Poll 80: Wilderness, Tombs of Amascut & More!
It's time for our 80th QoL poll, and we've got a fantastic array of options to celebrate this massive milestone.
This poll’s theme is… Tombs of Amascut and Wilderness Content! Hold on to your waterskins and rev up the magic carpet, it’s time for a trip to the Kharidian Desert…
Our latest raid is almost a year old, and has seen over 26 million completions so far! Be honest – how many of you are still running dry on Tumeken’s Shadow?
With all those tomb-raiders zipping in and out, it’s no wonder that the Tombs are in need of a little touch-up – and you’ve given us plenty of suggestions! We’ll start with a bit of monkeying around…
The Path of Apmeken
The infamous monkey room, the one thing standing between you and a showdown with the blood-curdling Ba-Ba.
One of the most common pieces of feedback for this particular room is that it feels too long compared to the other Paths, and playing better doesn’t speed things up.
Here are the core issues:
- There's a maximum number of monkeys that can be spawned in at once, which will prevent the next wave from spawning if it is reached. Baboon shamans, Volatile baboons and Cursed baboons don't count towards this cap.
- There's a minimum number of monkeys where a new wave is forced to start. This means that if there are fewer enemies than the minimum, the next wave will begin as soon as possible.
- There's a delay where the next wave won't spawn for a fixed number of ticks.
Luckily, we can make some tweaks under the hood (perhaps using a monkey wrench?) that will let skilled players save some time:
- Increase the maximum monkey limit, meaning that waves are more likely to begin even if the room is already busy.
- Increase the minimum monkey limit, meaning waves are more likely to start sooner rather than waiting for you to kill one or two pesky baboons before beginning.
- Reduce the delay between waves, so that if the other conditions above are met then the room will proceed faster.
While these changes definitely make things quicker, we run the risk of overwhelming players who aren’t yet familiar with the strategy. To fix this, we can give players a little help with clean-up by having the volatile baboon’s explosion deal damage to other baboons in the room. This means you could kite volatiles around and trigger them next to big groups of baboon thralls, use them to quickly deal with a baboon shaman, or perhaps use the pillar to stack a number of enemies up and pop them all with a satisfying explosion. BaBOOM!
It's important for us to strike the right balance here, so please let us know what you think.
Question 1:
Should we make changes to the Path of Apmeken as outlined in Poll 80?
(This includes increasing the minimum and maximum number of monkeys that can spawn and reducing the ticks between waves.)
Let's move to the other side of the tombs now, from the Path of Apmeken to the Guardian of Het…
Akkha
Akkha's enrage phase (otherwise known as… no, we can’t say that…) was a hot topic early on in Tombs of Amascut’s life cycle. These days it feels like most players have gotten to grips with chasing Akkha around the room while navigating an onslaught of damaging… orbs, though we'd still like to make one last quality of life improvement.
Right now, Akkha will teleport to a new location after a fixed number of hitsplats, determined by how many players are in the room. This leaves you to do a whole lot of running even if you’re not actually damaging the boss. We want to change this so that Akkha only teleports after a set number of damaging hitsplats, which would save you some cardio after hitting nothing but 0s.
We think this solution keeps things challenging while providing more consistency during the fight – what do you reckon?
Question 2:
Should we make Akkha teleport after only damaging hitsplats during his final phase?
(This means hitting 0s wouldn't cause Akkha to move around the room.)
Accessibility
One of the biggest successes of this Raid is the level of accessibility it offers. With the Invocation system, players are able to customise their PvM experience to suit their playstyle and level of expertise. From those who haven't taken on Jad yet to long-standing PvM veterans with Zuk Helms and all, everyone can join in the tomb-raiding fun.
However, we’ve seen feedback suggesting that the Invocations could be clearer about the impact they’ll have on your Raid. We want to improve readability and clarity across the board, while providing wiki links for more detailed explanations.
Question 3:
Should we improve the accessibility of the Innovation menu in Tombs of Amascut?
(This would include making descriptions more accurate and providing links to the Wiki)
Smaller Changes
There were a couple more points of feedback we saw in the recent survey that we'd like to address:
- Add the ability to deposit supplies in the Tombs' main area, next to the Helpful Spirit.
- Add an option to deposit and retrieve your pickaxe in the Lobby Area, for use in the Path of Het.
We’d like to add a Deposit Box to the Lobby Area, which would make it possible to deposit extra supplies and potions without letting players smuggle stuff from the Raid to the outside world.
