8 Week development roudup
Over the past eight weeks, we have been updating content across the server: Solar Blood Games, raids, Slayer, Hunter, bosses, tournaments, equipment, and everyday quality of life. This post brings those changes together and explains what they mean for you.
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SOLAR BLOOD GAMES
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Solar Blood Games brings seasonal PvM, Wilderness encounters, PvP objectives, and treasure hunting into one event. While the event is active, use ::event to open the hub and see your tasks, progress, and rewards.
The hub tracks your event tokens, Gladiator Glory, boss kills, and completed maps, alongside daily tasks, weekly objectives, contracts, and achievements.
Daily and weekly objectives
You receive five daily tasks, with milestone rewards for completing three and all five. Objectives come from activities such as killing Solar elementals or cursed and haunted gladiators, player kills, breaches, world-boss damage, treasure maps, and Gladiator contracts. Check your own task list to see which activities count that day.
Weekly objectives give you longer goals involving event monsters, breaches, player kills, world bosses, Eclipse dungeons, and event tokens.
Encounters and treasure hunting
• Fight Solar elementals, including their superior encounters, and take part in event breaches and roaming boss encounters.
• Visit the Solar Hotspot at ::44ports. This location is in the Wilderness, so prepare for other players as well as monsters.
• Collect sun-bleached, bloodstained, and cursed map fragments to assemble an Eclipse treasure map.
• Progress through Gladiator contracts and Eclipse dungeon content.
• Earn event rewards through Solar, Eclipse, and Gladiator caskets, buried Eclipse chests, trinket boxes, and bonus boxes.
The seasonal reward lineup also includes Solar Blood Blaster content, seasonal equipment, Wavesurfer dyes, and Wavetide items.
Watch the announcements for server-wide event changes. Breach Frenzy brings breaches forward, Solar Invasion adds elemental activity, and Total Eclipse provides event reward bonuses.
We have also improved event countdown warnings, monster placement and cleanup, token tracking, and reward handling to make these activities easier to follow.
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SEASON PASS, DAILY REWARDS & PROGRESSION
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The season pass has been reworked around XP progression, with updates to chapters, rewards, and the pass interface. Check the pass panel to follow your current progress and available rewards.
Daily Adventures and Adventure XP have also received updates, alongside daily and weekly money tasks. Daily login rewards and the Reward Coffer have been reworked, and seasonal scrolls and reward tables have been updated.
These changes give you several ways to make progress between larger activities: work toward pass rewards, finish daily objectives, and collect rewards through the updated interfaces.
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HUNTER & IMPLINGS
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Hunter has received Task Hunter and Imp Hunter mini-event systems, with progress tracking and event rewards. Wandering imp activities, impling tokens, Hunter elixirs, and reward-mailbox support expand the activities available during Hunter events.
Impling cannons and specialized nets have also received updates. We corrected which implings each net can catch and how catch requirements are counted, so your catches contribute to the appropriate objectives.
Additional fixes cover event spawn distribution, Hunter aggression, and weekly-shop eligibility checks.
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SLAYER, ODIOUS SLAYER & PRESTIGE
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Slayer has received updates to tasks, perks, unlocks, shops, and its interfaces. Odious Slayer has also been expanded with difficulty selection, task tracking, unlocks, and reward-shop improvements.
The Dark Order and Odious Orb information interfaces have been updated, alongside Odious equipment and supporting items such as the bone pouch and soul bearer. Related changes cover ensouled heads, dragonfire arrows, Bracelet of Slaughter behavior, and Slayer equipment effects.
Blood Slayer changes
• Blood Slayer Cave access and task handling have been updated.
• Blood Slayer Beast participation now requires 75 essence per beast.
• Obelisk communing requires the relevant Blood Slayer or Soul Hunter task.
Prestige progression has received updates across melee, ranged, magic, and skilling paths. We have also corrected path-selection and game-mode interactions so progression choices and perks are applied more consistently.
Demonology has received interface and timer improvements to make its status easier to follow.
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BOSSES & WILDERNESS ACTIVITIES
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Boss development during this period includes Duke Sucellus, Vardorvis, the Whisperer, and the Leviathan, with updates to encounters, progression, interfaces, and rewards.
