Keep reading to see all the pitches from our latest Game Jam!

Summer’s not the only thing coming in hot this month – it’s time to talk Game Jam!

Game Jams let J-Mods from across the Old School team and beyond join forces to create awesome passion projects – and if you like the sound of their pitches, they just might make it into the game!

Before we take a look, do remember:


None of this content is confirmed, and no team has been given time to refine these projects just yet. If you like the look of them, please do let us know, but don’t expect them to come to the game any time soon, if at all!

This also applies to previous Game Jam projects. Rest assured, we haven’t forgotten about them – and some of them have entered the game already, albeit looking a bit different from the original pitches. The others are still being reviewed, and we do take your feedback into account.

As in previous Game Jams, you’ll find a survey at the bottom of this post where YOU can tell us what you think. So – get reading!



PoH Customisation

Bank Loadouts

Miscellaneous QoL

Smol Islands

Some Absolutely Cloggers Updates

Deposition and Reposition

Unrestricted Builds

Content Variety

Bank Filters


Charges QoL

Mini Menu

Trading Card Game


By Mods Elena, Nox, Hooti, Goblin, Halo and Pumpkin

We know the community loves a bingo, and so do we! ‘Bingo’ is a player-run challenge where teams work together to complete various feats of Old School daring on a grid, aiming to finish as many tiles as possible during the event. You might be fighting monsters, collecting rare items, gaining XP, and more, all in the hopes of a prize at the end! It’s a great way to bring a group together – but anyone who’s run a bingo event knows that organising it is time-consuming and validating the results can be tricky.

But what if you could host a bingo board in-game? For this Game Jam, we explored how we could implement this activity, and what possibilities it might open up…

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The in-game bingo feature would let you set up a grid filled with different challenges, like killing a certain number of monsters, gaining XP in specific skills, or getting a particular drop, or any drop from a group of items.

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Once you achieve the task, tiles would be automatically completed – so no need to spend time verifying everyone’s boards!

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If you can't see the image above, click here

If you can't see the image above, click here

We'd also like you to be able to edit the size of your grid, so you can run a shorter event or a longer grind.

By running it in-game, we'd also be able to look at providing an easy way to collect and distribute your prize pots, and potentially even use it for official or large-scale events!

What do you think? We'd love to hear if this would be helpful for you!

PoH Customisation

By Mods Jerv, West, Skylark, Harold & Rice

Who doesn't love a bit of interior decorating? Player Owned Houses have been needing some love for a while now, especially when it comes to giving your house the personal touch. This project aims to step up the customisation game with a suite of new furniture and decor options!

We'll share the star of the show first, which is the introduction of new PoH themes: Varlamore, Prifddinas, Canifis and the Wilderness!

If you can't see the image above, see the Prif theme here & the Wildy theme here

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If you can't see the image above, click here

We’d also offer further customisation for commonly used rooms like the Portal Room, and ‘filler’ furniture like bookshelves, decoration spots, benches and rugs. Finally, we’ll be making clearer distinctions between the Altars, Combat Ring variations, and more skill-themed decor!

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If you can't see the image above, click here

We also spent some time adding new animations to parts of the house that needed them – for example, thanks to Mod Harold you can finally spin the globe! Check out these other new and updated animations:

Click here to see the Original sitting animation vs New sitting animation

Click here if you can't see the Throne sitting animation

Click here if you can't see the Original chest opening animation vs New chest opening animation

Click here if you can't see the Original combat ring entry/exit animation vs Updated combat ring entry/exit animation

While most of us worked on the graphics side of things, Mod Rice dived into the code jungle and found ways to improve accessibility by revamping our code structure. Implementation-wise, we still need to work out what it will cost for the player to use these options – Construction level, cost of materials, and gating certain furniture behind in-game unlocks. We could really use your feedback for this next step, so let us know what you think in the survey!

Bank Loadouts

By Mod Necro

Bank loadouts aim to provide a convenient way to change your equipment and Inventory with one click, and reduce the friction involved in gearing up. Let's face it, having to gear up not once, but twice, to do a small task between larger activities can be a drag – especially when you're doing it often.

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We now have a proof-of-concept loadout system which lets you configure your preferred equipment sets and Inventory layouts, save them for later, then effortlessly switch between them as required.

