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September 15 | Tombs, Pets and the Well

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patch Sep 15, 2026 by DivineX

DivineX SEPTEMBER 15 TOMBS, PETS AND THE WELL Three brand new systems finished off, plus upgrades that finally keep their own mechanics 23 New 11 Fixe...

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DivineX

SEPTEMBER 15

TOMBS, PETS AND THE WELL

Three brand new systems finished off, plus upgrades that finally keep their own mechanics

23 New
11 Fixes
5 Buffs
2 Balance

The Tombs of Amascut, the Pet Management panel and the rebuilt Well of Goodwill are all brand new, and this round finishes each of them off. Alongside that, a set of Divine Forge upgrades that were quietly dropping the mechanics of the weapons they were built from.

Tombs of Amascut

The Tombs are brand new and still being built out. This round finishes the reward room.

NEW

All of your loot now comes from Osmumten's sarcophagus. One object for the whole party rather than hunting down which of the five chests around the room belongs to you. Common rewards still open the standard raids reward chest interface.

NEW

Opening a purple plays the full sequence - the light, the lid sliding clear, and the drop rising into view.

NEW

A purple is a party moment. Everyone in the raid is told who hit it and watches the lid come off. It does not name the drop, so opening it is still the reveal.

NEW

The collection log now tracks every Tombs drop. Added: Tumeken's guardian, Masori crafting kit, Menaphite ornament kit, Cursed phalanx, all four boss remnants, the Ancient remnant, fossilised dung, and all 26 common rewards.

NEW

Blood essence opens. It rolls blood shards, blood diamonds or blood money through the mystery box interface.

BUFF

Elidinis' ward (f) has the magic defence it should, up from 2 to 22. Its magic attack is deliberately unchanged, because the Ward of the deep is built from it and stays the stronger of the two.

Pet Management

The pet panel landed yesterday. This is the rest of it, plus one important fix.

FIX

Dismissing your pet could duplicate it. That is fixed. If you made extra pets this way they have not been touched, but the hole is closed.

NEW

Pets are owned, not carried. Sacrifice a pet to Probita and it is unlocked in Pet Management permanently. From then on you summon and dismiss it from the panel and no item changes hands. Every pet you already own stays exactly where it is.

NEW

Pets cannot be dropped. Dropping one could only ever lose it, so it points you to Probita instead.

NEW

The panel is the only way to summon, and ::pets opens it.

NEW

New Attack tab, to the left of Combat, holding the Melee, Ranged and Magic style picker. Every pet fights, whichever one you have out.

FIX

The DivineX companion has its own identity. It was borrowing an NPC from the Edgeville target shop and introducing itself as somebody else.

FIX

Your pet's picture and your unspent attribute points both show on the panel.

BALANCE

Every stat caps at 100 and levelling is a long grind on purpose. A point is worth +1, and each block of ten levels costs more than the last, so one maxed stat is 550 points.

FIX

Probita's right click Check opens Pet Management.

NEW

Getting Started hands you the DivineX companion, now listed with the quest rewards. Take it to Probita and sacrifice it to unlock it.

BUFF

Summer Crabs are staying. The Crablet, Tidewarden and Crab Sovereign keep all of their perks and can be summoned as combat pets like any other.

FIX

Pet perks are switched back on. An earlier change had turned every pet perk in the game off, which is why the Crab Sovereign quietly stopped banking. It was not your FOE, slayer or rank perks.

FIX

The Crab Sovereign banks your keys, including crystal keys, Larran's keys and loot from perks like Treasure Magnet.

NEW

Summoning takes nothing out of your inventory and dismissing gives nothing back, so there is no longer any way for a pet to be lost or duplicated in the handover.

BALANCE

The Bloodhound is in line with the other skilling pets at a 20% chance to double a clue. It was doubling every clue you were ever dropped, on the most valuable drop in the game.

NEW

A pet the panel does not know about is never taken. Probita hands it straight back and reports it to the staff team so it can be added.

Weapons and upgrades

NEW

The Summer BIS Recolor Scroll works on the Divine Forge upgrades. Three new weapons: Summer dread scythe, Summer void twisted bow and Summer sunken radiance. Each is its upgraded weapon with 5% better stats, so recolouring never costs you anything.

BUFF

Sunken Radiance is the strongest staff again. It now scales with your magic level the way a Tumeken's shadow does, and counts as one everywhere the shadow is handled.

BUFF

The Riftpiercer fang keeps Rift Pierce and the Corporeal Beast bonus. Its stats were already the best stab in the game; forging the upgrade was dropping both of the things that made the rapier special.

BUFF

The Ring of Divine Wealth is a real upgrade now. It takes a Ring of wealth (i) to forge, on top of the Triad ring, 5 rings of wealth and 75M coins. In exchange it is +20% drop rate, it keeps you from going home empty-handed, and it banks your coin and blood money drops.

FIX

It can also be worn normally rather than through the right click Check option.

Well of Goodwill

The rebuilt Well is brand new too. This round adds the donor bonus and finishes the panel.

NEW

Donating earns you a personal bonus. +1% for every 1M GP you put in, up to +25%. It counts what you feed the current well, not your lifetime total, and resets when the well runs dry. Your bonus is shown on the panel.

NEW

The question mark in the corner is a Help button and explains the whole thing: GP buys uptime and builds the pot, the pot decides how many perks roll each hour, and a perk will not repeat until every perk has had its turn.

NEW

The status panel is laid out properly, with a readable well, a clear status and the rule about perks not repeating.

Fixes and quality of life

FIX

World boss loot can no longer vanish. If your inventory and bank were both full the reward was lost with nothing to tell you. Anything that will not fit now drops at your feet.

FIX

Iban's staff can autocast Iban Blast. It exists as two different items and only one of them was allowed to cast it.

NEW

Skippy works straight from the slayer tab. Cancelling a task gives you a third option: cancel and keep the streak. Free, same tier, no walk home to the slayer master.

NEW

Fresh crab claws and shells are tradeable, and shells stack. They are forge ingredients, so without the drop you had no route to the tier 3 weapons.

NEW

The Infernal harpoon goes on your tool belt.

FIX

Dual macuahuitl is visible. It had no model, so it was invisible in your inventory and when wielded.

FIX

Catch Karambwan and Cook Karambwan are gone from Artisan tasks. There is no way to fish karambwan here, so both just blocked your rotation.

NEW

Joining a raid party asks the leader first. You send a request and the leader gets a popup to accept or deny. If they miss it, ::accept name and ::deny name work in chat.

Lava runes have other sources

NEW

Lava runes now drop from eight more monsters. Vardorvis was the only source in the game.

NEW

Early game to late: Hill Giant, Obor, Infernal Mage, Infernal Smoke Fiend, Blazeborn Giant, Doomclaw Demon, Infernal Hound and Emberclaw Dragon. Vardorvis is still by far the best place to farm them and is meant to stay that way.

Reporting

NEW

::report posts straight to our Discord bugs channel. It asks for a title and a description and opens a post for you, so you never have to leave the game to report something. You can put the title on the command too, for example ::report toa is bugged.

Found something wrong? Use ::report in game.

Groundwork - Raids, Rates and the Mobile Client

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update Sep 7, 2026 by DivineX Team

DivineX Update GROUNDWORK Verzik Fixed End to End, OSRS Raid Drop Rates, Theatre Easy Mode, a Playable Mobile Beta & 170+ Fixes 170+Fixes 1/50Twisted ...

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DivineX Update

GROUNDWORK

Verzik Fixed End to End, OSRS Raid Drop Rates, Theatre Easy Mode, a Playable Mobile Beta & 170+ Fixes

170+Fixes
1/50Twisted Bow (CoX)
1/173Scythe (ToB)
NEWTheatre Easy Mode
BETAMobile Client

Verzik is fixed end to end - her final form always appears, you can range and mage her again, and the Dawnbringer works. Both raids now use the real OSRS drop rates: the Twisted bow is 1 in 50 from a Rare Raids Key and the Scythe 1 in 173. The Theatre has an Easy mode, Olm gives you time to react, boss pets are off drop tables, donator shop prices are cut across the board, and the mobile client is genuinely playable. Everything completed since the last news post is in here.

Client update required. Some of this update is client side — download the latest client from the site before logging in.

In This Update

🎟 Raids (5) 💀 Bosses & Drops (2) 🗡 Slayer (2) 💰 Items & Skilling (3) 🖥 Interfaces & Prestige (3) 🏦 Economy & Store (1) 🔧 Community Bug Reports (6) 📱 Mobile Beta (24)

🎟 Raids

Theatre of Blood — unique table matched to OSRS

  • The Scythe of Vitur is now 1 in 173 raids. It was an effective 1 in 1,667, nearly ten times rarer than the real game.
  • The whole purple table now uses the real OSRS weightings. Before this, every unique was equally likely, so an Avernic defender hilt was no more common than a Justiciar leg. In OSRS the hilt is eight times more likely than the Scythe, and now it is here too: hilt about 1 in 22, Ghrazi rapier, Sanguinesti staff and the three Justiciar pieces about 1 in 87 each, Scythe 1 in 173.
  • The chance of a purple at all is 1 in 9.1 per completed raid, matching OSRS.
  • The cabbage is gone from the purple table. It was taking a full 1 in 7 of every unique roll.
  • Sanguine dust, the ornament kits and Lil' Zik are unchanged. They are separate rewards in OSRS rather than part of the purple table, so they were left alone.

Theatre of Blood — the Dawnbringer prompt

  • Easy mode asks about the Dawnbringer before you go in. The question is now part of the starting dialogue, at the door, instead of arriving after the teleport — so you can answer it while you still have somewhere to put the sword. If your inventory is full it says so and holds the raid, rather than sending you into the pillar room with nothing that can break Verzik's shield.
  • Starting an easy raid from the party board asks as well. It was only asked at the door, so a raid begun from the board never offered you one at all.

Chambers of Xeric — unique table rebuilt to match OSRS

  • The Twisted bow is now 1 in 50 from a Rare Raids Key. It was 1 in 1,169. On Extreme mode that works out at roughly 1 bow per 880 raids, which is about what a solo raid is worth in the real game.
  • Every other unique now uses its real OSRS weighting. The old table was a long way off. The Twisted buckler was the most common unique in the chest, and the two prayer scrolls sat mid-table when in OSRS they are by far the most common thing it gives you.
  • What that means in practice: Dexterous and Arcane prayer scrolls about 1 in 4.6 (they were roughly 1 in 10), buckler, dragon hunter crossbow and the three ancestral pieces about 1 in 16, Dinh's bulwark and dragon claws about 1 in 21, elder maul and kodai insignia about 1 in 32.
  • Metamorphic dust, the Twisted ancestral colour kit and the Vagabond's pack are not on the OSRS table and keep the rates they had.

The Nightmare — drop rates corrected

  • Solo kills were secretly rolling the drop table twice. The bonus roll meant for the top damager in a team also fired on every solo kill, because a solo player is always the top damager. Uniques came at roughly double their listed rate: the Nightmare staff played like 1 in 200 rather than 1 in 400, Inquisitor pieces like 1 in 300 rather than 1 in 600, the orbs like 1 in 500 rather than 1 in 1,000.
  • Fixed. A solo kill now gets exactly one roll, so what the drop table says is what you get. The bonus roll still applies in a real team, where there is actually a top damager to beat.
  • Inquisitor's mace moved from 1 in 600 to 1 in 750 to match its rate in the real game. It was the one unique that was more common here than in OSRS even before the bug.

Instances — scripted bosses working again

  • The Inferno, the Theatre of Blood and other scripted encounters are fixed. The recent "everything in an instance is aggressive towards you" change was applied to every instance on the server, and the scripted bosses all run inside instances too.
  • That handed a target to npcs whose entire job is to stand still. Verzik's pillars, the Nightmare's totems and the Inferno glyph are all npcs, the mechanics read where they are standing, and once they started walking after players the encounters stopped progressing — which is why the Inferno would not start and Verzik's last phase never arrived.
  • Forced aggression is now opt in. Slayer instances and the boss instances you open with an Instance Token still have every monster aggressive towards you, exactly as intended. Scripted encounters are left to their own scripts.
  • Also fixed a crash in the same code that could silently stop an instanced npc from doing anything at all.

💀 Bosses & Drops

Boss pets removed from drops

  • No boss drops a pet any more. Baby mole, Hellpuppy, Pet smoke devil, Kalphite princess, Prince black dragon and Ikkle hydra were the six that actually dropped, at 1 in 3,000 each. They are gone.
  • The Olmlet is no longer in the Chambers of Xeric unique table.
  • 33 boss drop tables were also LISTING a pet that could never drop. The drop viewer and the teleport guide showed it, the game never rolled it. Those listings are gone too, so what you see on a drop table is what the boss can actually give you.
  • Boss pets have been removed from the collection log alongside the drops, so no boss log is left with a slot nobody can ever fill.
  • Skilling pets are untouched. Beaver, Heron, Rocky, Tangleroot, Rift guardians, Rock golems and the rest all still come from their skills exactly as before.
  • Pets you already own are not affected.

Event Chest

  • The collection log is completable. 31 of its 85 entries could not drop from the chest at all — the Ancestral, Masori, Inquisitor and Justiciar sets, Zaryte vambraces, the Armadyl and Bandos sets, Avernic defender, Ferocious gloves, Torture, Anguish, Tormented, Kraken tentacle, Serpentine helm, Staff of the dead, Trident of the swamp, Saradomin's blessed sword, Mage's book and two godswords. They were removed from the loot pools in May and left on the log. All 31 are back.
  • The very best drops are reachable. Twisted bow, Scythe of Vitur and Tumeken's Shadow sat behind a 1-in-5,000-keys wall each. That is now roughly 1 in 2,000, and any super-rare about 1 in 200 keys instead of 1 in 500. Still the rarest thing in the game — just a number a server can actually reach.

🗡 Slayer

Slayer

  • The Boss Assignment Token asks which boss you want. It used to arm a hidden flag and let your next Slayer master roll the boss pool at random, so it took two steps and chose nothing for you. It now opens a menu of all 28 bosses and assigns the one you pick, at 25 kills. The token is only spent once a boss is actually assigned.

Crystal Slayer rewards

  • Cancel Task works. The button on the new Tasks tab was outside the range the server routes Crystal Slayer clicks through, so it reported an unhandled button and did nothing.

💰 Items & Skilling

Items

  • Perk point scroll gives you the points. Clicking Read was matching an unfinished "gem-tier fish" table first and eating the scroll for 14 hitpoints. Three other items were being destroyed the same way and are now safe: Slayer key (tier 3), Damage boost scroll and Pet bonus token.
  • Pet bonus token does something. It had no handler anywhere — it is sold on the store and drops from three mystery boxes, and Activate did nothing at all. It now grants +25% pet chance for 15 minutes.

Shooting stars — more places, more often

  • Stars now land in four places, not one. Home, the Giants Foundry, the Portals and the Altars. Every star was landing on the same tile at home.
  • Stars appear more often. The gap between stars is down from 15 minutes to 5, and the chance per skilling action is up from 1 in 250 to 1 in 150.
  • The Crashed Star Scroll works properly. It reads the same star state the rest of the server uses instead of poking at the shooting star system from the outside, where any hiccup made it report "a Crashed Star has already landed" forever.
  • The scroll is now only consumed once the star has actually spawned. If anything goes wrong you keep your scroll and get a message that says what happened.

Presets — your bank keeps its order

  • Loading a preset no longer eats your placeholders. Withdrawing the last of an item for a preset was deleting its placeholder and closing the gap, so an organised bank got reshuffled every single time you swapped loadout.
  • Preset withdrawals now behave exactly like withdrawing the item by hand: the placeholder stays, the slot stays, and depositing your old gear drops it back into the same spot. Swap loadouts as often as you like and the layout holds.
  • If you have placeholders switched off, nothing changes for you.

🖥 Interfaces & Prestige

Prestige manager

  • The Combat tab shows the reward chest, as item icons, the same way the Skilling tab does — the exact contents of the chest you get for your next prestige, not a line of text describing it.

DivineX Information panel

  • Players Online is back. A restyle of the Drop Tables button had quietly taken an id the panel's rows are numbered from, which pushed every row down one and wrote the Players Online line into the scroll container, where nothing draws it.
  • Fountain of Goodwill is on the panel. A header row showing Active with the time left, and one row each for Double Slayer XP, Double Cash Drops, +10% Rare Drops and Double Votes. Clicking any of them opens the well. Nothing was moved or removed to fit them.
  • The four Hespori boost rows respond to clicks again — the click had been left behind on four rows the panel could not even scroll to, three months ago when the rows moved.

DivineX Information panel — layout

  • The Fountain of Goodwill rows moved up to sit directly under Double XP and above World Boss, with the other world-boost rows, instead of at the bottom of the list.
  • Crystal Slayer Points and Artisan Points are on the panel, both clickable — they open the Crystal Slayer rewards interface and the Artisan interface.
  • Boss Points has its own row. It was being written over the NPC Kills row on every boss kill, and it never appeared at all until your first kill of a session.
  • Pets stopped disappearing. The Online Staff list was writing over the Pets row every time the panel refreshed. Staff now has its own two rows at the bottom.
  • The four Hespori boost rows answer clicks again, and the Well status line no longer lands on top of one of them.

🏦 Economy & Store

Donator shop prices

  • Donator shop prices cut across the board. One Donator Ticket is one dollar, so every price in both donator shops was a real dollar price — and they had never been converted from whatever currency they were first written for. Vesta's chainbody was $130. Primordial boots were $100. The Torva and Virtus sets were $500 each, against $60 for the same set on the website store, and the General Donator Shop in Edgeville was asking up to $5,000 for a single item.
  • Everything in both shops is now priced off the website store, where the same item exists, and interpolated onto the same curve where it does not. Torva and Virtus are 60 tickets, the Vesta / Statius / Zuriel pieces 18-30, Primordial / Pegasian / Eternal boots 15, and nothing in either shop costs more than 60.

