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Blood Moon Rises Rewards

Written by developer on . Posted in OSRS News

We've made some changes to the Blood Moon Rises rewards based on your feedback.

Blood Moon Rises Rewards

Vampyrium might be a land of blood, bark, and bad decisions… but the rewards are meant to make the trip worth it.

Now that the Winter Summit Overview polls have wrapped up, we’re taking a dedicated look at the rewards coming alongside The Blood Moon Rises, including the Maggot King drops and rewards tied to Vampyrium’s skilling activities.

So far, feedback has been largely positive, and most of what you saw in the Overview blog isn’t changing. However, since rewards tend to generate the most discussion, we wanted to give them their own space and recap everything clearly ahead of the polls.

Let’s talk treasure.

The Crimson Kisten

Before we dive into this one, a quick note on the name.

Many of you pointed out that this weapon looks far more like a flail than a bludgeon, and you were right! Crimson Bludgeon was a development name that we didn’t intend to be final, and we’re now referring to it as the Crimson kisten - named after the medieval Kiścień.

While the real-world weapon looks a bit different to our fantasy version, the name fits neatly with some of the historical inspirations we’re drawing from for early Vampyre society.

This name may still change as development continues, but we feel it better reflects the weapon you’re actually wielding.

The Crimson kisten is a rare drop designed to fill a niche Old School doesn’t currently serve particularly well. A crush-focused Special Attack weapon that rewards accuracy and target choice. If you’re looking for something that outright replaces Dragon Claws or the Voidwaker everywhere, this isn’t it. If you’re fighting something that genuinely hates being crushed, that’s where the kisten comes into its own.

What’s Changed Since the Overview?

There was feedback around the kisten’s reliability in its intended matchups. Based on that, we’ve made a small adjustment to its accuracy without changing its overall role or pushing it into raid-reward territory:

  • Crush accuracy increased by +23 (now +80 total)

A Recap: How It Works

With a focus on Crush accuracy, the Crimson kisten is designed to support its Special Attack, Brutal Swing.

Costing 50% spec energy, this manoeuvre rewards accuracy with escalating damage.

When activated, the attack makes four separate accuracy rolls in a single hit. Each successful roll increases the attack’s damage, allowing players to push for devastating results against appropriate targets.

  • If at least one roll succeeds, the attack deals 70-110% of your maximum hit.
  • Each additional successful roll increases both the minimum and maximum hit by 20%.

In practice, the damage scales as follows:

  • 1 successful roll: 70-110%
  • 2 successful rolls: 90-130%
  • 3 successful rolls: 110-150%
  • 4 successful rolls: 130-170%

This scaling creates a clear relationship between crush weakness and damage output. Against targets like Nightmare, Vet’ion, or Araxxor, you’re far more likely to land multiple successful rolls and push into the higher damage ranges. Against enemies where Crush isn’t ideal, the Special Attack still works, just without the same ceiling.

To keep things in check against very low-Defence targets, there’s a small cap in place. When all four accuracy rolls succeed, the kisten’s maximum hit is reduced by 1. This mirrors how Dragon Claws calculate their own damage cap (2 x max hit - 1), ensuring the Crimson kisten doesn’t outperform Claws against 0-defence targets.

The result is a weapon with a clear, powerful niche: devastating where Crush matters, without invalidating existing special attack options elsewhere.

Why a Special Attack weapon?

We know there’s a real appetite for stronger main-hand crush weapons, and that feedback hasn’t gone unnoticed.

For the Crimson kisten, our focus has been on delivering a distinct Special Attack weapon with a clear role. While it could have been pushed in other directions, we felt it was better to let this reward shine where it’s meant to, rather than trying to cover too much ground at once.

We’d rather give main-hand crush progression the attention it deserves in a future update, where it can be explored properly, on its own terms. It’s a space with plenty of interest, and one we expect to explore at some point in the future.

Question #1:
Should the Crimson kisten, a new crush-focused Special Attack weapon obtained from the Maggot King, be added to the game as described in the blog?

Ranged Balance

Before we dive into the details on the next two rewards, we’ve taken a pass over the combined impact of Vampyrium’s Ranged rewards landing together.

Rather than looking at each upgrade in isolation, we’ve made a small targeted adjustment across both items to reduce the combined power increase.