The loadout system is accessed through the Bank, which means you will still have to regear and resupply in the usual ways. We can also look at a cooldown timer after combat or PvP to prevent the abuse of this mechanic.

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Equipping and withdrawing is automatic, but it is not instant. This isn't just for technical reasons -manual gearing should remain optimal and viable. This is more for people who want an easier time while Banking and don't mind being a bit less efficient. While it's nice to have a simple solution for this, it should not be completely mindless.

On that note, this feature wouldn’t generate preset gear loadouts – that’s something we expect players to work out for themselves!

Loadouts will copy whatever you have equipped or in your Inventory when you set them, so you will still need to think about what you are wearing or carrying, and indeed possess the items and meet all the requirements.

There are still many questions about loadouts to be answered. How many loadout slots can we provide? What would the impact be on the wider game? Does this feel like a good fit for OSRS? With your feedback, we can start answering these questions – so don’t forget to fill out the survey below!

Miscellaneous QoL

by Mod Enigma

This one-mod team focused on Quality of Life improvements, with a particular emphasis on the new player and Iron experience.

Improving the Adventure Path System

The Adventure Path system is great to help cute noobs get on their feet when they first step into Gielinor, but there’s still room for improvement.

For starters, Adventure Paths end a bit early - at Level 20 in Combat and Level 5 in Gathering. We think extending these paths to Level 40 would be more helpful for new players, guiding them to the end of early game.

Additionally, enhancing Adventure Paths to introduce more skills and mobility options around Gielinor would further benefit newcomers. Ideally, we want to introduce two new paths for quests and production skills, with suitably themed rewards.

Improving the Agility Shortcuts

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Have you ever used an Agility Shortcut and then realised you can't climb back up that wall you just went down? One-way Agility Shortcuts exist in the game, but they don't have a visual indicator, so this can be confusing for new players. To make them more obvious, we’re proposing a simple palette swap for the Agility Shortcut map icon which clearly indicates when a shortcut is one-way.

Improving the NPC Reset Behaviour

As you know, once an NPC has been attacked by another player, Ironman players cannot attack it or receive any loot from it. However, there are times where the other player was cannoning and is long gone, which causes needless frustration for our Iron friends.

We’d like to change this behaviour and make it so that once NPCs are no longer in combat their HP will reset, allowing Iron players to engage in battle without issue.

Improvements to Chat

We’ve all been there. You’re chatting away, and then you accidentally type one too many forward slashes and suddenly you’re messaging the wrong channel!

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This QoL improvement shows the chat channel name before you send the message, updating dynamically as soon as you hit space. Here it is in action:

A New System: Bestiary

Monster Examine is a pretty neat spell, but once the information is already up on the OSRS Wiki, it becomes obsolete. We’re giving it new purpose with a collection system: the Bestiary!

Killing a monster for the first time will add its basic information to the Bestiary interface. Using Monster Examine on it will reveal further information!

The Bestiary also lets you access all the info you’ve gathered on any monster in the game in one handy place. For example, if you’re about to head out on a Greater Demon task, you can open up the Bestiary and see all the places you’ve encountered them before, their weaknesses, and more, letting you plan your trip for maximum efficiency.

If you like the sound of any of these concepts, let us know in the survey below!

Smol Islands

By Mods Tide, Shogun, Other and Errol

With Sailing on the brain, our intrepid crew set out to explore a couple of small island concepts! Sailing will bring a massive new area to the game world, and we want to populate it with small, incidental bits of content, just like the mainland!

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Our first point of interest is the Deep Sea Fishing Platform. Surprise surprise, it makes for a fantastic Fishing spot, with manta ray, sea turtle, halibut and sunfish all ready to bite. Plus, intrepid anglers have the chance to collect Prawn Balls, which you can spend on the Angler Outfit or a new item, the Loaded Fish Barrel. When you crack that keg open, you’ll find fishy loot and, if you’re lucky, a special prize. Just make sure to wear a nose peg!

The Deep Sea Fishing Platform would also be home to Swarm Fishing, where you can catch random fish based on your level. But watch out – you may also encounter prawn invasions, salvage spots, and other threats!

