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Combat potion

Concord Isle

Before you read this idea, I want to make things super clear, I think the main focus of PvP changes right now should go towards improving our existing PvP activities between the Wilderness and existing safe PvP minigames, before we think about new avenues of PvP.

Plus any new activities will split the current PvP population even more. Now is maybe not the right time for this concept.

Then again, this minigame is partially intended to serve as a form of live beta testing for potential PvP rewards. So maybe it could have a place?

Concord Isle is a chaotic, sandbox-style team PvP minigame built around one idea: give players a pile of ridiculous experimental weapons and two bases to fight over, and see what happens. It is the Wilderness compartmentalised - the same risk-and-raid tension, sealed inside a single island with a hard win condition and a testing ground for mechanics that would be far too silly to ship into the live game.

More than that, it is a home for the most creative, and controversial, concepts from players in the Old School RuneScape community - a place to actually try the ideas the subreddit dreams up but the main game could never risk.

TL;DR: Two teams. Raid the enemy lab, steal blueprints, craft absurd gear (bear traps, teleporting daggers, smoke bombs, floor buff sigils), then break into their base and destroy their Respawn Anchor. Once it is down, they stop respawning - wipe them to win.

A partnership that went very wrong.

The researchers of Kourend and Varlamore, the two western kingdoms, and those of the mainland once agreed to something unheard of: they would work together. Two research facilities were raised on a shared, neutral island, and the founding pact - the Concord - bound them to a single goal: to develop the next generation of combat technology, side by side.

It did not last. Accusations of stolen designs turned into sabotage, sabotage turned into open conflict, and the Concord shattered. Now each facility does two things at once: steal back the blueprints the other side "borrowed," and tear down the enemy lab entirely.

Two pacts, one island. The mainland has no single kingdom name - Misthalin, Asgarnia, and Kandarin all share it - so its researchers band together as the Mainland Guild (RED). Their rivals are a joint venture between the western kingdoms of Kourend and Varlamore, the Kourend & Varlamore Institute (BLU).
The Two Labs

Arceuus spellbook
Kourend & Varlamore

A joint research pact between the two western kingdoms, holding the western lab. Their blueprints tend toward exotic, alchemical, and downright arcane prototypes.

Mainland Guild
Mainland Guild

The mainland's battle-wizards, holding the eastern lab. Their designs lean toward enchanted contraptions - runic traps, snares, and raw force-magic.

Combatants of Concord Isle

Concord Isle didn't start as a battlefield. It began as a research pact between two arcane academies - Kourend's Arceuus and Misthalin's Order of Wizards. But combat tech is a prize that never stays quiet. As word spread, faction after faction muscled in to claim a share - militant orders, mercenaries, zealots, whole kingdoms - groups that could never share a table. The rivalries were almost too convenient. Now the Concord is a memory, and the island is a proxy war nobody fully controls.

The Western Kingdoms (BLU)
Arceuus MagesArcane

Kourend's House of arcane study and necromancy - and, with the Order of Wizards, one of the two founders of the Concord. Battle-mages and soul-crafters. Where it all began.

House of Great Kourend
Shayzien WarriorsMelee

The military House of Great Kourend. Disciplined shield-line infantry - the backbone of any western push.

House of Great Kourend
Hosidius MedicsSupport

The farming-and-medicine House. Field healers who keep a frontline standing far longer than it has any right to.

House of Great Kourend
Lovakengj DwarvesArtillery

The mining-and-munitions House. Gunpowder, dynamite, and siege engines - the western answer to a fortified base.

House of Great Kourend
Piscarilius RoguesThieves

The dockside House of fishers, smugglers, and cutpurses. The natural blueprint-thieves of the whole operation.

House of Great Kourend
Varlamore GladiatorsArena

Champions of the Fortis Colosseum - triple-striking jaguar warriors, serpent shamans, and the towering colossi. Blood spilled here still honours Ralos.

Varlamore
Losanium PriestsPrayer

Clergy of the sun-and-moon faith, calling on Ralos and Ranul. The source of the Eclipse rites and the Godthief's western liturgy.

Varlamore
Twilight EmissariesCult

The fanatical sect of Ranul, god of death - a darker, moon-touched counterpoint to the sunlit priests.

Varlamore
The Mainland (RED)
Order of WizardsArcane

The Wizards' Tower of Misthalin - the mainland's arcane academy, and Arceuus's opposite number as co-founder of the Concord. This is the other place where it all began.

Misthalin
White & Temple KnightsSaradomin

Falador's holy order and its shadowy intelligence arm - Saradomin's militant fist on the island.

Saradominist
Black KnightsZamorak

Zamorak's militant order, sworn to chaos and conquest - the White Knights' oldest enemy, now fighting the same war on the same rock.

Zamorakian
Druids of GuthixGuthix

Keepers of balance and nature-magic. They'd rather no one had this tech - which somehow doesn't stop them fighting over it.

Guthixian
Varrock Royal GuardRoyal Guard

King Roald's standing army, marched in from Misthalin's capital. Varrock is where Varlamore's first delegation - Prince Itzla Arkan and Servius, Teokan of Ralos - came to sign the historic treaty that opened the Shining Kingdom to the mainland (the events of Children of the Sun), an accord nearly derailed by an assassination plot. That early tie to Varlamore only tangles Varrock's loyalties once the Concord turns bloody. It also sits a stone's throw from the volatile Paterdomus border.

