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Tombs of Amascut: Raid Rewards - Updated (October 14th)



Whilst the bulk of the detail in this blog is the same as it was with the original, we have made various changes to the proposed rewards based on your feedback. Check out the handy summary below and read on to find out more!

We're delighted to announce that you'll have the opportunity to test all of the new rewards in an upcoming Beta which goes live on October 20th!

[h3]Click here to see the main changes from the previous blog.[/h3]
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Masori Chestplate Changes
  • Ranged attack increased from 30 to 33
  • Stab defence increased from 12 to 37
  • Slash defence increased from 8 to 35
  • Crush defence increased from 15 to 38
  • Magic defence increased from 6 to 25
  • Ranged defence increased from 13 to 33
  • Prayer bonus increased from 0 to 1
  • Additional effect added of 3% dodge chance when affected by low life.
Masori Chainskirt Changes
  • Ranged attack increased from 18 to 20
  • Stab defence increased from 6 to 26
  • Slash defence increased from 4 to 24
  • Crush defence increased from 9 to 29
  • Magic defence increased from 4 to 19
  • Ranged defence increased from 8 to 22
  • Prayer bonus increased from 0 to 1
  • Additional effect added of 3% dodge chance when affected by low life
Masori Amulet Changes
  • Removed all melee and Magic accuracy
  • Prayer bonus increased from 0 to 1
  • Ranged strength increased from 0 to 3
  • low life Ranged strength decreased from 7 to 4
  • Removed all non-Ranged lowlife effects.
Additional Changes
  • Updated the requirements for masori gear to be 80 Ranged, 30 defence, 70 hitpoints, to match its new bonuses.
  • Osumemtens Khopesh re-themed to Osumumtens Fang and changed category to a Stab weapon.
  • Created a new weapon category for the Keris Parisan that has a Strength training method via the Aggressive option.
  • Lowered the equip requirement of the base Keris Parisan to 70 Attack.
  • The broken version of the Ward of Elidinis is now equippable, with appropriately weaker stats.
  • Heka of Tumeken Magic requirement increased from 84 to 85.
  • Heka of Tumeken Magic base max hit of the fast attack increased by 1.

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[h2]The Tombs of Amascut[/h2]

Long ago, the citizens of the Kharidian Desert lived prosperous and luxurious lives thanks to the benevolence of the Gods of the Menaphite Pantheon. However, that all changed when Amascut, the Goddess of Rebirth, was corrupted. Warped into the Devourer, she became intent on devouring every soul in existence.

Her brother, Icthlarin, along with her former High Priestesses have since been fighting tirelessly against Amascut, in a bid to negate her destructive efforts.

After years of plotting, Amascut has finally find a way to overcome the efforts of Icthalarin and his allies.

Deep within the desert, an ancient pharaoh called Osmumten lies buried. His tomb has long hidden a great power. It is this great power that Amascut seeks, and if she can lay her hands on it she will become unstoppable.

You must take the fight to Amascut before it's too late.

Sketches and references for the Tombs of Amascut. Click to see it in more detail. This is concept art and may not be representative of the final appearance of the Tombs!

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[h2]The Raid[/h2]

Let's dig in to what you need to know about the Tombs of Amascut:
  • Groups of up to eight participants.
  • Four initial challenges, followed by two final bosses to be fought in a twin boss encounter.

Invocations will allow for customisable difficulty, which will also impact your loot potential!
  • Invocations will replace standard difficulty systems, like the ones used in other raids.
  • Each Invocation will affect the raid or your group in different ways.
  • Some Invocations can affect the health, defence, or damage modifiers for the enemies within the Raid.
  • Other Invocations might impose group restrictions, like reducing the amount you can heal or prohibiting certain spells.
  • We intend to be quite creative with these modifiers. The above examples are fairly simple and safe, with the intention to provide early insight into their impact for this blog, but we'd like to experiment with different ideas that might drastically change things.

On entering the Tombs of Amascut you will encounter four paths:
  • The upper level of the Tombs will consist of four paths, each ending in a boss.
  • Each path is comprised of its own series of challenges to be overcome.
  • These challenges are more akin to puzzles rather than killing a single entity, like a boss.
  • These can range from things like traps with Sepulchre-like dodging, or defeating new foes in unconventional ways.
  • Once you reach the end of a path, you'll then fight the boss of that path in a more conventional combat encounter.
  • The raid will be altered in some way with the death of each boss, changing the remaining boss encounters.
  • This means that the path order you choose will matter!

Defeat the four bosses to descend to the lower levels:
  • Once you defeat the first four bosses you'll unlock the lower level.
  • You'll enter a chamber containing the two ancient guardians of the Tombs.
  • These guardians need to be fought at the same time.
  • Defeat the guardians to drive Amascut from the tomb and claim your rewards!

We'll discuss the rewards a bit later, but first let's talk about how you might access the Tombs of Amascut.

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[h2]Beneath Cursed Sands[/h2]

The Tombs of Amascut will be our most narratively-driven Raid yet, and no narrative is complete without a quest!

When Sophanem was beset by a series of plagues, the gates to the golden city of Menaphos quickly closed. The city has been locked down ever since, with no one allowed to leave or enter. However, rumours have escaped of strange happenings inside Menaphos and there are stories of citizens mysteriously disappearing.

These odd happenings need to be investigated, but few are willing to do so. Maisa, a spy from Al Kharid, has grown tired of inaction. She is determined to solve this mystery herself, but she won't be able to do it alone...
  • Beneath Cursed Sands is a Master-level quest which will advance the desert storyline.
  • In this sequel to Contact! You'll find yourself investigating mysterious disappearances from Menaphos, the city of gold. Note: Menaphos will not be opening its gates just yet, and will instead be coming at a later date.
  • Solving this mystery will grant you access to the Raid itself.
  • We're aiming to release the quest before the Raid to give you ample time to ready yourself!

