By way of cheap OSRS gold example, it can be used on a bone dagger to crack the bone dagger making it consistently lost on death as it's"worthless," but which makes its own stats a true t1 weapon and its own special attack only cost 25% adren (meaning it's obviously a 100% true special attack with a defense along with affinity reduction). However, nobody is advised the hammer can achieve this, or to what items the hammer may do so to, and j-mods are absolutely free to earn passion project items employing this weapon since the creation method in sport.
Focus on area and skill remasters and increasing the fun factor of old vs new content/methods, possibly remove more old content that isn't worth updating. Reduce and remove some type tasks, including store dailies. Implement a gain for a single ability at a time that members could concentrate on any skill ~ 100k. Boost GE, vastly increase economy slots, look into what it might take to increase bank storage with a goal of eliminating some excess storage totes or boxes (gizmo, all storage in POH, quest, diango, etc.) implement some kind of in game thing tree through GE interface to allow fresh runescape players to learn what items are out there.
Thing remaster remove auras. Make more items tradeable (I do not see thing acquisition locked behind skills and quests as one of Runescape's super strong points), decrease the number of items with multiple charges as one special goal (instead of a digsite ring (5) why can't we craft 5 stackable digsite teleport items).Don't remove auras but make them more accessible through in match means instead of waiting weeks for loyalty points. You can pile teleportation things with fees. A passing of an abyss can hold 6 kinds of teleportation jewelery and every jewelry can be compacted to hold hundreds of charges effectively giving hundreds of teleports to you in one item to 15 locations. Allowed it is how to make money on old school runescape expensive and locked behind high requirements but that's how it should be.