OSRS Rework of Wilderness Bosses

- Advertisement -

The Wilderness bosses are getting a rework, and here’s everything we know about it. Things are subject to change as some aspects are still undefined. Enjoy farming OSRS gold! 

Upping the stakes but also leveling the playing field

Wilderness bosses have pretty punishing abilities. From incredible defensive skills to attacks that penetrate Prayers, players just found ways to cheese these bosses. They fight them solo when they are supposed to be bosses that need cooperation to beat. Since they’re excellent sources of OSRS gold, this lets players farm them easily.

- Advertisement -

With that in mind, Jagex is planning a few reworks to the three main bosses of the Wildy. There are even some for those who don’t want the nail-biting experience of multi-way combat between players.

A Unified OSRS Boss Lair

All the bosses will now be in one boss lair. Technically, they’re still separate with their own entrances, but they’ll be connected to the ‘Escape Caves.’ These caves are filled with mid-level NPCs and are multi-way combat zones, so players you encounter there can attack you.

How that goes depends on more than your (and your opponent’s) strength since mobs can join your fight anytime. The aim is to keep players from camping in these caves and get them moving. Even switching worlds is not an escape, as you can land in a more dangerous situation than the one you left.

It’s a necessary process in getting away from the boss lairs, as you cannot exit the way you came in. When you enter one, you must defeat them or evade their attacks to get away. Even in the latter case, you’ll have to avoid the NPCs and possible players in the caves.

There will also be a fee to enter the lair. It’s set to be at 50,000 OSRS GP, but it can be higher or lower, depending on player feedback. This amount will be dropped to any player who kills you within the caves. It may be lowered by 10k if you gain an MVP boss kill. Earning five of those will give you free entry after your subsequent death.

An additional mechanic is that any player who enters the Escape Caves within 10 seconds you do will appear at your location. If you’re being tailed, this increases your risk of losing everything. Otherwise, your friend can use this so you can help each other escape.

If that proves too difficult or risky for you, there’s a weaker version in a single-combat area. The rates are significantly lower (you earn less gold), but the risks are also lower. They’re not entirely gone, but it’s not the adrenaline-filled experience in the multi-way areas.

Specific OSRS Boss Reworks

Each of the three bosses also gets some changes to their mechanics.

Callisto

He will keep charging at a player, and his attacks will penetrate through Prayer. He’s still immune to Magic damage, but now he’s vulnerable to freezing. Using an Ice Barrage to keep him at bay would be a viable strategy. Callisto still has other attacks up his (metaphorical) sleeves, and lowering his HP past a specific point will enrage him. That changes his attack patterns drastically, keeping players on their toes throughout the fight.

Venenatis

Venenatis now summons her children to join the fight. These smaller spiders will chase you down and drain your Prayer Points with every hit. Fortunately, they’re not too resilient and can be chased away with a whack or two with your weapon. The number of spiders summoned is proportional to how many players are fighting her.

Venenatis herself will try to keep her distance from players. She’ll then pelt them with Ranged and Magic attacks that get stronger the more spiderlings there are in the arena. If you want to keep her damage at a minimum, it wouldn’t be wise to ignore her children.

Vet’ion

Vet’ion gets a graphical glow-up bringing his looks up to date with the others. He’s still a skeleton wearing armor with a weird shade of purple. He also did some Defense training he’ll use with significant effect. If you try attacking him when he’s in his defensive position, your attacks will deflect, and he’ll be unharmed. He still uses his lightning spells and khopesh, plus his hellhounds are back. They’ll keep you busy as their master peppers the room with lightning spells.

Then when you reduce his HP the first time, he goes into his next phase, with glaring orange armor. He has less defense in this phase but more than makes up for it with a higher max hit and faster attack rate.

OSRS Wilderness Boss Rewards

Jagex wouldn’t leave players with a challenge without rewards. They’ve improved some of the usual prizes and even added more.

Thammaron’s Sceptre

It’s getting a rework to have a max hit equal to your Magic level divided by three minus eight. It will have an attack speed of four with a +15 Magic attack bonus. Its ability to hit players, unlike other powered staves, will make it stand out. 

