Blessed Status is my main suggestion, and the most important one. It covers almost all of the topics and problems I talk about in regards to Wilderness design.
Out of any suggestion I'm going to tell you today, aside from PvP Update Ranking Polls, this is the most impactful and important possible Wilderness update we could see.
Blessed Status is extremely simple. It's the opposite of Skulled Status.
- It's a Wilderness-only overhead status that costs 100k gold to enable.
- Where Skulling makes you lose everything on death, Blessed Status lets you keep everything on death for a fee, utilizing Death's Coffers, pretty much the same way as a PvM death.
- You pay a 5% fee to keep the items you brought into the Wilderness.
You pay a 25% fee to keep any items you obtained after entering the Wilderness. - Your death fee gets paid to the player who killed you, if you died to a player. This fee includes your 100k activation fee as a minimum risk.
- Self-Defense Rule: Additionally, you can only fight in self-defence, as if you have the "Skull Prevention" option always enabled.
- Loot-Forfeiting Rule: As Blessed Status is more of a "forgiving" status, and it protects the user's items from being lost on death (for a fee), when a Blessed player kills anyone else, that player also does not lose their items on death (for a fee). Even if they were Skulled.
- Blessed Status is enabled and disabled at NPC monks near Wilderness entry points (Wildy Ditch, Ferox Enclave, Mage Arena).
- Leaving the Wilderness temporarily toggles it off until you re-enter. Dying removes it, requiring it to be activated again for another 100k.
The original idea for Blessed Status came from Soffan, formerly an artist at Jagex.
When I first saw this concept, it really sparked something for me, especially the rules by which it was set up.
I really think she has come up with the basis of something that could save the Wilderness, and I really believe we can make this a great success story.
I have since come up with my own version of it more tailored to the exact problems of the Wilderness we see today.
I also commissioned a RuneLite plugin from user opaf to visualize what this could look like in-game:
For the icon itself, it better be fitting for RuneScape, because all I did was resize the Saradomin Symbol emoticon from the official RuneScape Steam Marketplace to make this.
The Skull Status symbol represents Zamorak and an alignment towards evil, so Blessed Status makes sense as a Saradomin symbol and represents an alignment towards good.
There is a lot more I have to tell you about Blessed Status.
If I had to describe Blessed Status to someone in one sentence, I would say, "Blessed Status is PvM deaths in the Wilderness but the death fee is paid to the PKer and it costs a minimum risk of 100k."
However - I would caution anyone from trying to teach what Blessed Status is in just one sentence, because if you tell the OSRS community "Blessed Status is PvM death coffer for Wildy", players are going to make A LOT of assumptions about what that actually means or why it's important, and therefore will have more resistance to the idea.
That is why I put in so much work putting a video together to explain why this is what the Wilderness needs.
I think that simplistic way of describing it would make sense during a time where it's already established in the game, but for the purpose of pitching this as a new idea to Old School RuneScape, that is leaving out a lot of important details.
If it were already in-game, it would be a lot simpler to just try it and read a short NPC explanation that summarizes it.
But as a new concept I'm pitching to the developers of the game, they need to know a lot of the specific details about how it would work in extreme detail.
And for me to explain ALL of the considerations for the mechanics of Blessed Status, you will find that it's actually quite a complex, well thought-out proposal I've come up with.
I hope you will appreciate that, if I were to explain to you all of the extremely niche mechanics of how Skulled Status works, it would be equally as complex as the inner workings of Blessed Status.
For example, we all know that Skulling is applied by initiating attack on another player.
- But do you know if you can skull on another player who is already skulled? Or does it not count because the other guy already skulled on someone, or initiated attack on someone else? Like that other guy is already an initiator, so can you still skull on him?
- Do you know how long you have to wait, after someone skulls on you, for you to be able to initiate attack back on them and have it skull you too? Or is that even possible? Or can you just not skull on them even if you wait for hours? And does dying clear whatever flags the possibility of skulling on someone?
- Do you know off the top of your head if Skull Prevention will prevent you from Ice Barraging someone who skulled on you, if they have other players around them and you're all in a multi-combat zone?
- Do you know off the top of your head all of the exceptions to items lost on death from Skulling? Because there are more exceptions than using the Protect Item prayer.