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Meanwhile, in the frozen North Sea, two Fremmenik brothers are primed and ready to serve you a Sailing challenge! Settle their contest, and they may be so impressed they’ll join your crew…

Let us know what you think of these fun fishy island ideas!

Some Absolutely Cloggers Updates

By Mods Husky, Curse and West

Up next: An absolutely Cloggers project which aims to improve the Collection Log!

An Interface Rework to Better Track Your Progress

Our first step was to update the Collection Log with a new interface which enhances the tracking experience. Don’t worry, it’ll be optional – the existing interface will still be the default.

Detailed Sections for Uniques

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The interface will clearly show how many unique items you have collected in each section of the log, including Bosses, Raids, Clues, Minigames, and the rest!

Most Recent 12 Items

Does what it says on the tin! This feature displays the 12 most recent items you’ve added to the Log, along with the dates you acquired them on.

Collection Ranks

How about a bit of competition? Collection Ranks will show how you stack up against other collectors, and how far you are in your collecting journey. Here are the thresholds for each Rank:

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Attaining the next rank doesn’t just give you a smug feeling of superiority – you’ll also get a cosmetic staff and off-hand Collection Log, which will change appearance based on your Rank! Obtain yours from The Collector in Varrock Museum.

Collection Log QoL Updates

The updated Collection Log interface will offer greater flexibility and convenience. You'll be able to reposition and resize the log, allowing you to move it around your screen and adjust its size for a better view.

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Collection Log HiScores

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We’ll include your Collection Log progress in the HiScores, just as we do for skilling, bosses, and raids.

Collection Log Ironman Exceptions

Currently, the Collection Log doesn’t capture items from before December 2018 – which can be pretty frustrating for Iron players who already completed the grind and aren’t keen to do it all again!

We’ll make it so that Iron players can use specific, whitelisted items to fill certain slots. These items will, of course, be tradeable items that were on the Log from launch. We’ll also accept alternative and upgraded versions of certain items, such as the Zaryte Crossbow in place of the Armadyl Crossbow required to craft it.

These exceptions will be available to Iron, Hardcore, and Ultimate Iron players – but not Group Iron players, as that game mode was released after the Collection Log.

Of course, we’ll look to poll this massive change, and should this project move forward we’ll publish a full list of whitelisted items for your feedback. In the meanwhile, though, we’d love to hear what you think – so keep scrolling and fill out that survey!

Deposition and Reposition

By Mods Ash, Halo, and Arcane

Continuing the QoL theme, this next project includes improvements for Banking:

Bank Deposit Box Revamp

This handy update will bring you a fresh new Deposit Box interface which is both intuitive and mobile-friendly.

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Here, you’ll be able to conveniently deposit your worn Inventory without having to deal with the strange 7x4 Inventory from the previous Bank Deposit interface!

We’ve also swapped the ‘Deposit Worn’ and ‘Loot Bag Deposit’ icons, to stop you all misclicking and depositing all your gear by accident. You’re welcome!

Locked Inventory Slots

This will be a new option accessible both in the new Deposit interface and the Bank settings.

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If you can't see the image above, click here

Here, you can lock and unlock your Inventory slots as you like, both via a right-click option (toggleable) or the more tap-friendly grid on the left.

If a slot is locked, the Bank or Deposit Box won't deposit items within that slot, even if you click it or deposit your whole Inventory by mistake. No more relying on Bank fillers!

One final bonus improvement: There will be a setting to set a predetermined quantity you want to deposit when using items directly on a Deposit box; meaning you'll be able to easily deposit all your Raw karambwans or Zulrah's scales without needing to specify the quantity each time!

Unrestricted Builds

By Mod Manked

Old School RuneScape is all about forging your own journey – whether you’re still learning the game or setting forth with a new account build for an epic challenge. Over the last 11 years we’ve seen all kinds of account builds – but is there more we can do to help the community embrace new challenges?

Quest Experience

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In the last year we’ve started letting you decide whether you want to receive quest XP rewards in the form of XP Lamps, so you don’t get any XP you don’t want. However, several older quests still don’t include this functionality. We’d like to change this, giving players full control of their journey. Adjusting these quests to give experience lamps would open up the ability to get quest capes at much lower levels – but we can still go further…

Quest Requirements

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Some quests have skill requirements because you need that skill level to complete them – but some quest requirements are a bit arbitrary. For example:

Dragon Slayer 2: 50 Hitpoints.

