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Kourend Chronicles: The Ascent

Welcome to the Kourend Chronicles, a six-part series of tales from Kourend's murky past! You can see a full list of all the stories so far on our A Kingdom Divided round-up.

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Since Thana’s death I have had much to think about. My usual research has lost its lustre – my every thought is of the Ascent, its mechanisms, and how suddenly it can be snatched away. When we gave up our mortal lives, all those years ago, we were promised forever – so what changed? All this time I believed our immortality was a result of our own ingenuity – and now I learn that we are all bound up with the whims of the Dark Altar and these mysterious ‘Tasakaal’.

The device the adventurer found is just one half of the puzzle. If there’s a chance – any chance – that what happened to Thana might happen again, then I have to know the whole story. And as any good researcher knows, the only way to discover the truth is to find the primary source.

It was with this in mind that I made the decision to climb Mount Karuulm and speak to these ‘Tasakaal’ myself. I knew the journey would not be without its dangers, but I felt myself prepared – it’s not as though I have feet to get tired!

In truth, however, I must report that what lurks upon that mountain is worse than anything I could have imagined – and the danger, I believe, is to everyone in Kourend, and possibly beyond.

The climb began easily enough. I quickly spotted a few well-worn shortcuts and having saved myself a significant chunk of time, decided to pause and admire the view from one of the stopping-points. I was recalling a line from Philophaire’s Philosophy of Darkness when I sensed that I was not alone. Some way up the path, a trader was making his way down from the summit.

I had no time for conversation, so I concealed myself behind a nearby outcrop, thinking I might wait until he’d passed. Instead, I found myself witness to a horrifying spectacle – something so terrible that I hardly know if I can describe it. I’ll do my best.

As the trader slipped behind the outcrop, I heard him greet someone else on the path. I thought for a second he’d seen me, and almost floated sheepishly out from my hiding place when I heard the trader scream. Of course, I immediately looked to see what was going on, and whether I could be of assistance.

Not even six feet away from me stood the most monstrous creature I have ever laid eyes on. I could not tell if it was human or some sort of ghast. Its skin was white as bone, as was its clothing – but its eyes were a piercing blue, and the way it looked at that poor trader… it seemed much like a cat, batting some helpless mouse between its paws.

I’m no brave warrior at the best of times, and my instincts told me to remain hidden at any cost. With regret in my heart, I resolved to stay behind the rock and wait for an opportunity to help – an opportunity, I am afraid to say, that never came.

The figure used some sort of spell. I heard the incantation and smelled the tell-tale whiff of magic in the air, but it was a spell the kind of which I'd never seen before. The poor trader fell to his knees – almost as if pushed by an invisible hand – as a green light enveloped him. Then, almost as soon as it began, it was over.

I peered out, hoping that the monster was gone. To my shock, it was looking right at me. Just thinking about it makes me shudder. I think I caught it by surprise. I immediately readied a counterspell to defend myself, but no sooner had I raised my arms than it vanished with a blue flash of light. A teleportation spell, presumably, although I didn’t believe such a thing to be possible.

Now that the danger had passed, I immediately rushed to help the poor trader, who was lying prone in the centre of the path, but he was quite obviously dead. For a moment I was reminded of poor Thana. I hesitated, thank goodness, because then the body twitched. As I looked on in horror, it stood up and began to stumble down the path toward me.

I have seen reanimated monsters before, of course – but this was entirely different. I swear on the Dark Altar itself, I have never seen magic like it. It was abhorrent. Bizarre. Dangerous. All my instincts told me to turn and run – and so I did just that.

I’m sorry, Thana. I’m no closer to understanding what happened to you – but something tells me that what I saw today must be another piece of the puzzle. Whatever or whoever that monster was, it was a darkness I'd never before witnessed and hope never to do so again.

- Mori

[h3]A Kingdom Divided - Coming June 16th[/h3]

Client Features: Upcoming Testing



Good news for all Old School ‘Scapers today, as we begin talking about one of the projects that we’ve been working on in the background, and alluding to in our livestreams and blogs.

