Our third Project Rebalance blog focuses on item adjustments and other combat changes.
To say this set of changes sparked a lot of discussion would be putting it lightly... Let's not waste any time and take a look at some frequent feedback points and some changes to our proposal!
- Feedback: Magic setups outside of high-end, end-game gear were hit disproportionately hard by the nerf to the Occult Necklace.
Additionally, there were concerns expressed about balance between brackets in PvP with how much power Limited Defence builds were losing compared to others.
We've rejigged some numbers and added more equipment into the mix. Our hope here is that power levels for many players should stay around or slightly above where they were at previously, but that it's made up of more diverse sources and encourages meaningful upgrades across slots at various points in a player's journey.
- +1% to Ahrim's pieces
- +1% to Elder Chaos Druid pieces
- +1% to Blue Moon pieces
- +1% to Bloodbark hat/body/legs
- Ancestral pieces nerfed by 1% each (now 3% each, up from 2% in the live game, down from 4% in our initial proposal)
- +2% to Eternal Boots
- +2% to Mystic Might
- +1% to Mystic Lore
- +2% to Mage's Book
- +2% to Malediction Ward
- +2% to Ancient Wyvern Shield
- +3% to Arcane Spirit Shield
- +0.5% to Seers' ring and Seers' ring (i)
- +2.5% to Elite Void Mage set, totalling 5% (up from 2.5%)
We'd also like to clarify that Virtus Robes would have a +15% boost to Ancient Magicks, up from +12%. This boost is made up of two stats, its base Magic Damage and an 'added' Magic Damage for Ancients, so increasing its base Magic Damage by 3% will increase its Ancient Magicks boost by the same amount.
Here's a handy summary image of everything that's had its Magic Damage% increased as part of the proposal.
For some 'at a glance' examples of some pieces of gear and how they stack up:
- Mystic Might + Eternal Boots + Mage's Book + Ahrim's + Occult = +3% compared to live-game
- Augury + Eternal Boots + Ancestral + Occult = +3% compared to live-game
- Note: Tumeken's Shadow only gains +1% over live-game, since it loses 3% from gear (after having its passive effect applied) and gains 4% from Augury (which isn't boosted by its passive effect)
- Mystic Might + Elder Chaos Robes + Mage's Book + Occult = +1% compared to live-game
Now on to something a little less magical, but still exciting!
- Feedback: Reducing max hits across the game to introduce minimum hit improvements for new players doesn't feel great. Also, Dragon Claws and the Scythe of Vitur were worse-off with this proposal due to how they handle rounding.
We're adjusting our proposal for minimum hits.
Instead, any damage roll that would be a 0 will be 'clamped' up to a 1. Max hits would be left unchanged from what they are in the live game.
This achieves our early-game goals of making Combat feel better, but doesn't lead to a significant or noticeable game-wide DPS increase in high-end setups.
For example, if your max hit is a 3, your damage distribution would be: 1, 1, 2, 3 (rather than 0, 1, 2, 3). This is a slight buff to DPS in the very early stages of the game, but is much less impactful as max hits increase, so we steer clear of end-game concerns.
Note that you'll still be able to miss, so you'll still see the occasional 0, especially against high-Defence NPCs or in the very early stages of the game.
- Feedback: Voidwaker's proposed Special Attack leaves it with barely any use-cases compared to the Zaryte Crossbow or Dragon Claws.
We're adjusting our proposal for the Voidwaker Special Attack.
Our initial proposal suggested +200% Accuracy on the special attack, which is the same as 3x Accuracy. We'd like to boost this to +400%, or 5x Accuracy.
What this means is that the Voidwaker remains an extremely accurate weapon and retains more of its current use-cases, but allows us to design NPCs in the future that might feature extremely high Slash defences and open the door for DPS Special Attacks that focus on other Melee styles like Stab or Crush.
- Feedback: The time to complete Nightmare/Phosani's Nightmare, particularly the Inquisitor's armour set is still extremely long even after the changes.
For this one, we'd like to propose rolling out 'dupe protection' to Inquisitor's Armour pieces only.
There are pros and cons to 'dupe protection' systems, so we want to be clear that this is something we'll explore on an extremely case-by-case basis and is not something we're looking to roll out to everything in the game.
