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Hello everyone!

It's time for our annual Halloween Event! This year, you can get your hands on Halloween pumpkins that may reward you with rare items when eaten. We've also modernized our website, enhanced the rendering engine with sun rays and reflective surfaces, expanded bank space, and completely overhauled the game launcher.


Halloween Event
The Grim Reaper is once again seeking assistance with his yearly Skull Collection business. You'll find Halloween skulls dropped by monsters throughout the game that you can exchange for special Halloween rewards. The Draynor Manor quest must be completed before joining the event.

This year you'll be able to purchase Halloween pumpkins from the Grim Reaper. These have access to the rare item drop table. With a little bit (more like a lot) of luck you can find the new rare item, Glooms. A new pet to show off your insane luck during the Halloween event. Glooms is a permanent addition to the rare items drop table and will also be obtainable in future holiday events.

A quick reminder what boosts the drop rates of Halloween skulls:
  • Member: +10%
  • Double exp: +100%
  • Slayer task: +25%
  • Wilderness: +25%
These bonuses stack! We also have a wiki page for Halloween skulls that contains a drop rate calculator.


Bank Upgrades
Members can now use 6 more bank tabs increasing your total bank size from 2,800 to 4,000 items. I've also added amount buttons that you can toggle to withdraw specific amounts with left-click. The same feature was added to the shop interface. This makes it easier to navigate bank/shop interfaces for mobile users.



Archdemon Weapon Models
Archdemon weapons have received a model overhaul to better separate them from their original demon counterparts. The release of three new demon weapons is also planned. It didn't quite make it into this patch but here's the details:
  • Demon crossbow off-hand: you'll be able to wield and shoot with two crossbows!
  • Demon warblade: a new two-handed demon blade introducing a high level crush weapon
  • Demon staff: an alternative to the wand/orb combination.
These new weapons will drop with our next patch introducing Archdemon Har'Lakk. Find me in-game to see what the items look like or visit our Discord for some examples in the show-off section.

Reflections & Sun Rays
The game's internal rendering engine has been overhauled. It can now process graphical effects quicker and in one go instead of having to re-render the scene multiple times per effect. You can enable Reflections and Sun Rays to improve the game's look and feel. These effects use raytracing to reflect the scene on metallic objects and cast sun rays when directly looking into the sun. The effects are optional but everyone profits from the render engine modernization with increased performance.



Web Services Modernization
Our homepage has always consisted of three sub projects: main page, forum and wiki. And these have always had different layouts and the unification would have been a gigantic project spanning over months. I've decided that this project is the perfect use-case for AI. Claude (thanks buddy!) has been used to rewrite and modernize our different web services. The main page, forum and wiki now have a unified layout looking similar rather than being totally different. I have overviewed the whole process and was very happy with the result. The following are the biggest changes:
  • Grand Exchange page shows more details about item transactions: https://emps-world.net/ge?plot,Overload_(4),15332,180
  • Hiscores layout improved and Boss scores now show groups: https://emps-world.net/hiscores?skill,archdemonkalger,0
  • Drop table explorer: https://emps-world.net/drops
  • Main page account section now shows a lot more useful information about your account including other accounts, veteran progress, donator ranks and account warnings. Check it out yourself: https://emps-world.net/account
  • Social sharing preview images. When sharing Grand Exchange items, player hiscores, forum news or wiki pages you'll now get a preview image of the page content.
  • Unified navigation for main page, forum and wiki. You can easily switch between the three without getting the feeling to visit a new website.
  • Wiki templates request information internally before rendering their page. That speeds up page load times for you. It also means that all npc drops, item stats, npc stats, etc. are now synchronized with the game. The data you find on the wiki is now always from the current game version.
  • Forum has had its style overhauled completely. That includes new icons, a much better look and feel for the helpdesk and all configuration panels. The profile picture you set on the forum is now also used on the main page!
I hope you like these changes. It sure has been fun seeing an AI creating modern layouts and overviewing the changes. I've also started an advertisement campaign on reddit which definitely benefits from a modern web page.


Launcher Modernization
With a new layout for our homepage I've decided that the game launcher should follow a similar style guide. You've probably already found the game launcher to look modernized but that's not everything:
  • Improved news section including patch notes.
  • Overhauled launcher settings interface and game logs explorer.
  • More customization for launching the game: java selector, gpu selector, multiple clients support toggle, etc.
You don't need to change any of the default settings but you now have the possibility to do so! It will also make it easier to investigate instances where the game won't launch for future players.



Changelog:
  • Archdemon Kal'Ger's maximum Melee damage has been reduced from 120 to 100.
  • Archdemon Yk'Lagor's maximum Magic damage has been increased from 90 to 100.
  • An issue for fixed-screen mode was fixed where active buffs would render duplicates.
  • Various fixed-rotation NPCs no longer face you when walking to them, e.g. Sir Tiffy Cashien in Falador park.
  • Animations no longer flicker when overlapping, e.g. lever teleports in the wilderness.
  • You can now shear sheep without needing shears in your inventory.
  • Various pets have had their sizes fixed. This also includes the wake animation for Archdemon bosses.
  • The long range option for ranged weapons is now correctly working again.
  • You can now use an item on a BoB familiar to give it to them.
  • The PoH boxing and combat ring have closed. They feature is unused and we've found multiple issues where people could be killed by kicking people from their house. There's plenty of other PvP options.
  • Blast fusion hammer received a hover description.
  • Items from minigames can no longer be smuggled outside with BoB familiars.
  • Two-handed swords can now deal crush damage when switching to the smash attack style.
  • The game can now remember up to 10 accounts on the login screen.
  • The enchanted bolt descriptions have been updated. Additional damage from bolt effects is now shown as separate hit splat. The bolt effects can no longer apply on monsters you cannot damage.

With all the recent changes and Halloween event preparation I didn't find the time to continue Archdemon Har'Lakk. Finalizing our third Archdemon boss fight is now #1 on my agenda and I hope for him to be finalized around the end of October!

All the best,
Thomy
2
Hello everyone!

You can now obtain the Archdemon wand and orb by fighting Archdemon Yk'Lagor in his hardmode fight. Tank armour has received additional damage blockers, and rot damage from Promethium weapons now scales more with the amount of Promethium equipment worn. Dyes can now also be used on pets, and an option for same-weapon staking has been added.


Archdemon Yk'Lagor
The second Archdemon has arrived and is waiting for challengers. Expect a difficult fight that requires a coordinated group including a dedicated tank. High woodcutting level is recommended and at least two combat styles. Woodcutting? Yes, you need to chop down Thunderous flowers to destroy the demon's shield! Beating the Archdemon rewards you with new level 92 upgrades for your Demon wand/orb and the best Magic curse. There is also a small chance to get the new boss pet Yk'Lagorie.

You can smith Yk'Lagorian bars into demon weaponry. These bars are also needed to forge Archdemon weaponry. You will need a fully repaired Demon wand or orb, Ancient strings and a Yk'Lagorian tome to smelt an Archdemon wand or orb. This process requires immense heat and can only be completed at the Ancient forge. The location can be found on the minimap. It's south of Shenven in the Ancient cavern.