When we released Old School on Steam a few months ago, it came with a C++ client, GPU support and vastly improved performance. Since that release – and for many years! - you’ve been telling us that’s not enough. You want us to implement some of the features you’ve grown to love. You’ve wanted us to expand those features onto mobile too.

Well, we’ve been listening and that’s exactly what we’ve been working on. Development on the features is relatively new, beginning in earnest towards the end of last year, but this project will be the fruition of significant time and investment. In addition to our own content and engine teams (which we’ve expanded!) we have built a fantastic relationship with an external development team who are working with us to make this a reality even sooner. Whilst the project is still relatively early in its development, and we have a lot of work ahead, we feel that now is the right time to ask for your help. In just eight days’ time we’ll be adding the first milestone drop of additional features to the game on Steam. We want you to try using them, test them out, and give us your feedback!

This is an exciting moment for us as a team. But maybe we’re getting a bit ahead of ourselves here. The work going on behind the scenes began over 12 months ago and, to say it again, we’re still fairly early in the feature development phase. Of course, this is just the first step in what will be a long process. This is a project we’re committed to for the long-term. Implementing all the changes you’ve asked for will take time. This blog will tell you everything you need to know at this stage, and we'll be covering any initial questions on Thursday's livestream, as well as adding to the FAQ.

Let’s get into the nitty-gritty of the how, what and when.


[h3]Let’s Talk Testing [/h3]

To begin with, Steam will be our initial testing platform. We’re choosing to do it this way because it will allow us to streamline and manage initial feature updates and testing via just one platform more effectively. It also means that it's going to be really simple for you - our existing players – to pick up and help test the added features. Plus, we think it will be useful to see how the new players coming through Steam use the features.

Going forward we’ll be expanding the test by bringing these features to the mobile version of the game in the near future. You won’t need to do anything special to get them – they’ll be a part of the normal mobile updates. We are considering some opt-in testing, and if we decide on this we will of course update you accordingly.

Over time, and when we have a fuller feature set to offer (all of which have been tested and improved with your help) we’ll ensure that the C++ client is packed up separately outside of Steam for other desktop players to use!

We know that we’re being fairly loose with timeframes here, and that’s deliberate. We want to focus on the quality of the features with a smaller testing base before we distribute the new features more widely.


[h3]About The Features [/h3]

We know this is what you’re most keen to find out! It’s no secret that most of the Old School team are avid players of the game, and have deep experience of third-party clients. We leant on our own experience to identify what we felt was important. This has been coupled with your suggestions over the years. But that’s not all. We’d also like to use this opportunity to say a big thank you to Adam, of RuneLite, who has been really supportive in helping us to assess which features we should prioritise.

We want to focus on feature quality and ample testing rather than quantity. To that end, we're going to batch features into milestone releases and we’ll be releasing these incrementally for the duration of the project. This will allow us to engage with feedback and make changes whilst working on the next milestone, with the ability to refine features in parallel with a steady release schedule.

As for the features themselves, we’re not thinking of them as plugins in the traditional sense. They’re part of the game and you’ll find most of them within game settings. This is a big part of why we updated the settings menu! We’re thinking of the future, years ahead, and doing it this way means we have flexibility over the design of the features and menus. More importantly it will let us tie the features directly into the game content and game systems with all information to hand. This means that the features will be highly integrated and responsive, and can use contextually driven information. There will still be a side panel for the stuff that doesn’t fit or makes more sense to be adjusted outside of the game, however.

Building all of this directly into the game means most of it will be present on mobile too. We know this will make a huge difference to those of you who spend a lot of time playing away from your desktop.

So, without further ado, here's a look at the first milestone we have planned already. And the good news is that it will be with you on Wednesday June 23rd! If all goes well, you can expect the second milestone in late July/early August, and the third milestone in late August/early September.

