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superior slayer monsters

The home plaza from a high camera, with the fountain and the paved walkway through the centre and the arena stands in the distance
The home plaza from a high camera, with the fountain and the paved walkway through the centre and the arena stands in the distance

Superior slayer monsters now stand up over the corpse in the middle of your task, and they are the only place in this game that an imbued heart comes from. The God Wars Dungeon has been rebuilt around its doors, the Chambers of Xeric can be cleared solo for the first time, and Verzik has learned to walk. Bank presets are Bank Loadouts now, and a loadout carries your rune pouch.

Highlights

  • Superior slayer monsters - Thirty slayer monsters now have a superior form that stands up over the kill and takes the fight from you. About ten times the Slayer experience, and the only source of the imbued heart and the eternal gem.
  • The God Wars Dungeon - The door toll is halved to 20 kills, the teleports land you outside the doors instead of inside the chambers, the killcount panel is OSRS's own, the generals drop food and potions you can drink, and an ecumenical key out of the Wilderness opens a door outright.
  • Bank Loadouts - Presets are Bank Loadouts, a loadout now carries your rune pouch, and the panel stands two columns wide with the doll and the inventory side by side.
  • The Chambers of Xeric - The solo Great Olm is retuned to a fight one raider can actually finish, and supplies stop vanishing off the floor two minutes after they land.
  • The reward chest - The Blood chest, the Blood casket and three of the mystery boxes now spin a strip of prizes and land on the one you are getting, rather than printing it in the chat box.
  • The Handbook - A book in your bag from your first login, with twenty-two paid jobs that walk you through the windows nothing else mentions.

New content

  • Superior slayer monsters - Thirty pairings, about 1 in 200 and 1 in 180 in the Wilderness, behind Bigger and Badder at 50 Slayer points. A superior interrupts whatever you were fighting the moment it stands up, so an ignored one will beat on your back while you keep swinging at the cave crawler. Twenty-four of them are beatable for no food at all; the top eight will kill you.
  • The imbued heart - Invigorate raises your Magic by one plus a tenth of your level for seven real minutes, on a cooldown a logout does not clear. It is a superior drop and nothing else drops it.
  • The Handbook - Five chapters, twenty-two jobs, and every one of them doable alone. Each chapter opens with a row you finish by looking at the thing, then leads you into the shallow end of it: the Blood Pact tree, the collection log, Combat Achievements, clue trails, the Bestiary and your loadouts. Every row pays, each chapter pays a bundle, and finishing the book pays once more and goes out as a world line. Existing accounts walk in with what they have already done ticked off.
  • Tomes of fire, water and earth - All three are on the blood money counter as empty books at 12,500, with burnt, soaked and soiled pages at 10 each. A page is 20 charges, a tome holds a thousand pages, a boosted cast spends one, and an empty tome reverts until you feed it. The tomes also supply their own rune now, which two of them never did. The earth tome is deliberately the weak one - 10% extra damage against monsters on the five standard earth spells, and nothing against players.
  • Ecumenical keys - A key opens one God Wars door with no killcount at all, and it comes out of the Wilderness: 1/11 from Wilderness bosses, 1/20 from blood revenants, 1/25 from tormented demons, 1/31 from demonic gorillas, and a further 1/38 on a matching Blood Slayer task kill. Use it on the door rather than opening it, so nothing spends one for you, and your banked kills stay banked. It trades, it is not sellable, and you lose it on a Wilderness death like everything else you carry there.
  • God Wars supply drops - The generals and their bodyguards drop food and potions you can actually eat and drink - sharks, chilli potatoes, super restores, combat potions, super strength, super attack and ranging potions, at OSRS's own rates and unnoted. Enough to keep a trip going, not enough to stay down there forever.
  • Arclight and the imbued black mask - Nieve and Blood Krystilia both sell Arclight at 750 Slayer points, and both will imbue a black mask for 100 points plus the mask. Arclight's only route before was a 1 in 63 vote box row.
  • Sanfew serums - A tenth row on the Supplies counter at 5,000 coins, with the lesser doses priced flat so a shelf cannot be turned into a coin printer.
  • Icefiends - Fourteen on White Wolf Mountain with their own Teleports row, and six more on Ice Mountain, which is where an icefiend task sends you now instead of the God Wars Dungeon.