Dyes for Pets
You can now dye most of your pets. A new section in the Collection Log has been added to manage pet and familiar dyes. It works the same way as equipment dyes where you can manage active dyes and preview new colors. Previews for active pets and familiars can only seen by you and will reset once they move. The game now also remembers your active pet through sessions and will respawn them where possible. Pets are prohibited in the duel arena and the wilderness.



Tank Armour Improvements - Damage Blocker Overhaul
The loss of damage from tank armour should offer better defensive capabilities. Therefore, the damage blocker bonus is now percentage based instead of reducing a flat amount of damage. This works a lot better with the recent accuracy changes and offers better scaling for end-game content. The damage blocker values for tank armour, e.g. Chrysos, have also been increased significantly. Additionally, you can now craft gauntlets and boots for tank armour.

The repair cost for tank armour was reduced by introducing platings. Tank armour bars can be smithed into 3 platings, where one plating fully repairs an armour piece. A full set of Chrysos gives 20% damage reduction. You can further increase this bonus with auras and the holy Vanstrom jewelry. The damage blocker bonus also increases the taunt duration of shields. Tank armour swords have been given a special attack that boosts your Defence level. The boost scales with the number of matching tank armour pieces you are wearing.

In order to not destroy PvP, these damage blocker bonuses do not work in PvP scenarios. You still benefit from the damage blocker bonus when fighting any monster in the wilderness, but not other player's familiars.


Promethium and Rot Damage
The way rot damage is applied by Promethium weapons and gear has been rebalanced. The flat 10% rot damage application rate of Promethium weapons was too strong, so the application rate now scales with the number of Promethium items equipped. It reaches 100% when wearing 6 pieces of Promethium gear. The Strength bonus of Promethium weapons has also been slightly reduced to bring them closer in line with their weapon tier. This results in ~2 less max hits to compensate for the additional rot tick damage. Special attacks remain unchanged. The strength bonuses for Promethium equipment have also been adjusted to match those of Torva.



Changelog:
  • Equipment Screen is now showing damage type for unique special attacks: Korasi's sword, Obsidian claws and Archdemon saber.
  • Repair costs for Archdemon weaponry have been fixed.
  • You can no longer grind items without having a Pestle and mortar in your inventory or toolbelt.
  • Pets in PoH no longer require the house owner to visit first before showing up.
  • The repair armour stand in your PoH now offers the option to destroy an item when it cannot be repaired.
  • The special attack cost of of Staff and Sceptre of light special attack have been reduced from 100% to 50%. The uptime of a damage reduction effect should be a viable option for endgame bosses.
  • The damage scaling for spells of the same tier has been equalized. A spell tier is determined by its name, such as Surge, Wave, or Barrage. For example, Wind Surge now scales up to the damage of Fire Surge based on your Magic level. At a high enough Magic level, all spells within the same tier will deal the same damage. The aim here is to balance out damage types without forcing you to sacrifice damage.
  • The rate at which rot damage is inflicted by Promethium weapons is now 25%, identical to the rate at which poison is inflicted. A rounding error has been fixed, so rot damage now deals 10% of your original hit. This damage scales with the set effect of Promethium equipment. Special attacks still always apply rot damage.
  • The demon orb damage boost is now two minutes instead of one and can be re-used when less than a minute is left. The Archdemon orb damage boost duration is 5 minutes.
  • Poison and rot damage types now have an icon when mentioned in descriptions.
  • The Archdemon saber and halberd's offensive and strength bonus have been increased.
  • The 'No Forfeit' rule in the duel arena has been replaced with a 'Same Weapon' rule. When enabled you and your opponent are forced to wear a weapon with identical bonuses including attack speed.
  • Upgraded Bandos, Armadyl and Battle robe equipment has been given an "Elite" prefix. So the equipment is now called Elite bandos, Elite armadyl and Elite battle robe. That makes the distinction from the non upgraded counterparts easier. Their bonuses have also been adjusted to match their equipment tier. Meaning that 1-2 Strength bonus was reduced and the Defence bonus increased. The equipment is now slightly weaker than their Ancient counterparts Torva, Pernix and Virtus.
  • An issue was fixed where you could receive double the rewards for the Mime and Dwarf random events.
  • The taunt animation will now only play when you successfully taunt your enemy. The taunt immunity timer is now always 10 seconds, but you can still re-apply your taunt during this period. This allows you to freely re-apply your taunt without having to wait for the immunity timer.
  • Monster examine spell from the Lunar spell book now shows additional level reductions from curses or vulnerability spell.
  • An issue was fixed where the Barrows crypt could not be completed when relogging with all Barrow brothers slain.
  • Vulnerability, Enfeeble and Stun spells now apply a separate reduction for defence, damage and accuracy for 60 seconds.
  • Invisible attack style bonuses are now shown in the equipment interface.

I'm happy with the hardmodes and weapon upgrades you can obtain. I took a little detour to additionally rebalance Promethium and Chrysos for this patch. I hope you like the changes and aren't too upset about Promethium now requiring you to equip the armour too for the rot effect to proc more often. I'll be away for a few days and then continue working on the last of the three Archdemon bosses - Har'Lakk. After that I've got plans for new melee armour with stats similar to Necator and Nightveil.

All the best,
Thomy
3
Update Notes / Updates August 12th - Archdemon Kal'Ger & Increased Aura Charges
« Last post by Thomy on August 12, 2026, 08:38:28 am »
Hello everyone!

You can now obtain Archdemon weaponry by fighting Archdemon Kal'Ger in his hard-mode fight. Expect a fight with similar difficulty to Nex, the Cursed. Newly crafted auras now come with more charges. The Lunar stat-spy spell is now also revealing the maximum damage an enemy can do with their special attacks.


Archdemon Kal'Ger
Get ready to face the first Archdemon. You can expect a difficult fight that is only won with a coordinated group. Ignoring mechanics or missing prayers can be lethal very quickly. It is highly recommended you have a dedicated tank role for your first attempts. You should bring antifire protection, anti-poison and all three combat styles before entering the fight. Beating the Archdemon will be rewarded greatly with level 92 upgrades for your Demon weapons and the best Melee curse. There is also a very small chance to get the new boss pet Kal'Gerie.

You can smith Kal'Gerian bars into demon weaponry. These bars are also needed to forge Archdemon weaponry. You will need a fully repaired Demon saber or halberd, Ancient strings and a Kal'gerian tome to smelt an Archdemon saber or halberd. This process requires immense heat and can only be completed at the Ancient forge. The location can be found on the minimap. It's south of Shenven in the Ancient cavern.


Increased Aura Charges
The combat durations of newly created auras have been adjusted. Their numbers have been rounded to full hours and a smoother progression increase was added:
  • Tier I: 10 hours (previously ~8h)
  • Tier II: 20 hours (previously ~17h)
  • Tier III: 35 hours (previously ~33h)
  • Tier IV: 50 hours (previously 40h) - Overlord aura was increase from 120h to 150h.
I understand this may cause some frustration for previous tier IV aura users. However, it's not possible to internally match all auras and change their charges reliably. We want the higher tier combat auras to be used more, because they are becoming a non-optional requirement for new endgame bosses.