🔧 Community Bug Reports

Community bug reports — September 7th

  • The clan "Only me" setting works again. The Prestige Manager's panel and the clan settings "Only me" button were fighting over the same interface slot, and the prestige panel won — so that clan option silently did nothing. The prestige panel has moved out of the clan's range.
  • Old coal bags and gem bags work now. There are two of each in the game: a legacy pair with the right name, model and description but no actual bag behaviour, and the real ones. Loyalty Shop I was selling the dead pair at 50gp. The shop now stocks the real ones, and any legacy bag you already own is recognised as the real thing rather than being stuck useless in your bank.
  • You cannot duo Artisan tasks with an account on your own machine either. Same device-based rule as Slayer duos, so housemates on one connection are unaffected.
  • 50% off the store for Labor Day. Runs until the 21st. The banner and countdown are at the top of every page.
  • The Blood Pact perk works. If you also had a blood-spell overheal perk, that one consumed the heal before Blood Pact ever saw it, so the toggle did nothing at all — and since both are Blood Fountain PVM perks, owning both is the normal case. Blood Pact is now applied first, which is the whole point of it: you give up the heal.
  • The Crab Sovereign stops losing your loot on duo ironman. The shared bank is one file behind two players, so if your partner had it open their copy overwrote anything the pet banked while it was open. The pet now drops the loot at your feet instead, and tells you why. It also checks the deposit actually worked rather than assuming it did.
  • Farming tree patches work again. Tree patches never showed anything — no sapling, no grown tree, and raking appeared to do nothing either. Half of the tree patch objects in the game read a different display slot than the server was writing to, so those tiles were always showing their blank default. Both slots are now updated.
  • Crystal Slayer Rewards has a Tasks tab. It shows your current crystal assignment and lets you cancel it, the same way the regular Slayer Rewards screen does.
  • Bury All. Right-click any bones and choose "Bury all" to bury every bone of that type in your inventory at once, for the full XP of each. Noted stacks count too, and Zealot's robes still roll to save each bone individually, so it is worth exactly what burying them one at a time is worth.
  • Demonic Gorillas' prayers actually protect them now. They switched prayer and showed the right overhead, but nothing checked it, so every style hit them for full damage and switching styles was pointless. The style they are praying against is now blocked, and they still change prayer after taking 50 damage from another style.
  • The vote boss no longer heals when someone teleports in. Each new arrival used to raise her current health as well as her maximum, so at a busy spawn she gained back damage the team had already done. Late arrivals still raise her maximum, so nobody walks in on a nearly-dead boss, but progress is never taken back.
  • Elite Barrows keys give you pieces you don't have. With 24 pieces and a rare roll, almost every success was a duplicate once you were near a full set. Keys now draw from the pieces you are missing; once you have all 24 it goes back to a random pick.
  • Slayer helmets no longer need an unlock. 55 Crafting and 10 Defence is the whole requirement now. The old 400-point "Malevolent masquerade" unlock can no longer be bought, so nobody wastes points on it.
  • Summer event raw fish stack. Raw only — cooked fish stay one per slot so eating works normally.
  • The corrupted bow works. It was set up as an ordinary longbow, so it demanded arrows it should never need and refused every type you gave it. It is a crystal bow and supplies its own shots.
  • Shooting stars can't land somewhere unrenderable. Some spawn locations sit in regions this cache has no map for — you would teleport to the star and find nothing but blackness around it. Those locations are skipped automatically now.
  • Karil's crossbow (E) works properly. It was never registered as a ranged weapon, so despite far better stats it was out-damaged by the plain Karil's crossbow.
  • Hydra's lance and Hydra crossbow get their dragon bonus. Both upgrades were missing from the dragon-hunter check, so they were weaker against dragons than the weapons they are made from.
  • Raid difficulty is chosen at the door, for both raids. Make your party on the board, walk up, and you are asked for Easy or Hard. Hard mode needs EVERYONE in the party to have unlocked it, not just the leader — if someone is short, you are told who. Joining a Hard raid you have not unlocked is also refused. Chambers raids started from the party board previously ran on Easy no matter what you picked, which quietly scaled Olm down and dropped the rare key rate from 1/100 to 1/500; the difficulty you choose is now the difficulty you get.
  • Prestiging pays a reward chest. Every prestige now hands you a chest of coins, keys, lamps, tokens, scratch cards and boxes, scaling with the prestige level you just reached, with a bigger headline reward every 5th prestige. Skilling prestige pays noticeably more than combat — it resets fifteen skills instead of seven. The Prestige Manager shows you what the next chest is worth before you commit.
  • The Prestige Manager tabs look like the rest of the panel. The four tabs were 57-pixel sprite buttons crammed into a corner, which is why two of them had to be labelled "Cmb Perks" and "Skl Perks". They are now full-width tabs using the same chrome as the rest of the interface, and they can spell out their own names.
  • Weekly leaderboard prizes reach you even with a full bank. The Sunday PVM and Skilling prizes were deposited without ever checking whether the deposit worked. A bank that was already full took none of it, the log said it was delivered, and you were told you had won — so first place could genuinely end up with nothing. Anything that will not fit is now held and given to you on your next login, and you are told why. This affected every account type, ironman and group/duo ironman included.
  • Top voter of the month rewards. The monthly winner table used a word MySQL now reserves, so on newer database versions the query was rejected and the payout could be skipped entirely. Fixed, and the vote page can no longer break outright if that query fails.
  • The vote shop scrolls work. The Perk point scroll, Artisan task skip, Damage boost, Damage reduction, Double Slayer XP and Double Slayer points scrolls, and the Crashed Star Scroll, all had working code behind them but no menu option of their own — so your click arrived as a different action than the one being listened for and nothing happened. They now declare their own Read/Activate option, matching the boxes and tokens that always worked.
  • You cannot duo Slayer with an account on your own machine. Applies to normal and Crystal Slayer duos. This is per DEVICE, not per IP, so two people in the same house can still duo together.
  • The coal bag and gem bag are real items again. The shops were selling, and the Divine Forge was asking for, two items that were not actually the coal bag or the gem bag. Buying one from a shop gave you something with no Fill, Check or Empty options, and the Hoarder satchel and Deepvein sack could never be forged because they demanded those non-existent bags. Both now use the correct ids (coal bag 12019, gem bag 12020) everywhere — shops, the Forge, item info and the Fire of Exchange. The herb sack and seed box were already correct.
  • Emptying a bag gives you everything, not one item at a time. Stackable contents were being limited by free inventory SLOTS, so a seed box holding 100 seeds with one free slot handed over a single seed — and then stopped, leaving everything else behind too. A stack needs one slot, and emptying now continues through the rest of the bag instead of giving up at the first thing that did not fit.
  • The seed box takes every seed. It only accepted 19 of them, so hops, bushes, flowers, fruit trees and most herb seeds simply bounced off it.
  • The Hoarder satchel really is all four bags in one. Its accepted list is now built from the gem bag, coal bag, herb sack and seed box directly, so it can never hold less than the bags it replaced — it had been carrying an out-of-date copy of the seed list. If you carry it alongside an old bag, the satchel fills first.
  • Olm gives you time to react again. The prayer swap was fixed last update so that your overhead is read when the attack lands rather than when Olm fires — but the attack itself still crossed the room in about half a second at close range, so there was still nothing to react to. Olm's auto now always takes at least 2.4 seconds to reach you, and the prayer-sapping spheres at least 3.6 seconds. The spheres also used to deal their damage up to two seconds after the sphere visibly hit you; the hit now lands exactly when the sphere does.
  • Autocast is remembered per weapon. Un-equipping a staff wiped your autocast, so putting Zulrah's staff back on left you on its plain attack and you had to set Blood Barrage again every single swap. Each weapon now remembers the spell you last set on it, the same way attack style already does.
  • Progression tier 5 now asks for 70 achievements instead of all of them.
  • The Prestige button works. Clicking Prestige did nothing at all, on every game mode. The button and its click were fine — what was broken was the confirmation prompt behind it, which used a talking-head dialogue that rendered as nothing and swallowed the click silently. It now uses the same plain confirmation the Skilling Prestige button beside it has always used.
  • Verzik's spider form now always appears. Killing the phase that throws the green urnbombs made Verzik vanish outright instead of changing into her final spider form, leaving the team locked in the room with no boss to kill and no chest. The cause was the clean-up of her nylocas: if even one of them was still alive when that phase ended, the clean-up crashed, and the crash removed Verzik from the room before the change of form was ever scheduled. Since the red nylocas keep respawning below 35% health, that was very nearly every attempt. The clean-up is fixed, all three of her changes of form are now started before any of the tidying-up runs so nothing can pre-empt them, and there is a final catch-all that completes a stalled change of form within a few seconds.
  • The last red nylocas at Verzik no longer sticks around forever. When a wave timed out, only the first one ran back to heal her and die; the second was skipped and stayed in the room permanently, which also stopped any further waves from spawning.
  • You can range and mage Verzik's first phase again. Her pillars block projectiles, and the game was using that to refuse every ranged and magic attack aimed at her — silently, with no message and no hitsplat, so it looked like your weapon was broken. Melee had no such check, which is why melee was the only thing that seemed to work. The pillars are there to protect you from Verzik, not Verzik from you, so they no longer block your attacks on her.
  • The Dawnbringer works. Two things were stopping it. It is a magic weapon, so it was being refused by the pillar problem above — the one weapon that phase is built around was the one most reliably blocked. And if you had an autocast spell set from earlier in the raid, wielding the Dawnbringer kept casting that instead of its own attack: no animation, no projectile, wrong damage, and capped at 3 by Verzik's shield. Wielding it now switches autocast off.
  • Blocked shots tell you why. Any ranged or magic attack refused because something is in the way now says so, instead of doing nothing at all. Verzik's shield also tells you it absorbed your hit and that you need the Dawnbringer.
  • Theatre of Blood kills now count for everything. None of the six bosses were being recorded at all — Maiden, Bloat, Nylocas, Sotetseg, Xarpus and Verzik awarded no collection log kill count, no progression task credit, no boss points, no PVM rank, no battle pass, no boss timer and no daily bossing. A full raid advanced nothing outside the chest. Every one of them now credits the whole team, so all raiders get the kill and not just whoever hit hardest.
  • Verzik's collection log entry recognises all of her forms. She is one monster that changes shape through the fight and never dies as the form she starts as, and the log only listed her first three shapes — so the kill count had nowhere to land.
  • Theatre of Blood now has Easy and Hard mode. Starting a raid asks which you want. Easy is the final boss only — you go straight to the pillar room and fight Verzik, and none of the other five bosses are spawned at all. Hard is the full six-boss raid exactly as it was. Hard mode pays noticeably better from the chest: it keeps the real unique and very-rare rates, while easy runs at half those odds. Hard mode unlocks after 50 easy completions, and the start menu shows how many you have.
  • The Dawnbringer attacks from range again. It would only fire once you were stood next to Verzik. Two separate checks decide whether you may attack — one for firing and one for whether you stop walking — and only the first had been told to ignore the pillars, so you kept walking all the way in before the game let you shoot.
  • The Dawnbringer's defence bonuses are correct. It was giving +15 to the three melee defences and nothing to magic; it should be +2 stab, +3 slash, +1 crush and +15 magic. Its attack bonus (+25 magic) and speed were already right.
  • Elite Barrows now needs 350 kills of each brother instead of 500. The teleport panel and the unlock message follow the new number automatically.
  • The Inferno shield moves again. Its patrol waypoints were being placed on the row the shield spawned on rather than the row it actually stands on after stepping forward, so its first walk could never finish — and the patrol only takes its next step once the previous one lands exactly, which meant it froze on the spot for the whole fight. There is also now a recovery for a walk that gets blocked.
  • The Theatre of Blood chest always opens. The end of the fight now spawns the loot even if something goes wrong with the throne, so a raid can never finish with nothing to claim.

Community bug reports — September 3rd

  • The Blood ring picks up your blood money on a full inventory. It already took blood money from every source, but only into your inventory — and PvM runs with a full one, so if you were not already holding a stack there was nowhere for it to go and the money hit the floor. It now sends the overflow to your bank and tells you it did.
  • The Big Vein Heart gives back health and prayer when it runs out. When the seven minutes end you are restored to full Hitpoints and full Prayer. Dying, duelling, logging out or leaving a raid ends the effect early and pays nothing.
  • Dying in the Theatre of Blood no longer locks your hearts. A raid death goes down a different path to a normal death, and that path never cleared the imbued heart cooldowns — so you kept the on-screen timer and could not re-pot for the rest of the raid. All four heart cooldowns now clear on a raid death, the same as anywhere else.
  • Attack style is remembered per weapon. Setting Defensive on a scimitar was setting Longrange on your bow, because only one style slot was stored for the whole character. Each weapon type now keeps its own style, so switching gear mid-fight no longer changes how you attack.
  • Verzik's final form can no longer fail to appear. Phase three is Verzik changing form, not a new spawn, so anything that interrupted that hand-off left a dead phase-two Verzik standing in the room with no way to finish the raid. There is now a safety net that completes the change, and a second one for the web attack, which could strand her if she was blocked from reaching her tile.
  • Duke Ashenveil drops his loot. He was dropping it and then destroying it in the same instant — the room was being torn down on the same tick the loot landed in it. The room now stays open after the kill and closes when you leave.
  • Vardorvis drops the Executioner's axe head. The axe head, the Ultor vestige and the Blood quartz were missing from his table entirely. All three are in, at 1/1088, and in the collection log along with the ingot and the Virtus pieces.
  • You can buy the new Slayer unlocks. Bigger Tasks, Slayer Fortune, Bone Collector, Task Master, Undying and Perfect Assassin ticked their box when you clicked them and then were not there when you reopened the interface, because the server had no idea those buttons existed. They now open the confirm panel and charge points like every other unlock.
  • Skippy keeps your streak. Using your free skip wiped your task streak, which made it worse than paying the cancel fee. It no longer touches the streak — in regular Slayer or in Crystal Slayer.
  • The Blood slayer helm costs less. 300,000 blood money down to 100,000, and 5,000 Blood Shards down to 1,500. The 50 Blood Diamonds and the two helms are unchanged.
  • The prestige button works in fixed mode. The panel is drawn in the middle of the screen but was being clicked as though it sat in the top-left corner, so every click landed somewhere else and nothing happened. Affected every game mode equally.
  • The Crab Sovereign banks the whole drop. When a monster dropped several of something that cannot be noted — clues, heads, long bones — all but one went straight to the floor before any pet ever saw them. Every piece now goes through your pets.
  • Gatherer bonus resources go to your bank when your inventory is full. They were dropping on the floor, which is where they always ended up, since the bonus arrives while your inventory is still full of what you were making.
  • Enchanting an Onyx amulet works. A missing item definition was throwing an error before the spell was even read, so the cast did nothing at all — no effect, no message. That whole class of silent failure is fixed for every magic-on-item spell.
  • "Without combat attributes this monster is unattackable" no longer spams. You get one plain line at most every five seconds, and the offending monster is written to the server log instead of your chatbox.

Community bug reports — September 3rd (part two)

  • Zuk's wall opens, and the Inferno slayer task no longer freezes you. Both were the same lock. Starting the fight locks you in place while the shield walks two tiles forward, and everything that follows — unlocking you, starting the shield's patrol, making Zuk attackable — waited on that walk landing exactly. If it did not, nothing ever happened again and ::stuck was the only way out. There is now a safety net that puts the shield where it was going and lets the fight start.
  • The Nightmare's pillars stay in their corners, and stop vanishing. Between spawning and the first totem phase they were ordinary monsters: nothing pinned them down, so they wandered at you, and nothing stopped you killing one early — which swept it off the floor and left the totem round with fewer than four, so the fight could never be finished. They are now fixed in place and cannot be damaged until the phase arms them.
  • Chambers of Xeric — Olm.
    • Olm's normal attack now reads your overhead when the projectile LANDS, not when he fires. Flicking during the flight counts, which is the whole point of it.
    • The prayer-targeting sphere lands on its own flight time with a minimum window, so there is always time to switch.
    • Falling crystals give three seconds instead of just under two.
    • The paired ("same colour") teleport now marks ONE tile for both players and the damage is read off how far apart you are — stand together and it fizzles. It was sending each of you to the other's tile, so you ran past one another.
    • The healing special needs BOTH hands up. If either is down, no heal.
    • A countdown now shows how long the downed claw takes to come back.
  • Pets never steal the left click. Ground items, objects and monsters behind a pet always win the click now; every pet option is still there on right-click.
  • Quests.
    • Onions can be picked from the onion plants, not just found on the ground.
    • Aubury has a Talk-to option, so Rune Mysteries can be handed in.
    • Fred's spinning wheel works. Its room has no free tile beside it, so the game was refusing a wheel you were standing next to.
    • Untrack stays untracked. It worked — and then the next step you completed silently switched the helper back on.
  • The Odium ward can be forged. The forge loop stopped after checking the Malediction shards, so the Odium ones were never even compared — which is exactly why the mage shield worked and this one did not.
  • Upgraded Dharok's has the Dharok effect. The low-HP damage curve was checking the four vanilla ids only, so the upgraded set — a strictly better version of the same armour — had none of the set's defining effect.
  • The corrupted Bow of faerdhinen can be equipped. Every (c) colour variant was missing its equipment entry, so adding a crystal to your bow produced something the game would not let you wield.
  • The Blue moon spear is visible. Perilous Moons is newer than the game's models, so the spear had no worn model at all.
  • Devout boots move with you. They were wearing their inventory model, which has no skeleton, so they stayed put while you ran.
  • World bosses and the vote boss scale with the crowd. Health is now based on how many people are in the room, with no cap, and keeps topping up for the first half minute while people teleport in. A quiet rotation still dies quickly; a busy one lasts long enough for everyone to get their damage in.
  • Citadel Agility XP scales with your Agility level — up to double at 99.
  • The Templar's attack animation is fixed. It was pointing at an unrelated animation.
  • More Ghostfire Warriors in the God Wars Dungeon — 38 spawns up to 58.
  • Boss kill counts print in chat, the way Barrows always has.
  • Examining an item tells you its Fire of Exchange value.
  • Skippy keeps your difficulty. Skipping used to drop you a tier, so two skips took a Hard-task player down to chickens. With Skippy owned, the reroll stays at the difficulty you were on.
  • Undeliverable website rewards go back on the queue instead of vanishing. If a monthly or weekly prize cannot reach your bank it is retried on your next login and you are told, rather than being marked claimed and lost.

Community bug reports — September 3rd (part three)

  • Killing Nex counts for the Nihilith slayer task. It never did, solo or duo — the counter sat at 0 no matter how many you killed. Nex changes form for her whole final phase, so by the time she dies she is not the id the task was watching for. The task now recognises every form she can die in, and the duo mirror follows, so both partners get the kill.
  • Fred's spinning wheel is the right way round. It was placed facing the wrong direction; rotated to match the Lumbridge one.