Misthalin · signed Varlamore's first mainland treaty
Fremennik WarbandWarband

Norse raiders from Rellekka - berserkers, seers, and archers who fight as a pack. The very same warband that tests itself in the Colosseum.

Fremennik
Kharidian EmissariesEmissaries

Envoys and sellswords out of the Kharidian desert, carrying old Zarosian and Menaphite interests into a war that isn't theirs - yet.

Kharidian Desert
Rogue's DenizensRogues

The thieves, safe-crackers, and pickpockets of the Rogues' Den - the hideout beneath a trapdoor in the Toad and Chicken inn in Burthorpe. Masters of the maze, the lockpick, and the quiet grab, their Rogue equipment famously doubles a pickpocket's haul. The mainland's answer to the Piscarilius rogues, and exactly the crew you'd want when the whole war is a race to steal blueprints.

Burthorpe, Asgarnia · Rogues' Den
The Hidden Hand
⸮̴͓¿̶́?̵̮⸮̷̍?̸̣¿̴͗, the UnseenWildcard

An unknown instigator. He seemed to be working closely with everyone behind the scenes, recruiting more and more groups into the project. He is known as a humble broker of knowledge. It was his whisper that first sat Arceuus and the Order of Wizards at the same table - and his hand that drew in every rival after. Was the combat research really meant to be shared? Or was it meant to be harvested... by him. He is definitely more than he seems to be.


Saradomin's knights, Zamorak's, Guthix's druids, Kourend's Houses, Varlamore's Gladiators. After seeing the profits of Concord Isle, each of them wanted to seize what the labs have built. Not a single one of them truly trusts each other on this island.

Gameplay Objective

The end goal is simple: destroy the enemy's Respawn Anchor, the magic machine keeping their team alive. But you cannot walk up and smash it. You have to earn your way in, one phase at a time.

Phase 1 Arm Up

Raid the enemy lab and steal blueprints back to your own base. Each one unlocks a new experimental weapon, shield, or gadget to fight with.

Phase 2 Break In

Use your new arsenal to crack the enemy base: steal and destroy 3 Anchor Orbs, then bring down the shield protecting the Respawn Anchor.

Phase 3 Wipe Out

With the Anchor destroyed, the enemy can no longer respawn. Hunt down every last survivor. Last team standing wins the match.

Phase 1 - Blueprints & the Arsenal

Blueprints spawn in the enemy lab. Grab one, run it home, and your whole team unlocks whatever it describes - a weapon, a shield, a trap, or a spell. This is the heart of the mode: a deliberately overloaded arsenal of experimental tech that would never survive a real balance pass. Crucially, many blueprints are gated behind real stat and quest requirements, so your account build still matters even inside the sandbox. Several entries below are community concepts, credited on the card.

You commit to one at a time. This list is deliberately enormous - but no one ever fights with all of it. Blueprints are stolen one by one, under fire, so in practice you make do with whatever you managed to grab: a single crazy weapon, maybe two, not a loadout of twenty. That's the whole trick to keeping it from being overwhelming. The giant menu isn't something to master; it's a pool to gamble from, and what you pull out is what you're committing to for the fight.

Weapons & Shields
Superior Abyssal DaggerOffense

Special attack that teleports you straight onto your target before the hit lands. The "you can't run from me" fantasy, weaponised.

Melee · special attack
Wyvern BillOffense

A billhook polearm with +1 tile of attack range, like a halberd. Its special attack is a reverse Dragon spear: instead of knocking a target back, it drags them one tile closer. Rip a runner back into your team from range.

Melee · +1 tile range · special attack
Zamorak battlestaffOffense

An affordable step up from the Mage Arena staff (~1.5-2M). Special attack - Combust (50%): after a 2-tick delay, flames erupt across a 3x3 around you for 30-50 magic damage, and the heat clears every bind and freeze from you and any ally caught in it. Locking the unfreeze behind a spec keeps it costly, not spammable. Concept: @Daniel.

Magic · special attack (50%) · ~1.5-2M
SagestaffUtility

A staff whose autocast slot can hold any single combat spell, no matter which spellbook it comes from - set it to Ice Barrage, or a Standard bolt, or an Arceuus spell, without ever opening a spellbook. You still only autocast one spell at a time; the trick is that any spell is a legal pick. The setting sticks even when you switch weapons.

Magic · autocasts one spell from any spellbook · persists on weapon swap
Riposte BladeDefense

Special attack opens a 3-second counter stance. The next attack that lands on you is blasted straight back at full damage - a heavier Vengeance that only pays out if you bait the hit. It won't combine with Vengeance: the counter negates the incoming damage, which leaves Vengeance with nothing to reflect.

Melee · special attack · 3s counter window
Seismic MaulOffense

A ponderous, slow-swinging maul with a screen-clearing spec. It needs no target - slam the ground and a shockwave erupts from your own tile outward across a 5x5 area. Anyone caught in the inner 3x3 takes a colossal hit that maxes 97 easily; the outer ring eats about 50 damage. Drop it in the middle of a pile and delete it - as long as you can survive standing in the thick of them. Spec based on Annihilation, from the Crucible.

