Here's some suggestions for how to make dragon items feel special again and actually mean something more when you see one.
All dragon items should be multipart. store item + rare mob dropped item. counterpart of the item being still sold at a store.
All should still have to be smithed together with lvl 60 smithing.
1. All dragon items become multi-part. All must be smithed together
Dragon Sword:
hilt (purchaseable via Zanaris shop for 300k)

Dragon Blade dropped by mobs (at same rate as drag med drop rate)

Dragon Axe:
Handle (Purchaseable via Heros’ Guild for 500k.)

Axe head (dropped by mobs (at very slightly less common as drag med drop rate))

Dragon Med Helm:
Visage ((Purchaseable via Heros' Guild for 500k) A new separate store item at champs guild added for sale.

Shell: the other reagant for the d helm drops from mobs as unusable
![bn20cAB.png]](https://i.imgur.com/bn20cAB.png])
optional suggestion 2. Inflation Guard (Shop Pricing)
Shop pieces for d sword hilt/d axe handle/d visage start at 300k/500k/500k respectively. 500k for dmed reagant at heros guild. admin can up these gp rates over time if the economy grows out of control.
optional suggestion 3. Dragon Anvils (60 Smithing Required. Items can only be joined on these anvils. visually can just be an ordinary anvil with a unique name in game, or a red anvil)
Only 2 of these anvils that can join the dragon items exist in game
Anvil #1: Deep Wildy Anvil (primary)
West/NW of Agility Arena. can be plopped right here on the red X in the image alongside some total ass mobs that deter any sort of enjoyable afk training. 4 hellhound spawns and 8 poison spider spawns. That combined with the fact it's bottlenecked by the 3-4 tiles above the agility arena gates would make it a super funny pk area.

Or can edit the map entirely and make a dedicated area just for it. here's an ai slop rendition:

the idea being it's an absolute nightmare to actually manage to craft the item, and everyone on the server knows where it's going to happen, making it even more dangerous. since this anvil is high risk, there's no limit that a single account can produce here, unlike the other proposed legends guild anvil
Anvil #2 Legends’ Guild Basement anvil (safe)
Located in the basement of the building, so requires legends quest to be done. If necessary, can further restrict this anvil by a timer cooldown or additional skill checks, gp requirements to use, etc. maybe a single character can only craft a single dragon item on this safe anvil per two weeks, just so that the wildy anvil is seen as the path of least resistance for the bulk of the server.
optional suggestion 4. Dragon item Death Mechanics
Dragon items break back into their mob dropped components on death. So for example, if you die with a dragon square, it is replaced in your inventory (or falls on the ground) with just the left half. the store part (right half) is gone. If you die with the d sword, only the hilt is retained. The store item has to be repurchased for GP and the dragon equipment re-smithed again. Dying in a duel does not cause this to happen.
Result:
Any combo that includes at least suggestion 1 of the above 4 will help with rarity, add risk/reward, and will help remove gp from the economy. having all 1,2,3,4 implemented together will make them perceived very very highly, but brutal af and prob overkill to include everything.
tldr: make drag items all be store item + mob item to create at least. consider the other things as needed depending on how brutal they should be to obtain/keep