the Royal Titans

Branda the Fire Queen and Eldric the Ice King are in, fought as a pair in an instance of your own under the Wilderness, and they carry the only twinflame staff and the only two new prayers in the game. The prayer tab is OSRS's own book now, home has been paved and walled, and the way weapons reach, the way you switch them and the way anything walks a route have all been corrected.
Highlights
- The Royal Titans - two bosses that have to die together, fought in an instance of your own under the Wilderness. Use
::titansto go in. - A new prayer book - the prayer tab is OSRS's own, sorted by level, with a real description on every prayer and quick prayers in the same place.
- Switching does what you clicked - the equips you make in one tick are applied in the order you made them, so a fast four-way switch ends up wearing what you asked for.
- Weapons reach as far as they reach - melee could land across a clear tile of gap whenever either side was moving. It cannot now, and chasing monsters close all the way in.
- Home rebuilt - the courtyard is fully paved, the walling is up, the bank floor is relaid and there is a path across to the gambling house.
New content
- The Royal Titans - Branda and Eldric fight as a pair, opening in melee, backing off to conjure walls and summon elementals, then walking in to stomp. Each hazard has one answer: a wall or an elemental dies only to a spell of the opposing element, and a stomp is Protect from Melee.
- Killing them together - at 35% both titans sit down for good and start landing the Elemental Blast, which covers every row but one safe tile. Leave one alive and it stomps the whole floor for damage that goes straight through prayer, so the pair is meant to fall together.
- The twinflame staff - built from a crown off each titan. Infinite fire and water runes, 10% more accuracy and 10% more damage on standard spells, and a second cast a tick behind the first for 40% of its damage, costing no runes and giving no experience. It also swaps a cast to whichever element the target is weak to.
- Deadeye and Mystic Vigour - two prayers that exist nowhere else. Read the scroll and each takes over Eagle Eye's or Mystic Might's slot in the book, and they are the only defence prayers that stack with Rock Skin and Steel Skin.
- Giantsoul amulet - drops from both titans, fed one big bone and one law rune per charge up to 16,000, and rubbed for a trip to Branda and Eldric, Obor or Bryophyta. It is untradeable and comes home with you.
- Armoured zombies - a level 82 camp in the Zombie Burrows under Slepe, and the first thing the zombie Slayer category has ever had in it. They drop the broken zombie axe at 1/500, and a hammer with 70 Smithing at any anvil repairs it into the zombie axe. Teleports row 28563.
- The Chaos altar - level 38 Wilderness, keeping half the bones you offer and paying the experience in full either way, which is twice any other altar per bone in the worst place to stand. The Mage of Zamorak beside it un-notes bones, since boss bones arrive noted here and the nearest bank is a continent away.
- Chaos druids - had no drops at all, not even bones. Both kinds pay properly now, without herbs or a Larran's key.
- Name Your Number - 500 points on Nieve's Unlock tab. A fresh task quotes the kill band it rolled and lets you name your own number inside it.
- Home - the courtyard and its paths are fully paved, the walling around the edge is finished, the bank floor is relaid and a path runs across to the gambling house. Pillars and wall tiles you could walk through are solid.
- Blood chest - has an ironbound chest of its own instead of borrowing a treasure chest, with the blood boards shimmering on it.
Combat and balance
- God Wars unique rates - the four generals shared one per-kill number, and since Graardor dies three times as fast as Kree'arra a Bandos unique came about every 20 kills. Each rate is set against the general's own kill time now: Graardor and K'ril 1/144, Zilyana 1/140, Kree'arra's armour 1/130 and the Armadyl godsword 1/190. Pets, supplies and scroll boxes are untouched.
- Melee reach - a hit could land across a clear tile whenever either side had moved that tick, and diagonal melee went with it. Both are gone, and the same slack had been parking chasing monsters a tile short of their own reach, so every melee monster now closes properly. The Grotesque Guardians are noticeably harder for it.
- Auto-attack - a weapon switch, an unequip or a bite of food takes the click off your target, so your character stops fighting on its own the moment you do something else.
- Redemption - healed nothing at all before; it heals what it should now, and it fires on hits that land a zero, which is what a miss and a magic splash are.
- Granite maul - the clamped, ornate and duplicate mauls have the instant special they have been missing since the day they shipped.
- Chivalry - drains 20 points a minute rather than 40, and wants 65 Defence rather than 60.
- Prayer bonus - a +30 bonus halves your drain exactly rather than very nearly.
- Rapid Heal, Hitpoints cape and Regen bracelet - the first two halve the time between regenerations and the bracelet doubles the amount, instead of all three lumping it into one bigger heal.
- The holy wrench - does something at last, worth two percentage points on a prayer restore. The Prayer cape, Max cape and ring of the gods (i) match it, and they do not stack.
- Sanfew serum - restores its own amount rather than borrowing the super restore's.
- Soul Stealer - the damage floor drops from 10% of your max hit to 3%.
- Slayer boss credit - a boss kill counts towards the species task it belongs to again; a Cerberus kill on a hellhound task was worth nothing.