Here's a look at what will be coming next week. Note: TLI = Top Level Interface. HUD = Heads-up Display


Future milestones contain things like ground item identifiers, loot trackers, HiScores panels, Bank tags, and a lot more! We’ll be sharing the next stage of the roadmap as the project unfolds.

A look at some of the upcoming features. We'll share more with next week's release!


[h3]What’s Next?[/h3]

You’ll be able to start using the first milestone of features when they arrive on Thursday, June 23rd. All you need to do is link your Old School RuneScape account on Steam and download the update. It’s that easy! As with the Steam Beta we ran at the end of last year, we’d love it if you would join our dedicated Discord server to share your feedback with us. Once the features are out, we'll share the Discord server widely. Everybody is welcome!

We know you’ve probably got a lot of questions about these features and what it might mean in the future. There are a lot of different routes we could take, and we'll do what makes the most sense for the game and for you, the community. Right now, our focus is purely on working hard to give players the security and reassurance of an official alternative to existing third-party clients. Beyond that? Let’s work together to find out, but we’re confident that the future holds seriously exciting opportunities which will be unlocked by the work we’re doing.

We can’t wait for you to get stuck in and test the features!


The Old School Team

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[h2]FAQ[/h2]

Why did the project come about?
We know that our official Old School RuneScape game clients lack modern quality-of-life features. Things like visual and audio aids, tracking tools and additional accessibility options. Third-party game clients emerged to offer such things and it’s these clients, particularly RuneLite, that you find yourselves playing on. We want to give you an official alternative, one that can reach mobile and be ready for future projects.


How can I use the new features?
To begin with, you’ll only be able to try it on Steam. Eventually the features will make their way to mobile, and then later to desktop outside of Steam.


Why isn't there a poll for the features?
We’ve decided not poll the features because, well… we know that players have been using them for years. Many of you can’t imagine playing without them at this point! We think the need for these options is clear. In future, additional bespoke features could absolutely be polled.


What does this mean for other third-party clients?
Nothing! You can continue to use third-party clients that adhere to our guidelines.


If you’ve been working on this project for so long, why have you waited to tell us about the project?
We wanted to make sure it was deliverable. We don’t want to make promises and then fail to make good on them. You all remember early August and Winter 2017… And anyway, it’s the perfect time now that the first milestone is ready.


Why are you favouring RuneLite?
RuneLite is the most popular third-party client, so it made sense for us to speak with its developers for a broad insight into what features our players are looking for.


I want to test the features. How can I give feedback?
Once the features are out, we'll be welcoming everybody to our dedicated Discord server to share any thoughts on the new features and how they’ve been implemented. Naturally we’ll be keeping an eye everywhere else, like Reddit, Twitter and the forums!

Kourend Chronicles: The Man In The Tower

Welcome to the Kourend Chronicles, a six-part series of tales from Kourend's murky past! You can see a full list of all the stories so far on our A Kingdom Divided round-up.

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The man in the tower had been there a long while, or so he’d been told, and yet Eek C'ho had never seen him before now. He looked much like any other human – dry, delicate skin, about six feet tall, and with a crop of untidy white hair atop his head.

Eek C'ho’s job was to bring the man food, once in the morning and then again as the sun went down, and then leave him alone. He was not supposed to wait while the man finished eating. He was definitely not supposed to talk to him.

But some two weeks into Eek C'ho’s new role as the man’s sole guard, he spoke. And Eek C'ho spoke back.

The man said:

“Have you ever heard of a journal?”

And Eek C'ho replied:

“No.”

Remembering he wasn’t supposed to speak, he snatched up the empty tray and scuttled back to his assigned dwelling, where he spent the rest of the day cringing whenever someone said his name in case it was followed by ‘the Yo’kal ahk wants to see you’.

But nothing happened. When Eek C'ho returned in the evening with the usual meal of greenish potatoes, all the man said was “thank you”.

