsayer that can be found in the sight of the Grand Exchange main entrance. The doomsayer starts the dialogue by warning the player of the existing demonic threat. Make the doomsayer do animations that shows fear maybe?

Could be placed here? ->     

So some background about the main protagonist of the quest. Apparently, the doomsayer and Vrazhar has known each other since a long time until …. the doomsayer realized that Vrazhar was using him to gain evil knowledge. Evil enough to summon destructive demons to do things for his own bidding. Where the only way to stop him is by killing his 3 summoned demons. After killing each demon, they will drop a torn paper containing a ritual spell. However, the player needs to collect all 3 torn papers to combine them and solve the mystery to know the full ritual spell. This is later required to process during the quest to summon Vrazhar in a specific ritual place which the player will be informed about later.

The ritual could take place maybe in one of the black knight’s fortress rooms? Where the player has to use the paper of the ritual spell on the green cauldron to trigger the “X” Board and make Vrazhar summon on top of it? Like shown:


Another place could be this which is close to falador: Here the player has to use the torn pages on each pillar that has a sign in order for the ritual to work.



At the end of the quest, the player has to defeat Vrazhar in combat after summoning him. After defeating the necromancer the player has to return back to the doomsayer to finish the quest and to receive the rewards! The ability to wield the demon defender? maybe this could be released together with the demon defender? As part of the reward, could possibly introduce titles to the game that would work like in-game icons? for instance, after completing the quest the player unlocks the title “Peacekeeper” or “The hero” which can be shown next/behind the player name as a suffix. Titles will appear with a player's name in public chat, when the player is right-clicked.

In fact, more titles can be added to the game in future quests that gives the player a title based on the quest? Also what do you think of applying this to other achievements such as getting 250M in all skills would unlock“ [Name] The "Completionist” title?


Credits: Thanks to Boejuh2 for assisting me with the story  ;)
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10
Suggestions & Ideas / The new defender tier - Demon Defender
« on: January 12, 2019, 03:43:36 pm »
As the title suggests ...

Introducing the demon defender which requires a combined attack and strength level of 165-170. Since we have demon bosses with a unique tier of demon weapons of all combat styles, this defender would be a cool addition to add. Giving it a special effect would be similar to what we have to spirit shields. However, to give the special effect a unique twist, maybe boost the wielders damage against demon bosses? This effect would of course last for a limited time before being able to activate it again. To give the player a more challenging feeling before having his/her hands on the defender. You would have to collect 3 different parts that are dropped from each demon boss to then later combine and merge into the actual defender.
This process could require a certain crafting level maybe? Or maybe the player has to learn how to make it through the slayer shop? This would introduce a new tab to the slayer shop where the player can exchange his/her slayer points to learn new methods of combining items or other features?

The parts could for example be something like: Demon vine from kal'ger. Demon ____ from Har'lakk. Demon ____ from yk'lagor?

Feel free to discuss your own opinions and share your thoughts  :)
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