Combat and balance

  • The Chambers of Xeric, solo - The raid was arithmetically unwinnable alone: the Great Olm's pool was larger than anything a single bag of supplies could pay for, and every simulated run died in the last phase with an empty inventory. The solo Olm goes to 400 head and 180 claw, a five-man is untouched, and a Xeric's cache of six Xeric's aid and three Prayer enhance now lands in the corner of the arena when you walk in. A solo run finishes in about eight to eleven minutes, and two runs in three clear.
  • Raid supplies stop evaporating - Every supply drop in the Chambers was despawning two minutes after it landed, in sealed rooms that nothing refills and where the Olm alone is a six hundred tick fight. They stay put now.
  • Verzik - She walks. She closes to her tank's ring instead of standing still in the middle of the chamber, she walks to the centre untouchable for the web special, and the enrage tornado is spent the moment it catches somebody rather than catching you again every fourth tick forever. Phase 3 could be stood still through with one prayer up and taken to zero; her melee sweep is a coin flip now, up to 63 on everyone on her ring, and Protect from Melee blunts it to a ninth rather than blocking it. Phase 2's scythe walk works, because the bombs are aimed on the scan tick where the wiki's cue puts them, and standing underneath her earns a stomp. Solo runs take about 584 ticks against 521; duo and trio barely move.
  • The Inferno keeps your wave - A logout, a disconnect or a server update records the wave you were on and rebuilds the arena at your next login. You can teleport out too, with a warning that says the run ends there, and ::infernoleave gives up without dying. The last-two-waves shortcut cape went from 1 in 25 to 1 in 3.
  • Corrupted Gauntlet uniques - The unique gate moved from 1/10 to 1/20. The per-piece chase was never generous; what was, is that one gate feeds a five-item table, so a lucky window paid out most of a set. Four of five items inside twenty completions was a 1 in 14 outcome and is now 1 in 128.
  • Dagannoth King rings - Up to 1 in 20. The basilisk jaw stays at 1 in 85.
  • God Wars bodyguards - The three bodyguards in each chamber sat on the engine's default respawn, so they were back on their feet before their general was halfway down and every fight was four on one. They only come back when their general does, or when the room empties.
  • The God Wars toll - 40 kills down to 20, with a floor of 5, and the donator discounts halved to match so a rank still buys time rather than a free door. The Combat Achievement ladder is untouched.
  • Vengeance in boss fights - A scripted boss never named who it hit, so vengeance did nothing in any of them and the cast sat armed through a whole raid before rebounding off the next Hill Giant. Ninety attacks across about fifty bosses now say who they came from. Damage over time, room hazards, recoil and tolls are deliberately left out.
  • The Royal Titans - The titans hold their posts instead of swapping spots and wandering off the screen, the whole strip beside them is no longer a safe spot, and the ice corpse pays its half of the coins and bones instead of almost nothing. Corpses also stop stacking up forever.
  • Zilyana - Reported as attacking insanely fast. She is not, and her speed is unchanged - her magic flurry was landing on the same tick as her next swing, so every cast produced two hitsplats at once. The flurry lands on the tick it is cast now, and she is rooted for it.
  • Nylocas Matomenos - The red healers can be frozen again, at Maiden and at Verzik, which is the only thing that stops them handing health back.
  • The crystal family - The Blade of saeldor is on its current numbers at +100 slash and +93 strength, the Bow of faerdhinen's recoloured and quest forms are ranged weapons that ask a Ranged level rather than firing at level 1 and punching at range 1, both attuned bows get their +2 prayer, and every recoloured bow and armour piece counts towards the crystal set bonus - worth up to 30% accuracy and 15% damage.
  • The rest of the Summer Sweep-Up - The Ghrazi rapier at +100/+93, the Inquisitor's four with crush up and the negative stab and slash gone, +10% magic damage on the Master wand and two Ancient sceptres, +1 ranged strength on Pegasian boots, +2 magic on the Shaman mask, +125 strength on the Soulreaper axe, and the rapier and mace asking the 80 Attack they should. The Sanguinesti staff's leech adds damage as well as healing. Behead rolls +12% accuracy a stack with a floor at 6% of its own max, and its stacks are free and decay after 50 ticks. The Tonalztics drain 12.5% Magic, the ornamented axe has a special attack bar for the first time, and the Inquisitor's set effect pays on its duplicate ids.
  • Restore pools and the special attack bar - Every pool that refills a special bar - both home pools, the Theatre of Blood's and Ferox Enclave's - now rations the bar half on a shared 60 second cooldown that a relog does not dodge. Drained stats, run energy and the poison cure stay free on every click, a refused bar does not refuse the rest of the drink, and a full bar is charged nothing. Uber donators wait 20 seconds.