Community bug reports — September 3rd (part four)

  • Reconnecting after a dropped connection works. When your client lost its socket it tried to log straight back in, and the server refused because your old session was still winding down — "already logged in" — so the automatic reconnect could never once succeed and you were stuck at the login screen until the stale session timed out. The server now recognises a reconnect, drops the old session cleanly (saving it first) and lets the client back in a couple of seconds later.

Community bug reports — September 3rd (part five)

  • Verzik's next form always appears now. When phase one ended she had to walk to the middle of the room before changing form, and the change was the last step of that walk. If the walk did not finish she was left as the in-between shape — she looked like she had vanished — with no way to complete the raid. If the walk stops for any reason the change now happens anyway, and killing her in any state always advances the fight instead of doing nothing.
  • You can no longer get locked in place walking in to Verzik. The entry cutscene locked you and only gave control back at the very end of a fixed sequence of steps; if any step was interrupted you stayed frozen until ::stuck or a relog. It now always hands control back.
  • ::foe takes you to the Fire of Exchange. It never travelled anywhere — it opened the exchange panel where you stood — and it was staff-only, so for everyone else it did nothing at all. Since every quest ends by burning an item on the fire, that was the last step of every quest with no working way to get there. ::foe panel still opens the panel directly.

📱 Mobile Beta

Mobile beta — the world looks like the game again

  • The ground is blended, not tiled. The game does not paint a square of grass with grass and the square beside it with dirt. It averages every ground colour in an eleven by eleven area around each square, so grass fades into dirt and sand fades into rock over a dozen steps. Mobile was painting each square flat, which is why the ground read as a patchwork quilt of coloured blocks.
  • Ground colours are right. Green ground was coming out orange — the hue was being read in the wrong form. Paths, water, rock and sand all take their real colour now, and a surface with no colour of its own shows the ground beneath it instead of a black slab.
  • Characters and scenery are shaded properly. Every model was drawn flat, one colour per face with a made-up light on top of it, so people and buildings read as paper cut-outs. They are now lit the way the desktop client lights them: smoothly across each surface, from the same direction, with people and scenery each getting their own lighting the way the game does it.
  • Colour no longer drains out of the world. The old shading multiplied colours towards grey, which is a large part of why everything looked like brown mud. All shading now works on brightness alone, so a red cape in shadow is a dark red cape rather than a grey one.
  • A brightness control. Adding ?bright=1.2 to the address brightens the whole world, and ?bright=0.9 darkens it, without changing any colour. For daylight and for screens that run dark.

Mobile beta — your actual character

  • Players now look like themselves. Your character is built from your own body parts and the gear you are really wearing, instead of a stand-in humanoid. Other players too — you can tell who is who.
  • Transmogrified players show as whatever they are transmogged into.
  • The stand-in stays on screen until the real character is ready, so a slow connection means a brief wrong outfit rather than an invisible player.

Mobile beta — your character looks like you

  • Hair, skin, clothing and boot colours are applied. Every character was rendering in the default palette the models are authored in, so everyone looked like the same person no matter what they had actually chosen.

Mobile beta — everyone was a stand-in

  • No player was ever built from their real body and gear — not other players, not you. The client checks whether a piece of artwork was published before fetching it, and that check could only ever answer for the small set of files downloaded up front. Asked about body parts and worn items, which arrive on demand, it always answered "no". So every character fell back to the stand-in shape, permanently.

Mobile beta — characters animate

  • Characters move. Standing and walking animations now play, driven by the same weapon render pair the desktop client uses — so a character holding a whip stands differently from one holding a bow, exactly as it should.
  • Works for your own character, other players and NPCs.

Mobile beta — characters were statues

  • Nothing animated, at all. Every character's pose was being worked out correctly, every frame, and then thrown away: the new pose was never sent to the graphics card unless something spawned or despawned nearby. So your character stood frozen in whatever position it happened to hold when it last appeared, and slid across the ground without moving a limb.
  • NPCs had no animation at all. Their standing and walking animations were being read from the game data and stored, and then nothing ever played them.
  • Every NPC of the same kind shared one body. All the goblins in a room were posed through a single copy of the model, so they moved in perfect lockstep off whichever one happened to update last. Each one now has its own.
  • The walk cycle no longer restarts on every step. A step took exactly as long as the gap between updates, so a late packet dropped the character to standing for a frame — and switching animation restarts it — which came out as a stutter instead of a walk.
  • Changing your gear shows up. Equipping something built a new character but filed it under the same name, so the old body was handed back every time and nothing you equipped ever appeared on you.

Mobile beta — NPCs, movement and tapping

  • NPCs are visible again. They were being tracked but never drawn: an NPC that spawned before its map region finished loading was never attached to anything that renders, so a world with over a hundred NPCs in it looked deserted. Nothing re-attached them either, so it lasted the whole session.
  • NPCs stand on the ground. Anything that spawned before its region loaded had no ground height to sit on and hovered about four tiles in the air until it happened to walk.
  • Tapping walks you where you tapped. Taps were being resolved against a flat plane four tiles above the real floor, which landed the destination roughly seven tiles away from the spot you actually touched.
  • Walking looks like walking. Characters were covering their tile in half a game tick and then standing frozen for the other half.

Mobile beta — walking, running and facing

  • Your character used to walk sideways and backwards. Whichever way you clicked, they kept staring in the one direction they happened to spawn in, so a walk to the west looked like a slide. They now turn to face the square they are stepping to, in all eight directions, and they keep facing that way once they stop instead of snapping back.
  • They also turn when they should. Change your mind mid-walk and your character used to keep facing the old way until something else happened to jog it. It now turns as soon as it starts walking the new direction, at the same speed the desktop client turns.
  • Running is two squares again. A run covers two squares per game tick, and mobile was flattening those into one long slide — which meant a run round a corner cut straight across it. Both squares are walked now, in order, and your character faces each one in turn.
  • Your character faces where they are actually going. Walking north around a wall to reach something east now looks north while they walk north, rather than facing the far-off destination the whole way.
  • Long walks land exactly on the square you picked, with no creeping drift, and teleports no longer sprint across the map to get there.

Mobile beta — game interface

  • The game interface is in. Minimap, hitpoints and prayer orbs, and a panel with Inventory, Worn equipment, Stats and Chat tabs, laid out the way the desktop client lays them out.
  • The minimap draws from the same ground colours the 3D view uses, so the map and the world can never disagree, and shows nearby players and NPCs.
  • Scenery sits where it belongs. Every object was being placed on the corner of its south-west tile at that one corner's height. Anything bigger than a single square — a bank, a house, a tree — was up to a tile and a half out of place and tilted into the slope it stood on.
  • iPhone install help is clearer. iPad is detected properly now, and opening the link inside Discord or Instagram tells you to open it in Safari first, because those in-app browsers cannot install anything.

Mobile beta — prayer

  • The prayer book is in. All 29 prayers, greyed out until you have the level, lit while active, and one tap to toggle. It reads the same state the desktop client reads, so what it shows as on really is on.

Mobile beta — item pictures

  • Your inventory shows items, not names. Each square draws the item's own model at the same zoom and angle the desktop client uses, so a whip looks like a whip.

Mobile beta — chat is readable

  • Chat colours work. Messages were arriving with their formatting printed as literal text — <col=AD800F>[Quest]</col> instead of a coloured [Quest]. Every colour the game uses to separate a drop announcement from a warning from a clan message was being lost. They all work now, including the older @red@ style codes.
  • Colours the game picked for its own pale chat box are lifted just enough to be readable over the game world, keeping the colour the message was meant to have.

Mobile beta — the home landmarks are back, properly this time

  • Mobile was never asking for them. When you arrive somewhere, the game waits for your client to say "I have finished loading this area" before it sends everything it has placed there — the Divine Forge, the Blood Fountain, the Crystal Chest, the Pool of Refreshment, the Well of Goodwill, the chests, and any items lying on the ground. The desktop client says it; mobile never did, so the game never sent any of it. Mobile now says it, at the same point the desktop client does.
  • Ground items dropped around you should start appearing for the same reason.
  • The Divine Forge, the Blood Fountain, the Crystal Chest, the Pool of Refreshment, the Well of Goodwill, the chests and the rest of the home landmarks were missing on mobile. They are not part of the map itself — the game places them when you arrive — and mobile was throwing that message away without reading it. Everything the game places, moves or takes away while you are standing there now shows up.
  • Doors that open, obstacles that change, anything built or removed around you while you play now updates instead of staying frozen as it was on the map.
  • Objects placed before your surroundings finished loading are held and drawn the moment they can be, rather than being lost.

Mobile beta — other players stay themselves

  • Other players could freeze, or move as somebody else. The game sends the people near you as a list, and closes the gap when one of them walks out of sight. Mobile was leaving a gap instead, so from the first person who left, every update after that was being applied to the wrong player — or to nobody at all. Someone could walk right past you and never move on your screen, or suddenly wear another player's outfit.
  • Players are now tracked by who they are rather than by where they sat in a list, so walking, running, outfits and everything else lands on the right person no matter who comes and goes.
  • People who leave your view are properly forgotten, and the count of players around you goes down again instead of only ever climbing.
  • Someone who steps out of view and comes straight back is recognised as the same person rather than being rebuilt from scratch.

Mobile beta — scenery that changes with the game

  • Some scenery was missing entirely. Anything whose appearance depends on the state of the world — a door that can be open or shut, a gangplank, a farming patch — does not carry its own artwork. It carries a list of the forms it can take, and the game picks one. Mobile did not know how to pick, so it drew nothing at all and those objects simply were not there.
  • The right form is now chosen the same way the desktop client chooses it, so the artwork that shows up is the artwork the game intends.
  • A six-square dock now takes up six squares again. How much room an object occupies is decided by the object itself, not by whichever form it happens to be wearing, and for a moment we had that backwards. A boat whose current form is a single square was being squeezed into one square and ended up sitting a couple of steps away from its own moorings. Objects are placed on their own footprint now, and only the artwork changes with the form.

Mobile beta — walls, fences and colour

  • Walls and fences are walls again. Every object was drawing all of its models at once, so a door rendered both the straight and the diagonal version, and a fence came out as a row of posts with the panels piled on top.
  • Textured surfaces have their real colour. Stone, wood, cloth and water were all being painted with a colour the actual game never shows, because a textured face keeps a leftover value the real client ignores in favour of the texture. They now take the colour of the texture they are meant to be wearing.

Mobile beta — flickering

  • The world no longer flickers when you move the camera. Surfaces at similar depth — a path lying on the ground, a wall against the terrain behind it — were swapping which one drew in front, because the view was set up to spend almost all of its depth accuracy in the first few inches in front of the camera and almost none at the distance you actually play at.

Mobile beta — sprites with soft edges

  • A whole group of interface pictures was being thrown away on every export. The reader treated the byte in front of a sprite's pixels as one of two layouts and gave up on anything else. It is not a layout number — it is a set of flags, and one of them says the sprite carries its own transparency. Any sprite with a soft, anti-aliased edge therefore failed, and the failure took every other sprite in its group with it.
  • Sprites now keep their real transparency, per pixel, instead of every pixel being either fully solid or fully invisible. Edges look smooth rather than jagged.

Mobile beta — missing chunks of the world

  • Whole areas of the map were going missing between exports. Not a rendering fault — the export itself was losing them. Three runs over the same unchanged cache produced 2395, 2392 and then 2180 regions, silently, with no error. That is over 200 areas that simply stopped existing, including some busy ones.
  • Root cause found and fixed. The cache loads every one of its indexes at the same time, on different threads, and all of them wrote into a single shared lookup table that was never built to be shared. They trod on each other. Some losses were loud (an entire index failing to load) and some were silent (a handful of areas quietly ceasing to exist). That table is now safe to share.
  • The export also combines several loads and refuses to publish a world that came back short, so a bad read can never quietly replace a good world with a broken one.

Mobile beta — the download

  • Opening the game no longer downloads the world first. Every piece of scenery in the game was being fetched before you could take a step, even though you only ever need the few hundred in the area you are standing in. Scenery now arrives with the ground it stands on, the way the map already did.
  • What is left downloads several files at a time instead of one, waiting, one, waiting. Everything is still checked for corruption before it is stored, and a failed download still stops the whole thing rather than leaving you with half a world.
  • Starting up no longer reads your entire stored world off the phone. Working out what had changed meant loading every single stored file back into memory just to check it existed. It now asks for the list of names once.

Mobile beta — kept in step with the game

  • Prayers, skill names and interface ids now come from the server itself rather than a copy kept by hand in the mobile client. Add a prayer, change a widget, and mobile picks it up on the next export with nothing to update.

Mobile beta — four items nobody could see

  • Bunny Ears, Easter Basket, Fire Max Cape and Sled had no artwork at all. They pointed at models that were never made — nothing in your bag, nothing on your character, on mobile and on the desktop client alike. Each of them is built on the real item it is named after, and that item's artwork was there the whole time; the missing models were simply overriding it. They look like themselves now.

Mobile beta — four items have no model at all

  • Bunny Ears, Easter Basket, Fire Max Cape and Sled point at models that are not in the game cache — neither the picture in your bag nor the version worn on your character. They are invisible on mobile AND on the desktop client, and always have been. The export now names them instead of failing quietly.
  • The Clan wars cape is missing its worn model for the same reason.

Mobile beta — invisible worn items

  • Some items have no worn model in the cache at all. They can be equipped and they show in your inventory, but nothing renders on the character — on mobile and on the desktop client alike. The export now names every affected item instead of skipping them silently.

Found something that does not match what is described here? Report it with ::report in game or post it in Discord.

Ascendancy - Claim the Wilderness

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update Aug 26, 2026 by DivineX Team

DivineX Update ASCENDANCY Wilderness Slayer, Vet'ion, Ten New Quests, a Rebuilt Prestige Manager & 121 Changes 121Changes 67Wilderness Tasks 10New Que...

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DivineX Update

ASCENDANCY

Wilderness Slayer, Vet'ion, Ten New Quests, a Rebuilt Prestige Manager & 121 Changes

121Changes
67Wilderness Tasks
10New Quests & Boss
1000+Items Wearable
OPENTCG For Everyone

The biggest update since launch. Wilderness Slayer, Vet'ion, ten new quests, a rebuilt Prestige Manager, and a long list of things that were being sold but did nothing - the Crystal Slayer unlocks, the prestige perks, and over a thousand items that could not be worn at all. Everything completed since the last news post is in here.

Client update required. Some of this update is client side — download the latest client from the site before logging in.

In This Update

⭐ New Content (12) 🗡 Slayer (23) 👑 Prestige & Progression (17) 💰 Items, Gear & Cosmetics (22) 🎁 Boxes, Drops & Rewards (11) 💀 Bosses & Combat (11) 📜 Quests (12) 🏦 Shops, Economy & Store (6) 🖥 Interfaces & Guides (7)

⭐ New Content

New boss: Vet'ion

  • Vet'ion has been added as a Wilderness boss. He is in the teleport menu under Wilderness. Remember this is a PvP zone.
  • He is undead and weak to crush. A Salve amulet (e) is the single biggest damage increase you can bring, and his crush defence is negative, so a crush weapon like a chainmace or an Inquisitor's mace is worth far more than a higher tier stab or slash weapon. Magic and ranged are heavily resisted.
  • Two forms. Take him to zero and he rises again in his orange enraged form with full health, hitting harder and faster. You have to kill him twice.
  • Skeleton hellhounds spawn at half health in each form, and he cannot be hurt while they are alive. Pray Melee and kill them first.
  • Everything he does is area damage. Lightning marks the floor before it lands, so step off the marked tiles. Stand in melee range and he can shield bash you for up to 35 and stop you attacking for nearly five seconds.
  • Drops follow the wiki, including the Skull of Vet'ion, Voidwaker blade, Ring of the gods, Dragon pickaxe and Dragon 2h sword, plus Vet'ion Jr. He has a collection log.

Wilderness Slayer tasks

  • A new Wilderness tier has been added to the Slayer master, alongside Easy, Medium, Hard and Boss.
  • Click it to unlock for 15,000 Slayer points. It is a one-off purchase and it is yours permanently.
  • It can assign any monster that actually lives in the Wilderness — 67 tasks in all, from Imps, Chaos druids and Rogues right up to Black dragons, Lava dragons, Scorpia, the Chaos Fanatic and the Chaos Elemental. Summer event monsters are excluded.
  • Every Wilderness task carries a combat requirement scaled to the monster, so a low level account cannot be handed Black dragons the moment it buys the unlock.

Wilderness on the Slayer tab

  • The Slayer tab now has a Wilderness button under Easy, Medium, Hard and Boss.
  • Until you have bought the unlock it reads Wilderness (15k) and greys out; clicking it offers the same 15,000 point purchase the Slayer master does, so the two can never disagree about the price.
  • It is a Slayer only option. In Crystal mode it stays greyed, because Crystal Slayer has no wilderness pool.

New quest — Cook's Assistant

  • Cook's Assistant has been added, faithful to the original. It is the Duke of Lumbridge's birthday and his cook has forgotten the ingredients. Speak to the cook in the Lumbridge Castle kitchen to begin.
  • Bring him an egg, a bucket of milk and a pot of flour. A pot sits on the kitchen table and a bucket is down in the castle cellar, exactly where they should be.
  • Rewards: 1 Quest point, 300 Cooking experience, FOE Points for the cake, and the Cook-o-matic 100 — you burn food less often, for good.
  • The quest helper walks you through every step and the arrow points the way, so you never need a guide open.

New quest — Sheep Shearer

  • Sheep Shearer has been added. Fred the Farmer's sheep are getting mighty woolly and he is too busy to shear them. Speak to him in the house by the sheep pen north of Lumbridge Castle.
  • Bring him 20 balls of wool, unnoted. Shear the sheep in his pen for wool, then spin it on the wheel upstairs in the castle. Fred hands you shears if you have none.
  • Rewards: 1 Quest point, 150 Crafting experience, 60 coins, and FOE Points for the bale. Spin all 20 yourself and you get 50 bonus Crafting experience — buying them still finishes the quest, it just pays less.
  • A spinning wheel has been added to Lumbridge Castle, upstairs in the room at the south end, so the wool can be spun where the quest sends you.

New quest — The Restless Ghost

  • The Restless Ghost has been added. A ghost haunts the Lumbridge graveyard and the priest cannot be rid of it. Speak to Father Aereck in the Lumbridge chapel to begin.
  • Fetch the amulet of ghostspeak from Father Urhney out in the Lumbridge Swamp, wear it, and speak to the ghost. He wants his skull back — a warlock took it to the cellar beneath the Wizards' Tower, where a skeleton guards it.
  • Rewards: 1 Quest point, 1,125 Prayer experience, the amulet of ghostspeak to keep, and FOE Points for the skull.
  • Keep the amulet. It is needed for the ghost quests still to come.