Things continued that way for a while – the food arrived, the man said “thank you”, and the empty tray was taken away. If the Yo’kal ahk knew of Eek C'ho’s transgression – and he surely did, for the Yo’kal ahk knew everything that happened in this tower – then nothing came of it. So, one evening, Eek C'ho decided he’d try talking some more.

“What isss a journal?” he asked, as the man dug into his meal with his funny little pink claws.

Swallowing the mouthful of potato and wiping his mouth, he answered: “A journal is a sort of book.”

Eek C'ho pondered this for a moment.

“Do you know what a book is?” the man asked.

Eek C'ho couldn’t help but laugh, loud and crunchy, and the man started back. Of course Eek C'ho knew what a book was – the tower was full of them.

“We have lotsss of booksss,” Eek C'ho said, once he’d managed to control his laughing fit. Perhaps books were very rare in the human’s dwelling. After all, they looked very delicate compared to the stone tablets the shamans had taught him to read from.

“Could you get one for me?” the man asked. His voice was very quiet. “And something to write with?”

Eek C'ho thought for a moment.

“I can try,” he said, although in truth he had no idea if he was allowed to do any such thing. The Yo’kal ahk had been very clear that he didn’t want any more tomes getting covered in slime. There’d been a whole announcement about it. But Eek C'ho had been instructed to bring the man food, water, and ‘whatever else he required’. Did humans need books?

In the end he chose a battered looking volume from the bottom of one of the shelves near the kitchen. It was nothing of value, and the pages were already wrinkled and yellow, so he reasoned it wouldn’t be missed.

Finding something to write with was a little trickier – Eek C'ho had observed the human closely enough to figure out that he couldn’t possibly be using those pathetic little claws to carve out letters, and the pages of the book he’d found were so thin and fragile that he was sure something light must have been used to write on them.

But Eek C'ho’s dwellingmate, Ekr’a, was assigned to cleaning duty. He picked up all kinds of interesting things. So when Eek C'ho asked him how human books were written, he produced the right tool straight away – a feather! Ekr’a showed Eek C'ho how the humans – and even the Yo’kal ahk – would dip the feather into some black, wet substance and then use it to make words on all sorts of things. It was just what the human was looking for, and Eek C'ho wasn’t even angry when Ekr’a made him promise to trade him all his chilli potatoes at dinner – he was just excited to see what the man in the cell would do with it.

As Eek C'ho had expected, the man was delighted with his book. He could be seen scribbling in it at all hours of the day. Eek C'ho even began visiting outside of his designated feeding times to see him writing and hear his stories. At first the man didn’t much like talking, but as Eek C'ho’s visits became more frequent and his questions bolder, he began telling all kinds of tales about the outside world. Mountains where blue flames burned. A terrifying monster that froze everyone who came near. Red trees that grew so high you couldn’t see the top.

“Isss that what’sss in your journal?” Eek C'ho asked him, after one particularly interesting description of a place where enormous trees reached up into the sky. “The placesss you’ve been?”

The man – Eek C'ho had learned that his name was Magnus – shook his head and closed the book.

“No son,” he said. “It’s a warning.”

Eek C'ho nodded, although he didn’t completely understand. Magnus often said strange things.

The fateful day came some months later. Eek C'ho had noticed, over his last few visits, that Magnus had been more subdued than usual. His eyes were red and bleary, and his skin was so pale that in the light from the crystal beside his cell it seemed to glow an eerie blue.

Eek C'ho waited patiently as Magnus chewed his potatoes and eventually handed them back only half-finished. He suspected there would be no stories today, so he nodded and turned to leave, only for Magnus to reach out through the bars and grab him by the arm.

“I need your help,” he hissed, handing Eek C'ho the journal. The months of wear and tear had made it even shabbier than before, and several pages had come loose from the binding.

“I need you to get this outside,” Magnus said. “To the rest of Kourend. They have to know …” He began to wheeze and cough.

“They have to stop him.” Magnus finished, when his coughing fit had subsided. Eek C'ho wordlessly handed him a cup of water, Eek C'ho hesitating before he answered.