[h3]Requirements & Rewards (SPOILER WARNING!)[/h3]
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Being a Master-level quest, there are naturally some mid-level requirements to meet:
  • Completion of Contact!
  • 62 Agility
  • 55 Firemaking
  • 55 Smithing


Upon completion you'll be rewarded with:
  • 1 Quest Point
  • Access to the Tombs of Amascut
  • The ability to upgrade the Keris to the Keris Partisan
  • 15,000 Agility XP

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[h2]Tombs of Amascut: Rewards[/h2]


Here's where we'd love to get your feedback. As with any rewards proposals, it should go without saying that nothing here is set in stone. Your feedback is going to be key in shaping what we're offering, and we really want to see what suggestions you have too! To make sure we see what you have to say, we'd invite you to do one of the following:


Masori Equipment

The Masori were a clan of powerful ranged users active during an ancient war which embroiled much of the Kharidian forces. They focused primarily on defending ordinary people from the violent thieves and murderers who sought to take advantage of the chaos caused by the war. The group has been long since disbanded, but their equipment can still be found amongst the palaces of wealthy Menaphites or among the treasures of long dead Pharaohs.

Before we discuss the Masori equipment, we'd like to introduce a new status effect, Low Life. A player is considered to be Low Life when below 40% of their maximum health.

The Masori equipment consists of a helmet, chestpiece, legs, and amulet. Equipping the Masori items requires 80 Ranged, 30 Defence and 70 Hitpoints. The armour set will be the very first pieces of equipment in the game to utilise Low Life. When the player is in a state of Low Life and has the helmet, chestpiece and legs equipped, the equipment set will gain additional stats. This set effect provides additional accuracy and ranged strength for as long as you remain in Low Life (whenever you remain below 40% of your maximum health).

In addition to the stat bonus offered when in a state of Low Life, the Masori helmet, chestplate and chainskirt also provide players with bonus dodge chance. Dodge is a stat that lets the player have a chance to completely avoid all damage from most sources. Various attacks like dragonfire or TzKal-Zuks ball attack cannot be dodged, but generally normal mage/Ranged/melee attacks can be.

The Masori amulet has an additional passive effect. When equipped, and not influenced by Low Life, you'll take damage equivalent to 15% of your current health at a rate of every three game cycles.

Let's take a look at the stats:

The Masori equipment. A potential reward from the Tombs of Amascut, introducing 'Low Life' to Old School.

We think this new equipment could lead to the emergence of innovative and interesting playstyles. The set effect offers a way to balance the introduction of new, powerful equipment without devaluing existing equipment which boasts defensive bonuses. Its Low Life effect will mean that it is extremely useful in some cases, but will fall short in other areas because of the need to maintain specific Hitpoints. Let's use Vorkath as an example. If you're 99 Hitpoints, you'd need to stay below 40 Hitpoints to keep its effect active. Whilst Vorkath's unavoidable damage doesn't hit as high as 40, you'll need to eat fairly often to keep above the highest possible hit to ensure you stay alive, making it both extremely difficult to maintain the Low Life effect.

The addition of dodge chance also provides a new and unique effect by sacrificing static defensive bonuses for a small chance to entirely null most sources of damage. Where do you think this will be the most impactful? Let us know!


Heka of Tumeken and the Ward of Elidinis

Tumeken was the God of Sun and Elidinis was the Goddess of Fertility. As husband and wife, they led the Menaphite Pantheon. Whilst Tumeken and Elidinis steered the people of the Kharidian Desert spiritually, it was the responsibility of the human Pharoah to rule the Desert. Osmumten was the last Pharoah to rule before the end of the ancient war. Osmumten fought alongside Tumeken against enemy forces. Tumeken sacrificed himself to end the war, and before Elidinis disappeared to mourn the loss of her family she gifted Osmumten with Tumeken's Heka and her own broken Ward.

The Heka of Tumeken is a wand-like magical weapon. Equipping the Heka will require 85 Magic. It has a built-in spell with charges which will need to be replenished, using one Soul Rune and three Chaos Runes per charge. The Heka has an attack rate of two ticks. Every fourth hit the Heka will fire a stronger attack which deals significantly more damage, albeit with a longer delay after the attack. We know that weapons with fast attack speeds scale harder with additional bonuses, like the Toxic Blowpipe. To offset this and to help make the Heka scale more similarly to other magic weapons, the standard faster attacks will only benefit from 50% of your Magic strength. The slower fourth hit will be much stronger, benefitting from 150% of your Magic strength bonus. Its attack range will be shorter than other staves too, with it being six rather than seven (casting with the long range setting will boost it to eight).

For the min-max savvy players out there who like calculations, the following formulas should help with any theorycrafting you'd like to put together:
  • Standard fast attacks scale based on '(Magic Level / 6) + 2' for the base max hit.
  • The slower fourth attack scales based on '(Magic Level - 25) / 2' for the base max hit.
  • After this is calculated, any Magic strength from other sources is then applied.

Let's take a look at the stats:

The Heka of Tumeken, a wand-like magical weapon.


The Ward of Elidinis will be the new best-in-slot magical shield. Players will get the broken Ward as a rare reward from the Tombs of Amascut. With 90 Prayer and 90 Smithing you'll be able to combine the broken ward with an Arcane Sigil and 10,000 Soul Runes to repair the Ward. Players without those stats will be able to pay Abbot Langley 20,000,000 GP to create it for them.

Equipping the Ward will require 80 Magic, 80 Defence, and 80 Prayer. The broken Ward will be tradeable, whilst the fixed Ward will be untradeable. Players can dismantle the Ward to recover the Sigil and the Ward, but the runes will be lost. Dying in PvP will result in the Sigil and the broken Ward being dropped.

Both the broken and fully repaired Wards can be equipped. Let's take a look at their respective stats:

The Ward of Elidinis, a new best-in-slot magical shield.


Lightbearer

Ahmek was a powerful warrior who sought to capitalise on the chaos caused by the end of the ancient war. Ahmek crafted a powerful ring which he imbued with the unstable energy left behind from Tumekin's sacrifice. He hoped to use this ring to emerge as a new power in the region. By forcibly uniting thieves and mercenaries under his command, he planned to overthrow Osmumten. His plans proved fruitless, however, when the ring was stolen and he was murdered in his sleep. The Menaphite Guards claimed the ring from the body of the murderous thief, and dutifully presented it to the Pharoah.