New quest — Rune Mysteries

  • Rune Mysteries has been added. Duke Horacio has found a strange talisman and nobody can tell him what it is. Speak to him upstairs in Lumbridge Castle to begin.
  • Take the air talisman to Archmage Sedridor in the cellar beneath the Wizards' Tower, carry his research package to Aubury in Varrock, then burn Aubury's coded notes on the Fire of Exchange.
  • Rewards: 1 Quest point, 1,500 Runecrafting experience, the air talisman to keep, and FOE Points for the notes.
  • Mining rune essence is unaffected. It stays open to everyone exactly as it is now — this quest adds rewards, it does not lock anything you already had.

New quest — Druidic Ritual

  • Druidic Ritual has been added. The druids north of Taverley want their cursed stone circle back. Speak to Kaqemeex at the stone circle north of Taverley to begin.
  • Sanfew needs raw beef, raw rat meat, raw bear meat and raw chicken, each dipped in the Cauldron of Thunder down in Taverley Dungeon. Do not cook them. Bring all four back, then burn his offering on the Fire of Exchange.
  • Rewards: 4 Quest points — the largest award of any Novice quest — plus 250 Herblore experience and FOE Points for the offering.
  • Herblore is unaffected. It stays open to everyone exactly as it is now.

New quest — Doric's Quest

  • Doric's Quest has been added. Doric will happily let you use his anvils, but he is short of materials first. Speak to him in his house north of Falador, just outside the east gate of Taverley.
  • He wants 6 clay, 4 copper ore and 2 iron ore — not noted, and all twelve at once, so keep the space free. He hands you a bronze pickaxe to go and mine them.
  • Rewards: 1 Quest point, 1,300 Mining experience, 180 coins, the bronze pickaxe to keep, and FOE Points for the ingot.

New quest — Witch's Potion

  • Witch's Potion has been added. Hetty the Rimmington witch is brewing something and is short of every ingredient. Speak to her in her house in Rimmington, south of Falador and west of Port Sarim.
  • She wants a rat's tail, burnt meat, an eye of newt and an onion. The tail only drops while you are on the quest, and only from ordinary rats — giant rats will not give one.
  • Rewards: 1 Quest point, 325 Magic experience, and FOE Points for the potion.

Wilderness Agility Course

  • Crossing the log no longer traps you. The log locked you in place and only released you if you landed on one exact tile. If the walk was interrupted or ended a tile short, nothing ever released you — and a locked player cannot walk, teleport or use commands. The crossing now releases you on a timer, wherever you actually end up.
  • Every obstacle on the course now has a safety net. If anything leaves you locked, you are freed after a few seconds and put back at the start of the course.
  • ::stuck works even when you are stuck. Being locked used to block every command, including the one command that exists to rescue you. That is why being stuck felt like losing the account — there was genuinely no way out from inside the game. ::stuck now always goes through.
  • ::stuck is no longer a free escape. It used to teleport you home from anywhere with no conditions at all, which meant it worked as an instant getaway from a Wilderness fight or a boss. If you are properly locked and cannot act it still always works, no questions asked. If you can act normally, it now refuses for 10 seconds after fighting another player, and has a one minute cooldown. Being stuck on a boss still lets you out.

Void Island

  • Twelve more items, including the ornamented void set, the elite void bottoms that were missing, and supplies so you can actually use the gear you buy.

🗡 Slayer

Slayer unlocks now work across both systems

  • Your Slayer unlocks and your Crystal Slayer unlocks now apply to both kinds of task. A perk bought with Crystal points works on a regular assignment, and a perk bought with Slayer points works on a crystal one.
  • Skippy is the clearest example: owning either version now cancels either kind of task for free.

Crystal Slayer unlocks were doing nothing

  • Every Crystal Slayer unlock was dead. Crystal Harvest, Shard Seeker, Crystal Focus, Unstable Streak and Crystal Skippy were being sold for up to 2,000 Crystal points each and were not read by anything in the game.
  • All five now work:
    • Crystal Harvest drops extra crystal shards on a crystal task.
    • Shard Seeker adds drop rate on any Slayer task, and appears in your drop rate breakdown so you can see it.
    • Crystal Focus adds accuracy against your assigned monster, in either system.
    • Unstable Streak keeps your streak when you cancel. Without it, cancelling now costs you the streak.
    • Crystal Skippy cancels any task free.

New Crystal Slayer unlocks

  • Resonance — +5% drop rate on any Slayer task.
  • Shatterpoint — +4% damage against your assigned monster.
  • Prismatic Soul — prayer drains 10% slower while you are on a task.
  • Endless Hunt — +15% Slayer XP on every Slayer kill.
  • Crystal Scholar — +10% points from finishing a task.
  • All five work on regular Slayer tasks as well as crystal ones.

Crystal Slayer rewards interface

  • Crystal Slayer unlocks now cost considerably more. The old ladder ran 500 to 4,000 points, which was about forty tasks for the first perk. It now runs 2,000 to 20,000 and is listed in cost order.
  • Fixed unlock descriptions running out of their box and into the next column. The line budget was not counting the price printed in front of the description, so every row was measured about eight characters short.
  • The Extend tab now lists all nine crystalline monsters instead of only your current task.

The Slayer Chest

  • The bulk open counts are now on the right click menu: Open-25, Open-50, Open-100 and Open-all. Left clicking still opens the full menu, which is where Open 1 lives.
  • The counts existed before this, but only inside a dialogue behind the left click, so nothing about the chest ever advertised them.

The Slayer ring

  • The Slayer ring now has 30 charges. A charge is used when you teleport to a task or create an instance with it.
  • Hovering the ring shows how many charges you have left.
  • The ring no longer calls itself "(8)", and it crumbles when the last charge is spent.

Superior Totems

  • Superior Totems are disabled for now, as superior Slayer monsters are not in the game yet, and they have been pulled from the shop.
  • If you already own one, keep it. It will start working the day superiors are added, and using one in the meantime will not consume it.

Slayer shop pricing

  • Superior dragon bones are now 1 Slayer point each instead of 25, so buying a stack is realistic.

Slayer shop rewards

Five new consumables in the Slayer Store:

  • Superior Totem — your next eligible Slayer kill summons a Superior. Superiors are back. The whole superior system was still here and working, it just had nothing left to trigger it after Bigger and Badder was removed. If the monster has no superior form the totem is returned rather than wasted.
  • Boss Assignment Token — your next assignment comes from the boss pool, whichever tier you ask for.
  • Task Extender — adds 25 kills to your current task.
  • Slayer's Fortune — +10% rare drop chance until your current task is finished. It really does last until the task ends, not on a timer.
  • Portable Altar — restores your Prayer anywhere, 10 charges.

Crystal Slayer rewards are fully separate

  • The Crystal Slayer master opens its own rewards interface, with its own unlocks, its own extends and its own shop. It shares nothing with the regular Slayer rewards screen — different colours, its own banner, three tabs instead of four, and a subtitle naming the currency so the two can never be mistaken for each other.

Crystal Slayer has its own rewards screen

  • Clicking Rewards on the Crystal Slayer master opens a proper Crystal Slayer interface. It looks like the regular Slayer rewards screen and works the same way, but everything on it is crystal: crystal unlocks, crystal task extends and the Crystal Slayer shop, all priced in Crystal Slayer points.
  • Unlocks you already own show in green, and the price of the ones you do not is on the row. Your Crystal point total sits in the top right, same as the Slayer screen.

Crystal Slayer

  • Rewards opens the right screen now. Clicking Rewards used to land on the Tasks page — the cancel/block/easy-medium-hard-boss one. It opens on the Unlocks page instead, with Extend and Buy alongside it, showing your Crystal task rather than your regular one.
  • New pet: the Crystalline Hydrling. A hydra shrunk to pet size that sparkles while it follows you. It deals 30% more damage to your assigned Crystal Slayer monster and pays 25% more Crystal Slayer points. Sold in the Crystal Slayer shop for 40,000 points.
  • The Crystal Slayer shop has a lot more in it — slayer helmet, black mask, imbued heart, dragon hunter lance, the three boot crystals, crystal shards, Zalcano shards, divine super combat potions, ancient shards and brimstone keys, alongside the crystal gear.
  • Crystal harpoon and the Elven signet can be equipped, which they could not before.
  • Crystal Slayer has its own rewards system now. Clicking Rewards on the Crystal Slayer Master used to open the ordinary Slayer panel — regular monsters, priced in regular Slayer points. It now opens a Crystal-only menu with its own unlocks, extends and shop, all paid for with Crystal Slayer points.
    • Unlocks: Crystal Harvest, Shard Seeker, Crystal Focus, Unstable Streak and Crystal Skippy.
    • Extends: pay to add 25 kills to your current crystal monster, permanently.
    • Crystal Slayer purchases are stored separately, so nothing you buy here touches your regular Slayer unlocks and nothing there touches these.
  • The Crystal Slayer shop is back on the Master's Trade option, stocked with slayer keys, crystal and enhanced crystal keys, lamps and chest rate bonuses — priced in Crystal Slayer points.
  • The Slayer reward unlocks now work on Crystal Slayer tasks. Weak Spot, Too Stronk, Slayer's Greed, Larran's Luck and Double Slayer Points were all wired into the ordinary task system only. Crystal Slayer keeps its task in a separate place, so every one of those perks quietly did nothing there — on the most endgame Slayer content on the server, with points you had already paid.
  • The blood slayer helm rolls and the Fire of Exchange Slayer's Momentum perk now fire on crystal kills too.
  • The four task buttons in Crystal mode now say "Get Task" instead of "New Task — length".
  • The Slayer ring works on Crystal tasks now. Checking or rubbing it insisted you had no task at all, because Crystal tasks are stored separately from ordinary ones. It now reports your crystal task and teleports you to it.
  • Every Crystalline monster shares one drop table. The rat, spider, bat, unicorn, scorpion, wolf, bear and dark beast all pay exactly what the dragon pays. Their combat stats were already identical — 500 hitpoints, the same attack, defence and Slayer xp — but the lower ones were dropping air runes and sapphires while the dragon dropped blood runes, dragonstones and crystal weapon seeds. Same effort, same reward now.

Slayer unlocks work on both kinds of task

  • Every Slayer unlock now applies to Crystal Slayer tasks as well, and the other way round. They are bought from the same panel and their descriptions all say "on a slayer task", but several were wired into the regular task path only — so a perk you had already paid points for did nothing on the server's most endgame slayer content.
  • Bigger Tasks, Slayer Fortune, Task Master, Undying and Perfect Assassin all cover both.
  • Crystal Slayer points are much harder to earn. Base reward cut from 25 to 12 and the streak milestones brought down with it, in line with the regular Slayer nerf. Crystal points buy the most expensive gear on the server, so they are now the slower of the two currencies rather than the faster one.

Crystal Slayer task buttons

  • The task buttons no longer say Easy, Medium, Hard and Boss in Crystal mode. Crystal Slayer has one monster pool, so there are no difficulty tiers — the labels were describing something that does not exist.
  • They still do something useful, so they now say what it is. In Crystal mode the four buttons choose how long the task is: roughly 15, 20, 25 or 30 kills. Normal Slayer is unchanged.

Slayer helmets now work on Crystal Slayer tasks

  • Every slayer helmet gives its bonus on Crystal Slayer tasks. They gave nothing at all before — the on-task check only knew about ordinary Slayer assignments, so on the most endgame Slayer content on the server the helmet was doing nothing.
  • That is the full 16.67% melee and 15% ranged and magic bonus, on every helmet including the Corrupted and Blood slayer helms.
  • The Bloodhound pet's on-task damage bonus was missing Crystal tasks for the same reason and works now too.

Double Keys now works on Crystal Slayer

  • The Hespori Double Keys boost applies to Crystal Slayer keys. It was working on ordinary monster drops, the Arena and Voidplague events, Chambers of Xeric and the Hunllef chest — but Crystal Slayer handed its keys out at a fixed amount, so the one place people grind keys on purpose was the one place the boost did nothing.
  • Both the task-completion Slayer key and the per-kill Enhanced Crystal Key double now.

Crystal Slayer — reroll without losing your streak

  • You can now reroll a Crystal task and keep your streak. Cancelling was the only way out of a task you did not want, and it reset a streak worth up to 25x points. Rerolling costs 60 Crystal points, keeps your streak, and keeps you on the same tier.
  • Cancelling still works as before if you would rather pay less and drop a tier.

Crystal Slayer works with Slayer Duo

  • You can now do Crystal Slayer as a duo. Crystal tasks were the one kind that never shared — your partner got no task and no credit for your kills. Both halves work now: the task is given to both of you, and every kill counts for both.

Slayer extends

  • Two extends that could never do anything have been hidden. TzTok-Infernus and TzKal-Pyrebane have no matching slayer task, so buying either just burned your points.

Slayer duo tasks share properly now

  • Taking a task from the DivineX Slayer interface now gives it to your partner too. Only tasks taken from a slayer master NPC were being shared — the easy/medium/hard/boss buttons, the interface's cancel-and-reassign, and ::newtask all left your partner without the task.
  • Sharing now happens wherever a task is assigned, so every route works the same way.

Every slayer task can be extended now

  • 26 monsters and bosses were missing from the Extend tab. The task list has 97 entries and only 73 of them had an extend, so a quarter of your possible tasks could never be extended no matter how many Slayer points you had saved.
  • Everything is in now, including Frostbane Wyvern, Abyssal Lurker, Venomjaw Hydra, Shadowstalk Beast, Molten Drake, Stonewarden, Soulrender, both Ghostfire tasks, the low-level Slayer tasks and the Arena of Ascension.
  • The Extend tab has been made taller to fit them. The new entries are at the bottom of the list rather than sorted into level order — that keeps every extend you have already bought pointing at the monster you bought it for.
  • Extends you already own are untouched.

Slayer store restocked

  • 16 new items in the Slayer store, all things that actually work: herb sack, seed box, coal bag, gem bag, looting bag, bonecrusher necklace, ash sanctifier, saturated heart, eternal gem, bracelet of slaughter, dust and mist battlestaves, expert mining gloves, superior dragon bones, divine super combat potions.
  • The Slayer task picker scroll now works. It has been dropping and sitting in banks this whole time doing absolutely nothing when read. Read it, type the name of the task you want, and it is assigned. It will not take the scroll if the name is wrong, if you cannot do that task yet, if you have it blocked, or if you already have a task.
  • You can buy the scroll from the Slayer store for 500 points.

Slayer key chest

  • Open your keys in bulk. The chest now asks how many to open: 1, 25, 50, 100, or all of them. Every key is rolled as a completely separate open, so 25 keys give exactly what 25 individual opens would — including the Chest Rate Bonus roll on each one.
  • If you do not have enough keys, nothing is opened. Ask for 25 with 24 keys and it refuses and consumes nothing.
  • Bulk opens print one summary of everything you got instead of hundreds of lines.

👑 Prestige & Progression

The Prestige Manager

  • The tab buttons have been redesigned. They were crammed into the top left corner taking up less than half the header. They now sit centred on a proper tab bar with dividers, and the title no longer has to dodge them.
  • The Combat tab has been rebuilt as a labelled table showing your current bonus and your next one side by side, instead of unlabelled icon boxes.
  • The Skilling tab now uses that same table.
  • Fixed the title running into the prestige box, and the Prestige button overlapping the text above it.

Prayer and Hitpoints on the Combat tab

  • Prayer is back on the Combat tab. It was removed when it turned out to earn no bonus, but removing it just made it look missing.
  • Prayer and Hitpoints are both marked as resetting rather than shown a percentage. Neither of them actually receives the combat bonus, and both were previously displaying one.

Chad exclusive skilling perks

  • Skilling prestige now has Chad exclusive perks, matching the combat side:
    • Surveyor — +5% skilling XP.
    • Forager — +5% chance of a double resource when gathering.
    • Beastfriend — +5% pet chance.
    • Fortunate — +5% drop rate.
    • Ascendant — +10% skilling XP and +10% double resources.

Ironman prestige value

  • Ironman account types now count toward prestige value. Ironman, Ultimate, Hardcore, Group and Duo all add to your multiplier on top of your game mode, and the panel names both.

New Prestige shop boosters

  • Four new custom boosters, bought with Prestige points:
    • Warlord's Draught (4,500) — +15% damage to monsters for 30 minutes.
    • Seer's Insight (4,000) — +25% Slayer XP for 60 minutes, on crystal tasks too.
    • Fortune's Favour (5,000) — +10% drop rate for 45 minutes, and it shows in your drop rate breakdown so you can see it working.
    • Gatherer's Trance (3,500) — +20% chance of double resources when gathering, for 60 minutes.

Prestige Manager rebuilt

  • Skilling prestige is here. Every skilling skill can now be prestiged on its own at level 99, up to prestige 10. You do not have to max everything first — hit 99 Mining, prestige Mining, keep the rest of your account exactly as it is. Construction is not included, and the combat skills stay on the combat track.
  • What you get for it:
    • +2% XP in that skill per prestige of it, up to +20%. Regrinding a skill you have prestiged is faster than the first time.
    • +0.5% XP across ALL skilling per total prestige, up to +50%.
    • 1 prestige point per skill prestiged, so the Prestige Shop is finally reachable without being a pure PvMer.
    • Milestone perks at 3, 8, 15, 25 and 40 total prestiges, up to +30% skilling XP and +20% skilling pet chance.
  • Four tabs: Combat, Combat Perks, Skilling and Skilling Perks.
  • Prayer now has a row on the combat tab. Prayer has been reset by prestiging for a while, but it was the one skill the panel never showed, so losing it was a surprise.
  • The combat panel was showing a THIRD of your real bonus. It was still using the old rates from before prestige was buffed, so it read 0.05% per prestige when you were actually getting 0.15%, and 0.1% drop rate when you were getting 0.3%. The numbers on screen are the real ones now.
  • The Combat Perks tab now shows YOUR unlocks. It was a fixed list that ignored your prestige entirely. It ticks off what you have earned and greys out what you have not.
  • Every combat row was also labelled with the wrong skill icon. Fixed.