Melee · slow · targetless special · 5x5 stomp (3x3 maxes 97)
Trinity RapierOffense

A rapier bound with the souls of a long-lost trio - a warrior, a mage, and a ranger. Like a salamander, it switches between three attack styles, its glow shifting to match: red for melee, blue for a "magical melee," and green for a "ranged melee" that reaches one tile away and jabs faster. Spec - Trinity (33%): a rapid three-stab combo, one hit in each style (mage, ranged, melee), each capping at 33.

Melee · 3 switchable styles · special attack (33%)
Gladiator's AegisDefense

Sol Heredit's own trick, forged into a shield. Activate it to open a brief parry window: block on the last possible tick for a perfect parry that negates the hit entirely and makes your next attack a guaranteed max hit. Block early and you only get the block - timing is everything.

Shield · perfect parry → guaranteed max hit
Vine ShieldDefense

Get hit by a melee attack and vines lash out to entangle the attacker where they stand. A clean escape against a melee PKer - but it only reacts to melee, so a ranger or mage plays right around it.

Shield · Yew shield defence
Abyssal ShieldDefense

Take magic damage and it flings you 8 tiles in a random cardinal direction. The jump outruns an Ice Barrage's freeze, so it doubles as a hard freeze counter - though the random direction means you don't choose where you land.

Shield · Elemental shield defence
Smoke ShieldDefense

Take a ranged hit and it bursts a Smoke Bomb cloud on the spot - same 3x3 unrender effect. Turns an archer's opening shot into your cover.

Shield · Rune sq. defence
Flag of the Saint2-handed

A two-handed flag you hold aloft. While it's flying, it reverses every negative effect aimed at you - debuffs land as buffs instead. It won't undo direct damage, but poison and venom heal you rather than hurt, and stat drains, burns, and curses flip in your favour. The cost is real: both hands are on the pole, so there's no weapon and no shield while you carry it.

2-handed · debuffs become buffs · poison/venom heal · direct damage still lands

Traps & Deployables
Spiritual Bear TrapTrap

Crafted from Callisto Soul Fragments. Any enemy who steps onto the tile takes 15 damage and a short 2-3 second bind, exactly like Callisto's. You are immune to your own traps and place them freely, like mithril seeds. The hard counter to DDing (death-dotting).

Req: 1 at any level; +1 per 20 Hunter, up to 5 at once at 80 Hunter
Teleport TrapTrap

Crafted from Abyssal Demon Cores. Step on it and the victim is teleported to a random walkable tile around 8 tiles away. Useless against a teleblocked target.

Req: 80 Magic · one active at a time
Dwarven CaltropsTrap

Placed like a mithril seed. Damages everyone who enters the tile - repeatedly - for 10% of their current HP, over 20 seconds. Concept: @Daniel.

Req: a Dwarven quest + 65 Smithing
Elven Stick TrapTrap

Learned from the elves of Prifddinas. Lay sticks on the floor; when an enemy steps on, they eat the full Tom-and-Jerry rake gag - decent damage and a knockback off the tile they tried to enter.

Req: Song of the Elves
Anti SigilTrap

The Team Sigil's evil twin. Chalk a sigil on the floor that lies dormant until an enemy steps onto it - then it detonates in a magical fireball. A landmine you can pre-plant on a chokepoint or bait line.

Deployable · triggers on enemy contact
Smoke BombDefense

Deploy any time to create a 3x3 cloud for 20 seconds that unrenders everyone inside - no attacking out, no being attacked. Jump in and out freely for "Winston bubble" plays. Original concept: u/Beaverzzz.

Req: 60 Ranged + 60 Thieving · one active · 2 min cooldown
BarricadeUtility

Lifted wholesale from Castle Wars and dragged into the Wild. Drop up to 10 to wall a chokepoint, reroute a rush, or body-block a runner. Lmao. Gottem.

Deployable · up to 10 at once
Team Sigil of EmpowermentUtility

Chalk a sigil on the floor. Any teammate standing inside it gains a buff - hold the ground, hold the fight.

Deployable · team-only buff zone

Escape Tools & Gadgets
Iron SpadeUtility

A spade you can actually wield. Its special attack is a short stun - think the Dragon spear's spec, but with no knockback. It roots the target in place for a few ticks instead of shoving them back, so you can freeze someone to break away, reposition, or line up the next hit.

Melee · equippable · special attack: short stun, no push
Magic SpadeUtility

Dig yourself a burrow and drop out of the fight entirely - untouchable while underground. The catch: an enemy with their own Magic Spade can dig you up and stun you. Higher Mining keeps you under longer.

Consumable · burrow time scales with Mining
Elemental SecateursDefense

When a Bind or Entangle lands on you, it triggers a Vardorvis-style captcha - clear it and the root ends early. Breaks after 3 uses, and higher Farming could make the captcha appear faster.

Gear · 3 uses · Farming-gated

Spells & Consumables
Cast from tablets. Every spell here is used via a Spell Tablet (like a Teleport Tablet) - carry the tablet and crack it to cast, no spellbook swap or runes needed. The Antifreeze Potion is the exception: it's drunk, not cast.
Your base keeps you stocked. The research labs in your own base churn out free runes and ammunition non-stop, so mages and rangers never run dry. You can also grab bandages and potions on the spot, exactly like the supplies in Castle Wars and Soul Wars.
Shadow CloakDefense

Shroud yourself for 20 seconds: your character vanishes, replaced by a ghostly shadow blob. You become unclickable, untargetable, and unable to attack or be attacked - but you must stay on your tile, and moving off it breaks the cloak. A Ring of Visibility or Ring of Shadows lets an enemy see you, though still not target you.