The Lightbearer is a ring with no Attack, Defence, or Other bonuses. It does, however, have a very unique effect. When equipped, your special attack energy will regenerate 100% faster (approximately 15 seconds per 10%/150 seconds per 100%). Unequipping the ring will cause the timer to reset.

We think that for the most part, you'll want to continue using rings like the Berserker ring. But there'll be some situations where the additional special attack rate will warrants its use. We think this ring will shine in places where kill times are longer, or where you'll want to use a special attack per kill (like Graardor, K'ril, Abyssal Sire etc) - or maybe even use it whilst Woodcutting or Fishing!


Osmumten's Khopesh

Known to his people as Osmumten the Hunter, he was renowned for bringing down many of the land's deadliest beasts. During his hunts he wore armour and weapons crafted by the region's finest artisans. One such weapon was his Fang. Fang would eventually be buried with Osmumten.

Osmumten's Fang is primarily a Stab melee weapon which boasts accuracy comparable to the Elder Maul, and an Attack Speed of five. Equipping the Fang will require 82 Attack. We expect its damage-per-second output to be comparable to Rapier-tier weapons on opponents with low Defence, with much greater damage-per-second output on opponents with higher Defence.

We'd like to introduce a new unique mechanic for the Fang. Other weapons will roll '0 - max hit'. The Fang will roll '(max hit * 0.15) - (max hit - (max hit * 0.15))'. This means that if the max hit is 60, its attack would roll between 9-51. This makes it a very consistent weapon which excels against high Defence targets.

The Fang would also have a special attack which increases its max hit to its true max hit for one attack, as well as boosting its accuracy by an additional 50%. This means that if its max hit was 60, it would roll 9-60. This special attack will cost 50% special attack energy to use.

Let's take a look at the stats:

Osmumten's Khopesh, a Stab melee weapon which boasts accuracy comparable to the Elder Maul.


Keris Partisan

Upon helping to [redacted] during the Beneath Cursed Sands quest, [redacted] will reluctantly reward you with an enhanced version of Keris, the spear-like Keris Partisan.

In addition to its Stab attack styles, the Partisan will have a Crush attack style, which should prove useful during the Tombs of Amascut and against other beetle-like enemies, like the Kalphite Queen. As the Keris Partisan is a spear-like weapon, it acts differently from normal spears. The main difference of the Keris is its Aggressive attack style that allows players to focus their combat experience on Strength. Equipping the Partisan will require 70 Attack.

We'd like to try something slightly different with this weapon. The Partisan has a socket in which players can insert special jewels. These jewels are obtained as rare rewards from the Tombs of Amascut, and inserting these jewels into the Partisan will bestow different effects onto the weapon. You'll only be able to use one jewel at a time. These jewels will not be tradeable.

We're still considering how we'd like to reward players with these jewels. They could be unlocked as a random drop, or given upon a certain number of Raid completions, or as a reward for killing bosses using specific methods. We're also considering whether they should be permanent one-time unlocks, or whether they should have charges. Naturally this would effect the rarity of the drop. We'd love to hear your thoughts on how they should be implemented!

Let's take a look at the stats:

Keris Partisan, a spear-like enhanced version of Keris.

And here's a look at a few jewel buffs we're considering. Note that the effects apply only during the Tombs of Amascut.
  • The Eye of the Corrupter adds a damage-over-time effect to attacked enemies. You won't be able to stack this effect multiple times onto a single NPC but you will be able to apply it to multiple NPCs at any one time.
  • The Jewel of the Sun applies a debuff to attacked NPCs which causes them to take higher damage for a sustained period of time.

In addition to effects that only apply within the Tombs, we're also considering how jewels can provide benefits throughout the whole of Gielinor. For example:
  • The Breach of the Scarab adds a 33% accuracy buff against Kalphites, Scarabs and Beetles.

We think that the Partisan's upgrade system will allow for a strong sense of progression within the Raid itself, making it very useful in that encounter without encroaching on other gear elsewhere.

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[h2]Concept Art[/h2]

During the Summer Summit announcement (scroll to the top of this blog to watch it!) our artists discussed their approach to designing this content, and also teased you with sketches and concept art. Here are some of those sketches, helpfully unlabelled to keep you all guessing. And again, please note that this is concept art and may not be representative of the final appearance of the Tombs, anything within, or its rewards!

[h3]Click here to see the sketches.[/h3]
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Concept art for Tombs of Amascut. These images may not be representative of the final appearance of the Tombs, anything within, or its rewards!

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That's everything for this blog. We'd love to hear your feedback so please do...


Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jerv, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko.

The Old School Team

Game Integrity: Real World Trading



Hello 'Scapers,

Work to improve the integrity of our beloved game never stops. We want you to have fun and play competitively in an environment that's fair, and governed by mutual respect among players. As part of these efforts, additional measures to counter real world trading (RWT) will be introduced in the coming months.


Gold RWT

Gold purchased through RWT is a problem in any online game featuring a tradeable currency. For the last 20 years, our Anti-Cheating Team has done much to tackle RWT sellers both in and out of the game. However, it's not just the sellers that have an impact on game integrity. Buyers fuel demand - and higher demand means more sellers, more bots to remove and more nefarious activity.

Thanks to a growing team and improved tools, we're now in a position where as well as tackling sellers, we can also begin to clamp down on buyers. In the next few hours we'll be sending out messages to players we've identified as engaging in RWT.

For anyone who has been involved, we want to be clear – this is your one and only warning.

Should any further RWT activity be detected, accounts face possible bans and wealth removal.


Duel Arena RWT

The Duel Arena has been a flashpoint for this toxic behaviour. In fact, 38% of all RWT bans – accounting for thousands of bans per month – stem from there. We’ve heard your feedback and want to make definitive changes that keep the game fun for everyone.

We’re looking in the long-term to phase the Duel Arena out of RuneScape entirely. But before that, we'll be introducing some short-term measures to tide us over until our development teams can deliver a major update that fully replaces the Duel Arena next year.