Prestige perks actually work now

  • Most prestige perks were doing nothing. An audit found 14 of the 18 perks the prestige panel advertises had no code reading them at all — the panel listed them, you unlocked them, and nothing happened. Every one of them works now:
    • +5% Slayer task XP (P20)
    • +1 bonus Crystal Chest roll (P15)
    • +25% pet chance (P30)
    • Daily skill lamp (P40) — handed over with your daily login roll
    • Faster run energy recovery
    • Slower prayer drain
    • Chad: faster special attack restore (P15)
    • Chad: +1 extra drop roll (P10)
    • Chad: slower prayer drain (P30)
    • Chad: double Slayer points (P40)
    • Chad: food conservation (P45) — a chance to eat without using the food up
    • Chad: DOUBLE drop table rolls (P50)
  • The prayer perk was impossible as written. It promised faster prayer regeneration, and this server has no passive prayer regeneration for it to speed up. It is now slower prayer drain instead, which is a real mechanic, and the panel says so.

Permanent account unlocks

Buy these once from the Prestige Master and keep them forever. They are not items, so

they cannot be lost, dropped or traded away. Three tiers each, costing 2,000 then 5,000

then 12,000 prestige points.

  • Master Skiller — +2.5% XP in every skilling skill, per tier
  • Master Combatant — +2.5% XP in every combat skill, per tier
  • Treasure Seeker — +2% drop rate, per tier
  • Slayer Veteran — +2% Slayer points on task completion, per tier
  • Beast Master — +2% pet chance from every source, per tier

More permanent unlocks

Three more, sold by the Prestige Master alongside the others:

Resourceful and the Banker's Scroll work in Mining, Woodcutting and Fishing, and Void

Reclaimer stacks with Ava's and the pet ammo-save perk.

  • Resourceful — +2% chance of a double resource when gathering, per tier
  • Banker's Scroll — gathered resources go straight to your bank
  • Void Reclaimer — +3% chance to save ammunition when firing, per tier

Divine materials — a reason to play everything

Six new materials, one per activity, each earned only from that activity:

They do nothing on their own. Hold one of each and click the **Divine Enhancement

Crystal to combine them for a permanent +5% drop rate, +5% skilling XP and +5% pet

chance**. It stacks up to ten times, so a fully committed account can reach +50% of all

three — but only by playing all six pieces of content, not by camping one.

The combine checks all six BEFORE consuming anything, so a failed combine can never eat

part of your set.

  • Slayer Emblem — completing a Slayer task (1 in 5)
  • Star Fragment — mining a Shooting Star (1 in 40 per swing)
  • Void Essence — Void Island kills (1 in 25), or the Voidplague (1 in 5)
  • Crystal Fragment — completing a Crystal Slayer task (1 in 5)
  • Achievement Seal — completing an achievement (every one)
  • Prestige Core — prestiging, either combat or skilling (every time)

Titles

  • Every boss-kill title was impossible to earn. The requirements counted a list of kill counters that nothing in the server has ever written, so your total was always zero no matter how many bosses you killed. They now read your collection log, which is where kill counts have always actually lived. Any boss added later counts automatically.

Cosmetics and titles

Six cosmetics, each sold by the shop whose grind it represents. Every stat on them is

zero — they are prestige, not power, and none of them is an upgrade over anything:

Eight new titles, earned rather than bought, from the new progression systems:

  • Achievement Cape and Achievement Crown — Achievements shop
  • Prestige Cape and Prestige Crown — Prestige shop
  • Crystal Master Cape — Crystal Slayer shop
  • Void Champion Cape — Void Island shop
  • The Adventurer, The Divine, The Ascended — forge 1, 5 and 10 Divine Enhancement Crystals
  • The Artisan, Grandmaster, The Mythic — reach Skilling Prestige 3, 10 and 20
  • Taskmaster, The Perfected — buy 5 and 20 permanent unlock tiers

Progression — Defeat Any Arena Boss

  • Any Arena boss counts now, not just the world-boss version. The Tier 4 task only credited the global event bosses, so it quietly depended on being online for a timed event — you could kill every Arena boss in the game and never finish it. All 18 count.

The skilling outfit competition

  • Fixed the skilling outfit competition never paying out. It only recognised ten outfits that this server does not use, and none of the thirteen it actually has.

God Wars full clear competition

  • Killing the God Wars bosses now counts toward the full-clear competition. The competition only recognised the vanilla four. The bosses you actually fight in the dungeon are the DivineX versions, so a perfect four-boss run set nothing at all and the competition could not be completed. Both versions count now.
  • Teleporting between the bosses no longer ends your run. The rule used to end a trip the moment you left the dungeon, which does not work on a server where teleporting is the only way to reach each boss. The run now ends only if you bank or log out.

Skilling XP

  • Skilling XP no longer changes depending on what you killed last. A donator rank XP bonus meant for combat was leaking into every other skill. It only applied while the game still held a reference to your last combat target, so the exact same action paid more if you had been fighting recently and less once that reference expired. Fletching, Mining, Fishing, Woodcutting and the rest now pay the same every time. Your donator rank still boosts skilling XP through its normal bonus, and the combat bonus is unchanged for combat.

Artisan tasks

  • "Burn Normal Logs" no longer completes itself while you chop. Firemaking tasks target the log, and woodcutting produces the same log, so cutting a tree was crediting the burning task. The two are told apart now.

💰 Items, Gear & Cosmetics

Every recently added item was unwearable

  • Fixed the bug that made every recently added item impossible to wear. A single invalid value in one equipment file was enough to discard the whole file, so more than a thousand items — the crystal weapons, the cosmetics, the restyled max capes and everything else added recently — reported no definition when you tried to equip them.
  • All equipment files have been re-validated end to end and are clean.

Crystal weapons

  • Crystal weapons are now bright blue. They keep their own shapes, so the whip still looks like a whip and the trident like a trident.
  • Crystal runes no longer look like blood runes, and crystal bolts and arrows no longer look like plain runite ammunition.

Crystal weapon special attacks

  • The Crystal whip, Crystal dark bow and Crystal crossbow now have special attacks. They had no special registered at all, and a weapon with no special has its spec bar hidden outright — so the bar was never broken, it was never shown. Each uses the special of the weapon it is modelled on.
  • The Crystal trident deliberately has none, as powered staves have no special attack.

The special attack bar

  • The Starter Crate was registered as a dark bow special attack. It is a container, not a weapon, and has been removed from that list.

The Prestige Crown

  • The Prestige Crown is now actually a crown. It was using the Gilded full helm model, which is why it looked like a gold helmet. It also no longer hides your hair.
  • The crown can be used on any helmet to infuse its look. Your helmet keeps all of its stats, and using the crown on it again removes the look.

Cosmetic capes

  • Every cosmetic cape can now be used on ANY cape you own to change its look, not just the Max cape. Your cape keeps all of its stats.
  • It is reversible. Use the cosmetic on your cape again to remove the look.

Instance tokens

  • Instance tokens now cost 1 donator ticket, down from 6.
  • The token no longer offers "Instance this area", which was not a real option.
  • Renamed from "Instance tokens" to "Instance token".

Crystal weapons — the augment system

Buy a Crystal Weapon Augment from the Crystal Slayer shop and use it on a weapon to

make its Crystal version:

Every one keeps the exact stats of the weapon it was made from, so none of them is an

upgrade in normal play. What they gain is **+15% damage against every Crystal Slayer

monster and the Crystalline Hunllef** — they are the right weapons for the crystal cave

and nowhere else.

The augment destroys both the augment and the weapon, and it asks you to confirm first.

It is not reversible, so committing a whip to crystal is a real decision.

  • Abyssal whip becomes a Crystal whip
  • Trident of the seas becomes a Crystal trident
  • Rune crossbow becomes a Crystal crossbow
  • Dark bow becomes a Crystal dark bow
  • The Crystal trident is a powered staff and autocasts on its own, but it will not fire without Crystal runes, and it burns one per cast.
  • The Crystal crossbow fires Crystal bolts and the Crystal dark bow fires Crystal arrows.
  • Bolts, arrows and runes are all sold in the Crystal Slayer shop.
  • The Bow of faerdhinen attacks faster. It was a tick slower than it should be, on both the ordinary and corrupted versions.
  • The Crystal halberd attacks faster, down from 7 ticks to 6.
  • Crystal staves have a magic damage bonus now. All three Gauntlet tiers had none at all — basic gives 5%, attuned 10% and perfected 15%, in line with the other top staves.

Instance tokens — what they do

  • You can now instance your Slayer task or your Crystal Slayer task. Pick either one and it takes you there and builds the instance around you. Instancing wherever you are standing is still an option.
  • An expiring instance only teleports you home if you are actually inside it. If you left earlier it now leaves you where you are.
  • Instance tokens cost 6 donator tickets, down from 10.
  • An Instance token now instances wherever you are standing, for 30 minutes. Any boss, any monster — it copies the ground you are on rather than working from a list, so it works everywhere including content added later. Type ::returninstance to go back to it if you step out, and you get warnings at 5 minutes and 1 minute before it closes.
  • The token is only taken once the instance has actually opened, so a failed one costs you nothing. You can still trade a token for a Drop booster instead.

New custom items — a different one in every shop

Every one has its own loot or its own effect. No two shops sell the same custom item.

  • Achiever's Focus (Achievements) — +25% XP in every skilling skill for 60 minutes.
  • Hoarder's Charm (Achievements) — +30% pet chance from every source for 60 minutes.
  • Achievement Casket (Achievements) — clue scrolls, XP lamps, slayer keys and the shop's own boosters. Master clue on the jackpot.
  • Meteor Shard (Stardust) — +25% drop rate for 60 minutes.
  • Stardust Satchel (Stardust) — pure skilling loot: ores, bars, logs, gems.
  • Voter's Cache (Vote) — reward scrolls, lamps and supplies, cheap to buy.
  • Divine Crate (Donator) — premium gear, with the Torva and Virtus sets as the jackpot.

New shop items that actually do something

  • Infernal pickaxe, axe and harpoon (Achievement Shop). The pickaxe smelts ore as you mine, the axe burns logs as you chop, the harpoon cooks fish as you catch them — each paying the second skill's XP on top of the gathering XP. You lose the resource when it procs, which is the trade.
  • Double Slayer XP scroll and Double Slayer points scroll (Vote Shop) — 30 minutes each. The XP one is Slayer XP only, not combat XP.
  • Double kill count scroll (Prestige Shop) — boss kills count twice for 30 minutes. Kill count only; the loot is completely unchanged.
  • None of these are sold in more than one shop.

Cerberus boot upgrades

  • The Cerberus crystals now accept upgraded boots as well as the originals. Titan Forge turns Dragon boots into Emberstep boots, Ranger boots into Hunter boots and Infinity boots into Arcane boots — and each crystal used to accept only the one vanilla base, so upgrading your boots first locked you out of the infusion and you had to go and find another pair of the originals.
  • Primordial crystals now take Dragon or Emberstep boots, Pegasian crystals take Ranger or Hunter boots, and Eternal crystals take Infinity or Arcane boots.

Scythe of Vitur

  • A 2x2 monster takes 2 hits. The scythe went straight from 1 hit to 3, so anything 2x2 was taking a single hit — the same as a rat. 1x1 gets 1, 2x2 gets 2, 3x3 and bigger get 3. The upgraded Dread scythe still always lands all 3.

Rune pouch

  • The regular rune pouch holds 3 runes, and now says so. It was letting you put a 4th rune in and then quietly handing it back when you opened the pouch.

Corrupted bow

  • The corrupted bow now unlocks the crystal armour damage bonus. Corrupted armour was already recognised, but the bow was not — so wearing corrupted armour with a corrupted bow, the obvious pairing, gave you none of the armour's damage bonus at all.

Grim reaper hood

  • Brought down in line with the other holiday cosmetics, same as the anti-santa set.

Moonlit dragon set rebalanced

  • Moonlit now sits alongside Bandos, Armadyl and Zamorak instead of above them, and stays below the upgraded gear. It is still a tri-style set — ranged, magic and melee together — which is the whole point of it, but each individual stat now matches the specialist sets rather than beating them. Prayer bonus is 1 per piece like every other God Wars set, down from 3.
  • The full-set bonus has changed. It was a flat damage boost, which on a tri-style set applied to all three styles at once and made it the strongest thing in the game for every attack style simultaneously. Wearing the full set with a Moonlit weapon now gives 15% slower prayer drain instead.
  • That rewards what the set is actually for — long trips without switching gear — and cannot be turned back into raw damage.

Anti-santa outfit rebalanced

  • The anti-santa outfit's stats have been brought down to novelty level. The set was giving more offence and defence than any real armour in the game — the jacket alone beat a Torva platebody by a wide margin. It now sits in line with the other holiday cosmetics.

Serpentine helm no longer lost to a mis-click

  • The serpentine helm now has a proper Uncharge option. It never had one — the only entries were Wield and Drop, so the option people were clicking under Wield expecting to uncharge was actually Drop, and the helm went on the floor.
  • Uncharging now asks you to confirm first, then reverts it to an uncharged serpentine helm. Same fix the revenant weapons and the toxic blowpipe already got.

Item descriptions

  • The Corrupted slayer helm kit no longer tells you to use it on a dragon full helm. It goes on a Slayer helmet. A further 21 misleading descriptions were corrected at the same time, including the four Slayer key tiers and the lootbox tiers, which all read identically before.

Boxes

  • Every box looks different. The four new shop boxes had borrowed the same models as the four older ones, so half of them were visual twins. Each has its own now.
  • The Achievement Casket has a lot more in it — 30 rewards across four tiers, including the infernal tools on the jackpot roll, the bags and sack, keys, lamps and supplies.

Boxes, scrolls and tokens now work

  • Every one of these was on sale and did nothing. They had a name and a price and no code behind them at all. All of them work now:
    • Point mystery box — chest rate bonuses, perk point scrolls, instance tokens, slayer boxes
    • Wilderness mystery box — revenant weapons, the wilderness rings, wards, imbued god capes
    • GWD mystery box — godsword hilts, Bandos and Armadyl armour, Saradomin sword, Zamorakian spear
    • Slayer box and Enhanced slayer box — Slayer supplies, black mask, dragon boots, abyssal whip and dagger; the enhanced one at roughly three times the odds
    • Perk point scroll — 25 perk points
    • Perk task skip scroll — skips your Artisan task for free, and does not break your streak
    • Damage boost scroll — +10% damage dealt for 30 minutes
    • Damage reduction scroll — -10% damage taken for 30 minutes
    • Instance tokens — spend one to instance ANY boss or monster in the game for 30 minutes. Type ::returninstance to get back to it if you leave.
  • Instance tokens had no right-click option at all, so there was not even a click to respond to. They have one now.
  • The new boxes and tokens could not be clicked at all and reported a missing definition. They had no model to draw, so there was nothing on screen to click. Fixed for every box, scroll and token, including the Crystalline Hydrling and the three double-reward scrolls, which could not be used or bought either.
  • Hovers are right. Every one of these items now tells you what it does, and the two Slayer boxes no longer claim to be storage containers.
  • Keys tell you what is inside, the same way boxes do. Each Slayer key now lists what its tier actually pays out.

🎁 Boxes, Drops & Rewards

Stardust Satchel

  • The Stardust Satchel drops a lot more variety. Every tier had only three or four possible rewards, so the same handful kept coming out.
  • It now covers 39 rewards across its four tiers, including uncut onyx, a dragon pickaxe, a dragon axe, a dragon harpoon, magic and torstol seeds, planks, raw anglerfish and a Gatherer's Trance.

More crate and box rewards

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  • The Divine Crate, Voter's Cache and Point Mystery Box all drop far more variety. Each tier had only three to five possible rewards, so the same handful kept appearing.
  • The Divine Crate now covers 46 rewards, including the Scythe of vitur, Twisted bow, Tumeken's shadow, Sanguinesti staff, Justiciar, Ancestral and the Infernal cape.
  • The Voter's Cache now covers 31, and the Point Mystery Box 30, including the new Prestige shop boosters.

Loot landing where you cannot reach it

  • Fixed loot from the Abyssal Lurker, Kraken, Zulrah, Vorkath and the Dukes landing where you cannot reach it. These bosses die on tiles you can never stand on. The main drop table already dropped under the player, but PvP equipment, sigils, superior bonus bones and boss helper drops were all still using the monster's own tile, so on those bosses they fell into the water and were lost.

Reward claiming

  • Fixed "this reward has already been claimed on this device" when you had never claimed it. The anti-alt check identified your device by its MAC address, but the client failed to read one on most machines and sent a blank value instead. A blank value is the same blank value for everybody, so the first player to claim a reward locked that reward for every other affected player, who then received nothing.
  • This affected collection log rewards (including the Summer Seagull log), achievement rewards and progression task rewards.
  • Collection log rewards now record the device only after the reward has actually been handed over, so a failed claim can no longer use up your claim.

Drops that were never actually dropping

  • Ten drop tables had item names that did not match anything, so those drops silently never fired. Every drop table in the game has been checked and all 163 now resolve. Affected: Bandos Minions, Broodmother Sarachnis, Ghostfire Ranger, K'ril the Dreadlord, Aetherwing, Arena of Extinction, Hivewarden, Stormtalon, Windpiercer and the Imperial Donator Dragon.
  • The Imperial Donator Dragon dropped nothing at all. Its whole table was one broken entry. It now has a proper table: dragon gear, dragon ammunition, runite bars, supplies, a medium clue, and a Draconic visage as the jackpot.
  • Vet'ion's coin drop was pointing at the wrong item id. Fixed before anyone saw it.

Raids drop rates

  • Rare Raids Keys are much easier to get from the chest. Opening a Common Raids Key now has a 1/60 chance to also give you a Rare key, up from 1/200. Over 100 common opens that is about an 81% chance to see one, up from about 39%. A Rare key is always a guaranteed Chambers unique, so this is a real increase in how fast the chest hands out gear.
  • The Twisted bow is a lot rarer inside the chest. It was 1/293 of a Rare key, it is now 1/1169. Every other Chambers unique keeps its rate, so they all get easier in line with the better key rate while the bow gets harder.
  • The Scythe of Vitur is a lot rarer. It used to share the Theatre's very rare slot with the ornament kits, the dust and Lil Zik, which made it exactly as common as an ornament kit. It has its own roll now, and is about five times rarer than before. Pulling it out makes the other four very rare rewards a little more common.

Chambers of Xeric

  • You can run more than one raid in a help chat now. An Easy raid sitting in its lobby used to block Hard and Extreme from starting at all. Each difficulty runs its own raid.

Theatre of Blood loot is a surprise again

  • Your chest no longer spoils itself. The collection log line was printing in chat the moment the raid ended, so you knew exactly what was in your chest before you walked to the treasure room. The log is now credited when you actually open the chest.

