Emps-World Forum
Emps-World => Update Notes => Topic started by: Thomy on September 15, 2026, 08:24:29 am
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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.
(https://emps-world.net/img/updates/archdemon-yklagor.22580.jpg)
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.
(https://emps-world.net/img/updates_no_preview/pet-dyes.jpg)
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.
(https://emps-world.net/img/updates_no_preview/chrysos-block-overhaul.jpg)
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.
(https://emps-world.net/img/updates_no_preview/promethium-rot-overhaul.jpg)
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