For pros, the 'time to complete' for Collection Loggers and Irons goes down, but the number of uniques entering the game remains unchanged and doesn't adversely impact the economy for Mains. Systems like this allow us to make stuff that's really rare and worth getting excited about, without making a complete armour set or log slot feel like a months-long slog.
The primary con is that systems like this in other places fundamentally change how players interact with their grinds. For example, if General Graardor had 'dupe protection' for all three armour pieces, would you still try making money there if you knew your next piece was due to be Bandos Boots? Systems like this can disincentivise players to engage with content as moneymakers or on a more Iron-esque journey if the next unique is already 'known'.
In the case of the Inquisitor armour set, the pieces maintain a similar value to each other for the time being, and we feel this has the most 'direct' applications of Nightmare's uniques, so we'd be willing to experiment with this while still leaving the Orbs as exceptionally rare flex items.
- Feedback: The Inquisitor's Mace buff being dependent on a full set doesn't help its utility on Slayer tasks, including boss tasks like Cerberus or the Grotesque Guardians.
We're updating our proposal for this, similar to what we've done in the past for Crystal armour and its passive effects.
Instead of relying on the full set, each piece of Inquisitor's armour will provide +2.5% damage and accuracy when used in conjunction with the Inquisitor's Mace, meaning you can still benefit from this buff while on-task.
- Feedback: The Elder Maul's Special Attack accuracy is still pretty low and not much better than the Dragon Warhammer's.
We'd like to give an extra +25% Accuracy to the Special Attack of the Elder Maul.
- Feedback: Some players wanted clarity on how Baboon Shamans, Volatile Baboons and Cursed Baboons would be impacted by the Path of Apmeken changes.
The likes of Baboon Shamans, Volatile Baboons and Cursed Baboons are treated as regular NPCs with no style-specific max hit weakness.
Though some of you jumped into the beta and tried this one out, we'd like to clarify that the HP for these NPCs no longer scales with Raid level, freeing you up to zoom to your heart's content.
We're still on the lookout for more feedback and expect to revisit or add more to this feedback table as time goes on!
That's all for the time being. We're not planning to update Beta Worlds with these changes since the majority of them are 'at a glance number-based', but would be able to if it's felt absolutely necessary. Please keep sharing your thoughts with us, we're extremely grateful for all of the discussion we've seen so far!
Anxiously eyeballing your Bank? Wondering what changes Project Rebalance will bring to your favourite bits of gear? Well, wonder no longer, because heres the blog youve been waiting for! Today were talking buffs, debuffs, and other changes to various bits of combat gear and just to round things out, weve also got some more combat changes for you.
Before we move on, just like the last Project Rebalance blog, this one coincides with an Open Beta that you can take part in by jumping into any of the beta worlds. These worlds feature all of the changes from the NPC Defence changes blogs and all of the changes from today's blog too - so jump in and take a look!
Here's a handy summary of everything we're touching on here. Note that some things in the 'Adjusted' category are effectively buffs, but might be subject to opinion in some instances!
Item Adjustments
Before we get started, please note that the Tomes of Fire and Water will be adjusted as per our previous Project Rebalance blog, so we wont be rehashing those changes here.
First, well look at perhaps the most anticipated or dreaded set of changes, focused primarily on Magic gear progression.
Magic Gear and the Occult Necklace
The Occult Necklace does an astronomical amount of lifting for Magics damage output and to make a long story short, we think an item this powerful should set you back more than a mere 800,000 GP.
For example, lets assume two players both have 99 Magic and fancy a bit of Barrows. Player A equips an Occult Necklace for 800,000 GP and calls it a day. Player B equips the Ancestral set, a Magus Ring, Eternal Boots (gotta rock that FashionScape) and turns on Augury, which sets them back a whopping 454 million GP. Now, who do you think kills the melee Barrows Brothers fastest?
If you answered Player A, youre correct and we hope you understand why this situation seems more than a little unfair. Its time to break the Occult Necklaces stranglehold on Magics gear progression!
There are already too many Occult Necklaces out there for us to reasonably make them less common. Making them harder to get will just punish Iron players who have to climb all the way to 93 Slayer for this all-important unlock.