Changelog:
  • Invention aura upgrades can now use a second (and fully charged) aura in your bank, energy box or inventory if available. That means you no longer need to fully deplete an existing aura when having at spare one for upgrades.
  • Gulega's tentacle attack has been fixed. It's now properly registering as ranged attack. The monster has also received new attack sounds and the timing of the tentacle attack was improved visually. The damage has also been reduced because it's a double hit.
  • Hiscores now show player rights (moderator, admin or wiki editor) and the ironman status. Boss scores are now sorted into group sizes which can also be filtered. The usability for viewing them on phones has been improved as well.
  • You can once again properly construct rugs in your POH.
  • The scrollbar for construction interfaces is now properly sized.
  • The damage summoned familiars take from other monsters has been capped at 30. Familiars should be useable in endgame content and not be one-shot by boss mechanics. That also means that using the correct protection prayer for familiars always nullifies damage.
  • Various familiars now have a dedicated damage type attached to their attacks. You can find their damage type in the Skill interface.
  • Nex, the Cursed can no longer drop the Baby nex pet. Drop rates for Nexie pet remain untouched at 1 in 1000.
  • Certain bosses can no longer attack their spawned allies.
  • The spawn and despawn animations for Pack Yak have been sped up.
  • Shop owners now only price-check your items if they can actually be sold to the shop.
  • Casting enchant jewellery spells on non-jewellery items no longer makes them disappear.
  • Gloves of silence and Strung rabbit foot have received an effect description.
  • Dead herbs no longer have the Inspect and Clear options mixed up.
  • Clean herbs can now be used for compost.
  • The buy-all option for the Hunter Supplies shop is now working correctly. The shop stock has also been increased.
  • The Lunar stat spy spell for monsters has been improved. It now includes stat icons and shows the same stats as on the wiki. An additional max hit section was added for monster special attacks. You can also find the special max hit information on the wiki.
  • The dragonfire for the normal version of the King Black Dragon has been fixed. It's now correctly dealing up to 61 dragonfire damage.
  • Deflected or other neutral damage is no longer ignoring active damage shields.
  • The Crafting level requirements for Yak hide have been reduced.

I hope you're enjoying these new hard-mode boss options. Unfortunately this update is roughly 2-3 weeks delayed, but I'll make sure the other Archdemon bosses release faster. We're already in the phase of testing their fights right now!

All the best,
Thomy
4
Hello everyone!

Get ready to face Nex, the Cursed, a formidable new hardmode boss designed to challenge even experienced players. Her drops unlock powerful new Prayers called Curses, offering stronger combat boosts. Additionally, combat damage calculations have been rebalanced to better account for accuracy and defence bonuses.

Nex, the Cursed
After killing Nex at least once you can now face her in the hardmode version. This fight offers additional rewards but requires high effort and a good team to survive. New mechanics are introduced that can oneshot you if not countered accordingly. It is highly recommended you don't try this out on your hcim! Nex and her hardmode version can now drop Ancient ore, which is much more common in the hardmode. When smelting the ore into an Ancient bar you can smith Ancient arrows, Ancient bolts, Ancient thread, Torva, Pernix and Virtus equipment. Crafting Necator armour now needs one Ancient thread each - that makes Nex an absolute kill requirement for Necator equipment.

Archdemons Kal'Ger, Har'Lakk and Yk'Lagor are the hardmode versions which will release in the next patch one by one each. Our plan is to release them in 2 week cycles. You can expect similar difficulty as with the Nex hardmode. We've decided that releasing a new boss every 1-2 weeks and finetuning them individually is better than releasing it all at once. Ancient thread will be needed to forge Archdemon weaponry, so feel free to already farm some Ancient ore.


Ancient Curses
The hardmode version of Nex doesn't only offer a new challenge but also new Prayers called Curses. These offer stronger unique combat boosts and require higher Prayer levels. You obtain Ancient curse pages frequently from Nex hardmode kills which gradually unlock more Curses. The last three Curses are going to be added to the Archdemon drop tables in future patches.


Combat Boosts Balance
The interaction between level boosts and prayers, void knight armour, and combat auras has changed from multiplicative to additive. These unlocks now grant a flat level bonus based on level 99 stats, instead of scaling with your current boosted level. This makes combat mechanics easier to understand and your damage output more predictable.

Skills below level 99 will receive stronger bonuses than before, while boosts above 99 are now effectively capped. Lower and mid-level players will find unlocks significantly more rewarding, while the strongest endgame setups will experience a slight reduction in damage. This prevents exponential scaling and creates room to balance future combat upgrades.

Combat potion formulas have also been reworked to ensure a fair progression ladder. The new linear percentage steps mean that potion tiers scale more consistently across all levels, keeping early game growth impactful while flattening late game stat inflation. The new underlying formulas are structured as follows:
  • Normal Potion:    1 + (level * 0.09) - previously: 1 + round(level * 0.08)
  • Super Potion:      3 + (level * 0.12) - previously: 2 + round(level * 0.17)
  • Extreme Potion:  5 + (level * 0.15) - previously: 3 + round(level * 0.20)
  • Overload Potion: 7 + (level * 0.15) - previously: 3 + round(level * 0.20)
Here are the changes for a level 99 stat boost:
  • Normal Potion: Boosts to 108 (same as before)
  • Super Potion: Boosts to 113 (previously 118)
  • Extreme Potion: Boosts to 118 (previously 122)
  • Overload Potion: Grants an extra +2 over Extremes, boosting cleanly to 120. The overload stat refresh tick is every 4 seconds for 25% of the total boost.
The idea here is once again to have a more reasonable and balanced stat boost throughout potion tiers. The boss Hiscores have also been reset with the rebalancing to offer fair competition once again.


Combat Accuracy Calculation
We're changing how accuracy works in combat to reduce unnecessary randomness and improve consistency. The aim is to keep your overall DPS (damage per second) the same but make it more predictable. Previously, attacks used two separate rolls:
  • A damage roll between 1 and your max hit.
  • An accuracy roll that negates damage entirely.
This meant low accuracy created extra randomness, since even a high damage roll could still miss completely. With this update, damage will now scale your accuracy instead of determining whether you hit or miss. Let's take the following example: Max hit of 50 with 80% accuracy:

Old system:
  • Damage roll between 1-50
  • 20% chance to miss entirely
New system:
  • Effective max hit becomes 40 (50 * 0.80)
  • Damage Roll between 1-40
  • Hits always deal damage
Accuracy bonuses from gear, potions, prayers, and other effects will be more valuable going forward. You feel their impact sooner with less randomness in the calculations. Moreover, the damage blocker mechanic (1% of your highest defence bonus) has been removed. The flat damage blocker of various items (e.g. Chrysos) have been reduced significantly. Damage blockers are applied after the accuracy damage reduction and the old bonuses were too strong in the new accuracy system. The splashing mechanic for spells has been reworked as well. The application of spell effects is still determined by an accuracy roll. When splashing you deal damage to your enemy but the spell effect is not applied. You gain half of the spell's cast experience when splashing, which allows you to immediately identify splashes before the projectile hits your enemy. Spells without any effects can no longer splash. We've also removed the PvP damage blockers with this patch and transformed them into PvP accuracy. Meaning a full set of Dharok no longer blocks 14% of damage but increases your accuracy by 14%. You can see the PvP accuracy modifiers in your equipment screen marked with a *.