The first step will be the implementation of a staking cap this November. This will limit stake values to no more than 10m GP per duel. Additionally, we'll be adding two new presets based on settings that players commonly use for their 'whip duels' and 'boxing duels', making it easier to see whether you've got your expected options. This will make scamming more difficult.

Our long-term solution will arrive in 2022, when we’ll be replacing the Duel Arena with something more engaging and enjoyable (such as a system that generates 1v1 tournaments for player groups and perhaps even expanding to 2v2 or 5v5 if possible). We'll share more information on this when we can!

To the vast majority of you who are playing the game as intended, put simply - thank you for being you. We won't stop looking for more ways to maintain the integrity of the game you love.


The Old School Team

Group Ironman Changes - Weekly Game Update (October 13th)



This week we’re answering your burning questions about Group Ironman – find out what we’re planning below! Plus, we’ve made a few extra changes to the rest of the game, including new music tracks, login improvements and more. Let’s dive in.

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[h2]Group Ironman[/h2]

We’ve been seeing a few of your excellent questions crop up multiple times, so here’s a quick FAQ:


What activities remove Group Prestige?

The following activities will remove Group Prestige if tackled them with players outside your group:
  • Chambers of Xeric
  • Theatre of Blood
  • The Nightmare of Ashihama
  • The Tombs of Amascut (when it’s released)

We are still considering whether Nex is part of this list - you'll know once we’ve decided!


Can I rename my group?

Yes, you can! Leaders can rename their group by visiting the Group Iron Tutor at The Node.


I have a group of three, but another friend wants to join later. Can I add my friend at a later date?

Yes, you can add your friend into the group later. Groups can have a maximum of five members in total; if you decide to welcome a new member, you will lose Group Prestige - but there won’t be any gameplay consequences. All that will happen is that you’ll lose the gold star next to your group's name.

All original members will keep their individual Prestige, which means they are free of any wealth or item restrictions. However, to prevent boosting the new member WILL have those wealth and item restrictions. Check out the Group Ironman Blog for more details on this.


[h3]Hotfixes[/h3]

We've already put out a number of hotfixes to address some of the launch bugs. Fixes for the following bugs are live:
  • Players who attempted and failed to join an existing group were sometimes added to the HiScores incorrectly.
  • Groups that hadn’t yet been successfully created were appearing on the HiScores.
  • The player-to-player trade restrictions for new players were not applying once you are part of a group.
  • The Prestige status for individuals was not automatically refreshing when changes take place.
  • Alternate Shop stocks were not updating at the Blast Furnace.
  • Switching between Regular and Hardcore groups using the crates on The Node was displaying incorrect chat icons.
  • Switching between Hardcore and Regular on the Node was displaying incorrect icons.
  • Groups sometimes contained a mix of Hardcore and Regular players (because HCGIM players who were on different worlds or logged out were not correctly losing their HC status when all lives were lost).
  • Players were losing their Prestige status and Storage access after joining groups when they shouldn't have been.
  • Wealth transfer limits were incorrectly applying to non-Prestige Group Ironman's own drops.
  • Some groups were failing to form during the launch of Group Ironman (upon further investigation (we believe this was to our system being under heavy strain - please do let us know if it continues to occur with your group and we will re-open our investigation).

Also:
  • Some groups were experiencing mismatching size and Prestige settings. We've corrected this for many players, but we're aware that some group sizes are still being recognised incorrectly on the HiScores. More information on how we're fixing that can be found below.
  • We changed some of the mapping on Tutorial Island to make room for all the new features, but a few unlucky players got caught in certain areas!
  • Some additional messaging now appears when trying to downgrade your Group Ironman through the Iron Tutor in Lumbridge.
  • Players that lost items while creating their group during launch will receive some tools, food and combat supplies the next time they log-in to The Node.

We know that some of you are still in the wrong HiScores bracket. You might be a four-player group but showing up in the five-player HiScores, or similar. This is unintended and of course we don't want you stuck competing in an incorrect category!

We believe we have fixed the underlying cause of this issue so that it is not affecting new groups, but we will be resolving it for those still struggling by using some handy tools from our lovely web team (as this problem is related to our website, we can’t resolve it on the client). Once the web tool is ready (hopefully in a matter of weeks), we will be working hastily to correct each group. We'd like to thank you for your patience as we fix this.

This week we're also releasing more fixes and improvements:
  • There is a graphical bug with Individual Prestige preventing it from properly showing on the side panel unless refreshed. It will now display correctly at all times.
  • When closing the Group Storage and re-opening it, the resized pop-up was not legible. This has been corrected.
  • No more 2-for-1 cocktails! We've split the Wine Shop's stock for Iron modes to prevent the transfer of wine to Iron accounts.

Now, on to the most important bit: your feedback! We've received heaps of helpful insights, and while our immediate priorities will be on fixing any errors, we are keen to improve on the features that you enjoy! Here's what we're looking at right now:


[h3]Group Storage Space and Save Function[/h3]

As you are probably aware, we temporarily disabled access to the Group Shared Storage over the weekend to investigate an issue. This feature has now been restored and we thank you for your patience.

There has also been a lot of demand to increase the amount of space for Group Storage as the current space feels insufficient.

Our answer? Absolutely! We would like to increase the storage capacity for you, but we haven't yet decided how this will take shape. What do you think is the best approach? For example, should increasing Storage be something that players can earn and unlock on their account? If so, what does that progression system look like? Or should it be something locked behind Achievement Diaries, or something else? Perhaps it should it just be a flat-out payment in Gold?

We're going to experiment with designs in the coming weeks and we'll update you when we have some proposals to share. In the meantime, please send us your ideas!

We also know that some players find the Save function for the Group Storage rather clunky to use. This is because it’s different from the usual Banking process - Group Storage isn't part of your own saved game profile, so it must be saved to the appropriate server before another group member is able access it.

However, we think we can make some improvements here. We intend to change the ‘cross' icon so that it will have a Save and Leave function, meaning that the hotkey you use to close interfaces (usually ESC) also doubles as a save hotkey when you close the Bank.