“I can try,” he said. He wished he could say more, but that seemed good enough for Magnus. The man let go of the journal and sat back down on the patterned flagstones of his cell.

“Thank you,” he croaked.

Eek C'ho scurried out of the prison clutching the journal tight to his chest.

What was he supposed to do? No lizardman had ever left the tower – it was a warzone out there, fit for only the strongest warriors. If the humans caught any one of them off-guard it could spell disaster. And surely the Yo’kal ahk would not approve.

But Magnus was his friend.

“I’ll take that, please.”

Eek C'ho froze. Stood on the steps before him was the Yo’kal ahk himself. He reached out a bony claw for the journal. For a wild moment Eek C'ho thought about keeping hold of it, but then the treasonous thought was gone. What was he thinking? The Yo’kal ahk snatched up the book and opened it, turning his cold blue eyes over Magnus’ work.

“Hm. Yes, this will do nicely,” The Yo’kal ahk said. He snapped the book shut with a dull thud, turned, and stalked back up the stairs. Eek C'ho’s heart sank. The figure paused and looked back towards him.

“Excellent work getting him to talk, by the way. You’ve been most useful.”

Then, with a laugh that echoed around the tower’s walls, the Yo’kal ahk left, taking the journal with him.

The next day, Eek C'ho found himself promoted to the Yo’kal ahk’s personal guard. He never did see the man in the cell again. But every so often, when he looked out the tower window at the sprawling human settlements in the distance, he wondered what ever had become of Magnus’ journal – and what terrible danger he was trying to warn them about.

[h3]A Kingdom Divided - Coming June 16th[/h3]

Game Maintenance – Wednesday, June 9th



We’re taking the game offline at 8:00am BST on Wednesday, June 9th to conduct essential upgrades and maintenance. During this time you’ll be unable to play Old School RuneScape or RuneScape. Additionally, you’ll be unable to access the news area, the forums, hiscores, or your website account.

We expect everything to be back online by 2:00pm BST (a total downtime of around six hours).

You can stay up-to-date by following any of our social accounts or following the Reddit Megathread which will be made live on the day of maintenance:

Old School on Twitter Old School on Facebook Old School on Instagram

We’d like to apologise for any inconvenience and thank you for your patience. We’ll see you back in Gielinor very soon!


The Old School Team

Theatre of Blood: New Modes - Weekly Update (03/06/21)



On Friday, June 4th we edited the release blog to confirm we were going to make changes to A Night At The Theatre based on your feedback. We were considering one of two options: Relegating the quest to be a miniquest, or redesigning the quest to be a proper narrative experience. We’ve opted for the second, and we’ll be undertaking that work immediately.

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[h2]Hotfixes and Changes - June 9th[/h2]

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Stage
Changes Made
General
The difficulty mode of the Theatre of Blood is now displayed when completing a room.
Reduced the amount that the story mode bandage boosts your magic level by.
Maiden (Hard Mode - Solo)
Disabled the Ramp damage from Maiden in raids with only 1 player, as the mechanic cannot be avoided in that scale.
Removed the South 1 Nylocas spawn in raids with only 1 player.
Maiden (Story Mode)
Increased the health of the Blood Nylocas at Maiden in Story mode.
Nylocas (Hard Mode)
Reduced the wave delay after Nylocas Prinkipas spawns in the Nylocas room.
Buffed the stats of the Nylocas Prinkipas as they were incorrectly very inaccurate.
Fixed an incorrect double nylocas spawn on wave 20.
Capped the maximum damage the Nylocas Boss Mage split damage deals to 75, the mechanic should be punishing but one mistake can currently wipe the entire team, which was unintentional.
Nylocas (Story Mode)
Reduced the forced delay between nylocas waves in story mode.
Reduced the amount of maximum nylocas that can exist at the same time in story mode.
(These changes should make it faster for players that are comfortable with the waves, slower for those that are struggling to keep up).
Reduced maximum recoil damage from hitting the nylocas boss on the wrong style.
Sotetseg (Hard Mode)
Another attempted fix at preventing Sotetseg from firing big bombs that are invisible to certain players.
Reduced the amount of damage the shared bomb at Sotetseg deals when split correctly in lower scales.
Xarpus (Story Mode)
Updated Xarpus's attack speed to be the same as regular ToB.
Verzik Vitur (Hard Mode)
The lightning attack in Verzik Phase 2 now deals the correct amount of damage when improperly interacted with. The maximum bounce range for the Lightning attack has been increased by 50%.
When damaged by a tornado during the Verzik encounter within the Theatre of Blood, the number on the healing hitsplat is now displayed correctly.
The Nylocas should now detonate consistently when a player is close enough.
Nylocas at Verzik no longer reflect damage from incorrect styles or have immunity from hitting with an incorrect style.
Added a chatbox message when the Acid Bomb at Verzik bounces to you.
Verzik Vitur (Story Mode)
Increased Story Mode Verzik P3 Health by 200.
Increased the amount of damage the tornado deals in Story Mode.
Increased the amount of damage the acid bomb does in story mode.
Slightly increased damage from nylocas at verzik in story mode.
Increased bounce-stun duration in story mode by 1 cycle to match other modes