You’ll see these changes reflected in the sections below, but in short, we've reduced the accuracy of both Seeker Arrows and Necklace of Pursuit (Rupture) to +20.

Mod Rice

We acknowledge this update brings a significant amount of power to the ranged style. As the game continues to be updated we expect the power of each style to continue and ebb and flow. Whilst Ranged is receiving a big boost to its power...

Mod Rice

...with this update we expect future updates to push the power of other styles. We don't expect these changes to make a huge difference to this power spike, but in order to taper it a little bit we've made some small changes.

Necklace of Rupture

As with the Crimson kisten, we’ve also made a small naming adjustment.

Many of you correctly pointed out that the Necklace of Pursuit (originally a development placeholder) clashed with an existing low-level piece of jewellery - the Ring of Pursuit. Rather than sticking with that, we took the opportunity to align this upgrade more closely with the naming style of the other Zenyte progressions.

We didn't have a pattern in mind when naming the previous upgrades, but looking back now, we like the idea that they represent a response to the original item's name using deliberately unusual, emotionally charged words.

  • Torture led to Rancour.
  • Torment led to Confliction.

With the Necklace of Anguish as the base item, we liked the idea of the upgrade representing a breaking point, something finally snapping under pressure.

The two names we’re currently considering are:

  • Necklace of Rupture - clearer and more immediately readable, while still fitting the theme.
  • Necklace of Paroxysm - harsher and stranger, leaning more heavily into the existing naming style.

At the moment, we’re leaning towards Rupture. However, we’re open to feedback that follows the same pattern and tone as the existing upgrades, rather than names chosen in isolation.

While Ranged has seen improvements across several equipment slots in recent years, the necklace slot itself has stayed largely unchanged for a long time, making this the next stage of progression for players already using an Anguish.

What’s Changed Since the Overview?

We've made a couple of small targeted tweaks to the Necklace of Rupture:

  • Hitpoints requirement increased to 90, matching the Amulet of Rancour.
  • Ranged accuracy set to +20.

We hope these adjustments help target concerns around Zerker and 1 Defence builds, while still bringing the Necklace of Rupture in line with other endgame jewellery.

A Recap: How It Works

The Necklace of Rupture provides:

  • +20 Ranged Accuracy.
  • +8 Ranged Strength.
  • +3 Prayer bonus.

As a new best-in-slot Ranged necklace, it offers a clear and meaningful upgrade wherever standard Ranged combat is used, surpassing all existing options without adding extra complexity.

Creating the Necklace of Rupture

The creation process mirrors that of the Amulet of Rancour, with one additional refinement step designed to keep Crafting relevant without adding unnecessary friction.

The process is as follows:

  1. Obtain an untradeable Alpha Venator Tooth from the Maggot King boss.
  2. Etch the tooth with 84 Crafting, creating a tradeable Etched Alpha Venator Tooth.
  3. Combine with a Necklace of Anguish (84 crafting required).

This additional crafting step preserves the importance of high Crafting levels while avoiding the need to sacrifice extra Zenyte jewellery simply to trade or store the item - a pain point we’ve seen raised with similar rewards in the past.

As part of this, we’re also interested in hearing whether players would like similar functionality applied to existing items like the Araxyte Fang and Amulet of Rancour.

Addressing Balance

We’ve seen a lot of discussion around how the Necklace of Rupture fits into the wider Ranged ecosystem, especially alongside Seeker Arrows and powerful weapons like the Twisted Bow.

A recurring theme in that feedback is concern about Ranged continuing to gain ground, and how that might feel in encounters where other styles already play an important role.

While this update does increase Ranged power, it does so primarily through meaningful progression in a slot that’s been largely unchanged for a long time. The Necklace of Rupture isn’t intended to completely redefine encounter metas on its own or remove the need to think carefully about which styles and weapons you bring to different pieces of content.

More broadly, we don’t see balance as something static. As the game evolves, different combat styles will naturally move forward at different times. Our aim isn’t perfect parity in every situation, but ensuring no single style becomes the obvious choice everywhere, and that meaningful choices remain part of high-level play.

We’ll be keeping a close eye on how the Necklace of Rupture performs, particularly alongside other Vampyrium rewards. If performance on release doesn’t align with our expectations, we’re open to revisiting it with data in hand.