We’d also create a similar way to deposit and retrieve your Pickaxe – either a statue like the ones seen in the Path of Het or an option on our good friend the Bank Camel.
Question 4:
Should we allow you to deposit your supplies in the Tombs of Amascut main area, next to the Helpful Spirit?
(You will only be able to deposit food and potions that can be used outside of Tombs of Amascut)
Question 5:
Should we add an area in the lobby of Tombs of Amascut that allows you to deposit and retrieve your Pickaxe?
We hope that these changes to Tombs of Amascut will keep it going for years to come!
Before we dive deep into the bloodthirsty and barren wasteland of the Wilderness we'd like to discuss a few other things. We’re not scared! Honest! We just want to whet your appetite for the big, cool changes… and make sure our spades are stored safely in the Bank.
Skill Guide
Iconic, easily accessible and one of the first things you discover as a player, the Skill Guide is there to help you understand what you can get from certain skills and at what level!
But… isn’t it frustrating that clicking on this essential information pauses your current action? We’ve all been in the situation where we’d like to double-check our next milestone but can’t bear the momentary XP waste.
Luckily, during the recent Game Jam one of our team members spent time working on a new Skill Guide that lets you peruse its many pages without disrupting your training activities.
To implement this change, we’d need to alter the design of the Skill Guide – which is a problem, because we know how fond you are of the original UI! If this question passes the poll, we’ll offer a toggle which will let players switch between the new, more efficient style, and the style they know and love. However, the new version of the Skill Guide will be the default.
Here’s the new and improved Skill Guide in action:
If you can't see the video, click here to watch it!
Phwoar!
Question 6:
Should we give players an alternative option for the Skill Guide that will not cancel your current action?
(This would be the default going forward but players can toggle back to the previous version)
Pyramid Plunder
Back in Poll 78 we changed certain elements of the Pyramid Plunder minigame. Good news – that all went down a treat! Less good news – while we were working on it we noticed something… rather odd.
Now as you’re all aware, the big reward from this minigame is the Pharaoh’s Sceptre, which lets you teleport all over the Desert. Now, your chance to get the Sceptre is supposed to increase with each room you complete, which makes sense, because each room requires a higher Thieving level than the previous one.
Unfortunately, it seems like somebody knocked over the Mummy’s brain jar when he was doing the maths on this one, because reaching Room 6 actually reduces your chance to get a Sceptre. By the time you reach Room 8, you’re four times less likely to receive one – turning Pyramid Plunder into a pyramid blunder.
Obviously, we want to fix it so that players have a fair chance to obtain this coveted loot – but since this is a significant change, we thought we’d ask you first.
Question 7:
Should we adjust the failure rates inside Pyramid Plunder for Rooms 6, 7 and 8?
Wintertodt Respawn Timer
This piece of feedback has been chilling out in our backlog for a while.
Currently, Wintertodt has a randomised respawn timer, which we implemented to prevent third-party clients from adding a viewable timer. Since this is something we later added ourselves, we think it’s time to ditch the randomness and give the Wintertodt a consistent one-minute respawn time.
We’ve also heard your feedback regarding moving the timer into the health bar to make it easier to see all the info you need at once. Well, since we’re here – why not!
Question 8:
Should we adjust the respawn timer at Wintertodt to 1 minute and improve its visibility?
Blue Dragon Scales and Nightmare Zone
Nightmare Zone already boasts some of the best AFK methods in the game – and if you know what you’re doing, you can rack up a number of points too.
Much like their brethren Red Spider Eggs, we’d like to remove Blue Dragon Scales from the Nightmare Zone Shop since we recently gave people a faster way to acquire them.
Question 9:
Should we remove Blue Dragon Scale from the Nightmare Zone Reward Shop?
Dragonfire Shield
Currently, this best-in-slot beast of an item has a fiery attack that can be used in a tight spot to deal a cheeky bit of damage. However, it behaves slightly differently between PvP and PvM. The attack gives Magic, Defence and Hitpoints XP versus monsters, but only Defence XP versus other players.
We’d like to make this more consistent by having the attack only give Defence XP in both PvM and PvP – after all, it’s a defensive move!
Question 10:
Should we change the Dragonfire Shield's fiery attack to reward only Defence experience in both PvM and PvP?
Alright. We’ve had a word with Perdu and our spades are secure. It’s time to enter… the Wilderness. Gulp!