[/expand]

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We expect to update the quest in July. The current quest will remain available until then and we will update you when we have more to share.

We'd like to thank you for all of the feedback since yesterday's game update. We've collated some of the most notable pieces and detailed our plans in the table below and what we would like to do going forward.

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[h2]Player Feedback and Our Actions (click here to see more)[/h2]

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Your Feedback
Our Actions
A Night at the Theatre doesn't feel like a quest and doesn't meet the usual standard of Quests.
We agree that A Night at the Theatre was polled as a quest and it's clear that it hasn't met your expectations. We want to deliver on what we promised to you. We have seen a lot of suggestions on ways we could make improvements and we're actively reviewing which solution we should implement.
Within Story Mode, players feel some mechanics do a lot of damage while others barely do any.
Disparity in damage can be down to a number of reasons. Avoidable attacks are designed to be punishing, however we will be making some tweaks based on your feedback. Although there is no game update next week, we'll be preparing a round of hotfixes for next week. We intend to make unavoidable damage (in solo primarily) scaled down further amongst other small improvements. When the changes go live they will be added to this Newspost, so please let us know what you think of them.
The Nylocas phase in Story Mode feels unnecessarily long for some players.
We want to allow players extra time to learn the mechanics, however we agree that this isn't fun gameplay. To remedy this, we'll be removing the forced delay between each wave and reduce the amount of Nylos that can be present at one time in Story Mode. This means the player will be able to dictate the pace, without making the fight easier.
Players have given us feedback that soloing Hard Mode is impossible, as there are a couple of mechanics that don't really work with only one player.
We'll be tweaking the Maiden fight so that it becomes possible to progress to the next room. We're not aiming to make this easier, but we want it to feel at least in reach. We will make improvements based on your feedback thereafter.
Some players felt the mechanics in Story Mode were inconsistent to Normal TOB. There was some concern that this could lead to undesirable habits for newer players.
Story mode has a lot of mechanics changed to make solo possible, unfortunately some mechanics don't really work very well in a solo raid so the damage was simply scaled down even further. We've acknowledged some other changes that altered various timings are seen as undesirable and we are looking to revert these, not to increase the difficulty, but to feel more consistent between modes. You should expect to see a batch of these changes next week.
The reward lamps do not award Prayer XP, although Prayer is technically a Combat Skill.
We would like to clarify that this is intentional and functions similarly to Quests such as Dragon Slayer II, so this will not be changing. We apologize for giving you any false expectations that you might have been able to use it on Prayer and we'll do better to explain similar proposals in future.