Ranged Ammunition QoL
You no longer need to have a Ranged weapon equipped with a higher level requirement than your ammunition. The game now scales the ammunition down to your weapon's level. It's possible that not all combinations of weapons with ammunitions are perfectly scaled. The damage changes should all be within +/- one max hit. Ancient arrows and bolts have been made level 99 Ranged ammunition. Archdemon weaponry will be able to use more of their bonuses but the damage bonuses for Demon weaponry remain the same. Promethium arrows have been moved to level 85 Ranged to fill the gap between Barrow and Ancient arrows.


Changelog:
  • An issue has been fixed where you'd receive Magic experience twice when using a teleport spell. Experience gains are now also properly grouped together per game tick to prevent visual clutter when casting Barrage spells.
  • You can no longer accidentally get a skull from a player who attacks you first. An issue has been fixed where skull timers would not properly refresh after coming from a previous fight. The skull timer has also been increased from 10 to 30 minutes. The Emps Pker in Edgeville now also has an option for you to get a skull.
  • Overload potions now apply their effect once every 15 seconds instead of a lower stat restore every 5 seconds.
  • The upgraded elite void knight armour from Invention has been renamed to Superior void. The duplicate names for elite and now superior were confusing. The stat bonuses for void sets have also been adjusted. The void bonus is now a flat level boost instead of a multiplied level boost.
  • The internal system for prayers has been overhauled. You'll now also find all available Prayers in the skilling interface with their drain rates.
  • A bug was fixed where Vanstrom Klause could clip into walls under very rare conditions.
  • The Small obelisk in your house can now be used to restore Summoning points.
  • The click boxes for Shantay pass gate & rifts in abyss have been updated.
  • Double hits once again appear properly next to each other.
  • The buy-all option in minigame shops is now working correctly.
  • The camera movement keys can be used once again to move around on the worldmap viewer.
  • Slayer partners now both need to meet the Slayer master level requirement for new task assignments.
  • The drop rates for Necator hides have been adjusted. The hide drop on Slayer task now requires you to meet the Slayer level requirement of a monster's superior version. That check also requires the completion of the Superior Creatures quest (and enabled superior spawns) in order to receive any Necator hides drops.
  • Necator and Nightveil's defensive bonuses have been changed to match that of level 70 gear instead of level 80 gear. This change won't take away any power from the gear but matches the level 70 defence requirement better.
  • The model textures for Necator equipment have been modernized.
  • Chalkos, Sidero, Atsali and Chrysos equipment now have a negative PvP damage modifier. While you can't go below 0% it effectively renders all PvP damage modifiers useless. Tank armours were created for tanking PvM bosses and not becoming an invincible target in the wilderness.
  • The transition function for particles has been improved to get them a more natural trajectory.
  • Poison damage received from attacks (continuous poison damage tick excluded) now reduce your poison immunity timer. The idea behind this change is that mechanics shouldn't completely be bypassed by drinking a potion. Similar to how auras also lose charges by the amount of poison damage.
  • An issue was fixed where the protection prayer damage reduction for monsters wasn't correctly applied.
  • Protection prayers now block 75% of monster damage (down from 80%) and fully block monster damage blow 30 (down from 40). Prayer aura bonuses are now applied multiplicatively instead of additively. The Prayer aura IV now blocks 86% of monster damage instead of 95%. The +15% modifier from the Prayer aura IV is now also applied to the flat monster damage. That brings the full monster damage block up from 30 to 34. It shouldn't be possible to fully skip any current and future boss mechanics by just wearing a single item.
  • Various issues with the boss fight mechanics of Har'lakk have been fixed. The melee leap is now correctly stunning targets again for a short time when not protecting melee or running away. The poison arrow now correctly applies the poison dot on the coordinate where the poison smoke rises. Har'lakk now also announces some of his special attacks and his minions received proper animation sounds.
  • The sounds for damage spells and attacks in the fight against Yk'Lagor have been improved. The leap attack now always deals damage and can no longer be outrun.
  • Various boss mechanics that cannot be blocked by protection prayers no longer show a misleading damage type.
  • A bug in the camera rotation code was fixed which no longer makes it rotate faster than it should on very high fps rates. The camera rotation speed is now always the same.
  • Spirit weed seeds can now be stolen from Farmers.
  • The Smithing skilling interface now shows all bars and additional items required for smithing. Tank armour is now upgraded from Chalkos instead of smithed from scratch. That means in order to create a Chrysos cuirass you begin smithing a Chalkos cuirass. Then upgrade it to Sidero cuirass, Atsali cuirass and finally Chrysos cuirass. While I understand this may be a little bit annoying the creation path ensures lower level bars keep their value and tank armour is a gradual upgrade on your account. Tank equipment you already own is unaffected by this change and doesn't have to be re-created.
  • The armour repair stand in your house now offers the option to completely degrade an item.
  • The accuracy for light and particle emitters has been improved. The emitter location is now also considering animation interpolations.
  • Animations for Jad healers have been fixed.
  • Animation colors for hardmode Fight Caves have been fixed.
  • The Pyrefiend can now smelt Iron bars and won't tell you that you are missing coals.
  • The stair to exit Yk'lagor cave no longer requires level 90 Agility. Switching instances won't require you to walk there again.
  • Deflected hits received their own hit splat icon. That includes new deflect damage from shields, ring of recoil, taste vengeance, etc.
  • Certain bleeds no longer have a fixed combat type attached to them. Bleed damage is now always considered neutral damage and can no longer be reduced by protection prayers. Damage blockers now also reduce individual bleed damage ticks.
  • The entrance areas of Har'Lakk and Yk'Lagor now contain bank chests.
  • The default attack speed of Yk'Lagor has been decreased from 5 to 6. That makes the fight a bit easier but fixes a problem where position gets out of sync when too many combat animations block the demon from walking. All demon bosses (including their hardmodes) now share the same attack speed of 6 ticks.
  • More items from holiday events and minigames can now be deconstructed with Invention.

I'm now finetuning the three demon boss hardmodes and will release them shortly. You can expect a new demon boss release roughly every 2 weeks starting today! They will drop materials to upgrade your Demon weaponry (level 85) to Archdemon weaponry (level 92). The weapon upgrades come with a metallic look and a glow effect. Check our Discord for screenshots! :)

All the best,
Thomy




Patch notes July 4th:
  • Nex ice shield scaling has been reduced by 25% for groups. It's now using the same scaling as the solo version for group size.
  • Har'Lakk and Yk'Lagor melee attacks no longer hit the entire group. The hits still deal splash damage 1 tile around the attacked target though.
  • The instant revival Guardian Angel no longer interrupts combat and revives quicker.
  • Some missing collection log items from the Magic chest have returned.
  • Comp cape requirement for all hardmode boss kills has been reduced from 100 to 50.