This chunk of questions obviously takes a lot of inspiration from your feedback, but also draws on some of the smaller parts from recent Game Jam projects.
Callisto
It’s time to take a closer look at the big bear in the not-so-blue house. In the past, Callisto was made immune to Magic because people kept safe spotting him, but since we’ve redesigned his lair we no longer think this immunity is a bear necessity!
We’d like to remove Magic immunity from both Callisto and Artio, while augmenting their Magic defence to compensate.
We also know chip damage has been a hot topic lately, and we’d like to reduce the % of chip damage taken when facing these gruesome grizzlies.
Lastly, we’d like to adjust the guaranteed freeze players can get any time they’re above 0 accuracy to make it a bit more balanced.
Question 11:
Should we remove the Magic Immunity, adjust the Magic Defence and reduce the % of chip damage from Callisto?
Webweaver Bow
Fangs for the feedback on this one! One of the coolest things about the Webweaver Bow is its special attack, which fires four arrows at once.
While that’s great, it uses Ether, rather than the energy usually used by special attacks. We want to reduce the amount of Ether used per special attack from 4 to 1 to make up for it.
Question 12:
Should we change the Webweaver Bow's special attack to consume 1 ether instead of 4?
Wilderness Boss Rework Caves
On the subject of Wilderness bosses, let’s talk about their lairs. Currently, we’ve noticed a couple of issues with how players enter and leave the caves.
As Wilderness content goes, we feel that the singles variants of the Wilderness bosses (Calvar'ion, Artio and Spindel) are perhaps a little too safe, so we'd like to up the stakes by adding a short teleport delay, similar to the one present at the Revenant caves (more on that later). We’d also offer players the ability to remove this delay if they’ve completed the Hard Wilderness Diary.
Secondly, we’d like to remove the 1-tick delay before being able to act upon entering the caves – although there are animations that play here, so we’ll have to ensure that these still play correctly.
Hopefully, these changes will make PvP in these areas feel a little more fluid and get that blood pumping, whether you're doing a spot of Slayer or
Question 13:
Should we include a 3-tick delay to teleporting when inside the lairs of the singles variant versions of the Wilderness Bosses?
(This would affect the lairs of Artio, Calvar'ion and Spindel)
Question 14:
If question 13 passes, should we include the benefit of removing the 3-tick delay with the completion of the Wilderness Hard Diary?
Question 15:
Should we remove the 1-tick delay when entering any of the lairs for Calvar'ion, Artio & Spindel
Random Events
A smaller change, here – we’d like to prevent Random Events from spawning in the Wilderness Boss Dungeons. This should make for a less distracting experience – and it’ll stop the Mysterious Old Man having to sign so many insurance forms!
Question 16:
Should we remove Random Events from spawning in the Wilderness Boss Dungeons?
Wilderness Boss Rework Unlock
The new-and-improved Wilderness Bosses are super popular – but unfortunately, that makes them a target for less savoury individuals with nefarious designs.
Although our fantastic Anti-Cheating Team are aware that this area is a hotspot and keeping a close eye on things, we want to lighten their load and make it harder for illegitimate players to access the Wilderness Bosses.
To do this, we’d lock the Singles versions of the bosses behind the Medium Wilderness Diary.
We understand that this approach won’t be everyone’s cup of tea, but hope you’ll see the benefit of keeping more bots out of our bosses.
Question 17:
Should players need to complete the Medium Wilderness Diary to gain access to the Singles versions of the Wilderness bosses?
Revenant Caves Teleport
Another teleport change! In line with what we’ve promised above for the Wilderness Boss caves, we’d like to offer players who’ve completed the Wilderness Hard Diary the ability to remove the teleport delay at the Revenant Caves.
Question 18:
Should players require completion of the Hard Wilderness Diary to remove the teleport delay in the Revenant Caves?
Arceuus Spells and PvP
Two of the spells that stick out the most from the Arceuus Spellbook are Mark of Darkness and Greater Corruption. Currently, using them against other players doesn’t feel great – so we’d like to breathe a little more life into them (haha) with a couple of buffs.
First, we want to give both Lesser and Greater corruption 50% accuracy (instead of 33% and 66% respectively). But wait, isn’t that less accurate than the current accuracy bonus on Greater Corruption? Hold your horses – to compensate, we’re doubling the Prayer drain effect on this spell. Scary stuff!