Summer chest

  • Tier 1 is less of a grind. Its base roll cost is halved, taking a full tier 1 clear from about 5,400 tokens to about 3,400. Tiers 2 and 3 are unchanged — the chest is still meant to be a grind, just not at the very start.

Instances now collect everything

  • Instance auto-pickup works for everyone. It was quietly restricted to Mythic donators, so for most players nothing was ever picked up and every drop, key, clue and box landed on the floor of a room they had just paid to enter.

Boost timers pause while you are AFK

  • Timed boosts no longer burn down while you are AFK. They were only held if you stood inside the AFK room's exact bounds, but the Magical Pumpkin has a second spawn in Edgeville that is nowhere near it — so starting an AFK task there let every paid booster tick away while you were, by any definition, AFK. Being on an AFK task now counts wherever you started it.
  • The on-screen timer no longer counts down while a boost is held. The countdown is drawn by your client, and while a boost was paused the server stopped telling it the real number, so the timer ran to zero on screen even though the time was safely held.
  • This covers all of them: the new Prestige boosters, double XP, double drops, double resources, bonus XP, bonus Slayer points and the drop rate lamp.

💀 Bosses & Combat

Duke Ashenveil

  • Duke no longer vanishes the moment you start an instance. Starting an instance moved you to a height the room did not recognise, so the game decided you had left the room and immediately shut the instance down again, taking Duke with it. Your instance now stays up.

Crystalline Hunllef — one fight at a time

  • Two players can no longer end up in the same Hunllef fight. The arena was never actually instanced — everyone was teleported to the same tiles, so a second player entering landed in the first player's fight and spawned a second Hunllef. Worse, the cleanup that runs on entry would despawn the first player's boss out from under them.
  • Only one fight runs at a time now. If someone else is inside, you are turned away and your Crystalline key is not used — it stays in your inventory.
  • The arena frees itself the moment the fight ends, and also if the occupant dies, logs out or teleports away, so it can never stay locked.

Hunllef tornadoes

  • Only ever one tornado now, at any health. Both Hunllefs used to spawn more as they got low — the Crystalline doubled to two below a third health, and the Corrupted went up to four. That landed at the end of the fight, exactly when you are already switching prayers and weapons and lowest on supplies.

Hunllef prayer switching fixed

  • The Hunllef now actually switches its overhead prayer. Both the Crystalline Hunllef at Crystal Slayer and the Corrupted Hunllef were locking onto one protection prayer and never changing it, so the fight became a wall — the boss sat on Protect from Melee and every hit was chipped to 4 damage against 600 hitpoints.
  • Two things caused it. Attacking the style the boss was praying did not count toward its switch timer at all, so opening with melee against a melee-praying boss froze the mechanic outright. And when it did switch, it switched to protect the style you had just used — putting it on whatever weapon you were already holding, which then froze it again.
  • Every attack now counts, and the prayer always rotates to a style it was not already protecting. Attacking into its prayer is still punished with chip damage, it just no longer breaks the fight.

Venomjaw Hydra

  • Added Hydra's claw to its drop table, at the same rate as Venomforge.

Hydra name no longer reverts

  • The Venomforge Hydra keeps its name through every phase. It changes form as it phases, and those forms carried the old "Alchemical Hydra" name.

Tempered Dragon

  • The Tempered Dragon teleport goes to Tempered Dragons now. It was pointing at a tile in the middle of the Emberclaw pack — and Tempered Dragons were not actually spawned anywhere in the world. They now live at the eastern end of Brimhaven Dungeon.

Cindersoul Pyrefiends

  • More of them, and much closer together. 15 spread across the cave became 36, with a proper cluster right where you arrive.

Adamantine Drake

  • Fixed its defend animation. Its attack and defend animations were swapped, so it played its attack animation every time you hit it.

Raid mode requirements now apply to everyone

  • Chambers of Xeric Hard mode requires 50 Easy completions and Extreme requires 50 Hard completions plus every ::progress task. Those numbers have not changed.
  • What has changed is who they apply to. Only the person starting the raid was checked — anyone else could join straight into a mode they had not unlocked and take the same rewards. One qualifying host could carry a whole party. Joining now checks your own completions too.

Unattackable monster message no longer spams

  • "Without combat attributes this monster is unattackable" said once, not every tick. Nothing was stopping the attack when it failed, so the game kept retrying and printing the line over and over. It is most obvious with a magic weapon on autocast, which keeps re-attempting by itself. Your target is now dropped after the first message.

📜 Quests

Quests

  • Cook's Assistant: once you are carrying all three ingredients, the quest helper and ::questtele now take you back to the cook instead of out to the wheat field. The same applies to Doric's Quest, Witch's Potion and Druidic Ritual.
  • Sheep Shearer now points you at the spinning wheel right beside Fred rather than the one in Lumbridge Castle.
  • Fixed "I can't reach that" on spinning wheels. Reach was being measured from one corner of the wheel, so standing on any other side failed.

Quests — the earlier pass

  • You can milk cows again. There are two different empty bucket items in the game and the quest only accepted one of them, so you could be holding a bucket and still be told to go and buy one.
  • Aubury can be talked to. He had no Talk-to option at all, which dead-ended Rune Mysteries at the delivery step.
  • Spinning wheels work. Nothing walked you to the wheel, so picking an option did nothing and the next click said you could not reach it. Fixed on every wheel.
  • Doric's anvil can be used, and gives 50% more Smithing XP than any other anvil.
  • Quest XP rewards are worth having. They were the real Old School figures, which are worth almost nothing at our rates. Witch's Potion 325 to 20,000 Magic, Rune Mysteries 1,500 to 30,000, The Restless Ghost 1,125 to 25,000, Doric's Quest 1,300 to 20,000, Cook's Assistant 300 to 15,000, Druidic Ritual 250 to 15,000, Sheep Shearer 150 to 12,000.
  • A bank has been added at the Doric's Quest mining area.

Quests — every step can actually be finished now

A full pass over all ten quests, checking that every item a quest asks for can genuinely be

obtained. Five real dead ends turned up:

Beyond that, steps that used to name vague vanilla monsters now name the ones you can

actually reach:

  • Summer Seagulls now spawn reliably. Tides of Change needs you to kill one, and there was exactly ONE in the world outside the Summer event, so the whole server shared a single bird. There are five now.
  • The egg for Cook's Assistant did not exist anywhere. No monster dropped one, none spawned on the ground and no shop sold one, so the quest could not be completed at all. Duskfeather Chickens now always drop an egg.
  • Rosefur Bears and Shadowmaw Rats had no drop table at all, so Druidic Ritual could not be finished — it needs bear meat and rat meat and those monsters dropped nothing. Both now always drop their meat, plus a proper table of runes, herbs and seeds.
  • The hopper controls did nothing. The mill's real controls were not recognised, so the quest told you to operate them and nothing happened. The flour bins had the same problem waiting one step later, and both are fixed.
  • Milking a cow claimed you had no bucket when you did. If you were carrying a noted bucket it now says so, instead of telling you to go and buy one you already own.
  • The eye of newt directions were simply wrong — they named a shop that does not sell them here. They are sold in the Tools Shop, which is also where the bucket and pot come from, and the quest now says so.
  • The Restless Ghost skull now comes from Rotbone Skeletons, which are one click away in the teleport menu, instead of one specific skeleton hidden in the Wizards' Tower basement. Those skeletons also had no drop table at all and now have a proper one.
  • Witch's Potion asks for a Shadowmaw Rat rather than "an ordinary rat, not a giant one", and tells you it is in the teleport menu.
  • Druidic Ritual names all four farm monsters and where they are, and every one of them always drops the meat you need.
  • Cook's Assistant names the Tools Shop for the bucket and pot.

Quest helper

  • Quests now walk you through themselves. Type ::questhelper (or ::qh, or ::quest) and it tells you which quest you are on, which step you are on, what to do, and how to get there.
  • ::questtele now takes you there. It used to print a list for you to read and pick from. Typing it on its own now teleports you straight to whatever your current step needs. ::questtele list still shows everything if you want the full list.
  • Every time you finish a step, the game tells you what is next and which command gets you there. If you have the quest helper turned off, it stays quiet.
  • The quest start teleports actually work now. This was the big one: for eight of the ten quests the first step is "go and speak to the person who starts it", but the teleport to that person refused to work until you had already started the quest. So the one teleport you needed to begin a quest was the one you could not use, and every quest opened with a long walk. Quest teleports now work from the moment you can see them, and only retire when you finish that quest.
  • Step directions point at the shortcut, not at a menu. Steps that used to say "Teleport: Cities tab, Lumbridge" now say ::cook, ::fred, ::duke, ::aereck, ::locker or ::dagannoth.
  • Fixed a direction that would have sent you the wrong way. The Restless Ghost skull teleport described itself as being in the Lumbridge Swamp caves. The skull is in the Wizards' Tower basement, which is where the teleport was actually taking you.
  • The game tells you these exist now. Starting a quest points you at ::questhelper and ::questtele, ::commands has a Quest section listing them and every quest location, and the tips that cycle in chat mention them too. Card trading has its own section in ::commands as well.

Quest helper panel

  • Untrack works now. Clicking Track on the quest you were already tracking was supposed to hide the panel, and it did — for a fraction of a second. Repainting the journal immediately re-tracked the quest you had just switched off, so the panel came straight back. Reading a quest still tracks it, unless you have turned the helper off yourself.
  • ::questui hides or shows the panel without opening the journal at all. Turning it back on picks up whatever quest you are actually working on.
  • Hold SHIFT and drag the panel to move it anywhere on screen. It stays where you drop it, the same way the Slayer and Artisan trackers already work.
  • Long steps are no longer cut off. The panel only had room for four lines of instructions, so anything longer lost its tail — Witch's Potion never showed you the onion. It now fits the longest step in the game with room to spare.

Quest teleports

  • New quest teleport commands, covering all ten quests. Instead of running across the map, every quest location now has its own command:
    • Getting Started: ::goblins
    • Horror from the Deep: ::dagannoth (drops you straight into your private Mother room)
    • Tides of Change: ::summers, ::locker
    • Cook's Assistant: ::cook, ::mill, ::hopper, ::wheat, ::cow
    • Sheep Shearer: ::fred
    • The Restless Ghost: ::aereck, ::urhney, ::ghost, ::skull
    • Rune Mysteries: ::duke, ::sedridor, ::aubury
    • Druidic Ritual: ::kaqemeex, ::sanfew, ::cauldron
    • Doric's Quest: ::doric
    • Witch's Potion: ::hetty
  • Every quest that ends by burning an item still uses the existing ::foe.
  • Type ::questtele to list every one you can currently use.
  • Each command works until you finish its quest, at which point it retires — so they stay quest shortcuts rather than a free teleport network.

Cook's Assistant

  • You can empty the flour bin again. The bin at the mill is object 1781 and the quest only recognised 1782, so the last step of making flour dead-ended. This is the third time the mill has had this exact problem, after the hopper and the hopper controls.
  • You can milk the dairy cow again. Clicking "Milk" on the cow did nothing — only using a bucket on a cow NPC was ever handled.
  • Grain now goes into the mill hopper. The hopper in the Lumbridge windmill was not on the quest's list of hoppers, so tipping grain in did nothing at all.
  • If you try to milk without a bucket, the game now tells you where to buy one.

Quest items can no longer be traded

  • Quest items are now properly untradeable. Quest items that used a normal item id — rather than a custom DivineX one — slipped through the check and could still be traded. All of them are covered now.

Aubury is back in his shop

  • Aubury has been placed in his Varrock rune shop. He was missing from the world entirely, which meant his rune shop and his teleport to the Rune Essence mine could not be reached by anyone. Both work again.

Milking and milling

  • You can milk a cow. Use a bucket on any cow for a bucket of milk.
  • You can make flour. Pick grain from a wheat field, put it in a mill hopper, operate the controls, then use an empty pot on the bin below.
  • Neither of these existed before, so bucket of milk and pot of flour could only be bought. They are open to everyone, not just players doing the quest.

Onions now grow in the world

  • Onions can be picked again. They were not sold in any shop, dropped by anything, or found anywhere in the world. They now grow in the field north of Rimmington and in Fred the Farmer's back garden in Lumbridge.

Chisel recipes fixed

  • Using anything on a chisel silently did nothing. A bracketing mistake meant every item used on a chisel was swallowed by the serpentine visage recipe and dropped with no message — gem cutting included. All chisel recipes work again.

🏦 Shops, Economy & Store

The Trading Card Game

  • ::tcg is now open to everyone. The whole card system — the hub, packs, credits and collections — was owner only while it was being finished.

Card trading

  • You can trade cards with other players now. Stand near them and use:
    • ::cardtrade <name> to ask, and the same command to accept when someone asks you
    • ::cardoffer <cardId> <amount> [foil] to put cards up, ::cardremove to take them back
    • ::cardview to see both sides, ::cardaccept when you are happy, ::cardcancel to walk away
  • Both of you have to accept, and any change to either offer clears both acceptances, so nobody can agree to one deal and hand over another.
  • Nothing leaves your collection until the trade actually goes through. If anything is not right at that moment the trade stops and neither side loses a card.
  • Cards marked as untradeable stay untradeable. The commands are listed on the TCG Information tab.

Shops

  • The Donator Shop was being stocked in the wrong place. Party Pete opens one shop and the new stock had been added to a different one, so nothing appeared. It is in the right shop now.
  • The Achievement Shop was completely empty. It has 16 items.
  • Every shop sells something different now. The point shops had drifted into stocking the same lamps, keys and boxes as each other, so there was no reason to pick one over another. Each one has its own identity:
    • Donator Shop — Wilderness and PvP kit, supplies, Hespori seeds, mystery boxes
    • Achievements Shop — quality of life and skilling. Coal bag, gem bag, herb sack and seed box, plus the infernal pickaxe, axe and harpoon, which now really do smelt, burn and cook what you gather
    • Prestige Shop — the cosmetics it already had, plus late game gear. Berserker, archer, seers and warrior rings, abyssal tentacle and Armadyl godsword
    • Stardust Shop — pure skilling. Ores, bars, gems and logs
    • Vote Shop — cheap consumables, lamps and the reward scrolls
  • The Crystal Slayer shop has been rebuilt from scratch. It was a generic list of lamps and keys shared with every other point shop. It is now entirely crystal and elven gear — crystal armour and tools, armour and weapon seeds, the Blade of Saeldor, the Bow of Faerdhinen and the elven signet.
  • The Elven signet was not wearable. A bad entry in the equipment file was throwing out the whole file, which cost a lot more than the signet. Fixed.
  • The Crystal grail has been removed from the shop. It is a quest keepsake with no stats and nothing to do, so it should not have been on sale.
  • Dragon hunter lance and the eternal, pegasian and primordial crystals cost a lot more Crystal Slayer points. They were priced far below what they are worth.
  • Brimstone keys are no longer handed out. There is no chest here for them to open, so they were dead weight in the Slayer boxes. Slayer keys are given instead.
  • Clicking Rewards on the Crystal Slayer master opens the Crystal Slayer rewards, with crystal unlocks, crystal extends and the crystal shop, instead of the regular Slayer list.
  • The Achievement shop and the Prestige shop were completely empty. Both are stocked now.
    • Achievement shop: clue scrolls from easy to master, XP and Trinity lamps, Slayer point lamps, crystal and enhanced crystal keys, mystery boxes, scratch cards, chest rate tokens and a Christmas cracker.
    • Prestige shop: the genuine rares. Every partyhat, Santa hat, the h'ween masks, jester gear and rainbow cosmetics. Prestige is the longest grind on the server, so the cosmetics you cannot get anywhere else live there — alongside the Drop, Raid, Pet and Gauntlet boosters, perk point scrolls, damage boost and reduction scrolls, the four gear Packs and the GWD mystery box.
  • Chest Rate Bonus 5%, 10% and 15% are now buyable in the Achievement, Prestige, Vote and Donator shops.
  • The Vote shop and Donator store got custom stock too — Vote Boxes, XP lamps, Point and Wilderness mystery boxes, slayer boxes, instance tokens, and in the Donator store the full booster set and perk point scrolls.
  • Empty buckets and empty pots are now sold by the Tool store and the Ironman manager at home, so Cook's Assistant no longer sends you hunting for them.

Pricing

  • Donator shop prices have been cut across the board. A donator ticket is $1, and some of the new stock had been priced in the hundreds. Nothing in the shop is above 90 now.
  • Divine super combat potion is 40 Crystal Slayer points, down from 900. It is a four-dose potion and it was priced above a Crystal bow.

Donator shop pricing

  • Prices raised across the BiS tier. Donator tickets are easy to come by, and a Bandos chestplate for 30 was far too cheap. Armour pieces are 80 to 100, weapons 130 to 150, and the Torva and Virtus sets are 250.
  • Dragon boots removed — the shop sells primordial, pegasian and eternal beside them, so they had no reason to be there.

Gift a friend — 30 day store event

  • Every donation lets you gift 30% of its value to one player, free. Donate $100 and whoever you name receives $30 of tokens. Donate $500 and that is $150 to give away.
  • Pick anyone — a friend, a clan mate, someone who helped you out. One player per donation. It costs you nothing: you still receive everything you paid for, bulk bonus included, and the gift is paid on top.
  • Type their name in the Gift a friend box on the store page before you pay. The page shows exactly how many tokens they will get before you commit. Leave it blank to skip.
  • Runs for 30 days. The gift is paid the moment your payment clears, and lands in their token balance automatically.
  • Gifted tokens do not count toward donator rank — that still comes from your own donations only.

🖥 Interfaces & Guides

Skill guides

  • Farming now has all eight categories instead of two. Allotments, Flowers, Hops, Bushes, Fruit Trees and Special were completely missing.
  • Hunter now separates Birds, Butterflies, Kebbits, Salamanders, Chinchompas, Implings and Equipment, rather than being one flat list.
  • Runecrafting now covers the essence pouches and the talisman line, not just runes.
  • Firemaking was missing teak, arctic pine, mahogany, blisterwood and redwood logs.

Daily Tasks

  • The Daily Tasks screen has been redesigned. The challenge list, objective, rewards and purchase buttons now sit in their own framed panels.
  • The progress bar is readable. It was previously drawn black on black, so an empty bar looked exactly like a full one.
  • Your reward points now show in the header. That line existed but was only ever filled by a command, so in normal play it sat blank.

The Achievements screen

  • The list, description and the two reward blocks are now framed, and the progress bar had the same black on black problem as Daily Tasks.