Interface and quality of life

  • Bank Loadouts - Presets are Bank Loadouts everywhere you read them, and ::loadouts is the command - ::presets still works. A loadout now carries your rune pouch: three seats you fill like any other, refusing anything that is not a rune and refusing the same rune twice. A loadout saved before today says nothing about your pouch and leaves it exactly as it found it, and loading the loadout you are already carrying banks what was in the pouch rather than posting you a spare set of blood runes every time.
  • The loadout panel - The doll and the inventory sit side by side rather than stacked, so the panel no longer needs a scrollbar on most window heights. An inventory seat drags onto another to swap the two, right-clicking a filled seat offers Remove item, and a picker opened over a worn seat only offers gear that goes in that slot instead of listing every shark in your bank.
  • The reward chest - Opening the Blood chest, the Blood casket or a Tournament, Donator or Spectral mystery box spins a strip of everything it could give and lands on the one you are getting. The prize is handed over when the strip lands, and if you log out or disconnect mid-spin you still keep it. There is no spin in the Wilderness, in combat, or over another full-screen window - those pay out straight away as they always did.
  • Arrange your tournament kit - A safe bracket hands both fighters the same 28 slots, and now the seating plan is yours. Arrange kit on the tournament window, or ::tourny loadout, opens a grid you drag your kit around in, one plan per preset, saved on every drag. A plan can only move things - it can never add an item, drop one or change a quantity.
  • The God Wars killcount panel - The dungeon uses OSRS's own panel rather than a hand-built one, and the counter turns green once your door will open rather than staying red against a number nothing charges any more.
  • Command history - Page Up and Page Down walk back through the :: commands you have already run, and give the half-typed line back on the way forward.
  • Quick prayers - Setting them up works on the first press rather than the second.
  • Typing in chat - The characters < and > can be typed and sent.
  • World boss warnings - Every world boss now opens a ten minute travel window instead of sixty seconds, the Blood maledictus gets one for the first time, and ::revboss reads the countdown back. A restart mid-window reopens it rather than losing it.
  • The Discord feeds - Drop and kill announcements carry the item's own picture, and world events have moved into their own #world-events feed with an opt-in role per boss, picked up in #roles. It is the only feed that pings.
A saved bank loadout on the Mine tab, with its requirements and spellbook across the top, the equipment and inventory side by side, and the rune pouch listed underneath
A saved bank loadout on the Mine tab, with its requirements and spellbook across the top, the equipment and inventory side by side, and the rune pouch listed underneath

Client and performance

  • One health bar - The legacy combat box drew the same reading as the opponent information panel beside it, so two target health bars were on screen at once. The old one is gone; the boss bar is unaffected.

Fixes

  • Duke Sucellus could not be fought - Nothing in his asylum had a right-click menu, so no click could land on anything. The six menus are authored now and the fight works. His gaze was also drawing an extremity out of the wall and into the corridor; it animates the one the map already has.
  • Following - Our follower was a magnet and OSRS's is a shadow. You now trail one tile behind the player you are following, as you should, and a leader who teleports no longer tears the follow down. Attacking something cancels a follow, so it cannot come back to life when the fight ends and walk you off after whoever you were following. Follow also works while a window is open, and one available step no longer drains run energy.
  • The dragon crossbow punched - It had no ranged entry at all, so the swing fell through to melee: it punched, it ate no bolt and it paid Strength. The dragon hunter crossbow was in the same state while its anti-dragon accuracy was being applied to a ranged hit it had never made. Both shoot now, and the dragon crossbow is priced as the gear it is - limbs 900,000, unstrung 950,000, the crossbow 1,500,000, all three rare, with the limbs off Hickton's counter and out of the Slayer camps instead.
  • The Ferox Enclave was the Wilderness - Its tiles sat inside the Wilderness box, so you could be killed inside the walls and the bank chest refused to open. It is a safe zone now, the pool of refreshment works, and the barriers turn away anyone teleblocked or fresh out of combat.
  • Teleblock paused when you logged out - It was stored as the time remaining, so four minutes left going out was four minutes left coming back an hour later. It runs to a real deadline now, and the immunity window moves with it.
  • Saradomin's sword - It stood like a godsword and swung like a bronze two-hander. Reading its real animation set found three of the four godsword stances wrong as well, and a second broken sword nobody had reported. Saradomin's blessed sword also had no special attack bar at all, and does now.
  • An elite clue scroll could be worn as a full helmet - 591 items claimed a gear slot they never had, among them the Draconic visage, the Kraken tentacle, three Godsword shards, four sigils, the Rune pouch and eighteen pets. All of them cleared. Two prices were wrong behind it and are fixed - a Godsword shard pair priced under a single shard, and the Rune pouch priced at nothing.
  • A banked clue scroll could run a whole trail - Banking a scroll still keeps the trail alive, but finishing a step now asks for the scroll in your inventory.
  • The amulet of blood fury - It healed on 19.80% of hits rather than 20%. Everything else about it measured correct.
  • Shops sold what bosses drop - The Avernic hilt, the fire cape and the occult necklace came off the shelves. The Avernic defender leaves the blood casket and chest with the hilt, and a chisel splits one back into the tradeable hilt and the dragon defender it was fastened to.
  • Tier 1 emblems - They trade and they do not sell. The nine rungs above them stay bound.
  • Wall beasts - They wandered out of their walls. They stay in them, and they still fight.
  • The earth warrior teleport - It landed outside the pit. Writing the rule properly turned up eight slayer camps split across a wall and ten monsters standing in sealed pockets nothing could reach, all of which are fixed, and a camp that skips a tile no longer silently drops that spawn.
  • Vardorvis - Strangle let you swing from a tile you had been pulled back off. The vines refuse the step now rather than undoing it after the fact - you are held still while you struggle, not disarmed.
  • The kennel counter - The trader at the crimson kennel can be walked up to from the south again.