Additionally, we'd like to tweak Mark of Darkness to work a little more like the Charge spell, where it will take effect on you, the caster, rather than your target. This would mean you'd use Mark of Darkness to supercharge your next Corruption spellcast, rather than endlessly splashing your Mark of Darkness.
Question 19:
Should we adjust Mark of Darkness and Greater Corruption as outlined in Poll 80?
Mage Arena
Back up north, we know that PvP’ers are still diehard fans of the original Mage Arena Capes. These flashy bits of fabric are as iconic as they are useful, but actually getting them can be a little tedious.
So, we thought we’d make things easier by adding a ‘Make X’ option once you’ve completed the initial quest – although this does mean you can only make up to the number of Capes you can hold in your Inventory at the time.
Question 20:
Should we include a 'Make X' option on the God Statues inside the Mage Arena?
Repair Costs
Isn't it satisfying to make someone 'sit' in the wilderness wearing Elite Void and Firecape, and as they shout "Pleae" you run to trade your Loot Key in and oh... that's only 150,000 GP.
Considering how powerful these items are, the repair costs are noticeably low. We’d like to change that:
Item | Current Cost | New Cost |
Void (1 Helm, Body, Bottom & Gloves) | 160,000 | 300,000 |
Elite Void (1 Helm, Elite Body, Elite Bottom & Gloves) | 170,000 | 400,000 |
Fighter Torso | 50,000 | 150,000 |
Firecape | 50,000 | 150,000 |
Infernal Cape | 75,000 | 225,000 |
Avernic Defender | 1,000,000 | 300,000 |
Question 21:
Should we adjust the repair costs of the items outlined in Poll 80?
(This includes Void, Elite Void, Fighter Torso, Fire Cape, Infernal Fire Cape and the Avernic Defender)
Avernic Defender (l)
On the topic of cool items, a particularly smooth-voiced individual recently pointed out that the Avernic Defender actually ranks higher in value than something like a Berserker Ring, which doesn’t make much sense to us! So, in order to make sure that the Defender sits in a more balanced place, we want to lower its value from 5,000,000 GP value down to 1,200,000 GP, which is the price of the Trouver Parchment + 500k.
Question 22:
Should we reduce the 'value' of the Avernic Defender (I) to 1,200,000 GP to accurately reflect its actual risk?
(This would prioritise more valuable items over this item on death.)
Lava Dragons
They’re bubbly, they’re ferocious, and they’re super hot… let’s talk lava dragons!
With the introduction of Ensouled Dragon Heads, we’ve become aware that lava dragons don’t have that drop. Obviously they do have heads, so instead of replacing any current loot we’d like to add this as an extra drop on their table.
Question 23:
Should we add Ensouled Dragon Heads to the Lava Dragons droptable?
Our next question is a bit more impactful. Currently, the lava dragons’ models contain textures from before the creation of Old School, which gives them a somewhat messy look.
We’d like to make the lava dragons look a little fiercer – despite their safespot, they’re supposed to be terrifying monsters!
Here’s how our proposal stacks up against their current model:
Current Lava Dragon
Proposed Lava Dragon Rework
Question 24:
Should we change the design of the Lava Dragons?
(This would be adjusted to the version seen in Poll 80.)
Rogues' Chest
Much like the Muddy Chests we’ll talk about later in this poll blog, the Rogues’ Chest is in a multi-combat area deep in level 54 Wilderness and requires a high Thieving level to open. With an average loot of around 1,600 GP (making it around 330,000 GP per hour) we think this could be a little higher – especially when you consider that methods at similar levels give better rewards without any of the risk!
We want to increase the GP and XP per hour first and foremost. As an extra bonus, we’ll also consider adding a little semi-rare something to the loot table. With your approval, we could revitalise this under-loved area of the Wilderness!
Question 25:
Should we rebalance the XP and GP per hour of the Rogues' Chest?
Looting Bag
The Looting Bag is an essential item for anyone who plans to tackle the Wilderness. But it has a small issue that’s come up time and time again in your feedback – sometimes, you don’t want certain items to go into your Looting Bag, and you have to constantly close and open it to make sure you have what you need to hand.
We want to add a toggle feature that will let players stop Blighted Food and Potions from being stuffed into the Looting Bag.
Question 26:
Should we introduce a toggle option on the Looting Bag that would stop Blighted supplies from automatically being added to the bag?