Patch notes July 7th:
  • Nex ice shield maximum health now scales with the amount of participants. That means it grows at the same speed in all group sizes with the same amount of damage being required from every participant.
  • An issue with the Crafting skill interface was fixed where text would overlap.
  • Ancient curse pages are now broadcasted.
  • GA tickets can no longer override an existing GA of the same type.
  • Tormented demons and Nex normal mode now properly deflect damage again from their shields.
  • Familiars now display curse head icons too.
  • Barrow brother tunnel for sarcophagus is now remembered when relogging.
5
Update Notes / Updates May 11th - Invention Expansion for More Auras
« Last post by Thomy on May 11, 2026, 07:44:48 am »
Hello everyone!

Invention has received new Auras beyond level 99. This allows you to deconstruct end-game gear for new energies. The drop rates for Necator hides have been increased as well. The early-game combat experience curve has been flattened to have a smoother progression.

Invention Expansion - Aura Tier IV
The Invention skill is now an elite skill. That means you can level it above 99 and also unlock new auras along the way to 150. A fourth aura tier has been added with even higher bonuses than the auras before. These require 4 new Energies:
  • Rot energy: deconstruct Promethium armour
  • Necator energy: deconstruct Necator hides
  • Chrysos energy: deconstruct Chrysos armour
  • Night energy: deconstruct Nightveil robe and staff

In order to not devalue any progress or lower tier auras, you now need to upgrade auras instead of just creating them. The upgrade process is very straight-forward. Creating a Lifesteal aura III requires you to create a Lifesteal aura I, upgrade it to II and then to III. This mechanism has been added to all auras that have upgraded variants. You can only upgrade an aura if it has at least 90% of its charges left. The energy upgrade requirements for auras has been unified. You now always need the same amount of basic energies to upgrade or create an aura from the same tier. Torave, Pernix and Virtus equipment now deconstructs into more Ancient energy. It follows the same pattern as other craftable gear. For example, a Torva helm gives 1 Ancient energy, platebody 2-3 and platelegs 1-2.

At level 130 Invention you can craft the Overlord aura consisting of the following:
  • Melee aura IV
  • Ranged aura IV
  • Magic aura IV
  • Tank aura IV
  • Prayer aura IV
  • Lifesteal aura IV
This upgraded combines all aura effects into a single effect. These are boosts truly for an Overlord!



Necator Hides
The overall drop rates for Necator hides have been buffed. The hides were a little too rare as drops and thus the armour was barely used. In order to change this you can now receive Necator hides from non-superior variants during a Slayer task. Here's the new drop chances:
  • Frigid mage: 4.0%, Infernal mage: 0.1%
  • Superior basilisk: 4.0%, Basilisk: 0.1%
  • Superior turoth: 4.5%, Turoth: 0.1%
  • Superior jelly: 4.5%, Jelly: 0.1%
  • Toxic spectre: 4.5%, Aberrant spectre: 0.1%
  • Darkatrice: 5.0%, Cockatrice: 0.1%
  • Banshee noble: 5.0%, Banshee: 0.1%
  • Elder kurask: 5.0%, Kurask: 0.1%
  • Vyreveld: 5.0%, Bloodveld: 0.1%
  • Frozen wyvern: 6.0%, Skeletal wyvern: 0.2%
  • Nuclear devil: 6.0%, Dustdevil: 0.1%
  • Electryael: 6.0%, Nechryael: 0.2%
  • Magmanite: 6.0%, Aquanite: 0.3%
  • Light beast: 6.5%, Dark beast: 0.3%
  • Abyssal champion: 7.0%, Abyssal demon: 0.1%
The drop rates now better reflect the difficulty to kill a monster and how easy this can be done in multi combat zones. This is roughly a 2-3% drop rate buff for superiors.


Early Game Combat XP Adjustments
High combat experience rates have been disrupting early-game progression. For example, a new account can gain 800 XP from a single Barbarian kill, effectively skipping levels 1-8 and making those early levels feel irrelevant. To address this, the experience curve for the following combat skills has been flattened:
  • Attack
  • Defence
  • Strength
  • Hitpoints
  • Ranged
  • Prayer
  • Magic
  • Summoning (including familiars)
The total experience required to reach level 99 remains unchanged. However, more experience is now required at lower levels, making early progression more gradual and meaningful. The game will automatically adjust your minimum Hitpoints and Summoning experience (once unlocked) to match the new curve. I understand this may affect certain specialized account builds, particularly those relying on precise experience thresholds for equipment. However, this change is necessary to ensure a smoother and more consistent early-game experience.


Changelog:
  • The mobile app now handles its inactive state better - minimizing or tapping out. Audio is immediately stopped and the request to logout is sent after 15 seconds of being inactive. Once you open the app again you'll either be reconnected to the game or be on the login screen. This fixes a problem where audio could stack and play multiple songs at the same time.
  • An issue was fixed where a Familiar's ability could not be cast on items under certain conditions.
  • Further tweaks for gpu uploads have been made to the mobile apps. It slows down the burst uploads and puts them more into background to prevent stutters in the game when new things are loading.
  • Each Invention aura had its corner stones recolored with their unique light color. That makes it easier to distinguish auras and their tier without having to check the item name.
  • The lighting system has been optimized to support up to 256 active lights instead only 50. Only the highest lighting effects setting will render that many lights. Lower settings are caped at 1, 16 and 32 lights.
  • Promethium no longer gives any Ancient energy when deconstructed. It has been replaced by Rot energy.
  • All small (2x2) Farming tree patches have been transformed into large (3x3) tree patches. This fixes a problem where trees would not be properly aligned on the Farming patch. The dig-out and inspect object options for trees are also working again.
  • An issue was fixed where a Strykewyrm would also damage you when hitting your familiar.
  • The removal process for POH interior has been improved. You no longer remove 2 furnishings at once that are close to each other.
  • You no longer see the dye preview in other question dialogues.
  • Various inventory is full checks have been fixed. You no longer need an extra free slot when creating pies, molten glass, etc.
  • The Completionist cape inventory icon without dye now reflects the current recoloring.
  • The item icon for dyed Completionist capes has been updated. The top part of the item icon remains in its original color, so you can distinguish different capes without having to check their name.
  • The game's default brightness and and saturation settings have been moved from 70% to 80%. The sky and sun color have also been updated to give a warmer look to match these settings. The backface light calculation has also been improved giving models a slight shadow when facing opposite light direction.
  • The herblore skilling aura now also works for weapon poisons.
  • The outline and shadowing calculation for large item sprites has been improved.
  • Further improvements have been made to the game client's memory usage for mobile devices. This aims at improving short fps drops when garbage collection is running. On the desktop client you can expect slightly reduced RAM usage.
  • An issue was fixed with a Glacor safespot that did not allow them to attack back. You can now also shoot over the ice rocks in their cave.
  • Farming patches that you are harvesting are no longer fully emptied when the map starts to load. You still need to harvest an entire patch before logging out but they remember their harvest state as long as you stay logged in.
  • The "Spellbook Swap" spell no longer resets your spellbook on auto-casted spells.

