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Treasure trails and a rebuilt home

The rebuilt home from above, with the blood fountain and the cobbled path through the centre, the walled skilling halls and the shop building either side of it, the teleport portal on its platform and the gambling house at the lower right
The rebuilt home from above, with the blood fountain and the cobbled path through the centre, the walled skilling halls and the shop building either side of it, the teleport portal on its platform and the gambling house at the lower right

Clue scrolls are in, home has been rebuilt from the bank outwards, and the Dagannoth Kings have a lair of their own. Two rules changed underneath all of it: a death outside the Wilderness no longer costs you anything, and Prayer finally has a way to 99.

Highlights

  • Treasure trails - Hard, elite and master clue scrolls, dropped as stackable scroll boxes off boss and Wilderness tables. Dig, search, kill and hot-and-cold steps, 81 of them, and a reward casket at the end of every trail.
  • Home is rebuilt - Edgeville has been laid out again around the bank: two walled skilling halls facing each other, a new shop building, a raised platform for the teleport portal, a prayer altar in the plaza and an obelisk in the courtyard.
  • The Dagannoth Kings - Supreme, Prime and Rex, all three at once in their own instanced lair, with no Slayer requirement. What gates them is gear, because each king is soft to exactly one attack style.
  • Only the Wilderness costs you items - every other death in the game is safe now, and gear only breaks past level 20 Wilderness. Seven areas that quietly took your inventory no longer do.
  • Prayer has a route to 99 - a chaos altar stands in the home plaza, and every boss on the tier ladder now pays a stack of noted bones on top of its blood money and coins.

New content

  • Treasure trails - three tiers, opened one at a time from stackable scroll boxes so a pile can sit in the bank. Hard trails stay out of the Wilderness, elite trails visit it at most once and a master trail always ends there, which is the whole reason the scroll is worth taking off somebody. ::clue tells you where you are up to, and a hint arrow and a world map marker follow the last step you read.
  • The Dagannoth Kings - ::dks opens a per-run lair on Waterbirth Island. One king respawns at a time, all three share a kill count, and each carries its own Blood Slayer bounty.
  • Basilisk Knights - an 80 Slayer camp in Jormungand's Prison, and the only source of the basilisk jaw that builds the Neitiznot faceguard. Without a mirror shield equipped their gaze hits for a flat 13 and cuts every combat stat to 41% of what it currently is, over and over, so the shield is the fight rather than a convenience. It is stocked free at Blood Krystilia's counter.
  • Home - the skilling counters now sit in two rows facing each other across a walled hall, the bank has been rebuilt, the teleport portal stands on its own platform, and an anvil has gone in beside the furnace. The ground west of Edgeville has been opened out and the monastery and the north-west houses removed.
  • The home altar and bone drops - a chaos altar three tiles from the counter that un-notes what you feed it. Every boss registered for blood money now pays noted bones scaled to its tier, from three big bones at the bottom to 29 superior dragon bones at the top. Prayer had no experience source at all before this outside the 99 handed out at creation.
  • Vyrewatch Sentinels - six of them patrol Darkmeyer's main street at 70 Slayer, dropping the blood shard that turns an amulet of fury into an amulet of blood fury. The amulet holds 10,000 charges, one per landed melee hit, and when it runs dry the shard crumbles and leaves the fury behind.
  • Ring of suffering - the demonic gorillas' fourth zenyte piece, dropped already imbued at 1/300. A ring of recoil charges it, and charging never touches the imbue.
  • Salve amulet (ei) - 300 points at Blood Krystilia's rewards counter. Priced under the slayer helmet on purpose: it only pays on the undead half of the roster.
  • Necklace of rupture - chisel the Maggot King's elder venator fang, fit it to a necklace of anguish at 86 Crafting, and you have the best ranged neck slot in the game.
  • Dragonfire shields - a draconic, skeletal or wyvern visage used on an anti-dragon shield (or an elemental shield, for the wyvern) builds the dragonfire shield, the dragonfire ward and the ancient wyvern shield. No requirement of any kind; the visage is the gate.
  • Infernal axe and pickaxe - Cerberus already dropped the smouldering stone and neither tool could be made. A stone on a dragon axe or dragon pickaxe now infuses it for 5,000 charges, burning one gather in three for half the Firemaking or Smithing experience.
  • Fishing explosives - the Kraken's whirlpool ignores you until one goes in, which is what OSRS asks for. They are free at Blood Krystilia's counter, so the trip to her is the whole price.
  • The home obelisk - a pillar in the Edgeville courtyard that sends you into the Wilderness obelisk network and can never be teleported to. Both of its trips ask first, and the two aimed options want a claimed Easy Combat Achievement tier.
  • Tome of water - 1.1x accuracy and damage on the offensive water spells, better accuracy on curses and half again on the draining ones. Neither tome burns pages here.
  • Untradeable mystery box - the Vote Rewards counter's own crate at 12 vote points, and every row in it is something nobody can trade: void, the fighter torso, imbues, an infernal axe, and an Infernal cape at 1/100.
Eight Basilisk Knights spread across the floor of Jormungand's Prison, with the green pool at the back of the cave
Eight Basilisk Knights spread across the floor of Jormungand's Prison, with the green pool at the back of the cave