In addition, the Occult Necklace is so powerful that other gear upgrades become less exciting by comparison.
We plan to kill two birds with one stone by redistributing the Occult Necklaces stats around other Magic gear, note that unless explicitly stated, buffs to robes apply only to the helmet, body and leg slot:
- Occult Necklace: Magic damage reduced from 10% to 4%.
- Ancestral Robes set pieces: Magic damage per piece increased from 2% to 3%.
- Virtus Robes set pieces: Magic damage per piece increased from 1% to 2%.
- Infinity Robes set pieces: Magic damage per piece increased from 0 to 1%.
- Dagon'hai Robes set pieces: Magic damage per piece increased from 0 to 1%. This also applies to Ornamented versions.
- 3rd Age Mage Armour pieces: Magic damage per piece increased from 0 to 1%.
- Ahrim's Robes set pieces: Magic damage per piece increased from 0 to 1%.
- Blue Moon Armour pieces: Magic damage per piece increased from 0 to 1%.
- Elder Chaos Druid Robes set pieces: Magic damage per piece increased from 0 to 1%.
- Bloodbark Armour pieces: Magic damage per piece increased from 0 to 1%.
- Augury: Magic damage while active increased from 0 to 4%.
- Note: Tumeken's Shadow doesn't multiply accuracy or damage bonuses gained from Prayers, so this would remain a 4% increase rather than 12% when using the Shadow.
- Mystic Might: Magic damage while active increased from 0 to 2%.
- Mystic Lore: Magic damage while active increased from 0 to 1%.
- Eternal Boots: Magic damage increased from 0 to 2%.
- Mage's Book: Magic damage increased from 0 to 2%.
- Ancient Wyvern Shield: Magic damage increased from 0 to 2%.
- Malediction Ward: Magic damage increased from 0 to 2%.
- Arcane Spirit Shield: Magic damage increased from 0 to 3%.
- Eternal Boots: Magic damage increased from 0 to 2%.
- Seers' Ring and Seers' Ring (i): Magic damage increased from 0 to 0.5%
- Elite Void Mage Set bonus: Magic damage increased from 2.5% to 5%.
This image shows off everything that's having its Magic Damage% increased to redistribute what we're taking off of the Occult Necklace.
These changes bring the Necklaces power a little more in line with its obtainability, so that players can feel themselves getting stronger as they unlock other gear. Additionally, Augury now has greater offensive power, increasing the value of the Arcane Prayer Scroll.
We also see new utility for robe sets which are currently best suited for accounts with Defence limitations. We want to see Ahrims Robes sit in a unique, tankier battlemage niche, with Defence that outshines other options in exchange for slightly less offensive potential. In some scenarios, you dont even gain Max Hit from equipping more offensive sets, so these higher defences are effectively free.
For players with near best-in-slot setups, these changes buff Magic and bring other weapons closer to Tumekens Shadow.
Now, this approach still has its issues. Magic has traditionally struggled to keep up with the other corners of the Combat Triangle in PvP, and these changes make it even weaker especially for 1 Defence accounts. We think we could resolve these issues with a Blighted necklace slot, and a little more damage on the Elder Chaos Druid Robes, but wed like to hear your feedback first.
Speaking of, wed also like to hear about other bits of gear that deserve a little boost. We can even work in increments of 0.5%, if it helps.
Were committed to bringing the Occult Necklace down a notch, but remember that it will still remain the best-in-slot necklace offering for any Magic setup, and will likely remain affordable. Thats a good deal, as far as rebalances go!
The Soulreaper Axe
Moving swiftly on to this hard-hitting Slash weapon, capable of dishing out some serious damage... if youre willing to go through the frustrating process of bringing out its true potential.
We dont plan to increase the Soulreapers damage directly. Heres what well be doing instead:
- Stacks will no longer be lost instantly upon switching weapon.
- Stacks will start decrementing after 20 ticks (12s) without attacking, up from 10 ticks (6s).
- When stacks naturally degrade, they'll heal you for the damage you took while building those stacks up.
