Emps-World Forum
Emps-World => Update Notes => Topic started by: Thomy on May 11, 2026, 07:44:48 am
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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
(https://emps-world.net/img/updates/invention-expansion.22570.jpg)
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!
(https://emps-world.net/img/updates_no_preview/invention-expansion-auras.jpg)
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.
- The deconstruction process of Promethium, Nightveil, Necator and tank armour (Chrysos) have been improved. You now have a chance to receive up to half the original creation cost resources when deconstructing the equipment. Promethium no longer gives any Ancient energy when deconstructed.
- 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