For some reason, players require 50 Hitpoints to use the Locator Orb. If we remove this arbitrary requirement, players could attempt Vorkath – and even Galvek – at 10 HP. Now that’s a challenge!

The Path of Glouphrie: 47 Ranged and 60 Strength

This quest seems to require a Mithril Grapple, but in actuality, you can use a regular Crossbow – so the Ranged requirement is unnecessary.

While you can obtain a 30,000XP Strength Lamp at the end of the quest, the quest itself doesn’t actually use Strength at all – so we could easily shift the requirement from the quest to the Lamp, allowing players of all levels to tackle this epic tale.

King's Ransom: 65 Defence

This quest requires you to equip a full set of Black Armour – but last we checked, that was 10 Defence, not 65! We’d lower the Defence requirement to this minimum, and again shift the level 65 Defence requirement to the XP Lamp reward.

Altering the skill requirements for these quests could allow players to obtain a Quest Cape at just 43 Combat. Could you beat all these quest bosses with just 10 HP? Now’s your chance to find out!


As we previously discussed in the Chaos Temple update, Chivalry sits in a weird spot. It requires 65 Defence and 60 Prayer – but by the time players have completed King’s Ransom, which requires 65 Defence, they’ll probably also have 70 Prayer, which means they can replace Chivalry with Piety.

We’d like to put Chivalry in a better place. Combined with the XP Lamp changes above, we could give players Chivalry as a reward from Holy Grail, instead. This quest comes much earlier in the player journey and would allow players to use Chivalry for a long while before they unlock Piety.

That’s not all, though. We’d also like to rework Chivalry to improve its usability. We’d remove the Defence %, but allow players to use it in combination with Steel Skin. This would allow players to switch between Eagle Eye, Mystic Might and Chivalry without turning Steel Skin off, making it feel more in-line with the switch between Rigour, Augury and Piety.

Since we’re removing the Defence %, we’d also remove the Defence requirement. Provided a player has 60 Prayer and has completed the Holy Grail, they’ll have access to Chivalry – at least until they level up a bit.

Content Variety

By Mod Manked

For his next trick, Mod Manked looked at increasing the variety of content on offer throughout the player journey…

1 Defence Perilous Moons Armour

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It costs 1.5m to repair a piece of the Perilous Moons armour, which at the time of writing makes it more expensive to repair than to buy a new piece. Let’s even out that cost and make repairing worth it!

Our plan is to generate a new, rare drop from the Lunar Chest in Neypotzli. This drop could be combined with a broken armour piece on an anvil to create a new variant of the Perilous Moon armours with reduced defensive stats.

Since we’re reducing the Defence stats, we’d also remove the Defence requirement, adding variety for 1/20/45 Defence builds.

On PvP death, the broken piece would be removed, and the rare drop item dropped for the PKer. This means that broken armour pieces will be constantly removed from the game, fixing the pricing issue for the sets. It will reward PKers, and further reward mid-tier players engaging with Perilous Moons. A win for everyone!

PvP specific Prayerbook

The gap between different PvP builds has significantly widened over the years, and a major factor is Prayer requirements. A big chunk of DPS and accuracy is locked behind high-level Prayers with Defence requirements. Combined with the tanky armour available to high Defence players, there’s no competition for account builds with lower Defence.

We could add more variety with a PvP specific Prayerbook that can only be used in the Wilderness. This keeps any Prayer changes safely out of the way of people who prefer Prayer the way it is, while giving niche account builds the chance to compete in the big leagues. It would also give us the opportunity to add new PvP Prayers in future, without affecting the rest of the game.

There are two steps to this process: implementing similar Prayers without Defence requirements, and introducing new Prayers over time, catered to specific PvP builds.

We’d love to hear what you think of these ideas, so don’t forget to fill out that survey!

Bank Filters

By Mod Lykos

Meanwhile, back at the Bank, this team has been working on a new and exciting feature that’ll make sorting a breeze. Introducing Bank Filters!

Bank Filters are a great little way to sort through your items. Mod Lykos has created an interface with two drop-down boxes at the bottom. The left lets you pick between resources and wearables and the right applies extra filters.

