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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.