- Do you know off the top of your head how long the Skull stays over your head before it expires? And do you know if attacking more players refreshes that time? And do you know the exception to the Skull timer where it actually lasts for a different amount of time?
- Do you know off the top of your head, if you're in multi and two players attack each other and one skulls, can you then skull on the skulled player? Or does it just not work like that? I don't know.
I hope you can appreciate that, although Skulling is extremely simple to understand, if you get down to the specifics, it is actually pretty in-depth and complex, requiring a lot of extremely specific rules that you don't really need to think about unless you're the guy who coded the system.
Similarly, I hope you can appreciate that Blessed Status is kind of a similar deal. There is a very simple way to summarize what it is and what it does.
HOWEVER, there is a big list of rules and mechanics for how it works.
And any Jagex developer that may listen to my video or read this page, is going to need to know all of the RULES of Blessed Status.
Likewise, you as a player really need to know a lot of the RULES of Blessed Status to understand what it means and how it would affect your gameplay, so let's go through this together.
- Blessed Status is toggled from NPC "Blessed Monks" located within safe zones of the Wilderness, including the Wildy Ditch, the Mage Arena, the Ferox Enclave. Pretty much anywhere you enter and exit the Wilderness.
- There could also be a monk at the Edgeville and Ardougne Wilderness teleport levers to the Deserted Keep.
- You can toggle Blessed Status off ONLY at the NPCs you enable it from.
- Enabling Blessed Status costs 100k each time.
- Leaving the Wilderness deactivates Blessed Status temporarily. Re-entering will reactivate it (for free) until you toggle it off from a monk NPC, which will refund the 100k fee.
- Dying in the Wilderness will count as losing your Blessed Status and you will have to pay 100k to enable it again.
- All players can and should have easy access to Blessed Status.
- The "Self-Defence Rule". Blessed Status locks you into using the "Skull Prevention" option, meaning you can only PvP in situations that won't skull you. This is extra good because it prevents blessed players from ragging any non-blessed players. This fits thematically because using Blessed Status is like declaring you are somewhat of a pacifist. I'm about to go through a big list of rules, but this "Self-Defence" rule is one of the most important points of Blessed Status because it prevents you from being really cheap against non-Blessed players. It's extremely important for the fairness of Blessed Status.
- Blessed Status cannot be overridden by a Skull or anything else in any circumstance. It can only be toggled off at the monk NPCs.
- Likewise, wearing a "Cape of Skulls" or "Amulet of Avarice" cannot skull you with Blessed Status active and Blessed Status will override your Skull if you have one before entering the Wilderness.
- The "Amulet of Avarice" will not function (or be unequippable) if you have Blessed Status on, meaning you cannot wear the amulet to get noted drops from Revenants.
- The "Cape of Skulls" similarly would likely be unequippable or just not function while you have Blessed Status on.
- Attacking a Blessed player will not Skull you, no matter what.
- Blessed players can only freely attack other Blessed players. In other words, the "Self-Defence Rule" does not apply to fellow Blessed players. This is working based on the Skull Prevention mechanics. Remember - they cannot initiate an attack against non-blessed players, they can only fight in self-defense in those situations. But because you can't Skull on a Blessed player, that means that Blessed players can freely attack each other. This is a very important intentional design, meant to keep things fair between Blessed and non-Blessed players, and also makes it easier for Blessed players to engage in a fight as long as it's against each other.
- The "Loot-Forfeiting Rule". When a Blessed player kills a non-Blessed player, that player will "die Blessed". Let me explain that from the dead player's perspective. If you die to a Blessed player, you are sent to the death office instead of dropping your loot. This applies whether you are Blessed, Skulled, High Risk Skulled, or have no special overhead status. In other words, even if you are High Risk Skulled, you will not lose your items dying to a Blessed player because you will "die Blessed". If you "die Blessed", then you will have to pay the 5%+25% fee to get your items back. This is another very big, very important, very intentional rule. Blessed Status is intended to be a sort of a medium risk, medium reward gameplay mode. Meaning, that you give up on the ability to initiate attack on non-Blessed players (by the Self-Defence Rule), AND you give up the ability to PK anyone else for their items (by the Loot Forfeiting Rule). As a Blessed Player, you forfeit the loot. This is only fair, because a Blessed Player gets to save 95% of their value, while a Skulled or Unskulled player normally drops 100% of the items they lose. The huge benefit of keeping your items for a fee, is offset by not being able to get "big ticket" kills off of other players. So if you're Blessed, and you kill someone in a max set, you do not get their max set as a drop and your potential earning from that kill is a whole entire 95% less. Let me reiterate that again: You get 95% less reward for PvP kills as your exchange for saving 95% of the value of your items. In this way, the risk vs reward is balanced and it's not just like a "free way to get kills without risking much" sort of thing.