Larran's Chest Ladder
As we've recently made Larran's Keys tradeable, we've seen more activity crop up around ye olde Pirate Ship west of the Pirates' Hideout. We’ve also seen players commenting that the ladders of the ship make it difficult to chase targets – if they get a freeze off, they can leave you stuck upstairs while they make their escape.
While many popular ladders (there's a phrase you don't hear every day...) exist in multi-combat zones, this particular ladder is in a single-way combat zone and can prove to be pretty frustrating if you're looking to fight here.
We’d like to offer an alternative – if this question passes, if you are frozen or bound around the Pirate Ship, you will be unfrozen as soon as the caster uses a ladder, similar to being unfrozen when the caster runs too far away. This should make battles in this area more interesting, and hopefully it’ll increase activity too!
Question 27:
Should we remove freezes and binds on a player if the player casting the spell has travelled up or down the ladders by Larran's Chest?
Cannons and PvP Worlds
Currently, Dwarven Multicannons cannot be placed in PvP worlds. This is actually a bit weird, because Dwarven Multicannons can’t actually damage other players. We’d like to enable them again so that players can kill monsters in between bouts of PvP.
Of course, if this question passes, we’ll ensure that Cannons can’t be used in the same areas as Looting Bags.
Question 28:
Should we allow Dwarven Multicannons in PvP Worlds?
(These wouldn't be allowed to be placed anywhere the Looting Bag could work)
PvP Worlds and Immunity
For our penultimate question, we’d like to give players a bit of breathing room between kills on PvP worlds. This change would introduce an immunity timer that lasts 25 ticks (15 seconds) and prevents the player from being attacked during that time. Note that if the immune player gets into combat with something else, they’ll lose their immunity.
Question 29:
Should we introduce an immunity timer of 25 ticks (15 seconds) on PvP Worlds after killing a player?
(Players that have this immunity will have it removed if getting into combat with something else during this time)
(NEAR MISS) VLS in PvP Worlds
For our final question, we’ve got a near miss! This question was previously run as a restricted poll, which led 74.6% of you to vote ‘Yes’ to Vesta’s Longsword in PvP Worlds. Since it was so close, we want to give you another chance to allow this iconic item into PvP Worlds ONLY.
If this question passes, players will be able to use Vesta’s Longsword in PvP Worlds against other players. They will not be able to use it outside of PvP Worlds, and when fighting NPCs it will lose all bonuses – effectively making it a cosmetic item.
Question 30:
Should it be possible to use Vesta's Longsword in combat against other players in PvP worlds?
(The Longsword would lose all bonuses when used against NPCs, effectively turning it into a cosmetic item.)
That’s all for the polled changes, but as usual we’d also like to include some Quality of Life improvements that we feel don’t need a poll.
Wilderness Boss Loot Tables
With the success of the Wilderness Boss Rework, we’d also like to revitalise some of the less well-known Wilderness bosses by boosting their loot tables. Please note that the figures listed here are all subject to balance testing, and may look different on launch.
Scorpia
This boss is some of the riskiest content in the Wilderness. You’re not just fighting this mean mama, you’re also fighting her kids – and whichever passing PKers decide to get in on the action. This would be pretty cool, if Scorpia’s horrible loot table didn’t mean you actually lose money by fighting her.
We’d like to increase Scorpia’s average loot to around 2 million GP/hr, up from a measly 11,000 GP per kill.
Chaos Elemental
This creature of PuRE chAoS (and parent to the cutest pet around) is an iconic Old School boss, but besting it in battle is likely to leave you out of cash. To make it a bit more lucrative, we’d like to remove some of its weaker drops like Bat Bones and Weapon Poison.
Wilderness Boss Rework - Multi Trio
Okay, okay, we know we said the Wilderness Boss Rework was very popular – and it was! – but we still think this fearsome trio aren’t meeting the values we were aiming for. To rectify this, we’d like to increase the loot available for groups at the multi-combat variants.
One of the simplest ways to boost profitability here is to increase the minimum loot quantity from 15% up to 25%. This would make it effective to tackle these bosses in teams of 5, instead of 7. Currently teams of 7 barely see a boost in drops (around 105% loot per kill) whereas a team of 5 will get 25% more loot.
We also want to include some specific changes for each boss:
- Callisto: Increase Rune 2-handed Sword drops from 1 to 3 and remove existing minimum quantities of Blighted Anglerfish, Coins and Dark Crab.
- Venenatis: Remove existing minimum quantities of Rune Darts and Rune Knives.