[h3]Group Chat and Group Broadcasts[/h3]

Many of you have also asked us to make a private chat channel specifically for your group, and we're working on adding this in the coming weeks. It will work similarly to Clan Chat, but only for you and your group. We'd love to know what shortcuts you think would be useful for this new channel?

We're also going to implement the broadcast system that we currently use for Clans. This will mean that you can opt-in to receiving notifications when a member of the group receives significant loot or achieves a major milestone. Finally, you'll have the equivalent of the Clan Interface for your group or other groups, with lots of important info. This feature will also allow you to report any inappropriate group names that you may come across.


[h3]Shared Group Hall [/h3]

We're aware there’s huge demand for a shared Player Owned House for groups, or failing that, a customisable instance which can be shared, upgraded, and only accessible to the group. We'd like to explore the possibility of a Shared Group Hall, and we're investigating how we can achieve this alongside our other projects. Please keep in mind that this is no small task, and if we were to focus on this project, most of our development time would be spent on this area.

Nothing can fully replace the functionality, utility and enjoyment of sharing a customisable instance with your group. In the short term, we are considering whether we can allow players to visit Player Owned Housing without the owner needing to be at home. We hope to have a response to this popular community suggestion once we have fully scoped out the work involved.


[h3]Killerfishy's Group Ironman Comic[/h3]

We're also delighted to share another Killerfishy Comic with you today! If you have not seen the first one, check it out here! This fun little project is guided by you, our players. Last week, you told us that you wanted our Heroes to focus on Questing, so this week we bring you: Dragon Slayer!

This Comic was made by Killerfishy. For the full resolution image, please click here.


We'd like you to vote on where you think they should head to next! Head over to any of our social platforms to decide whether our adventurers should go...
  • West to Kourend
  • South to Karamja
  • East to Morytania
  • North to the Wilderness

And feel free to tell us your ideas about what they could get up to when they get there!

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[h2]Other Changes [/h2]
  • Five evocative new music tracks have been added to Kourend thanks to the talented individuals within the Audio Department. The tracks are:
    • Beyond the Meadow (Hosidius) - Mod Arismel
    • The Forests of Shayzien (Shayzien) - Mod Rainbow
    • Out at the Mines (Lovakengj) - Mod Jodgers
    • Not a Moment of Relief (Arceuus) - Mod Jodgers
    • What Happens Below... (Piscarilius) - Mod Arismel
  • The Dark Energy Core is no longer targeted by Thralls, as some players found this unhelpful.
  • You can now design your character to have lavender clothes and hair once again. Fetching!
  • Players no longer get stuck behind Oziach's open door.
  • It’s now easier to earn Contribution from bailing when the Fishing Trawler is very crowded.
  • The fake XP drops in Last Man Standing now show normal XP quantities for Group Iron players, even though Group Iron players usually get reduced XP for PvP.
  • We have done some work behind the scenes to make logging-in a more efficient process.


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[h2]PvP World Rota [/h2]

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

World 390 (AUS) for LMS Competitive has been de-activated with this rota.

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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Sween, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Old School Runescape's first new mode in years is a hardcore co-op odyssey




Introduced in 2014, Ironman mode let Old School Runescape players test their luck with an entirely self-sufficient challenge. Now, the throwback MMO will let you share that load with a full party, letting you and your friends taking on the world together without any help from outsiders...
Read more.

Group Ironman - Weekly Game Update (October 6th)



[h2]Hotfixes and Changes - October 6th[/h2]

[expand]
Issue Raised
Current Progress
Individual Prestige Stars can disappear from the side panel at times.
Refreshing the side panel should make your prestige star appear.
11:25 BST - Areas of Tutorial Island are causing players to become stuck.
11:35 BST - We've released a hotfix to resolve this issue.

Players still experiencing being stuck or unable to move on Tutorial Island should relog.
11:38 BST - Groups are being booted/disbanded/logged and the consequential loss of Group/HC status.
12:00 BST - We've released a hotfix to address the above issue.

Re-logging should allow you to create a new group.

Once this is done, going to the Hardcore Armour Crate (found on The Node, east of the statue) should allow you to re-select Hardcore.

[/expand]

It’s the moment you’ve all been waiting for – Group Ironman is here! As of this week you’ll be able to take on Old School RuneScape’s toughest challenge in a group of up to five friends. So, without further ado, let’s dive in…

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[h2]Group Ironman[/h2]

[previewyoutube][/previewyoutube]

Group Ironman is finally here! Are you ready to band together and become the stuff of legend? This is your chance to build and grow a team of Ironmen that is greater than the sum of its parts and battle for top spot on the leaderboard. It's a whole new way to play Old School RuneScape.

Whether you’re an Iron novice or an experienced Ultimate, we’ve got everything you need to know about the newest addition to the Iron family!


[h3]Overview[/h3]

Group Ironman is a new way for the toughest ‘scapers to explore Gielinor. Do you enjoy Ironman? Hardcore Ironman? Ultimate Ironman? Well, now it’s time to bring together up to five of your most trusted companions to take on the challenge together.

If you’ve never played Ironman before: imagine Old School RuneScape with no trade, where you have to earn every item yourself. It’s about forging your way through the game with nothing but blood, sweat and tears - gathering, crafting, and fighting to get the stuff you need to succeed. Needless to say, it’s a real challenge... and one you would normally have to face alone.

Group Ironman is a little different. Groups of two to five players can join together and take on Gielinor’s nastiest beasts. They can also trade their resources among one another, delve into new Group Storage, and visit each other’s Player Owned Houses. Groups will even be able to compete for leaderboard positions and prove that their gang is the greatest supergroup of Old School RuneScape. It’s Ironman with a little help from your friends – pushing you to your limits while allowing you to share the glory with your mates!

Group Ironman players have a unique icon next to their name to distinguish them from other Iron players and regular ‘scapers. They’ll also receive a unique armour set with Roman numerals on the chestplate to indicate the size of their group, from II to V.