Combat and balance

  • What a death costs - losing items is the Wilderness's job and nobody else's. The God Wars Dungeon, the King Black Dragon, the Ancient Prison, the Nightmare, Barrows, the Duel Arena and the Colosseum were all quietly dangerous and are not any more. Gear only breaks past Wilderness level 20, so dying to a Bandos minion no longer leaves you owing Perdu for a fire cape.
  • Hardcore Ironman - because item loss now belongs to the Wilderness alone, the one life is spent by any death instead, wherever it happens. A one-life rank you can only lose north of the ditch is not the mode.
  • Combat Achievement rewards are points - a tier used to want every task in its own difficulty, which priced Easy at over a thousand kills and paid nothing to anyone who spread their kills around. Each tier is a share of the points available at or below it now: 21 for Easy, 99 for Medium, 296 for Hard. The Tzkal slayer helmet stays where it was and still wants every task in the game.
  • Ghommal - he stands at home and he is the only door to a Combat bundle. He hands over the hilt for each tier, replaces one you lost, and a line fires the moment you cross a threshold telling you there is something waiting.
  • The Great Olm - five reported complaints answered at once. The portal swap and the fire wall are group mechanics and are skipped entirely for a solo raider; the swap window is eight ticks rather than four; any attack douses a fire wall segment, so a melee-only setup can open the gap; and two beats that were stacking on the same player - crystal bombs landing twice on one target and the crystal burst hitting everyone within a tile of every seedling - now hit each raider once. Life Siphon was rolling once per faced player, which is what "does not scale" meant.
  • The Inferno has a second price - entering now asks how much of it you want. All 69 waves guarantees the cape and can roll Jal-nib-rek; waves 68 and 69 is 1/25 for the cape, no tokkul and never the pet. Practice mode is gone as a menu row.
  • Blood shard - 1/500 rather than OSRS's 1/1,500. At about 60 sentinel kills an hour the old rate was 25 hours for a shard the amulet burns through in ten.
  • Demonic gorillas - the ring of suffering joining the special table rescaled it, so the light ballista moved from 1/200 to 1/198 and everything else held its rate exactly.
  • Tome of fire - 1.1x on the fire spells against monsters, 1.5x against players, matching the 2024 change. No accuracy boost either way.
  • Cerberus crystals - the pegasian crystal takes ranger boots and the eternal takes infinity boots now, not just dragon boots. Ranger boots are stocked at the Armoury for 3M, because four of the seven Avernic tread variants were unreachable without them.
  • The Donator mystery box - a chase band of raid gear was added: Oathplate, Torva, Ancestral and Masori around 1/125, the Infernal cape at 1/175, and the Twisted bow, Scythe, Tumeken's shadow and max treads at 1/400. Nothing in it is an item's only source.
Ghommal at home, offering the reward he has been keeping for you
Ghommal at home, offering the reward he has been keeping for you

