The bosses’ lairs
The Wilderness bosses now each have a door on the island, and each door asks which lair you want: the full boss in multi, or its smaller kin in singles-plus, the same split as Old School.
- Callisto and Artio: the cave in the island’s Wilderness (level 15). Callisto’s den is multi, level 40; Artio’s is singles-plus, level 21.
- Venenatis and Spindel: the Silk Chasm. A boss’s spiderlings fight on its side.
- Vet’ion and Calvar’ion: the Skeletal Tomb crevice. Hellhounds included.
- King Black Dragon: the island’s lever drops you in his lair, and his lever brings you back.
Each lair costs 500,000 coins to enter and its exit brings you back to the island. Callisto and Artio walk to their target now; Vet’ion and Calvar’ion close in between attacks.
Dragonfire
Chromatic dragons breathe fire when you’re in melee reach: one attack in six, up to 50 damage. Anti-dragon shields, antifire, super antifire and Protect from Magic cut it the way they do in Old School.
Combat
- 31 more special attacks, among them Rampage, Sanctuary, Power of Death, Shield Bash, Annihilate, Snipe, Powershot, Hammer Blow, Impale, Spear Wall and Immolate.
- Ancient Magicks gear: the ancient sceptres, Zuriel’s staff and Virtus.
- Dizana’s quiver gives you a second ammunition slot.
- Revenant weapons get their +50% only against monsters, and their spells for the sceptres.
- Reflected damage no longer starts auto-retaliate.
Smaller things
- Jewellery passives: the phoenix necklace, ring of life, necklace of faith, blood fury, ring of suffering, brimstone ring, regen bracelet and rune-saving staves.
- Glory teleports go to the island’s home, bank, arena and harbour.
- The quest tab has a Drop tables button.