It would also change the bonus from +100% accuracy and +25 damage to +50% accuracy and +50% damage against Wilderness NPCs. That’s a bonus for the standard attack and non-powered spells while using the staff. This weapon cannot auto-cast any magic. Both regular attacks and other spells cost Ether.

Accursed Sceptre

If you’ve obtained a Skull of Vet’ion, you can combine it with Tammaron’s Sceptre to make this weapon. It requires 85 Crafting to do so, though. Otherwise, you can talk to Andros Mai in the Ferox Enclave. He’ll do the process for 500,000 OSRS gold.

It’s an upgrade to the above weapon, with 22 Magic attack and a max hit calculated from your Magic level divided by 3 minus 6. It also has a new special attack: Condemn. Using it will use up half your special attack bar, and you hit with a 50% increased max hit and 50% more accuracy. If this lands on your target, their Defense and Magic get reduced by up to 15%. Those stats cannot go below 85% of their initial values. 

Webweaver Bow

Combine the Fangs of Venenatis with Craw’s Bow to get this powerful weapon. The process requires 85 Fletching, but you can speak to Phabelle Bile in the Ferox Enclave for the same amount of gold as making the Accursed Sceptre.

It’s tradable and requires 70 Ranged to wield. It gives a +85 Ranged attack bonus, and 65 Ranged strength and enables you to use Swarm. The special attack uses up half of the attack gauge and lets loose four hits that have increased accuracy. Each hit has a 40% damage cap, though if you’re lucky to have every attack land for max damage, that’s a possible total of 160%. The ability also has a chance to inflict poison when they land.

Ursine Chainmace

Obtain the Claws of Callisto and combine them with the Viggora’s Chainmace to get this weapon. It requires 85 Smithing, but if you don’t have the time to grind, you can go to Derse Venator in the Ferox Enclave to do it. As usual, that costs 500,000 gold.

It requires 70 Attack to wield and adds a 71 Crush attack bonus and 74 Melee strength bonus. Its special attack is Bear Down. The developers haven’t exactly decided on what the effects would be. They’re asking for feedback from the players.

Tentatively, it costs 50% of the energy bar and has 100% accuracy. If the attack lands, it deals 15 damage over 6 seconds. It also drains 50% of run energy at the same time. If the target has 0% energy, the damage is doubled.

There are also some adjustments for the Dragon Pickaxe, such as making it rarer on the King Black Dragon’s drop table. The Kalphite Queen would include it among the loot she drops, too. The developers are thinking about making it available through the Volcanic Mine. They’re reviewing the length of time needed to get it, though.

The Voidwalker

The three bosses would drop different pieces of this weapon: the blade, the hilt, and a crystal. These components are tradeable, as is the combined product. Look for an NPC under the Old Nite to assemble it (for a 500,000 OSRS GP fee).

You’ll need 75 Attack, 75 Strength, and 60 Magic to wield this sword. It’s the best-in-slot, non-degradable option for training Strength. Its special attack, Disrupt, has the flavors of Korasi’s Sword. For 60% of your special attack gauge, make a hit that guarantees Magic damage equivalent to 50-150% of your Melee max hit.

It’s Only a Proposal, Though

There are notes from Jagex that they will not be able to focus on these reworks until the Tombs of Amascut goes live. Since that dungeon is definitely out and available, the development team could work on this.

They’ve also listed some player concerns, and feedback about the various changes suggested in the post. There are suggestions like the effects of Bear Down, increasing the drop rate of the weapons, and the possibility of the sceptres’ ability to auto-cast Ancient Magicks. Let’s look forward to seeing what the devs can think up!

Another thing to think about all the information above is that they are subject to change, especially for Bear Down. It’s only natural if Jagex finds something unbalancing about their initial plan and will have to adjust to keep the status quo.

Enjoy the Wilderness bosses before the changes so you can feel the difference. Plus, they’re pretty lucrative in terms of OSRS gold.

 

- Advertisement -

Subscribe

Related articles

LEAVE A REPLY

Please enter your comment!
Please enter your name here