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.



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.

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.

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.

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.

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.
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.

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.


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.

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.



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.




Blood Abbot
Runes, coins, prayer potions, Sharks and ranarr, plus a chance at the 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.
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.




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.

Original Skull Staff
Bloodbound Skull Staff
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.

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.

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.

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.

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.


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

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.



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.
Thanks for playing Voidscape.

