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Reckoning - Every Kill Counts

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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 ...

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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.