So the following post is going to describe an idea that I believe will add content to the game, both PvE and PvP. The hope is to create something for people to go out of their cities and do, while also creating hotspots as players will be running into one another and, as a result, we can get back some of the natural, open world pvp, not just the village arena system done for the sake of pvp we have now. Note: I understand that many players are extremely apprehensive about soulbound items, but I ask that you read through and think about these rather than write them off without actually thinking of the positive impacts created by these items being implemented. Also, the numbers given in this post obviously aren't tested or guaranteed to be good, same with effects, its about the general concept, numbers can always be changed. Minotaur King's HelmetQuick note: All current minotaur king helmets in game would be changed to a cosmetic under a slightly different name and removed from the minotaur king drop table. Nothing needs to change except this is meant to be a separate item from the current one in game Obtained from using a Minotaur King Helmet Scroll, a tradeable item dropped from the minotaur king at a 1/50 drop rate, using this item will give the owner a Minotaur King Helmet. The Minotaur King Helmet is a permanent, soulbind item that cannot be traded, nor is it lost on death. It can be put into a bank and taken out as any other item, but it cannot be dropped, traded, or looted from anybody, only the scroll can. Whenever a player who has the minotaur king helmet on their body dies and would have dropped it if it was any other item, its durability is set to 0 and returned to the player when they respawn. In order to restore durability to this item, as well as to the rest of the items proposed, the wearer must visit a merchant and pay 50,000 gold in order to use the item again. In order for any piece of gear to cost a flat 50k every time you die, especially costing no "rare" (very common) materials, it has to be worth the cost. This item, as well as the rest of the proposed items, is going to have effects that may seem overpowered, but honestly this game needs that. Having a 1/50 drop rate from the sole minotaur king on the map means it's going to be rare, as are the rest of the items in this post. For a user to use any of the proposed items, they will be risking considerable amounts. I propose that the minotaur king helmet have the base stats of a dragon helmet, with a reduced encumbrance of 8.00. Additionally, while wearing the minotaur king helmet the user will have a permanent Q6 encumbrance buff, allowing the user to potentially wear heavier armor while maintaining managable encumbrance levels. Chaldean Long Bow Obtained from using a Chaldean Long Bow Scroll, again a tradeable item dropped from the baradron at a 1/50 drop rate, using this item will give the owner a Chaldean Long Bow. (Alright at this point you guys get it, im just going to list stats/effects/mob that drops, etc.) The Chaldean Long Bow has the base stats of Q5 enchanted silverbranch, with the additional effect of shooting "Arcane Arrows." All arrow damage is replaced with arcane damage, additionally back damage is increased by 20% while encumbrance is under 50. Chaldean Elder Staff The scroll for the chaldean elder staff is dropped by the erodach, again at a 1/50 drop rate. The chaldean elder staff has the base damage of a sarracenia, with the cast speed of a cobra staff. Additionally, while using the chaldean elder staff, the player will use 50% less stats to cast any spell, while also dealing 20% increased damage to the back while encumbrance is under 10. The Gatekeeper's ShieldThe scroll for the gatekeeper's shield is dropped by the icejarl at a rate of 1/200 (as this is an easier mob to farm and there are more of them.) The gatekeeper's shield also has a higher repair cost, at 150,000 gold each death that it would have been dropped. The gatekeeper's shield has the base stats of a shredder, increased by 10%. It's additional effect is that while equipped, the user is immune to fire damage entirely, and all incoming elemental damage is reduced by 40%. This is increased to 80% if encumbrance is over 70. Khamset's TunicThe scroll for this item is obtained from sun exarchs at a drop rate of 1/200 The repair cost is also 150,000 gold for this item. Khamset's Tunic is a dual purpose item, depending on encumbrance it will benefit either mages, rangers, or tanking. Khamset's Tunic has the base stats of a full plate chest plate while encumbrance is under 10, the stats of an infernal chestplate while encumbrance is between 10.01 and 49.99, and the stats of a dragon chestplate while encumbrance is above 50. Khamset's Tunic itself has an encumbrance stat of X (essentially this should be your only, or 1 of 2 or so heavy pieces if you wanted to be a mage). While benefitting magic, Khamset's Tunic will provide increased magic penetration (essentially higher damage vs heavies) of 50%, while benefiting archery the tunic will increase archery speed by 20%, while also reducing stamina usage equivalent to a Q6 stamina efficiency, increased by 50% when a bow is equipped. While benefitting melee, the tunic will reflect 10% of all non-melee damage back to the attacker. Anyways, this post has gotten really long, and my specific suggestions for items really don't matter, what matters is that specific, rare mobs such as the erodach, baradron, mino king, etc, should have extremely rare drops that are soulbound when used that cost gold to repair on "loss". This creates pvp hot spots for varying group sizes as EVERYBODY will eventually need to farm or purchase a scroll, meaning it can be a very high risk high reward farm spot. As for the argument that it can feel bad to kill someone in this gear as you don't get rewarded, keep it as a gold sink but make it so that on death, 15% of the gold cost of the item is dropped, while the rest is deleted from the game. Obviously these items aren't balanced, again its about the concept, but I believe this change could definitely create some content and a reason to actually leave the base.