Question #2:
Should the Necklace of Rupture, a direct upgrade to the Necklace of Anguish obtained from the Maggot King, be added to the game as described in the blog?

Seeker Arrows

Seeker Arrows sit at the heart of Vampyrium’s skilling rewards, offering a way to make Ranged combat feel more dependable without invalidating existing ammunition stocks.

Rather than introducing a brand-new arrow tier, they act as an upgrade layer, enhancing the arrows you’re already using rather than competing with them.

What’s Changed Since the Overview?

Along with the adjustments already made to the Necklace of Rupture, we’re making one small tweak to Seeker Arrows to gently taper the overall power increase:

  • Ranged accuracy set to +20

A Recap: How It Works

When applied, Seeker Arrows provide:

  • +20 Ranged Accuracy.
  • A minimum hit of 3, raising your minimum damage from 1 to 3.

The added accuracy helps hits land more reliably, while the minimum hit reduces the frequency of very low rolls. The aim here is consistency, particularly over longer fights where Ranged damage can otherwise feel quite swingy.

Obtaining Seeker Arrows

At a top level, the process looks like this:

  • Harvest Bloodwood sap from Bloodwood Trees.
  • Optionally multiply your sap using materials obtained through Vampyrium PvM.
  • Treat logs with sap, and then fletch them into Seeker Arrow Shafts - applying any Arrowtips you like.
    • Higher-tier logs (such as Redwoods) will yield more shafts - helping boost their value as a late-game resource.
  • Alternatively, apply the sap to existing arrows to convert them at the same rate as standard logs - allowing you to upgrade your current ammunition without starting from scratch.
  • You'd also be able to apply sap to Arrow Shafts - at the same rate as standard logs.

Taken together, these systems are designed so that Seeker Arrows can be obtained naturally and quickly through general play in Vampyrium.

Seeker Arrows are compatible with any standard arrow types, including Rune, Amethyst, and Dragon arrows, but remain incompatible with poison.

Clarifying the Minimum Hit

We saw some questions around how the minimum hit interacts with damage modifiers and multi-hit weapons.

To clarify

  • The minimum hit is applied after all damage modifiers.
  • Your damage is rolled and calculated as normal, and only then raised to 3 if it would have been lower.

For the Venator Bow, the minimum hit applies evenly across all bounces. This is intentional and represents a meaningful improvement in situations where the Venator Bow already sees regular use.

Power & Interactions

We expect to see Seeker Arrows increase Ranged damage output in a variety of situations.

However, they are not intended to replace existing weapons or redefine the current landscape of ranged. Instead, they sit alongside the Ranged toolkit as an additional option, with their impact concentrated in scenarios where arrows are already used.

As with the Necklace of Rupture, we’ll be keeping a close eye on how Seeker Arrows perform once they’re in players’ hands. If their impact goes further than expected, we’ll be open to revisiting things as needed.

Question #3:
Should Seeker Arrows, a Ranged ammunition upgrade obtained through Vampyrium’s skilling activities, be added to the game as described in the blog?

The Leechfin Sandwich

Not everything in Vampyrium is meant to be comfortable, and that includes its food!

The Leechfin Sandwich is a new, niche healing option created from Leechfin caught in Vampyrium’s scarlet rivers. It’s designed to sit somewhere between traditional hard food and Saradomin brews, offering powerful healing in specific situations without replacing either.

This isn’t a food you’ll want to eat everywhere, and that’s very much intentional.

A Recap: How It Works

The Leechfin Sandwich is built around commitment and timing.

Rather than offering a large immediate heal, it rewards players who plan around its delayed healing effect and are willing to stay in melee combat long enough to trigger its full benefit.

The aim is to create a food that feels distinct, situational, and worth thinking about, rather than another universal option you default to.

When eaten, the Leechfin Sandwich:

  • Heals 16 HP immediately.
  • Increases your next attack delay by 2 ticks (similar to a Karambwan).
  • Sets your next eat delay to 9 ticks.
  • Causes your next successful melee hit to heal an additional 16 HP.

That second heal must be triggered within 12 seconds. If you don’t land a successful melee hit in that window, the additional healing is lost. The effect doesn’t stack, and the sandwich can’t be used as combo food.

The result is a high-impact food that shines in sustained melee scenarios where you can play around the delay, but punishes careless or reactive use.