I'm happy with how the new auras turned out and hope you find them useful too. It might take some time to unlock the last aura but I'm certain the power is worth your time. :D

All the best,
Thomy
6
Hello everyone!

You're now able to mark and outline various entities in the game. The Farming skill has been expanded with a compost system and many new plantations. The Thieving skill has been made more convenient requiring less clicking. Last but not least the Lighting System has been expanded with spell and effect lights.


Farming - Expansion & Compost
The amount of crops you can plant has been doubled! You can obtain the new seeds by stealing them from Farmers or as new drops from monsters. Following seeds have been added:
  • Marigold
  • Rosemary
  • Nasturtiums
  • Woad leaf
  • Red berries: used in pie baking
  • White berries: Herblore ingredient
  • Oranges: can be used as combo food
  • Dwell berries
  • Curry leaves
  • Papaya fruits: can be used as combo food
  • Cadava berries
  • Poisonivy berries: new weapon poison ingredient
  • Coconut: can be turned into Coconut oil
  • Pineapple
  • Calquat fruit: creats Calquat keg
  • Potato cactus: Herblore ingredient
  • Janger berries: Herblore ingredient
Not all of these new plantations have a direct use already but they'll be implemented into other skills in the coming patches. It's now also possible to turn your crops into Compost. Using a compost on your patches these makes them immune to needs for a given set of growth cycles. A super compost counts for 12 growth cycles and a normal compost for 5. Your character automatically uses Compost on a patch when there is one in your inventory or Toolbelt. When a patch is in its "composted state" it cannot become diseased nor dead. Compost can be created by putting Farming items into a compost bin. These will rot into compost or super compost within 10 minutes of playtime after closing the bin. You can also use the Lunar spell "Fertile Soil" to add Super compost to your patches after planting.



Marker & Tagging System
Your actions on entities are now highlighted by outlining your click and hover (PC only) events. This includes showing the tile your mouse cursor is on and where you're pathing to. Valuable items on the ground received a text box too. Moreover, you can toggle the tagging system from your settings which allows you to mark and outline various entities in the game. If you dislike any of these visual hints, you can disable them from your Game Settings under the Miscellaneous tab.



Lighting System - Spells
Various spells and effects have received a light attached to their animation. This renders significantly more light sources and is only available on High and Ultra setting for Lighting effects. The projectile for some bows and their special attacks also received a light source. While this is technically also supported on mobile I only recommend enabling it on high-end phones.



Thieving - QoL
You now automatically thieve entities. You click once and attempt to steal loot until you are caught or have stolen all the items. Npcs now have a similar resource system as stalls. Once you emptied their pockets it takes some time until they restock their items. Various Thieving stalls across the world have had their models and click options fixed. A stall now also has significantly more resources before depleting. The detection range of guards for Thieving stalls has been reduced significantly. They can no longer spot you if you're more than 4 tiles away.


Software & OpenGL Renderers Removed
The OpenGL Renderer (including its software renderer) is now officially removed. It is surpassed by the Mobile Renderer (also uses OpenGL) which can run on computers and phones. While the naming might suggest differently it is technically just the next version of the OpenGL renderer. This means the game now requires a working graphics driver installation on all devices with a minimum version of OpenGL ES 3.0. That runs on pretty much all mobile devices and computers that are not older than 14 years.


Changelog:
  • The settings tab has been re-organized. Less used options such as chat effects or split private chat were moved into the Miscellaneous Game Settings. The tagging system toggle and a drop option first option have been added. When enabled the game always prioritizes the Drop option in your inventory. It's the same as holding down CTRL on PC clients.
  • The text of toggle settings is now included in their click area. This means you can also also click the text of a checkbox to toggle it.
  • Inactive chatbox categories are now highlighted in blue when new messages are available.
  • Tradeable Easter eggs can now be found in the Grand Exchange search.
  • You can no longer get Ranging pedestals as daily task.
  • The whiteberry bushes in Barbarian village have been removed. You can now plant and farm White berries in much greater quantities yourself!
  • You can now put Pie shell into your Toolbelt. An error was fixed where clearing a burnt cake would return a pie shell instead of a pie dish. The same issue was present in your POH where you'd receive Pie shells instead of Pie dishes. The larder contains Bucket of water & Pot of flour that need to be mixed into dough for a Pie shell.
  • Steel key ring which is required to access the Smoke Demon Champion can now be added to the Toolbelt.
  • Agility skill interface now shows Shortcuts first.
  • Herblore skill interface now shows Potions first.
  • The three orc generals in Nomad's dungeon are now aggressive during the Nomad boss fight.
  • An issue was fixed where dyes for projectiles or arrow drawbacks would not update when changing them during combat.
  • Dyed Nightveil staff & Zaryte bow now apply their dye to projectiles as well.
  • Particle effects for various elemental bows and the burning claws have been added back.
  • The special attack for staff and sceptre of light has been re-added.
  • Interface models (chat heads, equipment screen, etc.) are now using the lighting system when enabled.
  • The Healer at the Grand Exchange now also wears her Party hat when talking to her.
  • Entities you hover over now have priority render mode. When hovering over a player or npc that is under another one, it'll pop up with its appropriate outline.
  • The current game version is no shown in the bottom-right corner when on login screen.
  • The chat history has been reduced from 1000 messages to 500 for PC and 150 for mobile client. With that change the chat rendering code has also been optimized when lots of messages are in the history.
  • Various internal calculations for maths & map loading have been overhauled to work better on mobile devices. They now allocate memory once and not continuously every frame when needed. The aim of these changes is to reduce the amount of micro stutters on older devices.
  • An issue has been fixed where the Superheat spell would not correctly check for the Smithing level requirement to smelt a bar.
  • The game client's way of requesting memory has been improved. It's pre-allocating most objects instead of dynamically requesting them. This improves performance on mobile clients a lot while also decreasing overall memory usage. Ironic, I know. On desktop clients this doesn't have that much of an impact, but also makes frame times stabler and thus improves performance.

I'm happy with how the mobile client has turned out. Thanks for all your feedback over the past months! Its current version has become a stable release candidate. I think that a release into official app stores of apple and android is not needed. I'll now be focusing on planning the next bigger update - a map expansion and/or new dungeons. I've recently been exploring options to export and import standard 3d model formats... So stay tuned! :D

All the best,
Thomy
7
Update Notes / Updates March 23rd - Easter Event with New Rares & Map Enrichment
« Last post by Thomy on March 23, 2026, 08:43:51 am »
Hello everyone!

It's finally time for the Easter Bunny to return with new rewards and rare items! You can obtain two new rares - Squirrel Ears and Basket of Eggs. You find the Easter Bunny south of the Grand Exchange. There's also map changes around Barbarian Village offering you new mini dungeons with monsters and additional shortcuts.