- Vet'ion: Remove existing minimum quantities of Blighted Anglerfish, Coins, Dark Crab, Rune Darts and Rune Knives.
In the above cases, 'removing minimum quantities' means giving these drops a static quantity instead. For example, if you could currently receive 15-50 Blighted Anglerfish, removing the minimum quantity would result in you always getting 50 Blighted Anglerfish.
We also want to add the following valuable items to the loot table of all three bosses:
- Blighted Anglerfish (Noted)
- Blighted Ancient Ice Sack
- Blighted Super Restore (4)
- Dragon Dagger
- Dragon Platelegs
- Dragon Plateskirt
- Mystic Air Staff
- Mystic Earth Staff
- Mystic Robe Top
- Mystic Robe Bottom
- Rune Kiteshield
- Rune Platelegs
- Water Battlestaff
- Wilderness Crabs Teleport
Spindel
The singles variant of Venenatis always attacks on a 4-tick cycle. However, when moving to a spot that’s 1 tick away, it will attack again instantly, which makes the fight inconsistent. We want to fix this issue, and compensate players by giving them adequate resupply drops after each kill.
However, this will take some balancing to ensure players aren’t able to stay at Spindel indefinitely. Watch this space!
Larran's Key
These funky keys let you open Larran’s Small and Big Chests, with the latter offering a chance at the coveted Dagon’hai Set. Unfortunately, there’s no guarantee that you’ll get one from a Wilderness Slayer task, so we’d like to even those odds by ensuring a drop if you happen to run into a Superior Slayer Monster while on a Wilderness task.
Muddy Chests
Like the Rogues’ Chest we spoke about above, we think we can all agree that the loot from Muddy Chests just isn’t worth the hassle.
We’d like to review the loot table to include Wilderness-specific items like Blighted supplies and Larran’s Keys – although this is subject to balancing, of course. We’d also like to note that these changes would only affect Members.
Wilderness Diary
There are some great rewards from the Wilderness Diary, but one of the more underwhelming ones is the miserable 50 Runes you get from the final tier.
Considering that this tier requires multiple high-level skills and risking life and limb in the most dangerous part of the map, we reckon it should be a bit more rewarding. Our plan is to bump the number of Runes up to 200 and give players the chance to get all kinds of Runes – a much better reward for one of the toughest Diaries in the game.
Blighted Magic Sacks
Blighted Sacks have been a great way to give players some utility without having them cart around big piles of Runes, but we think they could be even better.
Firstly, we’d like to ensure that Wave and Surge Sacks give players access to all the relevant Wave and Surge spells.
Next, we’d like to convert Bind and Snare Sacks into Entangle Sacks, which will let players cast all three binding spells.
You’ll still need the appropriate Magic level to cast each spell, but this change means you can cast all your favourites with just one item!
Revenant Caves Shortcut
Although the shortcut in this area gives players another way to escape the clutches of PKers, it doesn’t make sense that you can still jump it while encased in ice or tangled by magic.
We’d like to experiment with making it so that players who are currently frozen or bound cannot use this shortcut until the 3-tick ‘thaw’ window towards the end of a freeze. You can still use the shortcut, but you’ll have to wiggle free first!
Scrying Pool
A few years ago, we disabled the Scrying Pool as it was being used for nefarious purposes. However, with a couple of engine updates, we’ve been able to mitigate this issue, and we’re pleased to announce that the Scrying Pool will soon be making a triumphant return!
Splash Weapons
Recently we unintentionally released holiday event items that were guaranteed to hit 0, and because this was unintended behaviour, we removed them. However, the people have spoken, and they want their silly, useless items back!
Soon, the Cursed Goblin Hammer and similar items will go back to having -100 in all combat bonuses. We reckon this change will really make a splash!
Normally, this is where we’d talk about the next numbered QoL poll. However, if you have a read back through the blog, you’ll notice one thing missing…
When are we going to make changes to Chambers of Xeric? Old School’s first-ever raid still has issues with scouting and scaling. Because these are long-requested improvements, we want to make sure the Quality-of-Life team are able to dedicate some time towards resolving them.
Therefore, the next thing on our list is a set of Chambers of Xeric improvements, notPoll 81.
Well, after reading through all that we think you deserve a treat. So here’s a magical Poll Blog blessing for your next grinding sesh. Best of luck, and happy ‘scaping!
You can also discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
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