Other additions and improvements cover Bork, Revenant Dark Beast, Bloodwyrms, brutal blood revenants, and The Soulless. Follow-up fixes address encounter behavior, instances, and rewards.
The Wilderness has also received boss-event and Hotspot Heatwave updates, including clearer timers and announcements. Hotspot points and shop rewards have been updated as part of this work.
Other PvM changes
• Rogue’s Chest content and rewards have been updated.
• Mysterious-map coordinates and associated rewards have been corrected.
• Kraken has received encounter fixes.
• Cerberus now respawns after five seconds.
• Tekton can remain in combat longer before returning to the anvil when his encounter is handled correctly.
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TOURNAMENTS & PVP
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Golden Tournaments have received updates to their interfaces, rewards, and displays. Tournament points and winner-history handling have also been improved, alongside Radiant Oathplate dye support.
Combat fixes include:
• More consistent attack priority, combat timing, and freeze interactions.
• Corrections to Granite Maul special attacks and special-energy refunds on kills.
• Fixes to Vengeance interactions, melee reach, and combat pathing.
• Corrected burst and barrage multi-target behavior.
• PK-bot behavior and loading improvements.
• Fixes to the NH preset, risk-value handling, and Edgeville ELO leaderboard saving.
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EQUIPMENT, PETS & COSMETICS
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Equipment updates cover custom, promotional, and seasonal items, together with clearer descriptions and corrections to their effects.
• Oathplate and Radiant Oathplate effects and hover descriptions have been corrected.
• Butch, Wicked Xarpus, wyrm pets, Skotos, and Tempoross have received effect or behavior updates.
• Karamja glove effects and several weapon interactions have been updated.
• Dragonfire Shield behavior, burn effects, and food and potion support have received fixes.
• Slippers now support their infinite-run effect.
• Wanderer equipment can be broken down into exotic stones.
• Charged starter items, equipment requirements, item values, and death handling have been updated.
Cosmetic slots now have supporting bank and preset functionality. We also fixed problems with cosmetic charges and item properties not saving correctly after logout.
Collection-log rewards, mystery rewards, drop tables, and several shops have received updates throughout this period.
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BANKING, TRADING & REWARD COLLECTION
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Bank updates include value displays, currency filtering, and currency icons, helping you find and assess stored items more easily.
Trading Post improvements include a client plugin, Ctrl+T access, and the ::tpsitem command. Very large prices now display correctly, including values above a trillion.
The Reward Coffer and mail interfaces have received updates to reward collection and presentation. We have also improved Blackjack handling, noted goodie bags, and inventory-overflow support.
Other fixes and updates include:
• Corrected the Looting Bag’s check option.
• Fixed banker interactions and distance-related problems.
• Updated vote, bloodcore, tournament, and hotspot shops.
• Improved bloodcore-token value information and Wandering Merchant task information.
• Improved loot tracking and reduced unnecessary reward announcements in affected systems.
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RAIDS: PARTY MANAGEMENT & DIFFICULTIES
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Chambers of Xeric, Theatre of Blood, and Tombs of Amascut now use the redesigned raid menu, bringing party management, difficulty selection, afflictions, and ToA invocations together.
From the party menu, you can manage invitations and readiness, choose party access, browse public groups, and view difficulty requirements and bonuses. Affliction tomes can be purchased with bloodcore tokens and managed through the same menu.
ToA players also have five invocation preset slots. Selected invocations are highlighted, and the rows have more spacing and larger click areas.
Difficulty tiers
• NORMAL — No completion requirement. Standard boss stats and rewards.
• ADEPT — Requires 10 completions. Bosses have 1.5× normal HP and 10% more defence. They deal 5% more damage, while players deal 5% less. Rare reward chance is increased by 25%.
• EXPERT — Requires 50 completions. Bosses have 2× normal HP and 20% more defence. They deal 7.5% more damage, while players deal 7.5% less. Rare reward chance is increased by 45%, and common reward amounts are doubled.
• MASTER — Requires 150 completions. Bosses have 3× normal HP and 30% more defence. They deal 10% more damage, while players deal 10% less. Rare reward chance is increased by 75%, and common reward amounts are tripled.
• GRANDMASTER — Requires 500 completions. Bosses have 4× normal HP and 50% more defence. They deal 15% more damage, while players deal 15% less. Rare reward chance is increased by 90%, and common reward amounts are quadrupled.
Rare-chance bonuses increase the underlying chance; they do not make the chest a flat 25%, 45%, 75%, or 90% rare drop.
We corrected excessive ToA HP scaling. For example, a 1,000 HP path boss becomes 4,000 HP at Grandmaster, rather than receiving an additional raid-level HP increase before the difficulty multiplier. The Warden shield calculation has also been brought into the updated scaling system.
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CHAMBERS OF XERIC: RANDOM ROUTES
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Each full CoX raid now selects three different encounters from Vespula, Vanguards, Vasa Nistirio, Tekton, and Muttadiles.
Complete the selected rooms in order. After the third room is cleared, the party automatically enters Olm’s arena. Respawn points follow the party’s progress through the selected route.
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TOMBS OF AMASCUT
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ToA combines raid difficulty, selectable invocations, and afflictions. These contribute to your raid level, which determines the reward tiers available to your party. The invocation menu shows your level and reward unlocks as you configure the raid.
Invocations let you choose extra restrictions and stronger boss mechanics. These include special-energy restrictions, prayer drain, restrictions on food or healing potions, individual boss overclocks, and Insanity for the Warden’s final phase.
Akkha
Akkha switches between melee, ranged, and magic forms with different protection prayers, so watch his form and change your attack style accordingly.
At 80% and 40% HP, clones appear and Akkha becomes invulnerable to direct attacks. Clear the clones to continue. Using the matching style against a clone can also transfer damage to Akkha, within his phase limits.
At 60% HP, memorize the order of the symbols and move to the corresponding safe sections during the sequence. Overclocked Akkha adds another memory attack at 5% HP.
Unstable orbs appear at 20% HP and damage players who touch them. Overclocked Akkha also keeps a smaller group of orbs active throughout the fight.
Zebak
Zebak uses ranged and magic projectiles and spreads poison at 80% and 50% HP. Move off poison tiles immediately.
After the first poison attack, hide behind the summoned boulders to avoid his shockwave. Later, tidal waves cross the arena at 35% and 20% HP; find the two-tile opening to pass safely.
Overclocked Zebak attacks faster, makes poison more dangerous, and adds a wave attack at 60% HP. This version of the encounter does not require the water-jug mechanic.
Kephri
Kephri’s meteors strike a 3×3 area around the targeted tile, so move away before impact.
At 75% and 50% HP, she becomes invulnerable and launches eggs. Destroy them before they hatch into scarabs. Overclocked Kephri adds another incubation at 25% HP and makes eggs hatch faster.
At low HP, dung meteors target players and other tiles, stunning players they hit and leaving obstacles for the remainder of the fight. Keep room to move as the arena fills up.
Ba-Ba
Ba-Ba uses melee attacks, falling rocks, rock throws, and baboon summons. Move away from incoming rock-fall targets, but stay near an existing boulder when she prepares a rock throw so it can absorb the hit.
At roughly two-thirds and one-third HP, she knocks players back and sends rows of rolling stones across the arena. Use ranged attacks to destroy the cracked boulder, then reach Ba-Ba and strike her with melee to end the special.
Overclocked Ba-Ba attacks faster, throws rocks faster, and summons additional baboons.
Wardens
Our Warden encounter has two phases.
In the first phase, use the attack style allowed by his protection prayers while avoiding both his attacks and the central obelisk’s hazards. Charging the yellow bar exposes a core. Attacking the core damages the Warden’s true HP, shown by the green bar. If he survives, the cycle repeats with changed protection prayers.
The final phase features alternating floor slams and energy siphons. Strike the siphon skulls with melee before the timer ends to turn them against the Warden. Any skulls left unturned contribute damage to the party instead.
Zebak and Ba-Ba phantoms join as his HP falls. Near the end, the Warden heals into an enraged finish with disappearing floor tiles and red lightning. Insanity makes the final phase’s mechanics faster.
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RAID AFFLICTIONS & REWARDS
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Expert and higher parties can add up to five affliction tomes through the raid menu. Each tome adds difficulty in exchange for better rewards.
Afflictions can reduce equipment and pet damage bonuses, periodically silence pets, weaken prayers, drain stats, reduce protection-prayer effectiveness, recoil damage, or apply periodic damage. The available pool depends on the raid: the prayer affliction is excluded from ToB, and piercing is excluded from ToA.
Affliction benefits
• 1 affliction: +5% chest-rate bonus.
• 2 afflictions: the chest-rate bonus rises to +10%.
• 3 afflictions: an additional common reward roll.
• 4 afflictions: access to the red reward table and purple luck protection.
• 5 afflictions: the chest-rate bonus rises to +15%, with improved red-table chances.
Benefits carry forward as you add more afflictions. For example, five afflictions also retain the extra roll and luck protection. ToA’s high-end rewards may require a minimum raid level as well as four afflictions; check the reward-unlock list in the menu.
Luck protection
Eligible raids with four or more afflictions have purple protection thresholds of 20 dry Expert runs, 15 dry Master runs, or 10 dry Grandmaster runs. Use ::purples to check your counters and how far you are from a protected reward.
Reward collection
Rewards are decided when the raid finishes. Rare pulls receive a server announcement and a colored chest spotlight, with the item revealed when you claim it. Purple spotlights identify rare rewards, while red spotlights identify affliction-table rewards.
The expanded reward lineup includes ToA equipment and upgrades, raid pets, blessings, and permanent raid damage and luck scrolls. Reward interfaces now support larger reward sets, with Reward Coffer handling for earned rewards.
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TOA PET EFFECTS
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Each ToA pet grants 25% additional damage in its matching boss’s lair, alongside its other effects:
• AKKHA PET — Adds 10% spear damage and doubles the Karamja glove spear bonus in PvM.
• ZEBAK PET — Reduces incoming PvM damage by 15%, recoils 35% of PvM damage taken, and heals you for one quarter of the recoil damage dealt.
• KEPHRI PET — PvM hits can trigger a dung attack dealing 25–50 damage.
• BA-BA PET — PvM hits have a one-in-three chance to deal 35% additional damage.
• WARDEN PET — Adds 7.5% fang damage, increased to 50% in PvM. Elidinis’ ward and Tumeken’s shadow gain their corresponding 15% magic accuracy and 7.5% damage bonuses. Supported Warden pet variants share these effects.
Pet menu hovers now explain these bonuses. Pet silencing disables the effects while the silence is active.
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RAID QUALITY OF LIFE & FIXES
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• Multiplayer raid reconnection preserves your points and progress after a disconnect while the session remains active. It does not apply to deliberately leaving the raid or to solo sessions.
• Best completion times are tracked by raid and difficulty. Use ::raids to view your records; older unrecorded times cannot be recovered retroactively.
• Damage that does not actually remove boss HP no longer awards farmable raid points.
• Fixed boss HP displays remaining open or returning to full health after death.
• Removed duplicate rendering from the custom boss HP display.
• Kephri stops facing players during incubation and after death.
• Raid monsters without a drop table no longer produce generic supply drops.
• Invocation rows have clearer selection highlighting, more space, and improved click areas.
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CLIENT & EVERYDAY QUALITY OF LIFE
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RuneLite integration and the 117 HD plugin have received updates, alongside fixes to models, animations, projectiles, maps, and interface rendering.
Changes you may notice during normal play include:
• AFK indicators in the friends list.
• Chat filters, game-mode chat icons, and the option to hide the chat area in fixed mode.
• Scroll-wheel camera movement support.
• A movable activity tracker and improved nearby right-click menus.
• Corrected spellbook displays in presets and equipment-tab behavior when equipping items.
• Corrected the reversed auto-retaliate display.
• Improvements to NPC tags, tile markers, inventory tags, item-stat overlays, opponent information, and loot tracking.
• Improved login-screen presentation and music handling.
• Red minimap dots for ground items.
• Fixes to skill teleports, home interactions, home thieving rewards and XP, and relevant Wilderness warnings.
• Spawn-tab improvements, including god staffs in the spawn list.
We have also addressed login issues, NPC loading errors, instance pathfinding, interaction problems, and item-property saving. These fixes support more consistent behavior across sessions and activities.
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