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The categories on the left side are split up into Resources (covering things you’ll use in combat, or for skilling) and Wearables (anything you can equip). On the right side, you can select whether you want to view just tradeable items, non-tradeable items, or items that can be sold on the Grand Exchange. To clear your filters and view everything, just click the Reset button at the bottom right.

Each category is labelled with how many items of that category you’ve got, so you can use it to get a quick overview of how many Bank spaces you’re using on what kinds of things. This feature works with tabs, so if you pick a tab, then the filters will only apply to the items in it. If you’d rather embrace the chaos and see no filters at all, you can always turn it off in the Settings menu.

These categories are not set in stone, so if you can think of anything else that would help you on your adventures through Gielinor, please let us know!


By Mod Freddie

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One of Old School's cutest critters deserves far more attention, and Mod Freddie set out to make it happen! He pitched two cuddly quests for us:

Puffin Parade

In this first quest, intrepid adventurers must guide a Puffin Parade around Ardougne Zoo to celebrate its newest inhabitants. All is going well, until the puffins remember they can fly – and then the race is on to track them down and get them safely home again! The wayward waterbirds have made their way to the docks and shipped out to ports all over Gielinor – replacing the familiar seagulls.

Seabirds of a Feather

The second quest expands the Penguin quest line as you re-infiltrate the Iceberg and learn what those sneaky sphenisciformes (look it up) are plotting.

The penguins, however, give you a frosty reception. To earn their trust, they ask you to secure new allies – the puffins at Ardougne Zoo! After rescuing the puffins in a heist-like minigame, they agree to join their feathered comrades and spy on humanity’s naval capabilities. They’re back at the docks again!

If you love puffins as much as Mod Freddie seems to, let us know in the survey below!

Charges QoL

By Mod Rice

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Charges are a well-discussed topic in the community, with many of you looking for permanent upgrades as opposed to temporary buffs. Mod Rice spent Game Jam looking at possible solutions to some of the biggest issues.


We know you want a way to corrupt some items when they're chargeable. However, this process would increase the cost of an item, which means that players who’ve already spent time or gold acquiring the base item resent having to save even more before they can use it.

To solve this problem. we’d introduce a new mechanic where used charges contribute to the corruption process. For example, if a Bow of Faerdhinen has used 700 charges, only 1,300 charges would remain to fully corrupt it.

Maintaining Charges

Another challenge is the need to constantly monitor several aspects related to charges: Have I remembered to check my item's charges? How many charges are left in my item? Where in my Bank are the items needed to charge it?

Moreover, players might need to create room in their inventory to recharge the item. This involves depositing items, withdrawing both the charged item and its necessary charging materials, closing the Bank interface, charging the item, depositing the items needed to charge it, and then rearranging the Inventory. This process can be cumbersome and detracts from the overall user experience.

Therefore, we’re introducing the option to charge an item as soon as you withdraw it from the Bank, provided you have the requisite items to charge it. For items with special charging requirements, we could potentially introduce bespoke solutions. For the Scythe, for example, we’d look to introduce the Darkmeyer Crest which you could use to build your own Vyre Well in the comfort of your Player Owned House – saving you the trek to Ver Sinhaza each time.

What do you think? Let us know in the survey!

Mini Menu

by Mods Lenny, Lykos and Kieren

This project aimed to bring QoL energy to the right-click menu! To explain, we need to look behind the scenes.

Items in your Inventory can currently have up to five options, with ‘Use’ awkwardly shoved in the middle. Items you’re wearing can have up to eight options. Most of the time, this is fine – but we’ve got a couple of items that need more space.

Sadly, we were held back by technical limitations. But now, with a bit of engine tech magic, we can add submenus to the right-click menu! We’ve used this power to put a bit of polish on some iconic Old School items.

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The Ring of Dueling gives you some handy teleports, but to use them, you need to select ‘Rub’ and go through a chat box menu. If you’re in combat and you get attacked, the menu gets cancelled, and you can’t teleport! Now you can just pick your destination right from your Inventory, without any gameplay pauses.

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The Max Cape has a huge amount of functionality, most of which is hidden away in dialogue boxes. We’ve supercharged it by taking full advantage of submenus, letting you teleport to Hosidius or switch your Spellbook with just a couple of clicks.