Spell · 2 min cooldown · Spell Tablet
Short Range TeleportUtility

Blink to any walkable tile within 6 tiles - and it fires even while magically frozen. Still stopped by teleblock. (Yes, the Wise Old Man does this.)

Standard spell · 5 min cooldown · blocked by TB · Spell Tablet
Disruption ShieldDefense

Revived from Pre-EoC on the Lunar book. Like Vengeance, but instead of reflecting it nullifies the damage of the next hit you take. It won't stop a freeze - but it can eat the key hit of a spec combo.

Lunar spell · 1 min cooldown · Spell Tablet
Antifreeze PotionUtility

Drink to instantly break any freeze on you - barrage, entangle, snare, the lot. The blunt answer to being locked down by a mage. One panic button, not permanent immunity: it goes on a 1 minute cooldown after use.

Consumable · 1 min cooldown
OverloadUtility

A full-combat boost in a bottle: supercharges every combat stat for the fight in exchange for a chunk of HP on the drink, just like the Chambers of Xeric / Nightmare Zone version. Not a base freebie - it's a blueprint unlock, so you have to steal the design before you can brew it.

Consumable · boosts all combat stats · costs HP to drink
Share AilmentUtility

★ Genuine New Spell Idea: An Arceuus spell that duplicates every debuff currently on you onto your opponent. Casts like Vengeance but without waiting to be hit: click it and it lands instantly on your target in combat. It copies:

  • Poison, Venom, Burning, Corruption
  • Magical freezes - your remaining freeze timer is duplicated onto them
  • Magical stat debuffs that stack only once: Curse, Shadow spells, Smoke Ancient Sceptre, Flames of Zamorak, Claws of Guthix, Teleblock

It does not copy normally-lowered stats - you can't drink a Saradomin brew and confer the drop.

Arceuus spell · 40 sec cooldown (~2x an Ice Barrage freeze) · Spell Tablet
One trap per tile. Only one deployable can occupy a given square, so you can't layer a bear trap, caltrops, and a smoke cloud on the same tile. Line them across a chokepoint instead - force the enemy to eat one to reach the next.
The ZGS has some exceptions. The Antifreeze Potion will not unfreeze you from its effect. A freeze from the Zamorak Godsword special attack will stick through most counters, except if it is cleared by the Zamorak Battlestaff's Combust spec. Teleports also still move you (Short Range Teleport, the Abyssal Shield's forced jump) even while ZGS-frozen.
Share Ailment is the one mechanic Chdata would actually pitch for live-game PvP. It does not copy normally-lowered stats - you can't sip a Saradomin brew and hand over the drain. Its real job is countering freezes: for example in the Wilderness, in a defensive position you turn a DD attempt back on the hunter, and as the hunter you stop a target freezing you and logging out. You learn it by meeting Xeric and casting Boost Potion Share on him.
Phase 2 - Cracking the Anchor

The Respawn Anchor cannot be attacked directly at first. It is protected in three stacked layers, and each has to be peeled away in order.

Anchor Orb 3 Anchor Orbs steal & destroy at your base
Anchor Shield Anchor Shield now vulnerable - break it
Respawn Anchor Respawn Anchor destroy to end respawns
  • Steal the 3 Orbs first. They power the shield. Each orb must be carried back to your base and destroyed - and a carrier who dies drops the orb where they fall, so escorting the runner becomes its own team fight.
  • Then the shield drops. With all three orbs gone, the Anchor Shield becomes attackable. Bring the whole team - and your stolen arsenal - to burn it down while the enemy defends.
  • Then the Anchor itself. Shield down, the Respawn Anchor is finally exposed. Destroy it and the enemy's respawns switch off for good.

Symmetry matters. Both bases have the same layout, so no team starts with a structural advantage. It is a race and a siege at the same time - you can turtle on defence, push hard on offence, or split the difference.

Phase 3 - Team Wipe

The instant the Anchor falls, the enemy team is on their last lives. Everyone still standing has to be hunted down, and every kill is now permanent for the round. The team that loses its Anchor is on the back foot - but a well-armed, well-positioned squad can still turn a last stand into a comeback.

The match ends when one team is fully wiped. Winners keep the isle. Losers head back to the lobby to re-arm and queue again.

Guardian Statues

Dotted around Concord Isle stand dormant god-statues - two honouring the mainland's gods, two the sun-and-moon faith of the western kingdoms. Bring the right consecrated symbol, place it on a matching statue, and it wakes for your team until the enemy topples the offering or claims the statue themselves. They are neutral map objectives worth fighting over.

SaradominSupport

Radiates order: steadily regenerates HP and Prayer for teammates standing near it. Your anchor for a defensive hold.

Offering: Blessed Holy Symbol
ZamorakOffense

Hurls Flames of Zamorak at any enemy who strays into range. Deny a chokepoint, or camp it to punish pushes.

Offering: Unholy Symbol
Ralos, the SunAggression

The Varlamoran sun god feeds on spilled blood, exactly as he does at the Fortis Colosseum. Bathes the area in searing sunlight that burns enemies caught in the open, and every kill your team lands nearby stokes it hotter. A statue that rewards pushing.

Offering: a sun-blessed symbol (dragon bones on the altar)
Ranul, the MoonSustain

Moon god of death and knowledge, marked by the Blood rune. Draws on blood magic to drain nearby enemies and heal your team for a share of it. Sustain that only pays out while you stay aggressive.