- If you die AS a Blessed player, you are also sent to the death office instead of dropping your loot.
- When a Blessed player fights back against a non-Blessed player, the overhead icon of the non-Blessed player could be changed to an icon that indicates that they will die Blessed.
Here are some sample icons I put together from existing OSRS sprites:
Skulled Status Blessed Locks:
Neutral Status Blessed Locks:
- The fee for reclaiming items you bring into the Wilderness is 5% the GE price of your items. This is first paid from the 100k you used to enable Blessed Status. Then it is paid from your death coffers and your bank. For example if you have a Voidwaker, which is around 40m, your 5% fee on that is 2m. However, the 2m will first be paid by that initial 100k, so you will only have to cough up another 1.9m. This means your 100k minimum risk acts as sort of like a "discount" or like a "pre-payment" against your death fee if your death fee is higher than 100k.
- Entry-Fee Discounts Rule: Because you already paid a 100k minimum risk to use Blessed Status, you are exempt from the minimum risk required to enter the Rev Caves, Wildy Bosses, Wildy Agility Course, and The Wilderness Resource Area. You can just enter.
- At level 10 or lower Wilderness, the 5% fee is only 1%. This is to incentivize Edge PKing. So, a Voidwaker, being around 40m, will cost you 400k to reclaim on death.
- The death fee applies to all items you have on you. The Protect Item prayer can negate the cost of your most expensive item. So don't get smited.
- This means that you don't get 3 items for free like a 3-itemer. It's more like if you were skulled and all your items were counted as "lost on death". Just with Blessed Status, you pay the death fee instead.
- To make things simple, there would be a nice UI element telling you how much your risk is. (video clip here)
- If your reclamation fee is less than 100k, the rest of the 100k goes to the player who killed you. In other words, this just works as a 100k minimum risk and discourages ragging as a blessed player because players can always kill you for something.
- There is a separate fee for items you gain from skilling and PvM AFTER entering the Wilderness. All of those items will incur a 25% fee to reclaim from your death coffers.
- The death reclamation fee works like the Death's Office fee, not the gravestone fee. This means the death fee is NOT capped at 500k total in the same way Gravestones are. For Blessed players in the Wilderness this will be 5% of the cost of the item. This increases the risk of using higher value items.
- There will be a toggle-able warning telling you whether or not you will enter the Wilderness with Blessed Status, and it will tell you how much your death fee would be with the equipment you are entering with.
- You can also check your Blessed death fee in the "items lost on death" menu.
- Players who die blessed, or get killed by a blessed player, will drop a Blessed Key, which is later redeemed at any bank or redeemed from the blessing toggle NPCs or from the loot chests.
- Through the Blessed Key, the fee (both the 5% and 25% fees) paid to reclaim your items from death goes to the player who killed you.
- If you don't die to a player, then the 5% fee and 25% fee is sunk from the game, and if any of the 100k is left over from paying those fees to reclaim your items, you get that back too.
- The Blessed Key is always lost on death. If a player kills you, it is transferred to that player. Note: This is a very important rule that prevents certain exploits that could exist without this rule.
- Because the Blessed Key is only GP, getting multiple kills could simply merge the value into the same key.
- Alternatively, there could be exceptions to the Blessed death fee when redeeming a Blessed Key, such as stackable items dropping 5% of the stack or sacrificed items to cover the fee.
- The "Self-Defence Rule" still applies. Blessed players cannot initiate attack in multi-combat fights against a skulled or "no status" player who is already being attacked unless they get attacked by that player. In other words, the "Skull Prevention" or "Self-Defence" rule is upheld in multi.