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[h2]Theatre of Blood: Hard Mode Changes (June 4th)[/h2]

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NPC
Change
Nylocas
13:30 BST The splash damage from the Ranged Nylocas boss ranged attack has been increased in Hard Mode.
Sotetseg
13:15 BST Increased the damage of the ball attacks in Hard Mode when the intended mechanic is not handled correctly.
Verzik Vitur
13:15 BST Increased the damage of the green ball attack in Phase 3.
13:15 BST You can no longer tick-eat the damage of the yellow ball attack in ToB hard mode.

[/expand]


[h2]Issues and Hotfixes (June 4th)[/h2]

[expand]
Issues Raised
Current Progress
12:15 BST The scoreboard is not displaying correctly.
12:30 BST [FIXED] This issue is now resolved and the scoreboard will now display times correctly.
12:40 BST The maze is not resetting correctly in Story Mode.
12:50 BST [FIXED] The maze will now reset correctly.

[/expand]

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It’s all kicking off at the Theatre of Blood this week – are you tough enough for Hard Mode? We’ve also made some adjustments to Clans, keeping it running smoothly so you can concentrate on knocking seven bells out of one another. Hurrah! Let’s take a look…

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[h2]Theatre of Blood: New Modes [/h2]



Have you always wanted to tackle the Theatre of Blood but aren't sure if you’re ready for its toughest challenges? Or maybe you have mastered this deadly arena and want to ramp up the challenge to the max? Well, we have good news either way…

Now, you'll be able to select Hard or Story Mode, and experience the Theatre of Blood on your own terms. When you create your party at the notice board, you’ll be able to select a mode of play, and parties will be showcased alongside their modes.

Verzik Vitur has issued a new challenge, and the mysterious stranger has a new request for you to fulfill... time to head to the Theatre!


Hard Mode

This is the most challenging version of the Theatre of Blood, and it's seriously gnarly. We haven't just increased the monsters' stats, like in Chambers of Xeric's Challenge Mode. Most rooms have completely new mechanics, or a tougher twist on the existing ones. You must have completed the normal Theatre of Blood at least once to access this terrifying new mode. It's as hard as the title suggests, but here are the rewards that will make it all worthwhile:


Weapon Ornament Kits

These untradeable ornament Kits allow you to transform the following items into Saradomin-themed versions: Ghrazi Rapier, Sanguinesti Staff and the Scythe of Vitur. The latter item also boasts a second ornament kit, the Sanguine Ornament kit, which will give you a more vampiric look to your weapon. Fangtastic!



You can simply click on the kit, followed by the corresponding item, but if you wish to change all weapons in one fell swoop, you'll need three Holy Ornament Kits and a Sanguine Ornament Kit. If you change your mind about your new gear, the process can be quickly reversed by right-clicking and selecting 'dismantle'.



The kit is destroyed on a PvP death, dropping the regular item it was attached to. These kits are now included in the Collection Log for Theatre of Blood.


Lil Zik - Metamorphosis

You'll also have a chance to grab yourself some Sanguine Dust. Sprinkle it over your Lil Zik to turn it into a transmog based on the Theatre's bosses! That includes the Maiden of Sugadinti, Pestilent Bloat, Nylocas Vasilias, Sotetseg and Xarpus. You will only need one Sanguine Dust to have access to all of Lil Zik's transmogs, and you can freely switch between them once the pet is transformed.



Hard Mode also has the following perks:

  • Unique/Purple rates are slightly increased.
  • Regular loot quantities are increased.
  • Regular loot quantities are further increased if completed within a specific time limit.
  • The ratio of Avernic to other uniques is slightly lower.


A Night At The Theatre

The Mysterious Stranger lurks outside of the mighty Theatre of Blood, the centrepiece of Ver Sinhaza. This shadowy figure has a new request for you – to humiliate a vampyre noble by the name of Lady Verzik Vitur. Take on the challenges that lie within the Theatre to reach her and bring a blush to her bloodless face!