- Slayer points - completing a monster task pays by its length, the way a boss bounty already did, so asking for the shortest task is no longer the best way to farm points.
- Catacombs of Kourend - multi-way, so a cannon and chinchompas work down there.
- Dragon crossbow - 15,000 blood money at the counter, the same as the Armadyl.
- The Wardens - the enrage heal takes 12% of the bar rather than 20%, so the last phase stops growing most of a fresh health bar on you.
- Tombs starting kit - two ambrosia and two tears of Elidinis, paid for by dropping honey locust from four to two.
- Avernic defender - no longer untradeable, which means it is no longer safe. Lose it and the killer gets the hilt, though a protect slot still saves it whole.
Interface and quality of life
- The prayer tab - the whole book is OSRS's own: the art, the names, the levels, the ordering by level and the hover text are the real ones, so the 26 prayers that never had a description now have theirs. Quick prayers moved with it, and Deadeye and Mystic Vigour can finally be put in a set.
- The bank incinerator - asks before it destroys anything. The drop zone sits a few pixels from the item grid, it takes the whole stack, and there is no undo.
- Presets - a loadout with an emblem in it takes the next tier down out of your bank when the exact one is gone, rather than leaving the slot empty. It never reaches for a higher tier.
- Anti Drag - ships on and always on rather than shift-only. A deliberate drag needs a 600ms hold in the inventory and the bank, and "Disable on control pressed" is still there if you want it back.
- Idle Notifier - could never fire at all and now does, and the logout warning no longer goes off seconds after you log in.
- Prayer doses - the restore amount in the prayer overlay reads correctly outside a bank.
- Shopkeepers - an NPC you talked to turns back to the way it was posted a few ticks after you close the window, instead of staring at a wall for the rest of the session.
- The minimap orbs - the Item Spawner orb sat 30 pixels off the ring the other seven share and has been moved onto it, the wiki button drops below them, and both orbs and their sidebar buttons wear new artwork.
- Grand Exchange marker - back on the minimap. The gem stall's is gone, because its tile is paving now.
Client and performance
- Effect timers on resizable - the vengeance and antifire timers were drawn behind the inventory buttons whenever the chatbox was hidden. They clear the row of stones now.
- The logout button on resizable - the corner stone opened and shut the panel inside a single click, so it looked dead. It works, and so does right-clicking it.
- A forced update - this release needs the new client for the prayer tab, the titan artwork and the new orb art to draw at all. The launcher fetches it for you.
Fixes
- Quick prayers logged you out - opening the quick prayer setup tab threw almost every account straight back to the login screen, because the set was saved before Deadeye and Mystic Vigour existed. Older sets are widened when they load.
- Equipment screen - with a weapon worn, the head, cape and amulet boxes were missing from Equip Your Character, with the lines still drawn to where they should have been.
- Walking through walls - a route could begin halfway along itself and draw a straight line back to you through whatever it had just gone around, and nothing checked a step against the map at the moment it was walked. A door closing or an instance built under you stops the walk now rather than being passed through.
- Long walk clicks - clicking further than 25 tiles away planted a map flag and then did nothing, which the wider draw distance made easy to hit. The limit is the pathing grid's own reach now.
- Chasing monsters giving up - a monster that retreats would disengage from a player standing right next to it, if that player had crossed its boundary a step first.
- Running away - a click to run made on the tick a hit landed was eaten by auto-retaliate.
- Duels - walking out of a no-movement duel left you rooted for the rest of the session.
- Walk-to messages - the game told you it could not reach something you had already walked to, whenever the route had to settle for the nearest tile it could get to.
- Zebak in the Tombs - swung its whole body at an empty corner while the shard flew at somebody standing behind it. Phantoms turn to face their target now.
- The Warden core - drifted south-west on every eject instead of going towards the party, sometimes ten tiles away.
- Falling hazard shadows - one flat four-tick mark was drawn for a two-tick skull, a five-tick cage and an eight-tick boulder alike. Each shadow matches its own hazard now.
- Tombs lightning - landed a tick early, and on the same tick its warning appeared.
- Clue kill steps - killing bloodvelds in the Slayer Tower counted for nothing, because the step wanted the God Wars ones. A step asks for the name now.
- Silent refusals - Protect Item under a red skull, and every prayer under a duel's no-prayer rule, were refused without a word.
- The prayer orb - lit over a quick set with nothing actually burning in it.
- The quick prayer tab - drew Protect from Missiles permanently lit and six pixels oversized.
- Prayer tooltips - Preserve said 20% where it pays 50%, and Augury was missing its damage line.
- Prayer button glow - no longer lags the click by a tick, which flicking felt most.
- Locked prayer buttons - reading a scroll left the button drawn locked until you relogged, and so did training Defence to 70 with a scroll already read.
- Home tables - the trading desks moved a tile west with the hall and the staff behind them did not, and Blood Krystilia and Nieve were standing in a garden bed.
- A wedged connection - a heavy burst of clicking could jam a connection until the player relogged, with nothing said to explain it.