- The "Loot Forfeiting Rule" still applies. In multi-combat zones, if ALL players attacking you are Blessed, you will die Blessed. However, if even one non-Blessed player engages in that fight, and you are not Blessed, then you will not die Blessed. In other words, this means that if 5 Blessed players are attacking one non-Blessed player, and a second non-Blessed player attacks the other non-Blessed player, then ALL of the non-Blessed players will forfeit that loot to the non-Blessed player. This one is a bit complicated, and it is the way it is for some very important reasons I will explain later.
I just want to repeat one more time the most important rules of Blessed Status for you to remember.
- It has a 100k minimum risk.
- The 5% versus 25% death fees depending on whether or not you brought items into the Wilderness, or gained items after entering the Wilderness. This fee goes to the player who killed you.
- Blessed Status cannot be overridden by anything or any other type of overhead. It can only be toggled off at the monk NPCs.
- The "Self-Defence Rule" where it acts like the "Skull Prevention" option between Blessed and non-Blessed players.
- And the exception case where only Blessed players can freely attack each other, because you cannot gain a Skull by initiating attack against a Blessed Player.
- The "Loot Forfeiting Rule" where Blessed players are not able to kill non-Blessed players for their items. Where non-Blessed players dying to Blessed players means you also die Blessed and you do NOT lose any items, being sent to Death's office, paying the blessed death fee instead.
- These are the only rules you really need to remember about Blessed Status as a normal player. All of the rest of that stuff is kinda more for a Jagex developer to understand or anyone who wants to know all of the specific edge cases.
Alright. This seems like a lot of rules, but trust me, it's simpler in practice and no more complex than the rules of Skulling are if you were to list all of the mechanics and rules of Skulling.
(default)
25% GE value of items obtained
A friend of mine pointed out a potential exploit with Blessed Status and the 25% death fee.
You can trade alt/main at Tier 5 Blessed Status to have Tier 5 with less risk because when you die, you save 75% of your value.
The exploit would be to do your boss run, get Tier 5 and whatever loot. When you feel like banking, just have your alt kill you, you drop 25% to the alt, and can bank 75%.
Now the alt is in the Wilderness risking only 25% of the original 25%.
I've given some time to think about it extensively for a bit and write out some scenarios.
This "exploit" isn't actually a problem.
The reason being: the 25% fee (risk) that goes to your killer (your alt) drops in the form of a Blessed Key.
This Blessed Key is always lost on death, to the player who killed you. So losing that Blessed Key loses 100% of what's in the key, rather another 25% of it.
In other words, the alt would be in the Wilderness risking 100% of the original 25%.
What does this mean exactly?
It means trading kills between death/alt does not work as a way to reduce your risk without escaping the Wilderness, even if you get to keep your 5 stars between the two accounts.
I will, however, point out that the "saving 75% of your value" part is the point of Blessed Status. You are risking your 25% split, not the 75%. It is SUPPOSED to be kept even on death.
Main banks 1.125m (75%) on death. 375k (25%) goes to the killer (via key) + 5 stars transfer.
On its surface, it would seem like the risk of holding onto 5 stars is reduced by doing this.
The main keeping 75% is working as intended. That is normal in all scenarios.
But now the alt has a 375k key and 5 stars. So its risk is 375k. That's the same amount of risk as the main had to begin with.
And if you run this through 3-5 trades between alt/main, the Blessed Key is still always lost to the killer on death and you still have to escape the Wilderness with it, so it's fine.
Or for another example:
Main earns 10m. On death, you can save 7.5m, and your Blessed Key is 2.5m risk.
If you killtrade the Blessed Key to an alt, the alt still has to escape the Wilderness with that 2.5m key risk.
On the PKer's side, whether the PKer kills the main or the alt, the PKer gets 2.5m.
Perfectly fair!
If you just trade the 10m to the alt via a normal trade, that would no longer be a problem exclusive to Blessed Status :)
With Blessed Status introducing Wilderness Death Coffers, there's a natural opportunity for something like Blighted Coins. An untradeable currency that can exclusively be used to pay Blessed Status death coffer reclamation fees. They are worth the same as normal coins for the purpose of death reclamation, but cannot enter the main game economy in any other way.
- Blighted Coins are untradeable and can only be used to pay Blessed Status Wilderness death coffer fees.
- They are worth 1:1 with normal coins for reclamation purposes. 100k in Blighted Coins covers a 100k fee.
- Jagex can add Blighted Coins to Wilderness drop tables as a way to add value to drops without injecting raw GP into the main game economy.