Creating the Leechfin Sandwich

Leechfin Sandwiches are created using:

  • Leechfin, caught through the Vampyrium Fishing activity.
  • Bread.
  • Premium or Fine Fish Offcuts.

Preparation stations will be available in familiar locations, including the Lumbridge Kitchen, Hosidius Kitchen, and the Cooks’ Guild.

These stations can be stocked with bread using bank notes, then activated with a single click to prepare Leechfin Sandwiches in bulk. The goal here is to keep the focus on planning and resource use, rather than constant inventory management.

We're also exploring ideas where there's potential to allow this to work with other food types, such as pies, but we are curious about your thoughts!

Why a Melee Trigger?

We’ve seen some questions about why the second heal requires a successful melee hit instead of simply triggering after a delay.

This requirement is intentional as it allows the Leechfin Sandwich to be positioned as a melee-focused option. This also gives us more flexibility to differentiate food effects by combat styles in the future, without every new food behaving the same way.

At the same time, we’ve intentionally tried to keep the behaviour as contained and predictable as possible. There’s no stacking, no hidden interactions, and no requirement to juggle multiple effects at once.

Question #3:
Should the Leechfin Sandwich, a new niche melee-focused food obtained through Vampyrium’s Fishing activity, be added to the game as described in the blog?

Vampyrium Ecosystem & Drops

Vampyrium isn’t just another region of Gielinor - it’s an alien world with its own ecology, shaped by vampyric biology rather than human settlement.

That difference carries through to its drops.

Rather than relying on traditional drop tables or familiar supplies appearing out of nowhere, enemies in Vampyrium draw from a mix of existing Gielinor materials that make sense in the setting, alongside new, thematic drops unique to the region.

Our goal here is twofold:

  • Keep drops useful and recognisable.
  • Make Vampyrium feel meaningfully different from places you’ve explored before.

Familiar Materials, Recontextualised

Many creatures in Vampyrium will drop materials that already exist on Gielinor, shaped by the world’s alien biology, where familiar plant life is largely absent.

These include things like:

  • Jewels, such as Sapphires, Emeralds, Rubies, and Diamonds
  • Ores, including Iron, Coal, Mithril, Adamantite, and Runite
  • Fish offcuts (both regular and fine)
  • Mort Myre Mushrooms
  • Hard Leather
  • Grapes and Wines

These drops help ground Vampyrium within the wider game economy, while still fitting a land shaped by blood, decay, and scavenging rather than trade and industry.

Drops Unique to Vampyrium

Alongside these familiar materials, Vampyrium introduces a range of new drops unique to the world, designed to support its skilling activities, reinforce the local ecosystem, and feed directly into its rewards.

Some examples include:

  • Clotted Blood, which can be used to double a Bucket of Sap or a Blood Vial.
  • Venator fangs and teeth, used in the creation of Dragon Arrows or Darts.
  • Leechfin and Stymphike feathers, dropped in small amounts.
  • Letvek, used as bait for hunting Stymphikes.

These drops are intentionally practical rather than flashy, forming the backbone of Vampyrium’s skilling loops rather than acting as standalone rewards.

Dulled Equipment

Some enemies in Vampyrium may also drop dulled weapons and jewellery - remnants of equipment that’s been corroded by the region’s hostile environment.

With 65 Crafting, dulled items can be polished to reveal their true form:

  • Dulled weapons become Mithril, Adamant, or Rune weapons of the same type.
  • Dulled jewellery becomes standard jewellery of the same type.

Polishing dulled items grants a small amount of Crafting experience and results in alchable items, offering a modest but thematically fitting reward for engaging with Vampyrium’s content.

Ecosystem

Taken together, these drops reflect our current direction for Vampyrium’s ecosystem. They’re designed to feel cohesive within the world, support its skilling activities, and feed naturally into the rewards you’ve seen throughout this blog.

While some values, rates, and interactions may still be refined as development continues, the overall structure and intent are in place.

Our focus from here is on tuning and polishing - making sure the ecosystem feels rewarding without losing its identity as something distinctly separate from Gielinor.

What Happens Next?

Over the next couple of weeks, we’ll be taking the time to look over your feedback. Once we’re confident things are in a good place, the relevant polls will open - likely within the next fortnight.

As always, thank you for taking the time to dig into the details with us!

We’ll see you beneath the Blood Moon.

You can also discuss this update 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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