You can still click on the top-level options and get the original menu, if you prefer. We’ve worked to make sure it feels slick and natural; the submenus close with a small delay, so you can still use them even if your mouse movement is a little imprecise.

We’ve tweaked over 15 items, from simple favourites like the Amulet of Glory, to high-level rewards like the Construction Cape. This is just the start though — this new tech can be used on any object or interface element, so it opens up many opportunities for further updates!

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One last thing – we can finally move ‘Use’ from the awkward middle spot, so items like Drakan’s Medallion, the Enchanted Gem and the Pharaoh’s Sceptre have their special options listed together, with ‘Use’ and ‘Examine’ at the bottom, right where they should be.

Trading Card Game Update

By Mod Sarnie

Hello, fellow 'Scapers! Some of you may remember our very first Game Jam, where my passion project was an Official Trading Card Game for Old School.

Over the last two years I’ve continued to work on this project in my own time, and now I’m ready to show it off!

You can visit the original Game Jam post for the low-down, but here’s a tl;dr. You play in a 1v1 battle using a character, which you’ll level up using various other cards until you’re ready to defeat your opponent! At the same time, the Event Deck could change the tide of battle… and potentially your entire strategy!

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The biggest challenges in this final iteration were having too many resources for players to manage and trying to keep something unique about the game. After a lot of time and work, I’m happy to say that this latest version is the best spot the game’s been in!

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The big changes include:

By far the biggest change is the introduction of the Battlefield. This part of the TCG is unique to TCGs in general, as movement is rarely something you think about when playing cards. You and your opponent will create the Battlefield together with your mini Battlefield Decks, shuffling four cards from each to create a 3x3 grid of face down cards – leaving the middle space empty.

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You can move around the Battlefield in any cardinal direction (up, down, left, right or North, East, West, South, if you’re fancy). When you move onto a card face down, you must flip that card and follow any instructions you find. Some Battlefield cards affect the whole Battlefield while others will only apply to those standing on that card – or ‘tile’ as we like to call it.

But what about that blank spot in the middle? That’s the Wilderness... a special place in both Old School and the TCG. Within the Wilderness, players don't gain any effects from Battlefield cards. They can’t be attacked by players outside the Wilderness, and they can’t attack them, either. Additionally, you can only move out of the Wilderness diagonally – so if you play your cards right, you can use it to flank a target or escape pursuit! There are a few ways to expand the Wilderness, but you’ll have to discover them yourself…

Our last feature relates to Equipment, and that grid on the left-hand side. These are your areas of attack – which tiles you can hit with the weapon you’re wielding. The purple dot in the middle is you. All weapons can attack an opponent on the same spot. Green squares are further tiles you can attack. For example, the card below means you can attack a player one tile away in any direction – provided neither of you are in the Wilderness.

This means that unlike any other TCG, placement and movement is a key part of your strategy! During some testing, there was an idea to expand the board to a 4x4 - with the Wilderness having 4 tiles, meaning there would be more space to play and we also found playing with more than two players becomes more chaotic, but in the best possible way! I'd be keen to hear your thoughts on the 3x3 vs 4x4.

You can find a draft version of the current rules in this handy PDF. Please give it a read, and if you’re interested, feel free to reach out to try the Tabletop Simulator build! I’m on X (Twitter) and Discord as JagexSarnie. Thanks for taking the time to read about my passion project, and I’d love to hear any constructive feedback you have!

That's a wrap for Game Jam V! We’re eager to hear your thoughts on all these projects. You can let us know your favourites via all our usual social media channels, but if you have some detailed feedback you'd like to share, please fill out the survey below or click this link. We greatly appreciate your input!

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.

Mods Abe, Abyss, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Dylan, Ed, Elena, Enigma, Errol, Gecko, Gengis, Gizmo, Goblin, Grub, Halo, Harold, Hend, Hooti, Hornet, Husky, Jalo, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Mack, Manked, Markos, Maylea, Meat, Moogle, Morty, Necro, Nin, Nox, Nylu, Other, Pumpkin, Redfield, Regent, Rice, Roq, Ry, Saiyan, Sarnie, Shogun, Shroom, Sigma, Skane, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titus, Tsourorf, Tyran, Veda, Vegard, West & Wolfy

The Old School Team.