- They directly fund players getting back into the Wilderness after a death. A natural incentive loop that keeps Blessed players re-engaging with Wilderness content.
By completing Wilderness activities without leaving or dying, Blessed players accumulate Tiers that increase loot and add bonuses, rewarding sustained engagement over constant worldhopping.
If -25% to +75% is "too good" for Blessed Status, we can always try different numbers, like -50% for Tier 0 and +50% for Tier 4-5.
Tiers are earned by accumulating stars through Wilderness activity. Each method below takes roughly an hour to complete all five stars via that path.
- Boss kills: Kill a Wilderness boss 1, 2, 4, 8, then 16 times (31 kills total) to earn stars 1-5.
- Looting: Accumulate 100k, 200k, 300k, 400k, and 500k in GP value from monsters or chests (1.5m total) to earn stars 1-5. A single drop worth 1.5m or more from any Wilderness monster instantly jumps you to all 5 stars.
- Agility: Complete 15, 30, 60, 90, then 120 laps of the Wilderness Agility Course (315 laps total) to earn stars 1-5.
- PKing: Kill a player to upgrade to their star count, if they had more stars than you.
- Logout or world-hop: Lose 1 star.
- Die or leave the Wilderness entirely: Your tier resets to 0. Entering a safe zone such as the Mage Bank or Ferox Enclave also resets to 0.
- Forinthry Gates allow Tiered Blessed players to log out or world-hop without losing any tiers, rewarding players who stay in one world rather than hopping constantly.
- PKing: Kill a player to upgrade to their star count, if they had more stars than you.
Note: It upgrades your stars. This is very important wording. It does NOT "steal" stars and "add" them to the number of stars you have, because a level 1 star is not worth the same as a level 5 star.
This means there is no special benefit to killing someone with less stars than you.
If there WERE a benefit to doing that, then there would be an exploit where you could have 5 alt accounts kill 1 boss each, and get Tier 5 Blessed Status on one account for 5 boss kills instead of the full 31 boss kills.
If Blessed Status were implemented, it would naturally follow that Skulling should still be the better money-making method. Blessed Status starts at -25% loot and caps out at +75% loot. Skulled players, by contrast, keep the full risk-reward ratio the Wilderness already provides, and that gap is intentional.
We already see this pattern with the Amulet of Avarice, which gives Revenant noted drops and a drop rate bonus, but only while Skulled. Blessed Status players explicitly cannot equip the Amulet of Avarice. The asymmetry is by design: reduced risk means reduced ceiling.
This creates a natural space for an item that takes that philosophy even further. The Ring of Greed, a concept originally proposed by YouTuber PoisonedPotion, would double your drops within the Wilderness while Skulled.
Where the Ring of Wealth passively improves your luck, the Ring of Greed would actively double your Wilderness loot, but only at the cost of being fully Skulled. The ring itself would be priced somewhere in the 1m-200m range, and is always lost on death.
PKers who already enjoy high risk high reward gameplay would find this far more appealing than Blessed Status ever could be. It gives the most committed, confident players a reason to stay in the Wilderness just as much as Blessed Status gives cautious players a reason to enter it.
- Blessed Status - Reduced risk, reduced reward ceiling. Good for PvMers, new players, and ironmen.
- Unskulled - Normal risk and reward.
- Skulled + Amulet of Avarice - Full risk. Noted drops and a drop rate bonus at Revenants.
- Skulled + Ring of Greed - Full risk. Double drops across the entire Wilderness.
Blessed Status addresses the risk problem for players who want a safety net. But the same core problem (risk not feeling worth the reward, and players worldhopping constantly) also applies to unskulled and skulled PvMers who prefer not to use Blessed Status. Forinthry Gates and Forinthry Artefacts are a separate extended proposal that addresses that player bracket.
The short version: Forinthry Gates are 6 or so locations scattered through the Wilderness where you can convert accumulated loot into protectable Forinthry Artefacts, essentially insuring the GP you've earned in the Wilderness without having to leave it. Forinthry Artefacts act as a sort of "5th protected item". They also let Tiered Blessed players log out or worldhop without losing their tiers.
Blessed Status was designed to offer a playable way to engage with the Wilderness for risk-averse players, designed by a risk-averse player.