Effectively, were making stacks easier to maintain and removing the overly-punishing stack drain when switching weapons. This does indirectly buff the Soulreapers damage output but it also means youll no longer run out of stacks while waiting during intermission phases in some boss fights, such as Verziks transition between phases 2 and 3.
Weve seen more suggestions regarding the Soulreaper Axe, but right now our focus is on improving its usability and ensuring it doesnt lose power every time you switch gear.
The Elder Maul
This thunderous Crush weapon is a mega-rare drop from Chambers of Xeric, but its PvM use-cases are few and far between barring a brief moment in the sun when you all discovered the 1:0 method for taking down the Great Olms melee hand.
Its hard to bring a slow, hard-hitting weapon in line with other mainhand options, because our combat system rewards speed. 5-tick weapons like the Scythe of Vitur and the Twisted Bow do a fantastic job, but an even slower 6-tick weapon requires a max hit that would level half of Varrock.
What makes the Elder Maul great is that feeling of bringing this behemoth weapon down on an opponent and softening them up for future blows while theyre still reeling from the impact. Initially, we thought about shaving off a little Defence for each swing, but struggled to get it to a place where it wasnt either totally broken or outperformed by the Dragon Warhammer.
Instead, were giving it a Special Attack worth 50% of Special Attack Energy, which hits with +25% increased Accuracy and reduces your targets Defence by 35% on a successful hit.
This makes it a better Defence reduction option than the Dragon Warhammer, and also frees up an Inventory slot for scenarios where youd otherwise use two-handed weapons. For example, if you'd only be using the Scythe of Vitur and a Dragon Warhammer in a raid, you'll be able to skip out on an Avernic Defender and bring something else in that extra slot.
Given the prevalence of Defence reduction in many end-game encounters, we feel this should give you more reason to bring the Elder Maul out of the Bank every once in a while. Do let us know if you think it could use a little something more!
Inquisitor Armour and the Inquisitor's Mace
The Inquisitor Armour set and Mace are a Crush-focused set dropped by the Nightmare and Phosani's Nightmare. Each piece of the armour set boosts your damage and accuracy by 0.5% when equipped, with an additional 1% for the full set, totalling a +2.5% increase in both damage and accuracy.
You generally see people using this set with the Scythe of Vitur against enemies weak to Crush, trading off low Defence for hefty damage output. But wheres the Mace?
While the Mace is a strong weapon, its staggeringly expensive at more than 275 million GP, and its damage output simply doesnt make up for the cost.
Youll hear later about how we plan to adjust the Nightmares drop rates to make her uniques more obtainable, but for now, heres how were giving the Mace some extra juice:
- While using the Inquisitor's Mace, Inquisitor's Armour pieces provide a +2.5% bonus to Accuracy and Damage. In a full set with the Mace, the total bonuses increase from the current +2.5% to +7.5% total damage and accuracy.
This change should make the Mace feel like a worthwhile stepping stone between the Abyssal Bludgeon and the Scythe of Vitur, adding more utility to a rarely seen set.
The Voidwaker
When we first said this crazily consistent Special Attack weapon was on the table for Project Rebalance, we said we wanted to tweak it because completely bypassing Accuracy checks in combat could become a limiter for future SpecDPS weapons.
So, although were still presenting our proposed changes today, were aware that this is something many of you have spoken out against and will continue to bear your feedback in mind.
Our proposal looks like this:
- Adjust the Voidwaker's Special Attack so that it no longer ignores Accuracy, but instead rolls with +400% (or 5x, in other words) increased Accuracy and rolls against your target's Slash or Magic Defence, depending on which is lower.
This means the Special Attack still rolls with triple Accuracy, and picks the lowest of two values so you always have the best odds of hitting. It fits nicely with the Voidwakers Melee, but Magic identity! It also keeps it an incredibly consistent choice in both PvM and PvP scenarios, without being so consistent that it bypasses one of our main balancing levers.
We're especially keen for your thoughts on this one, so get in touch and let us know!
The Ancient Godsword
This Zarosian spin on the classic melee weapon is designed from the ground-up for PvP although it does see use in PvM, especially against Slash-weak monsters where long trips are preferred. Its all about outlasting your opponent, while still packing a punch.