[h3]Recruitment[/h3]

To start, you'll need a new account that will start you off on the classic Tutorial Island. From here, proceed as normal by completing all the tutorials found on the island until you reach the Magic Tutor and complete his request to cast the magic spell on the chicken. Once you have cast the magic spell you will need to stop here and immediately head to the Ironman Tutor. DO NOT CONTINUE WITH THE MAGE OR YOU WILL LEAVE THE ISLAND.

From here, you’ll need to assemble your team at The Node, a recruitment hub off the coast of Tutorial Island. Your group must be between two and five players, and one of you will have to take on the mantle of leader.

You’ll also get the opportunity to pick a group name, but bear in mind that you’ll be unable to pick the same name as an existing Clan, as they share the same name space.

Once your gang is formed, you’re free to recruit new players as you progress, so there’s no need to hang around waiting – just join the game and start climbing those HiScores!


[h3]The Node[/h3]

The Node is a new island off the coast of Tutorial Island. It’s where you’ll form teams and learn the core elements of Group Ironman!

Tutorial Island with The Node


To get to The Node, speak to the Iron Tutor on Tutorial Island to select the Group Ironman game mode, then run south to jump on the boat after completing the tutorial. Once you get to The Node, another tutor will be on hand to explain the game mode in more detail and explain Group Storage.

The new Iron Man Setup menu!


Once you’ve figured that out, you’ll be able to talk to other players! Communication will be key to success in this game mode, so use this time to find teammates you really click with. To join a group you like the look of, just use the ‘apply’ option on other players.

Once your group is formed, you’ll be able to return to The Node to recruit more players – although the same won’t be true for Tutorial Island, so make sure you’ve absorbed the tutors’ advice before you get started.

Make sure to grab some Group Ironman Armour from the crates!


Remember, Group Ironman isn’t like Clans – you won’t be able to recruit new group members anywhere but The Node, and you’ll have to come back here to add more players. To return there from the mainland either speak to the Iron Tutors in Lumbridge or teleport using the Group Iron Helm – of course, the latter method can only be used if you’re a GIM player.

Before you head out to the mainland, you might want to try out fighting as a group. There are a few low-level NPCs on the island and you can have a go at bashing their fragile skulls in together before you leave – it’ll be a bonding experience!

The first time you leave The Node, your player inventory will be wiped and you’ll receive the standard items you’d normally get from Tutorial Island.

If you can’t find the right group, or you change your mind about this whole Ironman thing, you can just leave The Node without a group. You’ll need to choose between the other game modes before being teleported to the mainland.


[h3]Forming a Group[/h3]

If you want to start your own group, this is what the process looks like:

  1. Click ‘Create Group’.
  2. Choose whether your group is Prestige or not.
  3. Right-click on players then press the ‘Invite’ option.
  4. Choose a group name (this will only be saved once your team has successfully formed).
  5. Select ‘Confirm’ once you have enough players in your group and a chosen name. You'll then be presented with the following confirmation boxes:
    1. Are there enough people in the group?
    2. Are you sure you want to create this group?
  6. Congratulations, you've created a Group Ironman team!
Creating a Group.


There's a double confirmation prompt for creating your group so make sure it's correct!



[h3]Recruiting Into Existing Groups[/h3]

If you are the leader of your group, you will see an ‘Invite’ option next to the players you meet around The Node. Clicking this option will check if they are already part of a group. If they are not, they’ll receive your invitation.

All new group members must have a fresh GIM account. The second they leave The Node, or a group has been successfully created, players can no longer join a group. This is to ensure that no groups or accounts get an unfair advantage by bringing in high-levelled players.

If a player chooses to leave their group or is kicked out, this will leave a gap. For example: what used to be a group of four will still be considered a four-player group in the HiScores, but in reality will only have the three remaining members and an open gap. This group can go to The Node to pick up a new group member.

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[h2]Group Mechanics[/h2]


[h3]Prestige Status[/h3]

Groups that remain the same after formation have ‘Prestige’ status. This means they are distinguished from other groups that have changed over time. This will encourage teams to stick together and is our way of recognising a group’s loyalty to one another, and the progress they’ve made. Prestige status is presented as a message box upon group creation, and is lost upon inviting anyone new into your group after it has been formed.

The Prestige prompt when creating a group.


A group with Group Prestige and both players with Individual Prestige.


Group Prestige will be visually represented on the HiScores in the near future, and is represented in-game via a star icon next to the group's name. Individual Prestige Stars can disappear from the side panel at times but they can be seen again when refreshing the side panel.

In order for your group to keep its Prestige, every member will need to be online at The Node at the time of its creation. There is no way around this. If someone’s late to the party, you can still invite them to your group, but you’ll lose Prestige status. This isn't the end of the world - you'll still be displayed on the HiScores, but not as a Prestige Group.

Group Prestige is lost when:

  • Inviting a player into your group once the group has already been formed.
  • A player in the group does Chambers of Xeric/Theatre of Blood/Nightmare of Ashihama with players outside of their group.

Players will always be warned if an action will lead to the loss of Group Prestige.

Now, let’s talk about Individual Prestige!

Individual Prestige determines whether or not wealth and item transfer restrictions are applied to individual members of the group. If you join a group other than the one you started with, you’ll lose your Individual Prestige.

Individual Prestige is enabled by default, and will remain enabled unless you join a group other than the one you started with. Likewise, players added to groups after they’ve been formed will not receive Individual Prestige.

To summarise: any one is able to leave their group and join another, but doing so will result in the loss of both groups’ Group Prestige, and the loss of the leaving player’s Individual Prestige. Neither kind of Prestige has an impact on gameplay, but both will be marked on the HiScores.


[h3]HiScores[/h3]

HiScores are your chance to prove that your group is the best of the best!

Ranks are determined first by the combined total skill level of your team, then by combined total experience. To be clear, only XP gained while in your current group will count towards their total level – so players leaving a group to join another won’t be able to transfer their XP to the new group’s HiScore.

HiScores are listed under the group’s name, not the names of the individual players.

Lastly, each group size category has their own HiScore list, to keep things fair – it would be unfair to compare a two-person group to one with all five slots filled, after all!


[h3]Player Owned Houses[/h3]

House party, anyone?