Offering: a blood-red moon symbol
The eclipse. Ralos and Ranul are two halves of one faith (Losanium). Hold both western statues at once and they align into a brief eclipse - a short window where both effects spike together. A high-value objective worth committing the whole team to.
Grounded in real lore. Saradomin and Zamorak are the mainland's gods; Ralos and Ranul are Varlamore's actual sun and moon deities, so the western statues fit the same island the Kourend & Varlamore Institute calls home. In canon, Ralos is marked by the Soul rune and Ranul by the Blood rune. The effects are design proposals; the gods and their symbols are canon.
The Godthief

The Godthief is a stolen relic worn in your shield slot - a plundered prayerbook you equip and activate to switch your prayers.

Because Concord Isle exists to trial ideas too strong for the live game, it hands you exclusive access to two completely separate prayerbooks you'll find nowhere else - and you commit to one for the fight. The catch is built in: carrying it means giving up your shield slot, so a stolen prayerbook always costs you defence.

Zaros symbol
Ancient Curses

The forbidden Zarosian curses - Soul Split's life leech, the Deflect prayers, Turmoil-style boosts. Raw, familiar power for anyone who knows the old books.

Ralos symbol
Losanium Rites

A freshly reaved prayerbook built on Ralos and Ranul, Varlamore's sun and moon. Its signature is the Eclipse trio.


The Eclipse Prayers

Unlike normal protection prayers, each Eclipse is an activated ability: click it to trigger a brief window of total cover, then wait out the cooldown. The moon crosses the sun, harm passes over you, and the moment ends.

Eclipse (Melee)Prayer

100% protection from melee in PvP for 5 ticks (3.0 seconds). Total cover - but only for a heartbeat.

Prayer · 5 ticks (3.0s) · 30 sec cooldown
Eclipse (Ranged)Prayer

100% protection from ranged in PvP for 5 ticks (3.0 seconds). Eat the archer's burst, then it lapses.

Prayer · 5 ticks (3.0s) · 30 sec cooldown
Eclipse (Magic)Prayer

100% protection from magic in PvP for 5 ticks (3.0 seconds). Blank a spec-timed spell, then drop.

Prayer · 5 ticks (3.0s) · 30 sec cooldown

Sun & Moon Rites
Solar ZenithRalos

The Losanium counterpart to Turmoil, and true to Ralos it's fed by spilled blood. Every melee hit you land builds a damage bonus worth 10% of the damage dealt, stacking to a +45% cap, alongside a rising accuracy bonus capped at +35%. Like Turmoil, it's melee only. It holds while you stay aggressive - go 5 seconds without hitting anyone and it drains at 1% per tick. Once switched on it locks on for 30 seconds before you can turn it off. No flicking, no camping: commit to the offensive or watch the stacks bleed away.

Prayer · Turmoil counterpart, melee only · ramps to +45% dmg / +35% acc · decays idle · locks on 30s
SunfireRalos

Set the sun on your enemies: while active, your attacks leave a burning mark that chips away at the target for a few ticks after each hit. Small on its own, brutal when you keep the pressure on.

Prayer · applies a burn on hit
Cremation RiteRanul

A Losanium counterpart to Wrath, consecrated to Ranul, god of the dead. Fall with this active and your body is cremated on the spot - a burst of flame across a 5x5 area that scorches every enemy caught in it and leaves them burning. A spiteful last word from the grave.

Prayer · Wrath counterpart · triggers on death · 5x5 + burn
Mourner's RiteRanul

Ranul teaches that the dead are to be respected - and harvested. Land a kill while this is active and a share of their life returns to you as restored HP and prayer. Rewards finishing what you start.

Prayer · restore on kill
RekindlingCycle

A Losanium counterpart to Soul Split - but instead of healing you, the damage you deal banks toward a 100 HP ember-shield. It stays inert until fully charged: no protection at all while you build it up. Once it reaches 100 the shield goes live, soaking incoming damage before your real HP does, and if a blow would kill you it guarantees you live at 1 HP - then your prayer is snuffed to 0. From ash, embers remain.

Prayer · charges to 100 HP before it does anything · one death-save
How the ember-shield could work. It banks roughly 20% of the damage you deal into a shield that caps at 100 HP. Two behaviours are on the table: a straight buffer that must be chewed through before your real HP takes any hit, or a 50% damage-reduction pool where each hit is split half to HP and half to the shield - so you can still be killed through it, but it stretches like bonus health. Either way, once depleted it locks and goes on a 30-second cooldown, unlike raw Soul Split healing. Because it carries you through a killing blow, Rekindling can also set off Cremation Rite without you truly dying - the death-save counts as the death that lights the pyre. It also pairs well with the Eclipse protections: those only give total cover in short 5-tick bursts, so the ember-shield soaks the long stretches when Eclipse is on cooldown and can't fully block a hit.
Why "Eclipse" fits. Ralos is the sun, Ranul the moon; an eclipse is the moon briefly drawn across the sun. A prayer that grants total-but-fleeting cover reads exactly like that shadow passing over you - and "Eclipse" already lives in Varlamore via the Eclipse Moon of the Perilous Moons. The 30-second cooldown (matching Vengeance) keeps it a timed panic button, not a wall.
Built from real faith. Losanium is the canonical name of Varlamore's religion - the worship of Ralos (sun) and Ranul (moon). Solar Zenith and Sunfire lean on Ralos as a god of blood-offering and fire; Rekindling borrows Ximoua, the Old Ones' belief in an endless cycle of destruction and rebirth; Mourner's Rite and Cremation Rite draw on Ranul's dominion over death. The names are grounded; the effects are proposals.
Imported & Custom Gear

Beyond the experimental blueprints, the two labs can reproduce real Gielinor gear and a few purpose-built minigame items. Some are earned in general play; others are stocked in the reward shop.