Interface and quality of life

  • Three orbs beside the minimap - Tasks, Item Spawner and Presets, each one a click rather than a command. The Tasks orb lights and pulses when something is waiting.
  • The Knowledge Centre - the account tab is now 18 rows in three sections, every one of them wearing an item icon and every one a command you can actually run. It also adds ::wiki.
  • The feedback form - the chatbox has a Feedback tab that opens a form you type into, and ::bug, ::feedback and ::suggestion are doors to the same screen. Reports land with us directly.
  • Hotkeys - Ctrl+B, T, H, P and S for bank, teleports, home, presets and the item spawner. On by default and rebindable.
  • Tasks say what they pay - every line on the list and every login message now names the reward, drawn as item icons rather than described in a sentence.
  • Blood revenants have a teleport row - first on the Bosses tab, under the Wilderness filter. It drops you beside a randomly chosen revenant somewhere above level 30, never the maledictus, and it never tells you which one you are getting.
  • The Wilderness obelisks - all three of their options work. Set Destination opens OSRS's own option scroll and the setting follows you to every obelisk, exactly as it does live.
  • The server tour - four more stops after the nine landmarks, pointing the arrow at the frame rather than at the world, and each waits for you to actually press the thing. It now ends on one job rather than a list of ten.
  • A new account arrives dressed - the character design screen no longer opens, the starter kit goes on instead of being described in a chat line, and the account type question is the only one asked before you can move.
  • Collection log - a Clues tab with three pages, filled by the trails above.
  • The quest tab - the Features tab has gone; everything on it is now reachable from the Knowledge Centre and the summary's own buttons.
  • Blood Tournaments - a countdown to signups closing now runs at the bottom of the game view, in its own line rather than borrowing the system update slot.

Client and performance

  • An out of date client restarts itself - the login screen's second button now relaunches you into the update instead of throwing your browser open uninvited. It only offers a download when there is nothing to restart.
  • No black flash while a region loads - the frame is drawn before the scene now, so the orbs and the map do not sit over a black hole for a moment when you teleport.

Fixes

  • Zulrah - the kill dropped everything in the water. Zulrah stands on open water at all four positions, so the whole reward, drop table, coins and keys included, went into the pool.
  • Alchemical Hydra - she held her spawn tile and never walked, which made the phase she has to be lured through impossible.
  • The Inferno - mobs froze instead of chasing when you crossed the arena, and the three Jads on wave 68 popped in one at a time. They arrive together now and stagger their opening attacks instead.
  • Doom of Mokhaiotl - dying in the arena was destroying your items rather than dropping them anywhere you could find them. Phosani's Nightmare had the same fault. Both are safe deaths now.
  • Ring of shadows - Wear did nothing and Teleport put it on your finger. Fifteen imported items had their options one slot out in the same way and all fifteen are fixed.
  • Prayer bones - Vorkath's superior dragon bones could not be buried at all, and two rows of the ladder named the wrong item entirely, so real ourg bones and real wyvern bones did nothing.
  • Bank settings - the placeholder padlock, Withdraw as note, the rearrange mode and the tab you left it on were all forgotten at logout. All eleven settings are saved with the character now.
  • Friends list - Message on a friend refused with "You must set a name before you can chat" and did nothing else. It raises the ordinary message prompt.
  • Fountain's Reach - the 30 minute wait on ::commune is real time and stored on your character, so logging out neither refunds it nor pauses it.
  • Scorpia - she was never listed as a Wilderness boss, so nothing that counts them counted her.
  • Home ground - black patches, stray grass and misaligned bridges around the rebuilt buildings are corrected, and the sawmill operator has moved with them.