Currently, regular Iron accounts can have their own Player Owned House, but can’t invite anyone in or travel to other houses. In Group Ironman, players will be able to access other players’ houses!

Currently, your regular Iron accounts can have a Player Owned House of their own, but can’t enter other Player Owned Houses or invite anyone into theirs. GIM is a little different – players can access the houses of other players in their group, as long as the owner is home to welcome them.

Additionally, regular Ironmen will now also be able to let other players into their house – although they still can’t enter other players’ houses. Now you too can enjoy sitting on chairs with friends!

Players partying hard in a Player Owned House



[h3]Group Storage[/h3]

Group Storage is a Bank-like space where all members of a group can store and withdraw important items. It’s accessible via a new button on the regular Bank interface, which is only visible to Group Ironmen and Hardcore Group Ironmen.

Only one player will be able to use Group Storage at a time.

We’ve gone with this design because we recognise that group members will still require their own personal Bank facility to store untradeables and items they don’t intend to share within the group.

Try to be courteous with your Group Storage, everyone – teamwork makes the dream work!

What Group Storage Looks Like


The items in Group Storage are listed in an array, with a side-panel showing the player's inventory contents. It has all the Bank features you’re accustomed to, including depositing, withdrawing, and rearranging items.

The top left of the screen shows the number of occupied slots and the total number of slots, just like the Bank. The top right of the screen may contain the following:

  • View Only (if the player is blocked from depositing or withdrawing)
  • Deposit Only (if the player is blocked from withdrawing)
  • The Wealth Cap remaining for the player's withdrawal limits (please note that this doesn’t update in real-time)
  • A blank space (if the player has no restrictions)

You can search, deposit all your items and even shuffle your items up, which takes all the items in the Group Storage and shuffles them to the top left of the grid.

When you’re done, you’ll need to click the ‘Save’ button to ensure the changes you’ve made are recorded. If you don’t, you’ll lose your changes upon closing the interface.


[h3]Trading and The Gradual Wealth Transfer System[/h3]

It goes without saying that GIM can't trade with people outside their group. They can only trade regularly within the group, and some trade restrictions do still apply to new members joining the group.

When a member joins a new group, there are hard caps on how much wealth that player can receive from the existing members and from Group Storage. This prevents existing groups transferring all their wealth to new members before leaving. Prolonging the transfer should deter boosters without being too inconvenient for legitimate players. The caps start off very restrictive but quickly become more lenient:

  • Week 1: Wealth caps at 1million GP
  • Week 2: Wealth caps at 20million GP
  • Week 3: Wealth caps at 50million GP
  • Week 4: Wealth caps at 100million GP
  • Week 5: Cap is lifted

Note that this only applies to players without Individual Prestige. If the entire group started on The Node as fresh accounts, you will not have the wealth transfer cap or the killcount requirement discussed below.


[h3]Content Restricted Items[/h3]

To ensure that players using certain items have really earned them, we’re restricting their use until the player has completed the relevant content at least once. For example, if a player wishes to use the Ghrazi Rapier, they must first complete Theatre of Blood. They’ll also be able to use any other item from that raid. Any boss uniques require killing that boss at least once. Similarly, players must complete at least one Chambers of Xeric to use any of the items from there. All boss uniques would require at least one boss kill of the relevant boss.

The killcount requirement applies if you’ve left your original group and either made a new one or joined an existing one. If the entire group started on The Node as fresh accounts, they will not have the killcount requirement or the wealth transfer cap.

Please note: the kill requirement applies to you if you've left your group and joined a new one, or if you join an existing group (i.e. you are not Prestiged anymore). If the entire group started on The Node as fresh accounts, you will not have the kill requirement or wealth transfer cap.


[h3]Combat[/h3]

For those outside the group, Group Ironman will function the same way as regular Iron players in combat. If someone outside the group hits an NPC, the drop will either go to the outsider or disappear. If only group members have attacked the NPC, the drop will go to the group member who dealt the most damage.

We’ve added an indicator for all types of Iron players which warns them if they’re attacking a creature that won’t give them loot due to these restrictions. This is only visible to the Iron player receiving the warning and will appear along with the following Chatbox message: “As an Iron [noun], you might not receive kill-credit for this monster.”

You can toggle this warning in the ‘Activities’ section of the Settings menu.

A look at the new indicator for Iron players.



[h3]Group Content[/h3]

GIM players can tackle all the group content that regular Iron players can. For example, they can kill the Nightmare with other players and team up with other account types outside their group when playing Theatre of Blood and The Chambers of Xeric. However – doing this will cause you to lose your Group Prestige, so make sure everyone is comfortable with that before you group up with players from outside your group.

In Chambers of Xeric specifically, GIM will be just like playing a regular Iron account. Items will drop to the floor like a main account, but you can drop potions for your group members to take. If they leave the drop, it’ll eventually show up for other kinds of players too.

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[h2]Changing The Party[/h2]


[h3]Leaving a Group[/h3]

You may think you’re in your group for the long run, but you never know what might happen! Sometimes life just gets in the way, or priorities change. But it’s not a problem – you can always leave a group by speaking to the Iron Tutor on The Node.

Leaders can also remove members of the group – but before we talk about that, let’s go over the grace period.


[h3]The Grace Period[/h3]

If you choose to leave your group, you have seven days to reconsider and cancel the request. This serves two purposes: firstly, it simply gives you time to change your mind, but also keeps your Prestige status safe from misclicks or account hijackers.

A player who is kicked from a group also gets a grace period of seven days. This is so that they have the opportunity to settle things with the other members. A player getting kicked cannot withdraw items from the Group Storage, although they can still deposit.


[h3]Account Status[/h3]

If you decide to leave a group, you must pick one of two options.

If you keep your GIM status, you’ll be placed in a new group where you are the leader. The group size remains the same. You’ll keep your levels, stats, quests, variables and untradable items – but tradable items will be deleted.

If you become a regular account, you’ll lose your GIM status and be removed from both the GIM group and the HiScores. You will keep all your levels, stats, quests, variables, untradable items and tradable items.