Custom Minigame Items
Tireless bootsUtility

Inside the minigame these grant a permanent stamina effect, and while you're not running, run energy restores at double rate. To keep it fair, they carry no combat bonuses at all. As a real-item stand-in for this slot, the Sage's greaves could fill the same role. Concept: @Daniel.

Req: 60 Agility · general play · no offensive/defensive stats
Acolyte robesDefense

Mask, top and bottom - no defensive bonuses, but strong Prayer bonuses. With the full set worn, your protection prayers are enhanced to block 100% of PvP damage instead of the usual 40%. Concept: @Daniel.

Req: 75 Prayer · general play · full-set effect
The ConstitutionCape

A cape-slot item that simply raises your maximum health by +40. No offence, no defence bonuses - just a deeper HP pool to survive the chaos, and a wide-open design lever to test how much a raw health buff reshapes a fight.

Cape slot · +40 max HP
Centurion armourSet effect

A melee set for post-spec fights. Full-set effect: your damage scales up as your special-attack energy drops - the emptier the bar, the harder you hit, peaking at 0% spec. It rewards dumping your specs and staying in the fight instead of tabbing away to recharge. Alternative version: at 0% spec, slow melee weapons (6-tick+ - godswords, mauls, 2h swords, warhammers, the Barrelchest anchor) instead gain a 25% chance to roll 25-110% of their max hit. PvP-arena rewards thread; reworked from a helm into a set.

Req: 45 Defence · reward shop · more damage the lower your spec
Menaphite daggerReward

A dragon-dagger successor: weak on paper, deadly in the combo. Spec - Rend (25%): buffs your next attack with +15% accuracy and cuts its delay to a single tick, so you instantly chain into a heavy hitter (maul, anchor, ballista) or another Rend. A cheap route into spec combos for 50-Attack pures. PvP-arena rewards thread; art by u/theatlantis_rs.

Req: 50 Attack · reward shop · Rend spec (25%)
BladebreakerReward

An anti-KO shield for honour PKing. Passive: when a single melee hit tops 20% of your max HP, that hit is cut by 10% - but the shaved damage trickles back at 5 per tick afterward, so it delays the blow rather than deleting it. 30-second cooldown, so you time it for the KO combo you see coming. PvP-arena rewards thread.

Req: 45 Defence · reward shop · 30 sec cooldown
SkullsplitterReward

A slow greataxe that punishes HP-camping. Spec - Punish (30%): your next hit is guaranteed to deal 75-100% of the target's remaining HP minus half their max HP, capped at 125% of your max hit. Brutal against someone sat at high HP, but it can never take them below half - zero KO potential, pure outlast pressure. From the Skullsplitter thread.

Req: 60 Attack + 60 Strength · reward shop · Punish spec (30%)

Reverse-Engineered Gear
PrimalMelee

Tier-11 Daemonheim melee armour and weapons - the strongest gear the Dungeoneering skill ever offered. Level 99 to wield.

Pre-EoC Dungeoneering · melee, level 99
SagittarianRanged

Tier-11 Daemonheim ranged armour, bows, and arrows - the top of the Dungeoneering ranged tree. Level 99 Ranged.

Pre-EoC Dungeoneering · ranged, level 99
CelestialMagic

Tier-11 Daemonheim magic gear, including the Celestial catalytic staff (unlimited elemental runes). Level 99 Magic.

Pre-EoC Dungeoneering · magic, level 99
Chaotic weaponsLevel 80

The famous level-80 reward weapons: rapier, longsword, maul, staff, and crossbow. Iconic, degradable power for the mid-to-high bracket.

Pre-EoC Dungeoneering · level 80 · degrade
Dungeoneering kiteshieldsLevel 80

The three soaking shields, one per style: Chaotic (melee), Eagle-eye (ranged), and Farseer (magic). Gaming's first damage-soak effect - they eat a slice of any big hit. There are exactly three, one per corner of the triangle.

Pre-EoC Dungeoneering · level 80 · damage soaking
Gravite weaponsLevel 45

The degradable, ~level-45 budget cousins of the chaotics - a cheap entry point into Dungeoneering-style gear for lower brackets.

Pre-EoC Dungeoneering · ~level 45 · degrade

Daemonheim Toys

The weirder end of the Dungeoneering shelf - the rare Daemonheim gear that carried real passive effects, plus a classic reward ring.

Shadow silk hoodUtility

Its Dungeoneering trick was cloaking the wearer from humanoids - here it applies only to the Guardian Statues. While worn, a woken god-statue can't see or target you, so you can slip past a camped Zamorak or Ralos statue untouched. It does nothing against enemy players.

Daemonheim · hides you from Guardian Statues only
Blood necklaceOffense

Periodically deals AoE damage to adjacent enemies and heals you for the amount dealt, plus a flat damage bonus to every style. Passive lifesteal that rewards staying in the thick of a team fight.