It's meant to alleviate the biggest limiting factor of the growth of the Wilderness by offering a form of "medium risk, medium reward".
However, you may be asking yourself, "wait, doesn't the 100k minimum risk go against the wishes of a risk-averse player?"
"What if even 100k is too much for someone to risk? Especially for players who are completely new to RuneScape, who might see that as a LOT of gold?"
"Especially for new players who may be part of an important demographic of potential new players to get interested into PvP?"
Have I got the solution for you.
- If your account has no combat skill levels above 39, you automatically receive the "Beginner's Blessing" upon entering the Wilderness.
- You do not lose items below level 40 requirements to equip them. (Anything worse than rune equipment).
- This applies to runes and ammo in a similar way. It will apply to runes and ammo that require level 39 or lower to use.
- If you try to enter the Wilderness with items level 40 or higher, you'll be completely locked and prevented from doing so. This includes runes that can only be used for spells that are level 40 or higher. For example, you can't bring in a stack of Wrath runes.
- You pay a 1% fee at Death's Office to get them back. But there is no 100k minimum risk like with Blessed Status.
- Yes, paying a fee to keep adamant armor or weaker, is going to be an extremely negligible fee. But remember, this is for NEW PLAYERS.
- You also can't gain any drops from monsters that are items of level 40 or higher. Or such items are just extra rare to get when you have the noob blessing. New players will be able to get ahead a little bit, but not too much.
- It prevents that player from skulling just like regular Blessed Status, and retains the "Self-Defence Rule" and "Loot-Forfeiting Rule".
Beginner's Blessing is designed to help the pain point of a noob going into the Wilderness and losing all their stuff and having a bad first impression of the Wilderness.
It also serves as an introductory version of Blessed Status.
I think that covers the one gap in my idea that I had with Blessed Status, what if someone doesn't even want to risk 100k?
Beginner's Blessing also signals to PKers that that player has nothing expensive on them, discouraging PKers from killing those players, which is a win-win for both PKers and noobs.
Or y'know, PKers will kill anyone. But who knows, you might also decide to "adopt-a-noob" too.
Q: Is it possible to opt-out of Beginner's Blessing as a low level player?
A: Possibly. I have some ideas for that.
Q: Is it possible to opt-in to the Beginner's Blessing as a high level player?
A: Yes. Why not? You probably don't have any reason to do so, but you can. It'll just prevent you from getting anything good in the Wilderness for your level.
Q: What if you manage to kill a player with great level 40 or greater equipment?
A: They get to keep it. You can't loot it.
They can't loot yours either.
The maximum loot you can obtain in one kill is 100k.
This is the "Loot-Forfeiting Rule" at play but for Beginner's Blessing.
What's the progression ladder of risk with the existence of Blessed Status and Forinthry Artefacts?
Beginner's Blessing
Blessed Status (Below Level 10 Wilderness for reduced Death Fee)
Blessed Status (No Tier)
Neutral Status + Low Tier Forinthry Artefacts
Neutral Status
Neutral Status + High Tier Forinthry Artefacts
Blessed Status (Tier 5)

Skulled Status + Low Tier Forinthry Artefacts
Skulled Status

Skulled Status + High Tier Forinthry Artefacts

Skulled Status + Amulet of Avarice

Skulled Status + Ring of Greed
High Risk Skull in High Risk Worlds + Looting Bag
This creates an entire range of different levels of risk vs reward from low risk, low reward to very high risk, very high reward.
And when I say low risk low reward, I have to point this out so the PKers don't rage too much, I mean literally their possible earnings are capped.
Nowhere in this setup is there an intended "low risk, high reward" setup.
This "progression ladder" is also a "risk ladder" or "skill ladder".
If you are very comfortable and skilled in engaging with the Wilderness, you are a veteran player, then you will enjoy the high risk, high reward options.
For more high risk, high reward content ideas, I recommend checking out YouTuber PoisonedPotion's videos.
If you are new to RuneScape, new to PvP, new to the Wilderness, inexperienced, not sure what you're doing, now there are low risk, low reward and medium risk, medium reward options.
THAT IS WHAT THE WILDERNESS AND PVP IS MISSING.
THAT IS HOW YOU SOLVE TEN+ YEARS OF "RISK IS TOO MUCH", and "SKILL GAP TOO BIG".