[h3]Abdication of the Leader[/h3]

Every group must have a leader. By default, this is the player who created the group. However, this person might want to quit, play another account, or focus on other activities for a bit. An absent leader can be really bad for morale! So, we’ve made it possible for the leader to abdicate.

Stepping down works just like it does in Clans.

The leader can choose to step down at any time, but there is a seven-day grace period before their decision takes effect. This is to prevent hijackers from taking over accounts and maliciously forcing leaders to abdicate.

When a leader steps down, another player must take their place. The outgoing leader chooses the new one, and they will not be able to abdicate until this choice is made.

If the leader has been inactive for 30 days, leadership will be automatically assigned to the group member who has been in the group the longest. If more than one member joined on the same day, leadership will go to whichever member joined the group first. In these instances, the leader is not removed from the group – they’re just demoted.

If there’s nobody else in the group, the leader can’t step down. Instead, the group will be disbanded when they leave, after the grace period of 7 days.

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[h2]Hardcore Group Ironman[/h2]

Looking for an even greater challenge? Hardcore Group Ironman might be up your street.

A Hardcore Group Ironman group begins with a number of lives equal to the number of players in the group at the time of formation. Any dangerous* death, for any member, will result in one life being subtracted from the total. This will be broadcast to any group members online at the time. Offline players will be notified upon next log-in.

If a group’s total lives hit zero, the whole gang has their Hardcore status revoked. The group will remain together and keep all their items and stats, but will be considered regular Group Irons.

If anyone leaves or is kicked, the group will keep its Hardcore status but will lose one of their lives – so if the group is on their last life, a player leaving could get the whole group demoted. Take care!

Hardcore groups cannot accept anyone else into their group. By default, a Hardcore Group is Prestige. If they wish to invite anyone else, they must first lose their Hardcore status.

Normally, Hardcore Iron Players are able to die in certain areas of the game without losing their Hardcore status. We call these ‘safe deaths’. In PvM, there are safe deaths in places like the Chambers of Xeric, the Fight Caves, the Inferno and Pest Control. In PvP, safe deaths can take place in Last Man Standing, Soul Wars, and Castle Wars.

But we reckon that’s too easy for Hardcore Group Ironman! For Hardcore Groups, there are no safe PvM deaths. Any PvM deaths, whether they be to TzKal-Zuk or the wizards outside Varrock, will lose you a group life. This includes Pest Control and other PvM minigames.

Fremennik Trials is an exception as you are supposed to die to it as part of the Quest (after defeating Koschei's third form). It's not avoidable so it doesn't actually count for your character dying. A good rule of thumb is that if you die as a result of not taking the necessary precautions or healing up, you will lose a life in PvM.

The good news is that deaths in PvP minigames will remain safe for Group Iron players – so you can all go and enjoy a game of Castle Wars together.

These changes do not affect solo Hardcore Iron Players. Our aim is to distinguish between solo and group Hardcore Iron players – and provide some of the most challenging content in the whole game.

Right – now you know the details, you can grab your most trusted companions and head out on your very own Group Ironman adventure! Best of luck out there!

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[h2]Ironman Bonds[/h2]

Speaking of Iron players, they’re now permitted to buy Bonds via the Grand Exchange. They’re still unable to sell Bonds or buy any other items.

We hope this will make life a little bit more convenient for those who’ve got the coins to buy Bonds directly and save Iron players the extra expense of trading Bonds via alt accounts.


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[h2]Other Changes [/h2]

  • Corrected some grammar in the Woodcutting Guild.
  • Corrected the description of a particular S.T.A.S.H. Unit’s position.
  • The ‘Items Lost on Death’ screen on w45 now correctly shows full Bank stacks as lost, rather than just 80% of them.
  • The RuneFest 2014 Home Teleport animation, which features a dancing cow, is no longer offered in PvP areas due to widespread disruption. The default Home Teleport animation will be played in these zones.
  • As previously stated, Ironmen will now be able to let other players into their own houses, although they will still be unable to visit the houses of others. Sounds like an excuse for a party!
  • Also as above, all kinds of Iron players will now be warned if they won't receive kill credit or loot drops from the creature they're currently attacking.
  • The Soul Wars Imbued Black Mask has been changed to match its requirements.
  • The Store button will now appear for all new accounts and will also appear on desktop for free-to-play accounts who have it enabled on mobile. The Store button can be toggled on or off in the Settings menu under ‘Interfaces’.
  • In her time here, Mod Grimoire worked on a Login Screen Volume Slider for the Steam Client – and that’s out now for you to try. Great work, Mod Grimoire!

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[h2]Official Merch Store Update[/h2]

Ironman btw? Celebrate the release of Group Ironman with these new lines from Angels Scapes:
  • Group Ironman BTW Keyring
  • Group Ironman and Hardcore Group Ironman Pins
  • Ironman, Hardcore Ironman, and Ultimate Ironman Limited Edition Pins


All this and more is available on the Official Merch Store!

We've also got a quick update regarding RuneScape: The First 20 Years.



The global publication date of the main (red cover) retail edition is being moved from mid-October to November 2nd in the US and November 4th in the UK. Our publisher, Dark Horse, has hit major shipping delays - a knock on effect of the general global shipping issues we've all experienced over the last year.

A shipment destined for comic stores in the US, however, has already arrived - so US-based 'scapers can grab a copy from their local indie comic book hero [LINK] on the slightly earlier date of October 20th.

Deluxe and main edition copies purchased from the Official Merch Store have been unloaded from the boat in the UK and are waiting to land in the US. If all goes well with docking, getting through customs and finding HGV drivers, we expect pre-orders to start leaving UK and US warehouses on October 19th.

If you can't wait that long to see it, keep your eye on Dark Horse's socials, where they'll be sharing new pages this week!

If you live outside the US and have not yet ordered your copy, all good book stores should now be taking pre-orders of the main edition for the new November publication date.

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[h2]PvP World Rota [/h2]

The PvP rota has moved to Period A:
  • 539 - (US) - PvP World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive
  • 390 - (AUS) - LMS Competitive - world becomes active with this rota.


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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Sween, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team