Daemonheim · AoE lifesteal on a timer
Hexhunter bowOffense

One of Daemonheim's fastest bows. It gains a heavy damage bonus against anyone who's cast magic in the past 30 seconds, maxing around 97 - a dedicated anti-mage pick and the ranger's answer to a barrage team.

Daemonheim · req 98 Ranged · bonus vs recent mages · maxes ~97
Ring of VigourUtility

Cuts special-attack energy cost by 10% per spec, so you squeeze out more specials per fight. A subtle but real lever on spec-heavy PKing - the kind of thing that quietly reshapes a meta.

Daemonheim · -10% special-attack cost per spec
GatestoneUtility

Drop it anywhere - your base, a chokepoint, the edge of a fight - and it stays put as a personal teleport anchor. Pair it with the Gatestone teleport tablet to snap back to it on demand. It's fragile, though: the enemy can smash it with a single hit, since it sits at 1 health. Straight out of Dungeoneering.

Daemonheim · deployable teleport marker · 1 HP, destructible
Gatestone teleport tabletUtility

Crack it to teleport instantly to your placed Gatestone, wherever you left it. Your escape hatch, your flank route, your quick sprint back to base - you decide where the exit is.

Daemonheim · consumable tablet · teleports to your Gatestone
Why import old gear? Half the fun of a sandbox is dusting off weapons the live game left behind. Chaotics, Primal, and Leagues one-offs never coexist in normal PvP - here they can, purely to see what happens.

Leagues Echoes - Demonic Pacts

Straight from the Demonic Pacts League: each of these is echo equipment, dropped by a souped-up "echo" version of a classic boss. Balanced around Leagues-tier power, they make perfect fodder for a seasonal pool - effects far too loud for the live game, exactly where this island wants them.

Infernal tecpatlMelee

A two-handed weapon that swings in all three melee styles and hits twice, with 10% demonbane. Spec (50%): four rapid strikes at +25% max hit and accuracy, damage split across whichever land.

Echo: Amoxliatl · Varlamore · melee 2h
Fang of the houndMelee

A fast 3-tick dagger with a 5% chance on hit to cast Flames of Cerberus, a fire spell that scales with fire weakness. Spec (50%): an instant granite-maul-style hit guaranteed to trigger the flames.

Echo: Cerberus · Asgarnia · melee dagger
Shadowflame quadrantMagic

A staff giving infinite air, water, earth and fire runes. Standard-spellbook elemental spells fire a second time for 40% damage, and it treats every elemental weakness as the target's highest. Also autocasts from any spellbook.

Echo: Thermo. smoke devil · Kandarin · magic staff
Devil's elementMagic

A shield-slot magic item that stamps a flat 30% elemental weakness onto every target across all elements - even ones with no natural weakness at all.

Echo: Thermo. smoke devil · Kandarin · magic shield
Nature's recurveRanged

A shortbow with a 50% chance on hit to restore prayer and HP by 10% of the damage dealt. Fires any arrow.

Echo: Hespori · Kourend · ranged bow
V's helmHead

A head-slot piece with a 5% chance to reduce an incoming hit to 0; when it triggers, your next special attack within 60 seconds is free. Doubles as an imbued slayer helm.

Echo: Dagannoth Kings · Fremennik · head
King's barrageRanged

A crossbow that fires two bolts at once - the second lands as an ice hit that freezes the target for 14.4 seconds. The freeze can be toggled off.

Echo: King Black Dragon · Wilderness · ranged crossbow
Lithic sceptreMagic

Banks up to 14 shatter stacks as you land hits. The spec spends them to deal heavy typeless damage to everything within 3 tiles (minimum 10). Charged with earth and body runes.

Echo: Grotesque Guardians · Morytania · magic
Drygore blowpipeRanged

A blowpipe that rolls accuracy twice (like Osmumten's fang) and has a 25% chance to burn on hit. Relentless, consistent ranged pressure.

Echo: Kalphite Queen · Desert · ranged
Crystal blessingAmmo

An ammo-slot item that extends crystal armour's accuracy and damage bonus to all melee weapons and powered staves, and adds magic attack and damage to the crystal set.

Echo: Corrupted Hunllef · Tirannwn · ammo slot

Leagues Echoes - Raging Echoes

And from the earlier Raging Echoes League, three more echo drops worth dragging in:

Thunder khopeshMelee

A slash sword with a passive 20% chance on a successful hit to drop a delayed lightning bolt across a 3x3, dealing up to 50% of your max hit (no accuracy roll). Spec - Lingering Lightning (50%): two quick hits, and if either lands a guaranteed bolt fires for up to 100% of max hit.

Echo: King Black Dragon · Raging Echoes · slash
Thousand-dragon wardShield

An offensive shield that grants immunity to a whole pile of status effects and attacks - poison, venom, dragonfire, icy breath, swamp decay, disease, desert heat, chill stat-drains, and more. Debuff-proofing you can wear.

Echo: King Black Dragon · Raging Echoes · offensive shield
Sunlight spearMelee

A two-handed spear that banks a Sunlight Stack on every attack, up to 20. Its spec spends 7 stacks (not spec energy) to hit everything within 3 tiles, with damage climbing 3% per point of your Prayer bonus - right at home on the sun-and-moon island.