Easter Event
The Easter Bunny is once again asking for help. Her little boy, Justin, keeps running away and you are needed to find the little slacker. You're rewarded with Easter Eggs that can contain a rare item when eaten. The Easter Bunny can be found south of the Grand Exchange until April 19th. Here's the list of items you can obtain:
  • Squirrel Ears
  • Basket of Eggs
  • Bunny Ears
  • Bow-Sword
  • Lantern
  • Meat Tenderizer
  • Pet Rock
  • Sandbag
  • Dragon santa hat
  • Dagon'Hai Robes
The Easter Egg has also been added to your collection log - does not count towards total completion. You can review the drop chances for rare item drops there too. If you unlock a rare item through the Easter Egg it counts for any collection log containing that rare item. That includes rare items chest, Christmas cracker, etc.



Map Enrichment
The area around Barbarian Village felt a little outdated. I've added various new places of interest. The aim is to make the world feel more alive and allow you to find something new through exploration. This includes Agility shortcuts, dungeons, monster spawns and a few dialogues. Feel free to go look for them! These points of interest are meant for low and medium level players, so don't expect to discover new bosses.

Hundig did an impressive job smashing a hole into Falador's eastern wall!


Changelog:
  • An issue was fixed where your character would not properly update its model mesh when woodcutting. That also fixes a problem with invisible players or animation flickering on mobile devices. The game now also tries to display the last known visible model when a new animation or weapon is loading. That prevents an issue where character models would shortly be invisible.
  • Healing potions (zamorak & saradomin brew) no longer delay attacks. These are now categorized as potions rather than food for timer delays.
  • The falloff function for volumes of 3d sounds has been adjusted. Sounds that are further away are now quieter than before.
  • Two new Agility shortcuts to the Black Knights' Fortress have been added.
  • Goldsmith gauntlets now work with Familiars and Superheat item spell.
  • The Barbarians have broken a hole into the Falador city wall allowing you to enter the city from the east side. This gives quicker access to the Dwarven Mines.
  • A new cave containing Hobgoblins has been added north of the Falador city wall.
  • The bonuses comparison for items now only shows the difference to your current equipment when hovering it inside your inventory. Other than that it will just show flat stats - bank, skilling interface, shops, etc.
  • The center point of the player camera has been moved up a little. It's now the in the center of your character's body rather feet.
  • It's now possible to also login using your display name rather than just user name.
  • Humidify spell now works on Vials in your Toolbelt when no water vessels are found in your inventory.
  • The barrage spell's range calculation has been adjusted to hit adjacent enemies. That means that hitting 2x2 monsters is now more reliably hitting adjacent enemies. Any monster that has a size of 3x3 or bigger cannot be multi hit - this remains unchanged. The Demon Halberd now also uses the same multi hit calculation as barrage spells. Moreover, a bug has been fixed where you could multi hit enemies that your familiar was attacking.
  • An issue with flickering character models was fixed in the character design screen.
  • The minimap flag where you're currently pathing to has its precision improved. The flag's bottom rather than its center is now placed at the position where you're walking to.
  • The textures for character hair have been improved.
  • More random dialogues have been added to default men/women in the game.
  • Akrisae equipment can now be deconstructed.
  • An issue was fixed where melee multi attacks from bosses wouldn't properly work.
  • The entity hover code has been overhauled. It's now more precise and takes model rotations and animations into consideration. If you want to to see how the system decides hover candidates, you can type ::hoverboxes - that's going to show hover event overlays.
  • The bank withdraw last option now supports values larger than 65000.
  • A bug was fixed where the KBD's white dragonfire breath would sometimes display as a normal dragonfire attack.
  • The Easter Event quest gets a * marker to show when another rescue mission for Justin is required.

I'm very happy with the mobile clients. They are smooth and run fine on most phones now. There's still an official release planned for the Apple App Store but we're in no rush for that because the test app works just fine at the moment. After that I'd like to pick up a new bigger project again. I'm not too sure what it will be but I've got a few ideas already!

All the best,
Thomy
8
Update Notes / Re: Updates February 26th - Mobile Clients & New Branding
« Last post by Joshiee on February 26, 2026, 04:21:27 pm »
This is amazing?!!
9
Update Notes / Updates February 26th - Mobile Clients & New Branding
« Last post by Thomy on February 26, 2026, 12:27:28 pm »
Hello everyone!

Emps-World is coming to mobile phones! The apps are still in testing phase but are fully playable already. Moreover, the homepage has been overhauled with a modern style, reworked logo and new brand icon. Head over to https://emps-world.net/play to check out the android / iOS client.


Mobile Apps

You can now download and test our beta mobile app for iOS and android. Head over to: https://emps-world.net/play for the download links. In order to properly support touch events, many in-game interfaces and menus have been enlarged. You will find the minimap on the left as well - that creates more space for your inventory on the right. Have a look at what it looks like:

Have fun playing on your phone! If you are running into issues or want to give feedback feel free to post in the Helpdesk or head over to Discord!

Mobile clients start in low to medium graphic settings with limited render distance and capped fps. You are free to change those settings but bear in mind your phone can become hot when it has more calculations to do. You can run any graphical improvements that the desktop client has too: Shadows, water reflections, lighting, etc.

Almost all settings from the apps can also be toggled in the desktop client when using the Mobile Renderer. At the moment we support three different rendering engines: Legacy Renderer, OpenGL Renderer and Mobile Renderer. You can switch between them from the desktop client's launcher settings - bottom right icon. Later this year the support for Legacy Renderer and OpenGL Renderer will be dropped. You've been switched to the modern Mobile Renderer automatically with this patch. That's an optimized client which runs faster and smoother on all platforms. You can read more about that in the Render Engine Rewrite section below.


Branding & Homepage

With the upcoming release of mobile apps the homepage needed a bit of a rework. It should be easier to use and not fill half your screen with a huge logo. Inspiration was taken from other gaming sites which all have a top navigation bar with their logo. Smaller sections including preview videos / images and news posts follow. That gives first time visitors a smoother experience to find what they need - see the game, register an account & download the game. I've also updated logos and icons. You'll see the new seasonal logos throughout the year. These images have been created and enhanced by AI.

I've also added some of the new homepage styles to the Mobile Renderer. The login screen has been modernized & the game can remember up to 5 logins. You no longer need to enter your password on every login.


Render Engine Rewrite

In order to properly support mobile devices I've completely rewritten the render engine from its core. This is a rather technical section - feel free to skip this if you aren't interested. Sooo you've been warned!

The game client now uses a library called libgx. That allows me to use the same core code for different devices. Android and iOS specific code is less than 1% of the entire code base. Libgdx is written in Java, the language emps is written in! So the work for creating mobile clients transformed from rewriting everything into using libgdx. That was still roughly 3 months of work compared to an estimate of at least 1 year of work for creating completely new and native apps.

The initial mobile renderer performance was too poor to smoothly run on phones. Especially the original animation system was way too slow. In order to solve that, the game pre-renders animation frames and stores them on your graphics unit. That calculation can be off-loaded from the render section and ensures your fps don't dip much. With this change the game became a lot smoother and caused way less fps drops when new animations loaded in. And that made the mobile client fast enough to run 60 fps on modern phones!