Interface work

  • The Skill Guide has been rebuilt. Alternating row bands so the list reads as a table, proper column headers, real tab buttons with a gold marker on the one you are viewing instead of just a colour change, and a line telling you your level and how many unlocks in that category you already have. Unused tabs are hidden rather than drawn as empty buttons, which is most of why it looked unfinished.
  • The Summer chest looks less flat. The reward grid sits in a recessed well with a bronze outline, there are gold rules under the tabs and above the progress bar, the frame has an inner bevel line and the palette has more contrast. Nothing moved, so every tab and button works exactly as before.

Skilling teleports tidied up

  • Woodcutting, Mining and Fishing are one teleport each now. The scattered Lumbridge / Draynor / Camelot / guild spots have been replaced with a single citadel location per skill where everything is in one place.
  • Cooking has a teleport of its own as well.
  • Essence Mining is kept — it is the only one that goes somewhere the new spot cannot.

Barrows teleport models

  • The Barrows teleport menu shows the right monsters again. Ahrim, Dharok, Guthan, Karil, Torag and Verac were all previewing the default Old School models instead of the DivineX versions you actually fight.

Fixes — world objects

  • Custom objects spawn again. The object spawn file had been left in a broken state and the server could not read it at all, which meant none of the custom banks, chests, barriers or quest objects were being placed in the world. The file has been repaired with nothing lost, and a deposit box that had gone missing is back.

Found something that does not match what is described here? Report it with ::report in game or post it in Discord.

Reckoning - Every Kill Counts

Pinned
update Aug 19, 2026 by DivineX Team

DivineX Update RECKONING Instances That Count, ~300 Items Tradeable, the Loot Tracker, the Summer Crab Rebalance & 150+ Fixes 150+Bug Fixes ~300Items ...

Open

DivineX Update

RECKONING

Instances That Count, ~300 Items Tradeable, the Loot Tracker, the Summer Crab Rebalance & 150+ Fixes

150+Bug Fixes
~300Items Tradeable
13Bosses Now Count
NEWLoot Tracker
NEWSkill Guide

This is a big one. Thirteen bosses were quietly not counting their kills at all, close to 300 custom items became tradeable, hundreds of progress counters that reset every logout now stick, and two duplication bugs are closed. Plus the Loot Tracker, a new Skill Guide, a Summer Crab rebalance, and a very long list of fixes.

Client update required. Some of this update is client side — download the latest client from the site before logging in.

In This Update

⭐ Headline Features (5) 💀 Bosses & Combat (8) 🏖 The Summer Event & Divine Forge (7) 🗡 Slayer (6) 💰 Items, Trading & Duplication (8) 🏦 Economy & Stores (4) 🏆 Progression & Competitions (4) ⚡ Quality of Life (7) 🗳 Voting, Website & Rewards (4) 🔧 Fixes (6) 🔮 Coming Soon (2)

⭐ Headline Features

Loot Tracker

  • New Loot Tracker panel in the sidebar. Tracks what dropped, from what, and what it is worth. A running total at the top, then one card per source showing its kill count and value, with a grid of item icons and stack sizes. Hover an item for its name, quantity and value. Right-click a source to remove it or stop tracking it.
  • Options for ignoring specific sources or items, grouping by source or by individual kill, and chat messages on NPC or PvP kills above a value you choose.
  • It counts loot that never touches the ground. Drops sent straight to your bank, coins and blood money taken by the donator auto-collect perk, Blood ring pickups and genie pet pickups are all included. The server reports what it actually gave you instead of the client guessing from items landing on the floor, so totals are correct however a drop was delivered.
  • Custom items are counted but do not add to the value total, as they have no Grand Exchange price.

Loot tracker

  • Noted drops now show the actual item. They were being tracked under the note's own id, so they turned up as a blank note with no name and no value. They now name, price and draw as the real item — and a noted stack adds to the same row as an unnoted one instead of sitting apart from it.

Skill Guide

  • New Skill Guide showing what unlocks at what level, per skill, with category tabs and item icons. Entries turn green once you can use them and stay red while locked.
  • Covers 19 skills. Construction is excluded as it is not in the game.
  • Open it with ::skillguide <skill>.

Drop table search now finds items

  • Type an item name and it tells you who drops it. Search lava rune and you get Bloodwoven Vardorvis. Search mist rune and you get all five monsters that drop it. virtus, chromium ingot, baron — same deal, pets included.
  • This never worked before. The box has always said "Search for a monster or a drop" and the failure line has always said "No monster or drop matched", but only monster NAMES were ever checked, so searching for an item could not succeed no matter what you typed. dust only appeared to work because Dustscale Lizard and Sandstorm Dust Devil are monster names — the Ethereal Mage that actually drops dust runes never showed up.
  • Plurals work. Item names in game are singular (Lava rune, not Lava runes), so a plural search would still have come back empty. It now retries the singular for you.

Wiki

  • The wiki now lists every monster with a drop table — 195, up from 117. Nearly half the drop tables were missing, which is why searching for items like the Master wand turned up nothing. ::wiki opens the same page.

💀 Bosses & Combat

Boss kills in instances now count for everything

  • Scripted-death bosses were not counting at all. Every boss with its own custom death sequence skipped the entire kill-credit pipeline. If you killed one, the kill did not advance your ::progress tasks, did not add to the collection log's kill counter, did not raise your PVM rank or total kills, and did not count toward any launch competition.
  • The bosses this affected: The Nightmare, Nex, Duke Sucellus, the Whisperer, Kraken, Xamphur, Callisto, Vet'ion, Blue Moon, the Corrupted Fragment of Seren, the Tombs of Amascut Wardens, TzTok-Jad and the Inferno.
  • Also restored on those kills: Battle Pass xp and kill tasks, the daily Bossing task, boss points, TCG credits, slayer task credit, and boss kill timers.
  • The "First to defeat all 4 DT2 bosses" competition can now actually be won — two of the four (Duke and the Whisperer) were among the bosses whose kills never registered.
  • Phase transitions still do not count as kills, so nothing here can be farmed: the Whisperer's enrage, Vet'ion's reborn form and the Nightmare's totems charging are all excluded on purpose.

Void Plague

  • All three combat styles work on it now. The boss was immune to ranged attacks; melee, ranged and magic all deal full damage. The Protect from Missiles icon above its head has been removed too, since it now says the opposite of what is true. The room's ranged AoE pulse is unchanged — Protect from Missiles is still the prayer you want for the room.

Inferno

  • TzKal-Zuk no longer hits for 251. That number was his melee max hit, which he can never actually use — he cannot reach your platform. His real attack maxes at 148, and that is what he does now. His attack speed was already correct and has not changed.
  • Pet damage perks were being counted twice for anyone using a Bow of faerdhinen or crystal bow, so a +15% perk was really giving +32%. Fixed — it now applies once.
  • Pet damage perks now apply where every other bonus does. They were being folded into the calculation early, which quietly made them worth more than the number on the perk. They are worth exactly what they say now.

Vote boss — Corrupted Fragment of Seren

  • It can no longer kill you. Seren, her mirrors and her crystals can never take your last hitpoint. You can still be dropped to 1 HP, but the fight itself will not kill you. This is a public world event people walk into unprepared, so dying to it should not cost you your gear.
  • Health cut heavily. Solo 2,500 → 600. Each extra player in the room 2,200 → 400. Cap 40,000 → 6,000. A 15-player room now has 6,000 HP instead of 33,000.
  • Clones and healing crystals spawn far less often — the gap between specials went from 4 attacks to 9, giving the room time to clear the adds instead of stacking new ones on top.
  • Damage cut across the board. The crystal blast used to scale with your maximum hitpoints, hitting everyone in the room for up to 78% of their health — the healthier you were, the harder it hit. It is now a flat 12 / 16 / 20 by phase. Melee flurry is 4 hits of 0-6 (was 5 of 0-10), ranged 0-7 (was 0-12), teleport-melee 4-11 (was 8-18), and the mirrors' damage bonus is +25% (was +75%).

Arena freeze

  • Fixed the client freezing after a few minutes in the Arena of Decay and Arena of Shadow. Each world boss started a room-wide attack pulse that was supposed to stop when that boss died, but the check only asked whether *any* boss was alive — so when the rotation spawned the next one, the old pulse never stopped and a new one started beside it. They stacked up over time until the client could not keep up.

Dragons now tell you what their breath did

  • The King Black Dragon and Obsidian Drake now say when their special breath hits you. Poison, the stat-draining shock breath and the freezing breath all applied silently before, so you would watch your combat levels drop with nothing explaining why. Each one now announces itself.

Ghostfire Warriors

  • More of them. The camp had 39 Ghostfire Rangers but only 16 Warriors, so a Warrior task meant standing around waiting. There are now 38.

Obor now drops crystal keys

  • Obor was the only easy monster on the crystal-key list and was not worth farming — every kill costs a Giant key, and his only key drops were the tooth and loop halves at 1/128 each, about 6,600 Hill Giant kills for a single half.
  • He now drops 1-2 crystal keys at 1/5, roughly 3 kills per crystal key. That pays for the Giant key and finally gives the early game a real route to the Crystal Chest.

🏖 The Summer Event & Divine Forge

Summer Crab rebalanced

  • Magic was being punished for no reason. The crab's magic defence was reading off its very high magic ATTACK level, so a Staff user missed far more often than a Sword or Bow user on a boss where you cannot swap weapon. Its magic defence is now in line with its melee and ranged defence.
  • The crab's own attack is completely untouched — same damage, same accuracy, same rotation. This only changed how well your magic lands on it.
  • The minion phase was a second boss. The crab takes zero damage while minions are up, so every point of minion health is added straight onto the fight. Waves averaged 398 health against the crab's own 1000, and the worst was two tortoises at 600 between them. Waves now average 225 health and keep all four variations.
  • Phases come less often too — roughly every 77 seconds instead of every 58.
  • Typical kill times: Sword t3 ~5 min to ~3.5 min, Bow t3 ~4 min to ~3 min, Staff t3 ~7 min to ~4.5 min. Lighter gear gained more — the worst case went from over 12 minutes to under 8.
  • The crab's health, damage and attack speed are all unchanged. There is simply less padding around it.

Seaweed is easier to get

  • Summer Seagulls now drop it 1 in 750, up from 1 in 1000.
  • Salty Chef tier 1 tasks now pay it 1 in 3, which is what they were always meant to.
  • Both routes went up by the same third, so neither PvM nor skilling became the obviously better way to farm it. Roughly, five seaweed is about four hours of seagulls now rather than five.

Salty Chef materials were one step too rare

Every forge material from a completed fishing task was rolling one step rarer than the

notes said:

Nobody would ever have felt the shell one, but seaweed was landing a quarter less often

than intended, which is a real chunk of a five-hour grind.

  • Seaweed (tier 1 task): was 1 in 4, now 1 in 3
  • Fresh crab claw (tier 2 task): was 1 in 6, now 1 in 5
  • Fresh crab shell (tier 3 task): was 1 in 51, now 1 in 50

Summer Fishing — handing in your catch

  • You can now hand in part of a task. Turn in 20 now and 14 later — Salty takes whatever you are carrying, keeps a running total, and tells you where you stand. He used to refuse anything less than the whole task in one go.
  • Task progress now counts fish you have handed IN, not fish you have caught. The counter only moves when Salty actually takes them.
  • He still takes fish straight from your bank, and the dialogue now says so.

Fishing spots outside the Summer event

  • Every fishing spot in the game was labelled "Summer fishing spot" and recoloured green, yellow or red. The Summer minigame reuses the normal fishing-spot NPCs, so the event styling was being applied to every spot in the world — Barbarian Village, Karamja, the Fishing Guild, everywhere.
  • The name and colours now only appear on the Summer Fishing Island. Spots everywhere else look and read as normal again.

Summer point exploit

  • Bronze boots could be smithed and sold for Summer points, because the Watermelon set recolours vanilla items in place — so item 4119 was both "Bronze boots" and "Watermelon boots", and the Summer shop paid 10 points for it. The recipe has been removed. Boots earned from a Summer Seagull keep their value.

Divine Forge — the item grid scrolls

  • Equipment had more upgrades than the grid could show, and everything past the 24th was unreachable — it was never even sent to the client. Equipment alone has 69 recipes, and anything without a magic or ranged bonus is sorted into Melee, which is why that tab overflowed first.
  • The grid now scrolls, holding 72 slots. It still shows the same 6x4 at a time and looks unchanged — mouse wheel over the grid to reach the rest. The scroll length matches the number of recipes, so short categories do not scroll through empty space.

🗡 Slayer

Slayer instances

  • Leaving your instance no longer destroys it. Stepping out to bank or restock used to bin the whole thing. You are told you have left, and ::returninstance takes you back.
  • Taking a new task and opening a fresh instance closes your old one, so you never have two rooms open.
  • Finishing your task still teleports you out and closes the room, as before.

Slayer ring

  • Rubbing the ring now asks what you want: teleport straight to your task for free, or pay to open a private instance of it.
  • The price shown is the price you pay. It always said "1M coins" regardless of your donator rank.
  • Instances cost 5,000,000 coins, up from 1,000,000. Every donator discount scaled with it, so the ranks are worth the same proportion they were. Eternal is still free.
  • The ring costs 300 Slayer points, up from 75, and now explains what it does when you hover it.

Slayer

  • The Enchanted gem teleports for every task. Only five assignments had a destination set; every other task answered "your current task does not have a teleport location set". All 97 tasks now send you to the right place.

Instance loot

  • Clue scrolls and keys are picked up inside instances now. Slayer keys, Larran's Luck keys, the bonus key table and Treasure Magnet keys were spawned by their own code, which skipped every pickup rule the normal drop path applies — so in an instance your ordinary loot went to your inventory while the keys stayed on the floor.

Donator auto-collect

  • Blood money from Slayer's Greed is now auto-collected by Mythic Donator and above. The perk already worked on ordinary drops and in the Wilderness, but on-task slayer kills generate their blood money on a separate path that never got the check — which is exactly where the perk gets used most. It banks the overflow like the other path, and still respects your ::autocollect toggle.

Donator perk and drops

  • The donator auto-collect perk now picks up blood money properly. A Ring of Wealth was claiming the drop first and only putting it in your inventory, with no bank overflow and no message, which made the perk look broken.

💰 Items, Trading & Duplication

Trading

  • Custom items are tradeable now. Skilling outfits, upgraded Barrows, the Divine Forge gear, Pernix, Moonlit dragon, donator flasks, keys, boxes, cosmetics, defenders, pets and the rest — close to 300 items that simply could not be traded before.
  • Blood Fountain forged gear stays untradeable: the Blood slayer helm, ring, abyssal whip, staff, rune crossbow, dark bow, mage book and dark beast. It is still never lost on death either.
  • Quest items and the DivineX Blade stay untradeable so a quest can't be bought, skipped or sold out from under you.
  • Anything tradeable is also lost on death, so gear that used to come back with you after a Wilderness death will now drop. That is the trade-off for being sellable.
  • The Arcane sigil can no longer be worn as a shield. It was carrying a spirit shield's stats by mistake. It still combines with a Blessed spirit shield as normal.

Duplication fixed

  • Packs no longer duplicate their contents. Splitting a stack of packs across inventory slots gave every slot its own full copy of what was inside, so a pair withdrawn from the bank came back as two loaded packs. Only one pack keeps the contents now.
  • Saving a preset while wearing a full pack no longer copies its contents. A preset records which items you wore, not what was inside your pack — loading it used to mint a fresh copy of everything in there, every time.

Backpacks

  • You can reach every slot now. A Heavyweight Pack holds 28 items but only about 16 fitted on screen and there was no way to scroll to the rest. Scroll the panel with your mouse wheel — no scrollbar in the way. The last column is no longer clipped either.
  • Packs are tradeable. Everything inside travels to the other player with the pack.
  • A pack full of items can no longer be emptied by banking it. Rewards and death payouts could quietly bank a full pack on top of one already in your bank, and the contents of one of them were lost.

Vesta's equipment

  • Vesta's gear had no strength bonus at all. The whole set was carrying old-style stats with none of the individual attack, defence or strength values filled in. Every piece — longsword, spear, chainbody and plateskirt, including the corrupted and (bh) versions — now uses its real values.
  • Vesta's longsword has its special attack. Only the blighted and (bh) versions were wired up, so the ordinary longsword's spec bar did nothing.

Banking

  • Loot sent straight to your bank arrives unnoted. Noted drops were being banked as notes, which put them in their own slot instead of stacking onto the pile you already had. Affects the instance auto-bank and the Crab Sovereign.

Cosmetic infusion exploit fixed

  • Infusing armour into a cosmetic no longer strips its set effects. The cosmetic's own id was sitting in your equipment slot, so nothing in the game recognised the piece you had infused — full Barrows, Void, Graceful, slayer helm, ring of wealth and every other "are you wearing X" effect quietly stopped working for infused players. Every one of them now sees the infused item.
  • Infusing no longer bypasses level requirements. A partyhat asks for nothing, so infusing high-tier armour into one let anyone wear it regardless of stats. You now need the requirements of whatever is infused.

Scratch cards

  • Scratch cards can be dropped again. Dropping one opened it instead, spending the card — and if you were carrying several it did that without even showing you the panel. Same fix for the Double Scratcher, Summer Scratcher and Multi-game card.
  • One card can no longer destroy another's unfinished board. The Scratch Card, Double Scratcher and Summer Scratcher all kept their boards in the same place, so opening one while another was half-scratched wiped it — and that card had already been spent. The game now asks you to finish the card you are on first.

Clue scrolls

  • Master clue drops were completely broken. The three bosses that drop them referenced an item that does not exist, so those 1/1024 drops silently produced nothing at all. The rarest clue tier in the game was unobtainable. Now fixed.
  • 3rd age is easier to actually get from lower clues. Every tier always had a chance, but the bottom ones were so rare they would realistically never land. Beginner 1/100,000 → 1/25,000, Easy 1/50,000 → 1/15,000, Medium 1/20,000 → 1/8,000, Hard 1/8,000 → 1/5,000. Elite (1/2,500) and Master (1/1,500) are unchanged.

🏦 Economy & Stores

Store

  • Osmumten's Fang added to the End Game category at 4,000 tokens, priced alongside the other raids weapons: Twisted Bow 7,500, Tumeken's Shadow 6,500, Scythe 6,000.
  • Ultimate Pack now includes the Fang and is priced at 17,060 tokens (contents worth 22,750, saving 5,690). Its description previously advertised the wrong value — it was written before two repricing rounds and never updated.
  • Endgame Armour Pack repriced 6,750 → 8,625. Its contents are worth 11,500, so the old price was a 41% discount against the 25% every other bundle uses — it undercut buying Torva, Virtus, Pernix and Justiciar separately by so much that the individual listings were pointless. Still the cheapest way to get all four.