Echo: Varlamore · Raging Echoes · melee 2h
The dogswordMelee

A godsword that fuses all five godsword specials into one. Spec - Echo slash (50%): fires every godsword special at once (Saradomin heal, Zamorak freeze, Bandos defence-drain, Armadyl damage, Ancient blood). On rare occasions it just shouts Woof!

Echo: Cerberus · Raging Echoes · melee 2h
Sunlit bracersGloves

Gloves that double all the healing you receive - food, blood spells, Guthan's, the lot - stacking on top of other healing boosts. The perfect partner to any lifesteal build.

Echo: Varlamore · Raging Echoes · gloves

Leagues Gameplay Items

Not echo drops, but signature Leagues gameplay items - the utility toys that make a sandbox sing:

Arcane grimoireMagic

A shield-slot spellbook (+6 Magic, +3 Prayer) that swaps your entire active spellbook on the fly - flip your whole book to Standard, Ancients, Lunars, or Arceuus with no bank or altar, then freely cast anything in it. Where the Sagestaff gives you one autocast spell, the grimoire hands you the whole book. A Leagues staple.

Leagues gameplay item · swaps your whole spellbook
Sage's axeExecute

A ranged execute: it instantly kills any target sitting at 20% HP or lower from up to 6 tiles away. The hard counter - it does nothing to anyone praying Protect from Missiles. A brutal finisher with a clean answer.

Leagues gameplay item · execute ≤20% HP · blocked by Protect Range
Flask of fervourConsumable

A panic flask that, on use, fully restores HP, prayer, and special-attack energy, cures venom, and makes you immune to all damage for 2.4 seconds while three blasts hit everyone within 3 tiles. Even fires from 0 HP as a death-save. 3-minute cooldown that shrinks the more damage you deal.

Leagues gameplay item · full restore + 2.4s invuln + AoE · death-save
Seasonal Sets

Like the seasons of the 6v6 PvP Arena, Concord Isle would run on seasonal rulesets. A permanent base pool of items and blueprints is always in play, and each new season swaps in a themed pool on top - keeping the meta from going stale and giving a low-risk way to trial whole categories of tech at once.

  1. The Base Set - the core experimental arsenal (traps, reactive shields, escape gadgets, the Godthief prayerbooks). The permanent foundation every themed season builds on.
  2. Daemonheim - a Dungeoneering season layered on top: the reverse-engineered gear plus Daemonheim's weirder toys.
  3. Base Set Rerun - the themed pool clears out and it's back to the core set alone, a palate-cleanser between themes.
  4. Demonic Pacts - a Leagues-echo season built on the Demonic Pacts echo equipment.
  5. Base Set Rerun - the core set alone again, resetting the meta before the next theme drops.
  6. Whatever's Next - a Raging Echoes season, a Barrows season, a God Wars season: any themed pool worth testing in a sealed arena.

Why seasons. A rotating pool means Concord Isle never settles into one solved loadout, and it lets Jagex float a whole theme's worth of experimental items for a few months, watch what happens, and retire what doesn't land - all without ever touching the live game.

Reward Shop

Here is stuff you might buy from the Concord Isle reward shop!

Amulet of burning gloryReward shop only

A burning amulet with the stats of an Amulet of glory plus a built-in teleport to Edgeville, usable up to level 30 Wilderness. It burns out after 5 teleports, crumbling to dust. Concept: @Daniel.

Reward shop only · glory stats + 5 Edgeville teleports

The other items are detailed elsewhere on the page!

  1. Centurion armour
  2. Menaphite dagger
  3. Bladebreaker
  4. Skullsplitter
  5. Vine Shield
  6. Zamorak battlestaff
  7. Granite mace

Anti-bot measures. Every reward is gated behind progress that a bot can't easily farm - a minimum quest-point total or specific quest completions per item. You have to be a real, established account to cash out, which keeps the shop from becoming a gold-farm target.

Serious Item & Spell Suggestions

Most of Concord Isle is deliberate nonsense. But a handful of these ideas are legitimate ones I'd like to see added to the main game.

Half of the point of Concord Isle is to test these ideas, after all.

  1. Share Ailment
  2. Zamorak battlestaff
  3. Vine Shield
  4. Granite mace
  5. Antifreeze Potion
  6. Amulet of burning glory
  7. Centurion armour
  8. Menaphite dagger
  9. Bladebreaker
  10. Skullsplitter
Why This Minigame?

  • It's a Mini-Wilderness. Concord Isle is actually designed to be a "predator-prey" form of minigame, similar to Fist of Guthix or Castle Wars. You have to break into an enemy base and escape with a valuable item.
  • It's a testing ground for wild ideas. As you can tell, a lot of the items from this minigame are too crazy for the main game. However, a few of them are actually designed in a serious way, so this minigame could be a safe form of "live beta testing".
  • It's different from any minigame idea you've ever heard of. Tell me what it reminds you of lol.
  • It's team-scale PvP that is watchable. Jagex could stream and host events for this minigame. There will definitely be interesting... "strategy" involved in breaking into the enemy's base and escaping with their blueprints.
  • Fun first, balance second. This is not meant to be a perfectly tuned competitive mode at launch. Expect some overpowered blueprints, some dominant strategies, and some gloriously stupid moments. Concord Isle is the ultimate fuckaround and findout lab.
Credits & Concept Sources

Concord Isle is a compilation of community ideas. Several blueprints are adapted from other players' proposals: