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Released update

Wilderness &
community

Now live in game

Two new bosses. A staff with a wider reach. A way to thank the players who make Voidscape better.

Read the update
Vharok in black armour, carrying chainsVharok, the Chainbound
The Blood Abbot in red robes with his staffThe Blood Abbot
Waiting beneath the Wilderness altars.

Addendum · Released

Oathbreaker & Vharok

Now live in game

Bind a new weapon, pour more cannonballs at once, and return to Vharok for a fresh set of rewards.

Turn his chain against him.

Vharok’s chainStonebreakerOathbreaker

Use Vharok’s chain on an unworn, unnoted Stonebreaker to bind Oathbreaker. Both ingredients are consumed. The new weapon requires 60 Attack and has 66 Aim / 62 Power.

Wield Oathbreaker and bring its ember trail into the fight.
Wield Oathbreaker and bring its ember trail into the fight.

Chainbound boosts melee accuracy and power by 50% against giants and the Stone Guardian, or 40% against other monsters with at least 150 maximum Hits. The bonuses do not stack and do not apply against players.

Oathbreak: blood for a maximum hit.

While fighting a monster in melee, activate Oathbreak on the wielded weapon. Pay 10% of your maximum Hits to make your next melee attempt land its normal maximum.

Oathbreak spends Hits, wraps the fighter in chains and empowers the next blow.
Oathbreak spends Hits, wraps the fighter in chains and empowers the next blow.

The cost rounds down, with a minimum of one Hit: 99 maximum Hits costs 9. You must have more Hits remaining than the cost. Oathbreak shares the 3-minute, 20-second Dragon’s Fury cooldown.

The oath belongs to that weapon and that opponent. Switching weapons or ending the fight cancels a pending oath without refunding its health cost or cooldown. It cannot be activated against players.

Two bars. One pour.

Chainbound ammo mould

The Chainbound ammo mould casts two steel bars into eight cannonballs at once. A final odd bar still makes four. You keep the same output and XP per bar, with half as many full pours.

Two bars become eight cannonballs in one pour. The final odd bar makes four.
Two bars become eight cannonballs in one pour. The final odd bar makes four.

Requires 30 Smithing and the usual furnace and membership access.

More to bring home from Vharok.

Every qualifying player receives five noted Dragon bones alongside their own common loot roll. The refreshed table includes 60,000–90,000 coins, runes and rune equipment, runite bars, gems and supplies. It can also award 450 cannonballs, two noted Super Combat potions or the Chainbound ammo mould.

Revised rare chances

One recipient is selected by qualifying damage, then the kill gets one shared rare draw. These are the base chances for that selected player, including solo kills.

Vharok’s chain8 / 1,024
Dragon pickaxe6 / 1,024
Dragon sword hilt4 / 1,024
Each Void Wizards robe piece1 / 1,024

A matching Vexis assignment doubles the selected player’s chances. More qualifying players do not add more rare rolls.

Vharok returns sooner

Vharok returns 60 seconds after defeat, down from two minutes.

Shorter Vharok tasks

Vexis assigns 3–5 Vharok kills. The existing extended-task preference still adds half, rounded down.

See who got what

Full loot summaries are shared with everyone inside the same boss arena, including spectators. Rare drops from Vharok and the Blood Abbot also get a world announcement.

Chainwraps retired

Chainwraps gloves are retired. Vharok’s chain is the component used to make Oathbreaker.

New boss · Level 38 Wilderness

Vharok, the Chainbound

Beneath the level-38 Wilderness altar, a chained executioner waits. Take the ladder beside the altar and join the fight.

Both new bosses are shared, public fights. You can fight them at any Slayer level, without an assignment. These are ordinary dangerous Wilderness areas: other players can attack you, and normal death and escape rules apply.

Vharok breaks free of the ice and scatters fresh traps across the floor.
Vharok breaks free of the ice and scatters fresh traps across the floor.

Read the floor. Keep moving.

Chain Rush leaves a burning trail behind him. Closing Chains sweep the floor twice, each with a safe corridor. Move for both warnings. His white blast can knock you back: leave the marked ground or use Protect from Magic.

Closing Chains: find the open corridor for each sweep.
Closing Chains: find the open corridor for each sweep.
White blast: watch the ground and the knockback.
White blast: watch the ground and the knockback.

At two-thirds and one-third health, Vharok roars and scatters traps. The roar breaks Freeze and briefly stops you freezing him again during the trap warning. Find a fresh route before continuing the attack.

650 Hits · 60-second respawn after defeat. An abandoned living boss heals back up.

New boss · Level 11 Wilderness

The Blood Abbot

A corrupted priest holds the chamber beneath the level-11 Wilderness altar. Go down the ladder beside the altar. No Slayer level or assignment is required.

The Blood Abbot names one active brazier. Disrupt it before the rite finishes and dodge the ember marks.
The Blood Abbot names one active brazier. Disrupt it before the rite finishes and dodge the ember marks.

Break the rite. Answer the next attack.

During a rite, one brazier becomes active. Reach it and choose Disrupt while avoiding the ember marks. A successful disruption leaves a short opening to attack or heal.

For his magic firebolt, use Protect from Magic. For his physical staff bolt, use Protect from Missiles. The correct prayer at impact blocks the damage; the wrong prayer takes 30.

Magic firebolt: answer it with Protect from Magic.
Magic firebolt: answer it with Protect from Magic.
Physical staff bolt: answer it with Protect from Missiles.
Physical staff bolt: answer it with Protect from Missiles.
Staff slam: step out of the marked three-by-three area.
Staff slam: step out of the marked three-by-three area.

680 Hits · 90-second respawn after defeat. The boss display calls each move before it lands.

Your part in the fight

Eligible contributors each receive their own common loot and bones. Up to ten players can qualify.

Deal enough damage, stay alive on the boss floor and keep attacking. You need at least one-tenth of the greater of the boss’s starting health or the total damage dealt in that attempt. Healing can raise that threshold, and you must have attacked within about 30 seconds of the kill. Existing Ironman ownership rules still apply.

Rare loot works differently: one potential recipient is selected by their share of qualifying damage, then one rare roll is made. A kill can award at most one rare. A matching Vexis assignment doubles the selected player’s rare chance.

Vharok

Five noted Dragon bones and one common reward per qualifying player, plus one shared chance at Vharok’s chain, a Dragon pickaxe, Dragon sword hilt or either Void Wizards robe piece.

Dragon pickaxeDragon sword hiltVoid Wizards robeVoid Wizards bottom

Blood Abbot

Runes, coins, prayer potions, Sharks and ranarr, plus a chance at the Abbot’s sigil.

Abbot's sigil

Rare chances

These are the base chances for the selected recipient, including solo kills. In a group, your personal chance also includes being selected.

Vharok’s chain · Vharok1 / 128
Dragon pickaxe · Vharok3 / 512
Dragon sword hilt · Vharok1 / 256
Each Void Wizards robe piece · Vharok1 / 1,024
Abbot’s sigil · Blood Abbot1 / 256

A matching assignment doubles each listed chance for the selected recipient. Vexis assigns 3–5 kills for either boss and requires 95 Slayer and 110 combat; those requirements are for the assignments, not entry to either fight.

Each boss announces activity at most once an hour. Their rewards are included in the Bestiary, Collection Log, loot history and drop projections.

The Bloodbound Skull Staff

Bind an Abbot’s sigil to your unequipped Skull Staff. Two items become one new weapon.

Bloodbound Skull Staff
Abbot's sigilSkull StaffBloodbound Skull Staff

The upgraded staff now has a subtle crimson skull, visible both in your inventory and when wielded. The familiar shaft and shape stay the same.

Player wielding the original Skull Staff
Original Skull Staff inventory iconOriginal Skull Staff
Player wielding the Bloodbound Skull Staff with its crimson skull
Crimson Bloodbound Skull Staff inventory iconBloodbound Skull Staff
Use the sigil on an unequipped Skull Staff to bind the Bloodbound Skull Staff.
Use the sigil on an unequipped Skull Staff to bind it. Earlier footage; the updated crimson appearance is shown above.

It needs 70 Magic to wield and keeps the Skull Staff’s stats, its 20% on-task / 10% off-task NPC magic bonus, and its task-kill healing of 10% of maximum Hits, with a minimum of 3.

One spell. Nearby monsters take the splash.

Offensive spells against NPCs splash half the actual damage, rounded down, onto up to three other eligible NPCs within two tiles of the target. Each extra NPC actually damaged gives 25% of the spell’s normal XP, up to 75% extra for three targets, with the usual rounding and XP modifiers. Your main target still gives its normal XP. The splash costs no extra runes, cannot hit players and cannot start another splash.

A single Fire Blast splashes damage onto the monsters beside its target.
A single Fire Blast splashes damage onto nearby monsters. Earlier footage, before the crimson appearance and splash XP update.

The sigil and upgraded staff are tradeable and noteable. Binding consumes both unnoted ingredients once; there is no extra coin, charge or Crafting requirement.

New spell

Freeze, for NPCs

A new level-60 Magic spell holds an NPC in place for 12.8 seconds, giving you room to reposition.

Freeze holds Vharok inside a visible shell of ice while attacks continue.
Freeze holds Vharok inside a visible shell of ice while attacks continue.

1 Nature · 2 Earth · 3 Water

You also need a positive Magic equipment bonus. Freeze deals no damage and can only target NPCs. They stay attackable, and gain 1.92 seconds of immunity after the hold ends.