Donator Store — PvP armour added

  • The in-game Donator Store at home now stocks the four PvP armour sets, bought with Donator Tickets alongside the existing lootboxes and Hespori seeds:
    • Vesta's longsword 45, spear 40, chainbody 35, plateskirt 35
    • Statius's warhammer 45, platebody 35, platelegs 35, full helm 25
    • Morrigan's leather body 35, leather chaps 35, coif 25
    • Zuriel's staff 45, robe top 35, robe bottom 35, hood 25
  • Priced in the same band as the rest of the shop, by slot and power — weapons dearest, bodies and legs in the middle, helms cheapest.

Donator Shop

  • Removed the Legendary Lootbox and Insanity Lootbox from the in-game Donator Shop.

Skilling Citadel XP bonus

  • The citadel XP bonus is now 10% per rank, up from 2%. Rank 3 gives +30% and max rank gives +50%, where before they gave +6% and +10%. The old bonus was working, but at 2% a rank it was far too small to notice — a 60 XP action became 63.6 — so 10,000 charge of clan-wide effort bought almost nothing.
  • Fixed a bug where some skilling gave no citadel bonus at all. One of the two XP paths in the game never applied the boost, so depending on the activity you were getting either a tiny bonus or none whatsoever. Every skill now benefits inside the citadel.

🏆 Progression & Competitions

Progress that reset on logout now sticks

  • Hundreds of counters were being wiped every time you logged out. They climbed correctly while you played and were back to zero next login. This covered every collection log kill counter (the Summer event minions among them — the reason Summer Bug kills always read 0), daily task progress, Artisan streak, scratch card stats and a few hundred more. All of it now saves and loads properly.
  • Anything already sitting in your save from before is picked back up on your next login, so old progress is not lost.

Launch competitions

  • Unlocking every arena now completes "First to complete the Arena Ladder". The only thing that could win it was killing the Extinction boss, so players who worked all the way up the unlock chain got nothing for it.
  • Competitions you already qualified for are now awarded when you log in. Several could only ever fire at the exact moment you crossed the line — your 10,000th NPC kill, your first 200m XP, the tick your collection log hit 100%. If you were already past that point they were unwinnable no matter how long you played. Covers the Arena Ladder, both PvM ranks, 200m XP, 99 Slayer on Chad, Prestige 5 and 10, 100% collection log, and all four DT2 bosses.

Competitions

  • "First level 99 — each skill" now runs per game mode. Fast mode had claimed 20 of the 23 skills within a day of launch; a 150x rate and a 5x rate should not race each other for the same prize. Fast, Normie, Degen, Chad and Hardcore Ironman each have their own set. Existing wins are preserved and relabelled as Fast.
  • "First to Max" also runs per game mode now, at $50 each, stacking with the existing Chad Mode and Any Mode prizes.
  • Players who already qualify are awarded automatically when they log in.
  • Construction has been removed from the races, as it is not in the game.
  • Staff cannot claim competitions.

DivineX TCG

  • Cards show the right artwork. Card art was matched to items and NPCs by name at startup, and where more than one thing shared a name it took whichever had the lowest id — a coin flip that got roughly 1,100 cards wrong. A proper mapping had already been generated but was never actually used. It is now, covering 5,484 cards.
  • The Collection tab works. Opening it from the pack screen left the grid hidden, and the previous tab's text stayed on screen behind the cards.
  • An empty collection says so instead of showing a blank panel.

⚡ Quality of Life

Mining

  • Shining rocks keep shining until you get there. The sparkle was being cancelled the instant you stopped mining to walk over, so you arrived at a rock that looked completely ordinary. The opportunity itself was live for a full 30 seconds the whole time — only the sparkle had vanished.
  • It now tells you when you hit one. Mining a shining rock gives that swing 5x the progress, but nothing said so, so it felt like nothing happened.

AFK zone no longer burns your boost timers

  • Every timed boost now PAUSES while you are in the AFK zone, and resumes the moment you leave. Ten Trinity lamps is still ten hours of boost — it just is not spent while you are asleep at the spirit pool earning the zone's trickle of XP.
  • Covers all six: double XP, bonus XP, double slayer points, double drops, double resources and the drop rate lamp.

Skilling Citadel — adding logs to the fire

  • You no longer have to click for every single log. Adding logs to the citadel fire now keeps going until you run out, at the same speed as the home bonfire. A full inventory used to take 27 clicks.

Pets no longer block clicking monsters

  • A pet standing on top of a monster made the monster hard to click. Pets are now sorted to the bottom of the right-click menu, so left-clicking always hits what is behind them.

PvM-only accounts

  • The Wilderness is now blocked from the teleport tab too, not just the ditch.
  • You can drop your pets again. The no-dropping rule was also swallowing pet summoning, which never puts anything on the ground for anyone else to take.

Beta Testers

  • Your mode title now shows your Beta Tester status — Chad reads Beta-Chad, Normie reads Beta-Normie, and so on. Applied when the role is given or taken away, and to existing testers on their next login. A custom title you picked yourself is left alone.

Chat and rank icons

  • Yell is readable again. Rank icons were drawn as an empty box, and any icon the client could not resolve silently swallowed the rest of the line — which is why yells turned up half-missing or garbled.

🗳 Voting, Website & Rewards

Voting

  • The MoparScape callback endpoint answers health checks properly. MoparScape's server was checking whether our callback URL was alive and getting an error back every time, which is the sort of thing that makes a toplist mark a callback dead and never send real ones.
  • The vote page now starts your cooldown when you click through to vote, so the site and the toplist stop disagreeing about when you can vote next. Clicking through does not award points on its own — those still need the site to confirm your vote.

Vote Box from voting

  • Every vote you claim now has a rare chance to also drop a Vote Box. It is rolled separately for each vote in the batch, so voting on every site gives you the most chances. It arrives with your tickets when you use ::claimvotes.

Referral rewards only reaching one player

  • Referral milestone rewards were reaching one of the two players and not the other. The referral system was crediting both correctly — the rewards were being lost on delivery.
  • Two separate causes, both fixed:
    • Rewards were banked in a way that failed silently when your bank was full, and the reward was already marked as paid, so it was gone. They now overflow to your inventory or the floor instead.
    • Rewards were marked paid before being handed over. Logging out in the moment between the two lost them. They are now returned to the queue and delivered next login.
    • Names stored with an underscore never matched the same name with a space, so those rewards sat undelivered forever.
  • Anything still queued will arrive automatically on your next login. This also affected vote streak rewards, monthly voter prizes and welcome rewards.

Weekly leaderboard prizes could go missing

  • The 1st place Bond from the Sunday PvM and Skilling leaderboards could be lost instead of delivered. Both resets decided whether you were online *before* scanning every save file, which takes minutes — so if you logged in or out in that window, the prize was written somewhere that got overwritten, or handed to a session that no longer existed. The announcement still said rewards had been deposited.
  • Fixed. Winners are now looked up at the moment prizes are handed out. If you are online it goes straight to your bank and saves immediately; if you are offline it is queued and delivered the next time you log in.

🔧 Fixes

Fixes

  • The Divine spirit shield is no longer "null". The client was naming the wrong item id, so it had no definition for the real shield.
  • ::decant, ::heal, ::spec, ::refill and ::spellbook work at home again. They were still checking the OLD home location, so they refused you while you were standing in the middle of the current one.
  • Corp Beast rare-drop announcements fixed. Most of the spirit shield and sigil ids in that list were wrong, so real drops went unannounced.
  • The Arcane sigil is priced as a sigil again. It was being treated as a Divine spirit shield by the Fire of Exchange and the Blood Fountain, paying roughly three times what it is worth.

Community bug fixes

  • Weeds from raking a farming patch can be shift-dropped again.
  • Dwarven stout can be drunk. It heals 1, boosts Mining and Smithing, and drains Attack, Strength and Defence — the mature version does all of that harder.
  • The Runecrafting daily now counts every rune you craft, not 1 per inventory.
  • Christmas crackers name the right partyhat. The colours were mismatched, so a yellow phat announced itself as a white one.
  • Lagoon bass and emberfin tuna look different now. Both were painted the same colour; lagoon bass has taken a teal palette.
  • "Defeat Any Arena Boss" only counts Arena world bosses. The ordinary arena monsters were completing the Tier 4 task.
  • Collection log rewards can be claimed on completed logs. Logs where you had picked up more distinct drops than the log listed showed as complete but refused the claim — the Rosevein Goblin was the worst offender.
  • Custom bosses no longer spawn inside scenery. A boss placed on a blocked tile was visible but could never be attacked; it now gets moved to solid ground.
  • Removed the duplicate Ironclaw Rex in the Dagannoth Kings lair — the second, eastern copy was the one nobody could attack. The lair now holds exactly one of each king.

Earlier fixes this update

  • Shadowveil Whisperer now counts for your Slayer task. It spawns as two different NPCs and only one of them was being credited, so a share of your kills counted for nothing.
  • Barrelchest anchor drops are now the wearable version. Ironhull Marauder was dropping a copy that could not be equipped.
  • Removed Summer tokens from Tidecaller Prime's drop table.
  • Removed the "Fletch Broad Bolts" Artisan task. There is nowhere in the game to get broad bolts, so it could never be completed and simply blocked a task slot.
  • Vote streak rewards now go to your bank when delivered, and overflow to your inventory or the floor if the bank is full, instead of being lost.

Hardcore Ironman status lost without dying

  • Hardcore status was being removed by deaths that should never have counted — dying in a tournament, dying inside a safe zone, or being killed by a world event like the vote boss. Only the duel arena and jail were excluded.
  • Fixed. Safe deaths no longer cost you the rank. The Fight Caves and the Inferno are still dangerous, matching OSRS — a death there is real and still counts.
  • If you lost hardcore status to one of these, contact staff and it can be restored.

Disconnecting when killing NPCs

  • Fixed players being disconnected on every NPC kill. A new piece of data the server sends for the Loot Tracker is not understood by older clients, which drops their connection. It is disabled until everyone is on the latest client. Nothing was wrong with the affected accounts — it followed players onto new ones because it was the client.

Other fixes

  • Yell colours for Supreme, Divine and Eternal donators now display correctly.
  • The DivineX Casket Key has been removed from all collection logs. It still drops as normal.
  • The Hunter double-drop perk now applies to all monster drops, not only stackable ones.
  • Duo Ironman XP rates corrected: Hunter gets double combat XP, Gatherer double gathering.
  • TCG interface no longer overlaps other interfaces.
  • Fixed the Dual Macuahuitl showing as invisible.
  • Fixed a fishing log error that spammed the server console.
  • Competitions page fixed and split by game mode — see below.

🔮 Coming Soon

Coming soon — the Extinction Boss

The Extinction Boss and its Toxic Jaguar minion are in the game files — models, scale and

stats. The fight itself is not built yet, but the shape of it is settled:

  • A mass-player boss — the fourth and final rung of the Arena ladder, after Ascension, Decay and Shadows.
  • It prays against you. The boss holds a protection prayer against one of the three combat styles and rerolls it at 50% and again at 25% health. Every fight uses all three in a random order, so there is no answer to memorise, and the whole room has to switch styles mid-fight.
  • The jaguars inherit what it drops. When the boss changes prayer it summons Toxic Jaguars that protect against the style it just stopped protecting — so the moment you have re-geared, the adds are the ones immune to you. Expect to split up.
  • The jaguars go for whoever is hitting hardest, so parking them is never free.
  • You can start working toward it now. The Extinction Boss Unlock Scroll already drops from the Arena of Shadows bosses and permanently unlocks the boss for your account, the same way the Dusty Scroll opened Decay and the Dusty Note opened Shadows. Anything you bank before the fight lands still counts.

Also on the roadmap

Work already started or planned for the updates after this one. Nothing here is in the

game yet — it is listed so you know where DivineX is heading.

  • Elite God Wars — a harder tier of the four GWD bosses.
  • Elite Barrows — a harder tier of the Barrows brothers.
  • Pets and a Pet Manager — more pets, and a single panel to store, summon and manage the ones you own instead of carrying them.
  • Construction — the skill is currently excluded from max total, the Skill Guide and the competitions. It is coming.
  • Last Man Standing — the full PvP minigame.
  • More Wilderness content.
  • Skilling prestiges — prestige a skill past 99 and keep going.
  • Skillcape customizer — recolour and restyle your skillcapes.

Found something that does not match what is described here? Report it with ::report in game or post it in Discord.

Search by drop, and a fairer crab

Pinned
patch Aug 18, 2026 by DivineX

/* Scoped to .dxp so nothing here can touch the rest of news.php. The original design was light-first with a dark variant; embedded in the (always dar...

Open

Patch Notes/18 August 2026

Search by drop, and a fairer crab

The drop table search finally searches drops — type an item, get the monsters that drop it. The Summer Crab stops quietly punishing the Staff and stops padding its own fight with minions. And seaweed got a third kinder on both routes to it.

178monsters, searchable by drop
~3 mintypical crab kill
−44%minion phase health
+33%seaweed per hour

No client update needed. Everything below is server side — just log in after the restart.

Changed

The Summer Crab stops shrugging off magic

The crab can only be damaged with a fully forged tier 3 Summer weapon, and the three tier 3 weapons are meant to be equal choices. They weren't.

The Staff was by far the worst way to fight it, and nothing about the design intended that. The crab's magic defence was reading off its very high magic attack level — so making it a threatening caster accidentally made it resistant to casters. On a boss where you can't just swap weapon, that punished a whole forge path for a choice made three upgrades earlier.

Its magic defence is now in line with its melee and ranged defence.

The crab hits you exactly as hard as before. Its own ocean-spray attack is completely untouched — same damage, same accuracy, same rotation. This changed only how well your magic lands on it.

Changed

The minion phase was a second boss

The crab takes zero damage while its minions are up, so every point of minion health gets added straight onto the fight. The waves it summoned averaged 398 health against the crab's own 1000 — the adds were roughly 40% of the encounter.

The worst of them was two tortoises: 600 health between them, more than half the boss again, in a phase where you cannot touch the boss at all.

WaveWasNow
Tortoises2 — 600 hp1 — 300 hp
Seagulls5 — 150 hp5 — 150 hp
Bugs3 — 360 hp2 — 240 hp
Mixed480 hp210 hp
Average wave398 hp225 hp

All four wave types are kept, so the phase still varies. It also fires less often — roughly every 77 seconds instead of every 58.

Changed

What the crab fight feels like now

Typical kill times for a geared player:

WeaponBeforeNow
Summer Sword t3~5 min~3½ min
Summer Bow t3~4 min~3 min
Summer Staff t3~7 min~4½ min

Lighter gear gained more than that — the worst case went from over 12 minutes to under 8.

The crab itself is unchanged. Same 1000 health, same damage, same attack speed, same three telegraphed styles. Nothing was made weaker — there is just less padding around it.

Changed

Seaweed is slightly easier to get

Seaweed feeds the tier 2 Divine Forge upgrades — 5 per weapon, and 5 more for the BIS Recolour Scroll.

SourceWasNow
Summer Seagull1 / 10001 / 750
Salty Chef tier 1 task1 / 41 / 3
Seaweed per hour0.97 PvM · 0.64 fishing1.29 PvM · 0.85 fishing

Both routes went up by the same third, so neither PvM nor skilling became the obviously better way to farm it. The balance between them is exactly where it was — just more generous on both sides.

In practice: five seaweed is about four hours of seagulls now, rather than five.

Fixed

Salty Chef materials were all one step too rare

Every forge material from a completed fishing task was rolling one step rarer than intended, across all three tiers.

MaterialIntendedActually wasNow
Seaweed (tier 1 task)1 / 31 / 41 / 3
Fresh crab claw (tier 2 task)1 / 51 / 61 / 5
Fresh crab shell (tier 3 task)1 / 501 / 511 / 50

Nobody would ever have felt the shell one. Seaweed was landing a quarter less often than intended, which is a real chunk of a five-hour grind — and it's why the fishing route felt worse than the numbers said it should.

On the way

The Extinction Boss

The Extinction Boss and its Toxic Jaguar minion are in the game files — models, scale and stats. The fight itself isn't built yet, but its shape is settled, so here is what is coming.

  • A mass-player boss — the fourth and final rung of the Arena ladder, after Ascension, Decay and Shadows.
  • It prays against you. The boss holds a protection prayer against one of the three combat styles and rerolls it at 50% and again at 25% health. Every fight uses all three in a random order, so there is no answer to memorise — and the whole room has to switch styles mid-fight.
  • The jaguars inherit what it drops. When the boss changes prayer it summons Toxic Jaguars protecting the style it just stopped protecting. The moment you have re-geared for the new style, the adds are the ones immune to it. Expect to split up.
  • They go for whoever is hitting hardest, so parking them is never free.

You can start working toward it now. The Extinction Boss Unlock Scroll already drops from the Arena of Shadows bosses and permanently unlocks the boss for your account — the same way the Dusty Scroll opened Decay and the Dusty Note opened Shadows. Anything you bank before the fight lands still counts.

Changed

Under the hood

  • The drop search had two copies of itself. The old flat drop viewer did have an item search. The redesigned interface that replaced it never got one, but inherited the old one's wording — which is why it kept promising something it could not do. Item names for every listed monster are now indexed once and cached, so searching by drop costs nothing extra even though it checks every table on the server.
  • The crab's magic problem was one stat doing two jobs. A monster's magic level is both its magic attack power and its magic defence, so there was no way to make the crab a threatening caster without also making it resistant to casters. It now carries a separate magic defence value, and the two can be tuned apart.
  • The material bug was an off-by-one in a dice roll. There are two roll helpers on the server that look identical and aren't — one is a true 1-in-N, the other is 1-in-N+1. The Salty Chef was using the second. Only the Summer materials were switched over: the same helper is used in about a hundred other places, and quietly making all of them more common is not a change to make blind.
  • The crab's health scaling is written for a shared lair that doesn't exist. It scales to the number of players present, but every lair is private and always holds exactly one player, so it has always resolved to a flat 1000. Left in place for a possible co-op lair later.
  • The minion phase throttle got a second look too. It was already written never to chain phases back to back; that gap has been widened, so the trimmed waves don't just arrive more frequently to make up the difference.

DivineX — patch notes, 18 August 2026

Found something that doesn't match what's described here? Report it in Discord.