[h3]Requirements & Rewards (SPOILER WARNING!) - Click to Expand[/h3]
[expand]To complete A Night At The Theatre, you'll need to have done the following quests:
  • Priest In Peril


The following levels are recommended:
  • 90 Combat Level


Upon completion you'll be rewarded with:
  • 2 x 20,000 Experience Combat Lamps
  • 2 Quest Points
[/expand]

This quest can be completed on any mode, but has been designed primarily for Story Mode.


Story Mode

Story Mode will offer the same standard structure as normal, with the actual mechanics mostly unchanged. This will include lower stats across all of the NPCs and Story Mode can be completed solo or as part of a group. However, you'll have the benefit of three lives to compete with. Those three lives will be counted as a safe death, and if you lose one, you'll be teleported to the entrance of the last boss you fought (apart from Hardcore Ironmen, who will still lose their status on the first death). If you die after all three lives are used, a normal death will occur and you'll have to claim back your items and retry from the beginning.



Alhough Story Mode yields rewards, they have a heavily reduced rate compared to the existing mode, and you won’t have a chance to grab any of the Theatre's uniques (including the pet). You will, however, get to lose yourself in the thrilling narrative without the usual amount of pressure! Go on, take a bite…


Other changes

On the scoreboards, there are two new options for Story and Hard modes, so you can keep track of your times and completions at different difficulty settings.

Personal Bests have also been split into group size, similar to Chambers of Xeric. Your existing Personal Best has been automatically moved to the five man group size, as it has the fastest potential scaling.

In any mode, each boss will now drop their corresponding book as you defeat them, allowing players to absorb the story as they progress. These informative tomes can still be found on the bookcase within the treasure room too.

When using mid-raid chests, you can select from previous quantities of a particular item you have bought, rather than inputting the number every time

Special attack power will continue to regenerate when you are inside Theatre of Blood and Chambers of Xeric raids. Special attack energy will be restored to full when entering Theatre of Blood, while remembering how much energy you had when you entered the raid. When you exit the raid, your energy will return to where it was when you entered. This is the same system implemented in the Six Jads challenge.

Players can now only buy one stamina potion from mid-level chests. This is to discourage players from obtaining an excessive amount of stamina potions.

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[h2]Clans [/h2]

Last week saw the long-awaited release of the Clans system, and we've got to say, we couldn't be happier to see so many communities emerge! Here's a little bit of insight, as of around 11:00 BST on Wednesday June 2nd:
  • 5,700 Clans formed
  • 119,000 Players in a Clan
  • 6.2million Clan Chat messages sent

We've also loved hearing your great ideas for how we can continue to improve the Clans system. Some of those ideas vary in scale, ranging from small quality-of-life tweaks to major new ways to customise your Clan. We can't offer those larger changes just yet, but rest assured: we've already been working on some of your feedback changes, which will be coming soon. We'll continue to look at your suggestions for future Clans updates, but in the meantime, here's this week's tweaks:

World 477 (US) & 497 (UK) are now a themed worlds for Clan recruitment.

Players will now automatically rejoin a guest channel if they were in one when they last logged out. This will only work after the update goes live, so you'll still have to rejoin the chat on your first login.

The bank sign in the Clan Hall no longer blocks line-of-sight, so you can cast the telegrab spell through it.

The default guest Clan Chat colour is now distinct from the Clan Chat colour, and can be customised.

We've relaxed the restrictions on what you can do while wielding a vexillum. You can now teleport, enter the Wilderness, fletch, blow glass and perform emotes while your vexillum is equipped.

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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

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[h2]Smaller Changes [/h2]

You'll now be able to select a custom colour for all of your different chats using RGB and hex code colours!



Purchasing rewards from the Last Man Standing store now requires 48 hours of playtime as a member.

Players can now set how their friend login/logout messages display: On, Timeout and Off.

Iron players are no longer able to enter the shared God Wars boss room instances if another player is already fighting in there.

Inventory space checks are now performed correctly for coffin loot in the Hallowed Sepulchre, so that items only overflow onto the ground if they need to.

A typo has been fixed in Serafina's Diary.

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, or the community-led OSRS Discord in the #gameupdate channel.

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

The Old School Team