STOP IT WITH ADDING MORE NEW PVM CONTENT THAT DROPS EXPENSIVE STUFF; MAKE THE CURRENT STUFF WORK BETTER!
HOW IS ADDING MORE OF THAT SUPPOSED TO WORK IF THE CURRENT STUFF ALREADY ISN'T?
THE COMMUNITY HAS BEEN SAYING THIS ON REPEAT FOR TEN+ YEARS.
If you are in sort of a middleground of skill, experience, and whatnot, or you're just a risk-averse main or ironman who enjoys PvP or Wilderness PvM, then Blessed Status is the perfect medium risk, medium reward option for you.
If you want to try something a little more challenging as a risk-averse player, but not on the Skulling-level of challenging, then Tiered Blessed Status and Forinthry Artefacts are options for scaled risk, scaled reward.
I have a risk calculator that details how much you'd be risking with various inventory setups in various situations.
It uses real inventory setups inputted from actual videos of people engaging with PvP and Wilderness content.
TL;DR, it works pretty much exactly as I intended. It's less risky than having No Status and Skulling, but far more risky than any non-Wilderness PvM you can do in the game.
There are niche scenarios where, it is actually cheaper to just 3-item instead of using Blessed Status.
This is usually when you are using really expensive equipment while Anti-PKing.
This happens because the design of Blessed Status mirrors Skulling - where you can only "Protect Item" for one item and the death fee applies to the rest.
That could change if Blessed Status mirrors Neutral Status instead, where your 3 most expensive items +1 are protected from having a death fee.
This would actually make Blessed Status have equal costs to Death's Office reclaims, as both are 5%, which could be a way to go as it makes for more consistency between the different options.
The reason I didn't opt for that, is because I wanted Blessed Status to still be riskier than non-Wilderness stuff in terms of cost per death.
Although technically, even at equal costs, Blessed Status is going to be more expensive than any non-Wilderness activity because other players can always come up and kill you.
If you are using an extremely low risk setup where you expect to just die, it's also better to use Neutral Status for that instead of Blessed Status, which is exactly as intended.
This is usually whenever the 100% price of your items are worth 100k or less.
Ironically, since pretty much most F2P loadouts are less than 100k, Blessed Status can function as a sort of "higher risk PKing" for F2P.
Can engage with Wilderness PvM without risking everything. After a death, you lose 5% of your gear value, not 100%, so you can re-enter 20 times as often after a loss. You don't even have to rebuy gear on the GE; reclaim it from Death's Office. Wilderness farming also becomes viable: even if you die with 600k in Rev loot, you keep 450k of it. You can finally earn back your risk within the same trip.
More players in the Wilderness means more targets. The death fee still pays out real GP via a Blessed Key on every Blessed kill, and a minimum 100k is always guaranteed. Compare that to hunting 3-itemers carrying a spade. A less empty Wilderness is strictly better for PKers. Tiered Blessed Status also lets you see at a glance who has been in for a long time and is carrying more accumulated loot.
New Players
Can learn Wilderness PvP and anti-PKing at a fraction of the cost. More importantly, they can learn it in the actual Wilderness against real players, not in a sanitised minigame that builds habits that don't transfer. Blessed Status players fighting each other creates a natural bracket of similarly inexperienced players to learn against, without being completely set back by a veteran every single time.
Ironmen
An ironman losing items in the Wilderness isn't losing GP. They're losing hours of farming time that can't be bought back on the GE. Blessed Status replaces that catastrophic loss with a manageable death coffer fee. Ironmen make up roughly 30% of the OSRS playerbase, and right now they have almost no reason to vote yes on any PvP poll. Blessed Status changes that directly.
Clans
Saradomin alignment at the Forinthry Castle grants free Blessed Status to all clan members, enabling non-PvP clans to safely farm Wilderness World Bosses without extreme item risk. Uhhh... this is a completely separate proposal that builds upon Blessed Status.
Jagex
More Wilderness activity means more player retention, more bonds sold, more subscriptions renewed. The 100k activation cost functions as a gentle GP sink, sunk from the game whenever a Blessed player doesn't die to another player. Blessed Status doesn't require changing any existing weapon or armor stats, any loot tables, or any current Wilderness mechanics. It's a new overhead status that coexists alongside skulling and 3-iteming and can be rebalanced independently after release.