Its Special Attack, Blood Sacrifice, increases your Max Hit by 10% and, upon a successful hit, marks your target. If they dont move at least 5 tiles away after 8 ticks (4.8s), theyll take 25 Magic damage, and youll heal for the same amount of HP.
If your PvP opponent is frozen and you hit them for even a measly 1 damage, youll ultimately wind up with a 50 HP differential. The damage isnt mitigated by Protect from Melee or Magic, so theres actually very little your opponent can do about it. Is that... fun?
To even the odds, we want to reduce the healing provided in PvP without reducing the Godswords already limited utility in PvM scenarios:
- Healing from successful Blood Sacrifice now heals for 15% of the target's maximum HP, up to a 25 HP cap.
This still leads to a 40 HP differential in PvP, but stops fights stretching out without counterplay, even when your opponent is playing perfectly.
The Ancient Godsword is basically unchanged in PvM, except in the rare case of fighting low-HP targets and it isnt really designed for such encounters anyway.
Again, wed really like to hear your feedback about this change were not committed to it, and if The Ancient Godswords role in todays meta has changed, were more than willing to leave it alone!
Other Combat-Adjacent Changes
The rest of the changes focus on other aspects of PvM combat... such as drop rates!
The Dragon Warhammer
Dragon Warhammer mentioned, all Irons to battle stations!
This quintessential grind item is a staple for those taking their first foray into PvM. Unfortunately, its not that common. Lizardman Shamans arent hard to kill, so the whole hours-long adventure can also be quite boring which is why were making the following change:
- Boost the Dragon Warhammer's drop rate from 1/5,000 to 1/3,000.
This is effectively an 80% increased drop rate (since a 100% increased drop rate would be 1/2,500, half of the original value), which we feel is better suited to a mid-game upgrade required to chase more challenging uniques.
Now, we dont often adjust drop rates, and we dont plan to make it a habit but for the Warhammer and a few other persistent offenders, were making an exception. Speaking of which...
The Nightmare and Phosani's Nightmare
These bosses are tough, and their uniques do the heavy lifting in terms of rewards. However, these uniques are so rare that players dont feel either variant of this beastly boss is worth their time... or their supplies.
To add to the issue, the Nightmares uniques are mostly niche or underpowered, which doesnt exactly justify their rarity. Weve already spoken about making changes to the Inquisitors Mace, and we feel adjusting the drop rates for uniques will provide the other half of the equation.
Heres the specifics:
- The Nightmare: Inquisitor pieces + Nightmare Staff loot table has a 1/90 chance to roll, improved from 1/120.
- The Nightmare: Orb loot table has a 1/450 chance to roll, improved from 1/600.
- Phosani's Nightmare: Inquisitor pieces + Nightmare Staff loot table has a 1/150 chance to roll, improved from 1/200.
- Phosani's Nightmare: Orb loot table has a 1/720 chance to roll, improved from 1/960.
- Inquisitor pieces now have 'dupe protection' so that players don't repeatedly obtain the same pieces of armour.
In short, all Nightmare uniques are being made 50% more common.
Were conscious that this change may affect the GE value of these items, although some may actually receive a boost due to other Project Rebalance changes. We feel that these changes are important enough to go ahead regardless. However, if youve got thoughts about either of the drop rate changes weve spoken about today, wed love to hear them!
Minimum Hit adjustments
For those of you not in the know, Old Schools combat works a bit like Dungeons and Dragons. You roll once to hit, and then roll again to see how much damage you do. In the current system, its possible to hit, and then roll 0 damage.
This is especially punishing early in the game where players have a lower max hit overall. If a low-level player can only hit 1 damage, theres a 50/50 chance that theyll deal 0 damage instead! Even in late game, when players are significantly more powerful, the potential to roll 0 is always looming and anyone whos ever whiffed a Dragon Warhammer Special Attack knows exactly how frustrating it can be!
Previously, we proposed that any successful hit should guarantee at least 1 damage, but we still feel there are further changes required.
The thing is, increasing either the minimum or maximum hit by x will increase the average hit by x/2. Were actually increasing the damage output of every single weapon in the game, and this change would be disproportionately impactful for multi-hit weapons like the Scythe of Vitur.