Frozen NPCs cannot start a new melee catch. Existing melee retreat rules still apply, and bosses can have their own immunities: Vharok can be frozen; the Blood Abbot resists it. Find Freeze with the level-60 spells, before Entropy.

Community

Thank someone who helped

Choose Commend from a nearby player’s menu, then confirm the character you want to thank. That character gains one merit.

Choose Commend, confirm the player, and award them one merit.
Choose Commend, confirm the player, and award them one merit.
5the Helpful
25the Guide
100the Pillar

A small gold star appears beside your overhead name from 5 merit. Unlock community titles through the usual title process; they are not automatically equipped, and the usual 100,000 gp wearing cost applies.

Visit the Void Herald or use ::merit to see the community rankings and your own standing.
Visit the Void Herald or use ::merit to see the community rankings and your own standing.

The board shows the top 25, with eight entries per page, plus your score and rank. Title details show your progress toward the next milestone.

  • You can commend each other linked account once across your characters. They can commend you back independently.
  • You can send three new commends in a rolling 24 hours across your linked characters.
  • Your sending character must be at least 24 hours old, with two hours played. Both players need linked accounts.
  • You cannot commend yourself, another character on your linked account, or an anonymous event participant.

Commend is for community recognition. The confirmation expires after 30 seconds. The bottom Report button and chat-name reporting remain available.

Skilling

Mix up to five at once

Use a full Super Attack, Super Strength or Super Defence potion with its matching ingredients, then choose Combine one or Combine up to five.

Super combat potion
Choose Combine up to five and watch each Super Combat potion finish in turn.
Choose Combine up to five and watch each Super Combat potion finish in turn.

The recipe still needs 80 Herblaw and the existing quest and membership requirements. Each recipe uses one full potion of each type and gives the usual 100 base XP.

Mixing now respects your empty-vial preference, works with a full bag and leaves unrelated bottles alone. Normal interruptions still stop the batch.

Skilling

From sheep to spinning wheel

Carry shears and Shear becomes the default click on ordinary sheep.

Click an ordinary sheep while carrying shears to collect wool.
Click an ordinary sheep while carrying shears to collect wool.

Click a spinning wheel to spin the wool or flax in your inventory. Carry both and you can choose the material, then the quantity.

With wool and flax in your bag, choose what to spin and how many to make.
With wool and flax in your bag, choose what to spin and how many to make.

Wool still needs 1 Crafting and flax 10. Materials and XP stay the same. Quest sheep keep their own behaviour, and item-on-wheel and station-click settings still work.

Highland chain

A gem rock on each island

The three islands in the mounted Highland chain each gain a gem rock.

Bring a pickaxe and 40 Mining. Each successful mine gives the usual 65 base XP, and a depleted rock returns after two minutes.

First island · Horse route, 70 Agility.
First island · Horse route, 70 Agility.
Second island · Unicorn route, 80 Agility.
Second island · Unicorn route, 80 Agility.
Third island · Void steed route, 90 Agility.
Third island · Void steed route, 90 Agility.

The existing mounts and 70 / 80 / 90 Agility crossings still control access.

The smaller things, fixed

Mounts stay with you

Horse, Unicorn, Void steed and Black unicorn are all kept in your inventory when you die, including in the Wilderness or PvP. This applies whether you were riding or just carrying them. They use no protected-item slots, and horseshoes are neither needed nor consumed. Other items keep their normal death rules; voluntary transfers work as before.

Choose which counters you see

Interface settings now have separate Show boss HUD and Show Slayer counter switches. Both start on and remember your choice. Hiding the boss HUD removes its name, health and mechanic instructions; ground warnings, effects and combat continue normally. Turn the Slayer counter off and it stays off when you kill task monsters.

Elder giants count

Elder Moss Giants now count toward ordinary Moss Giant tasks, including older saved tasks. Elder Fire Giants count toward ordinary Fire Giant tasks. This only works in that direction: ordinary giants do not complete elder tasks.

Elder Moss still needs 68 Slayer / 95 combat; Elder Fire needs 75 / 100. Their routes and access rules still apply.

Weapon switching and pursuit

Switching weapons and immediately attacking another player now keeps your attack and pursuit request in the right order.

Stone Guardian controls

You can dismiss or show the hourly-event banner and use bug-report commands during a Stone Guardian fight.

Titles that stay responsive

Temporary event levels no longer unlock permanent skill titles. Existing titles are kept. Title prompts at login respond properly, and community title details show merit progress.

Browser boss displays

The browser client loads boss displays and Freeze effects correctly. Travelling between the lairs keeps each boss’s display separate.

Rewards and records

Boss rewards, kill credit, Slayer credit and loot history remain consistent through retries, pickups and relogs. The Bestiary, Collection Log and drop information include both bosses and the new items. The Collection Log now contains 137 entries.

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Thanks for playing Voidscape.