The objective of the Mobile Renderer is to keep your fps stable and prevent hefty fps drops. Mobile phones don't have cooling fans nor high CPU clocks. So I had to ensure loading happens in parallel and smoothly over time rather than immediately. You'll find that these improvements work quite well on your computers as well. On some slower laptops I could see fps increases of up to 30% without fps drops when rendering lots of animations. Performance on high-end machines is slightly better. The biggest visual improvement is rendering smooth animations everywhere instead of scaling them down for distant models.

On top of the new mobile renderer, all config and asset files have been transformed. The new assets can be read directly by the game engine and no longer need to be decoded. That means that all loading times including map, start up, models, textures, etc. have been significantly reduced. The only downside is that the game files have roughly tripled in size. All data that was previously calculated during runtime is now calculated once and stored in the files. This sounds a lot worse than it actually is though... the game files went from about 200MB to roughly 600MB. That is no problem for any computer or mobile phone. The new asset system also has support for higher quality audio and textures - that's going to be a future update though.


Changelog:
  • Skeletal horror can now be killed for the Skeleton slayer task.
  • The EP shop prices for Darkbows have been fixed.
  • Mystery box now correctly fills up your collection log.
  • You can now continue dialogues without your active interface closing. This fixes a problem where a dialogue would block checking item prices in shops.
  • Dagon'hai robes no longer require level 42 Slayer to be worn.
  • The event tickets you receive from mail are now correctly added with a x10 modifier.
  • Jade bolt tips no longer sell for 0 coins.
  • Shop interfaces now have a Buy/Sell All and Buy/Sell Last Amount option.
  • Taking and placing Grand Exchange items is now logged. We were already logging transactions but not when you take or place items. Over the past weeks a few people reported that their transactions went missing. With these logs we can find out what happens and also just return items when something goes wrong.
  • It is no longer possible for ironmen to sell any items on the Grand Exchange.
  • Staff members can now mail and trade Event tickets with any player.
  • The friend list requirement for staff members to send in-game mails has been disabled.
  • Items can now be dragged between inventory and bank interface. If you find this feature useful I'll also add id to the rest of interfaces. By default a drag operation moves an entire item stack or a single item if it cannot be stacked. Bank placeholders and existing items in your bank are preserved.
  • PvP kill counts now reset 20 seconds after player combat rather than 7-10 seconds.
  • Player / monster attack priority options now prioritize your last attacked target above others.
  • PvP combat now shares under attack timers. Once a fight starts you can no longer interrupt it with another account.
  • Some EC packages have been adjusted. You get more bonus EC for the 80€ and 35€ package now.

So what's next? The app project started with an experiment back in late November to see if it was technically possible. That turned out to the push for mobile clients and also to modernize the online presence. Including the homepage, logos, icons, etc. In the coming days, hopefully not weeks, I will monitor android / iOS apps and improve them where necessary. After that I want to announce an official release and place ads to regain old players but also attract new ones. I'm sure mobile apps will be a good selling point... :D

All the best,
Thomy
10
Hello everybody!

As the year comes to a close, I'm happy to announce the final update of 2025. The Christmas event has arrived, bringing two new rare items: Walking stick & Dragon Santa hat. Three new dyes are now available in the Emps Credits store and item hover bonuses have been improved. Eating delays have been adjusted (+1 tick) and combat in the wilderness now always prioritizes PvP over PvE.

🎄December Events – Starting Today!
Another year has flown by, and we’re excited to kick off our December event weeks! Each event runs for about a week, packed with fun activities and special bonuses. Plus, Santa’s annual present delivery is back! Check out the schedule below:
  • 🎁 Christmas Event
    Starting today get ready for a festive season of present deliveries! The rare item pool has been updated to provide fair chances for new rares. Please note, Candy Cane, Salty Claws Hat, and Bunny Ears have been removed from the Christmas Cracker drop table. During events from now on, the rare item pool will feature approximately 10–12 items. This year you can obtain two new items: Dragon Santa Hat and Walking stick. The Dragon Santa Hat has been reworked and received the flowing lava effect. Both new rares can be recolored with dyes.

  • ⚔️ Free PvE Deaths
    From December 10th to 17th, face any monster without worrying about losing your items! PvE deaths come free of charge - no items lost, no penalties. Note: This does not apply in the Wilderness or for HCIM accounts.

  • 💰 Double Drop Chance
    From December 17th to 24th, double your loot! Every drop table roll will give you two chances to snag rare items, significantly increasing your odds of scoring coveted rewards. Clue scroll rewards also benefit from this double drop chance.

  • ✨ Double Experience
    Ring in the New Year with a bang! From December 24th to January 5th, enjoy double experience across all activities, including minigame rewards. It’s the perfect time to level up and finish the year strong!


Proseveil, Proselyte & Umbral Dyes
Three new dyes have been added to the Emps Credits store, giving you more ways to customize your character's appearance. The new options are Proseveil (gold & black), Proselyte (gold & white), and Umbral (purple & blue). These dyes can also be used to recolor rares obtained from Christmas Crackers. Each dye offers a distinct color theme to help your gear stand out even more. This is what they look like:



Item Hover Bonuses
Item tooltips now display a direct comparison to your currently equipped gear, letting you quickly see whether an item is stronger or weaker. The tooltip layout has also been overhauled for better readability. Additionally, hovering over items in the equipment screen now shows all absolute bonus values.


Item Drop Chances
You can now check drop chances from the Collection Log. That includes the Christmas cracker, Rares chest and Mystery box. These entries don't count towards your completion count.



Eating Delays & PvP Combat Priority
The speed in which you can consume potions and food is too fast. You become unkillable in many scenarios by just spam-clicking food, brews and Karambwans. While I don't think this is bad it makes balancing a little bit difficult. Thus eating delays have all been increased by 1 tick each. Default food can now be eaten in 3 tick intervals and potions in 2 tick intervals. Combo eating with potions and Karambwans remains untouched. Furthermore, the wilderness now emphasizes player combat over monster encounters, allowing players to be attacked at any time. Hiding behind monster combat no longer offers any safety.


Changelog:
  • An issue has been fixed where you could bank your equipment into members-only bank tabs.
  • The Dragon pickaxe mining animation has been sped up
  • You can no longer buy Mod or Admin capes from the Skillcape shop.
  • Casting spells manually is no longer slower than auto-casting.
  • Max hits from your familiars now also show the critical hit splat.
  • The quest interface no longer closes when you move or are in combat.
  • You can now use the symbols , and = for key bindings. They'd previously break the key binding parser and wouldn't work after restarting the game.
  • Faulty activity scores (00:00 taken) are no longer broadcasted.
  • Various rares from Christmas Crackers can now be recolored with dyes.
  • A bug was fixed where you'd stop fishing before exhausting the Fishing spot completely.
  • The Mining animation for Dragon pickaxe has been fixed.
  • Familiars now have an ability cooldown of 10 seconds. I understand this may be annoying, but the Steel titan is not supposed to be the main source of damage.
  • Various signposts on the map have received direction information.

Hope you've enjoyed the updates of 2025. I for enjoyed working on the Summoning skill the most. For 2026 I'd like to release a new group dungeon and have a look at power creep being future proof. Maybe a system to upgrade older gear or introduce high-level enemies that block damage.

All the best,
Thomy
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