As a result, our changes are focused on improving the feel of early combat and improving the readability of Combat in late-game scenarios:
- On-hit, damage rolls of a 0 are 'clamped' up to a 1.
This means that DPS isn't significantly changed aside from the extremely early stages of the game, which should feel much better.
Were also conscious that some account builds may be disproportionately impacted by this change. In response, were looking to introduce items especially for these players which will let them continue on as they always have.
Early-game Combat Prayers
In other early-game news, well be making changes to Thick Skin, Burst of Strength, Clarity of Thought, Sharp Eye, and Mystic Will. They may look like the names you came up with for the band you always wanted to start in high school, but theyre actually the first tier of Prayers players unlock. Well forgive you for being unfamiliar with them, because currently theyre not strong enough to feel worth using and (much like your high school band), they dont stay active for very long.
Here are our plans:
- Reduce the drain rate of Thick Skin, Burst of Strength, Clarity of Thought, Sharp Eye and Mystic Will from 5 points per minute to 1 point per minute.
- Adjust Sharp Eye and Burst of Strength to boost your Ranged and Strength levels by +1 respectively if they're lower than 20.
The drain rate change should be self-explanatory. At the levels players will realistically use these Prayers, they dont have enough Prayer Points to get good use out of them, and this change will fix that.
The second change ensures that these damage-boosting Prayers will actually boost some damage in some instances. For context, Old Schools systems almost always round down. So, for a 5% Strength increase to actually work, you need a Strength level of at least 20. By that point in the game, players are often past the point where theyd turn to these basic Prayers for a boost. Adding just 1 flat level for levels below 20 gives these Prayers utility at their recommended level and serves to demonstrate how useful Prayers will be later on, since it might be the difference that gives you an added max hit early-on.
Autocast Delay
We already spoke about this change when you asked us about it following the NPC Defence Changes Blog, so it shouldnt catch anyone off-guard.
Essentially, when selecting the Autocast option on a staff and then clicking an NPC, theres a 1-tick delay before your first attack actually fires. This makes it feel a bit clunky, and also reduces your damage in scenarios where youre reducing and restoring your Magic level or switching into a Magic setup.
Now that were introducing Elemental Weaknesses, we want spell-based Magic to feel nice and smooth, so were removing this delay.
Theatre of Blood: Verzik Phase Two
Solo Theatre of Blood enjoyers have expressed frustration at the disparity between how Verziks mechanics are handled in Normal and Hard Mode. Were fixing that!
- If only one player is left alive during Verziks second phase, only one Nylocas Matomenos (also known as red crabs despite clearly being ticks) will spawn.
This change isnt just for solo players should your team meet an untimely end during phase one, you should now be able to clutch it out!
Tombs of Amascut: Path of Apmeken and Ba-Ba
Theres no escaping the dreaded monkey room! Thankfully, your prayers to the Menaphite pantheon have been answered:
- Increase hitpoints for all style-based enemies inside the Path of Apmeken.
- These enemies will now always take maximum damage when attacked with the opposing combat style.
Assuming youre in a solo raid, this is how the HP values and Max Hits will shake out:
- Baboon Brawler: 25 HP and 30 HP. Always max hit by Magic.
- Baboon Thrower: 30 HP and 35 HP. Always max hit by Melee.
- Baboon Mage: 20 HP and 25 HP. Always max hit by Ranged.
Note that there are stronger and weaker variants of all these NPCs (indicated by the two HP values in the list above), and the HP totals will scale with group size and Raid Level.
At the end of the Path of Apmeken awaits Ba-Ba and her extremely potent Melee attack. Since were here, we may as well take a swing at it:
- Ba-Ba now only hits for 25% of damage through Protect from Melee, down from 33%. This reduces the damage by around 24%.
This should prevent players losing so much DPS to red-X, although those looking to save supplies will find it isnt removed entirely.
And that is that!
As always, were excited to hear your thoughts and feedback regarding everything weve discussed today. Were making these changes to relieve the most common frustrations youve told us about, and we believe theyll massively improve progression and safeguard Old Schools future. A huge thank you, again, to everyone whos provided feedback so far. No doubt well be back soon to discuss it further!
See you soon!
You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
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