Wilderness Warbands (members only)
Risk it all in Wilderness Warbands: the brutal new combat D&D that'll test your stealth, combat and teamwork skills in the most dangerous place in RuneScape!
Quercus the ent is troubled by the emergence of savage warbands in the Wilderness. The Wilderness is a dangerous place, and it's always been home to brigands and rogues aplenty. Lately, though -as rumours abound about what happened at Orlando Smith's archaeological dig - they've begun banding together in larger, more organised groups to kill and plunder: all in the name of the RuneScape gods! Quercus is worried that they're becoming a threat to the world's balance, and while he can't intervene directly, he's looking for those who can.
Quercus will regularly send out notifications as warband camps crop up in the Wilderness. You'll need to gather some strong, trustworthy friends, gear up, and make your way there past the PKers and other perils of the Wilderness. Do this, though, and with skill, teamwork and plenty of courage, you'll be able to take the warband down.
If you've set your sights on taking out a warband, a direct assault isn't the way to go. Each warband camp is based around a summoning beam, used by the warband to summon in allies. Get close enough without being seen, and you'll be able to convert the beam, switching its alignment to that of a rival god. The conversion process is quicker the more people are involved, so be sure to sneak in as many saboteurs as you can. Once that's complete, the colour of the beam will change, and you'll be able to start another such process: this time, a summoning ritual to bring in a rival warband! Once successful, the opposing force will attack and you can get stuck into the fight on your own terms. These are the first enemies in the game to use Evolution of Combat mechanics and all-new AI, so they'll still be formidable foes!
If you make yourself seen, the warband will summon like-minded rogues through the beam, and the fight will be stacked against you. Also, never forget that this is the Wilderness. You'll make a tempting target for PKers - or even traitors from your own ranks - who may deliberately alert the warband to distract you while they take you down.
Everyone involved with converting the beam or summoning in the rival warband will receive a healthy helping of Prayer or Summoning XP (respectively) at the completion of each stage. The leader of each warband also gives a chunk of Slayer XP to those responsible for his demise. On top of that, each warband's camp includes tents, filled with crates of ill-gotten goods related to a number of skills: Construction, Farming, Herblore, Mining and Smithing. Everyone involved can loot up to 25 of these per camp, and bringing these back to Quercus will earn you generous XP in the crates' related skills. You can't teleport while carrying the crates, though, so this might be easier said than done!
Finally, each time you loot a tent you have a chance to pick up the Wand of Treachery. This level 70 magic weapon is both powerful and tradeable, but there's a catch: when you pick it up, the fact will be broadcast to everyone in the vicinity, your prayer points will be completely drained, and you'll become attackable by everyone - regardless of their level. It's at times like that you find out who your friends really are!
The risks involved are great, but the rewards are greater still. Do you have the cunning and the skill to survive in RuneScape's wildest lands?
Mod Chris L
How to start Wilderness Warbands:
Speak to Quercus, by the bridge between Edgeville and the Grand Exchange.
You must be a RuneScape member.
There are no level requirements, but you'll need good combat skills to take on the bandits or go toe-to-toe with PKers.
Behind the Scenes Videos
Take a tour of Wilderness Warbands in our latest Behind the Scenes video.
Also, feast your eyes on the first details of RuneScape 3!
In Other News
• Two new outfits, inspired by the Armadylean and Bandosian warband leaders, will be available on the Squeal of Fortune from this weekend. Keep an eye on the news for more details!
• The increased chance to win Slayer Masks and XP lamps on the Squeal of Fortune - along with the 1.5x Slayer XP from Squeal of Fortune-won lamps - has been extended by three days: until Thursday March 28th, 23:59 (GMT).
• The Sizzling Summer Promissory Note will expire on the 1st April. Be sure to use up any remaining XP before then!
• Player-owned port totems have been reworked to function consistently and to offer more benefits.
• Higher-end capes have had their armour values corrected. While the capes have lowered armour values, they still remain the most potent capes in game.
• The player-owned ports log book now states the amount of time until a ship returns.
• You can now toggle off the aquanites assignment option at Kuradal. Players will need to pay points to re-enable it again.
• Aviansie can now be given as a Slayer task by Sumona, Duradel/Lapalok and Kuradal.
• The Queen Black Dragon now counts as a black dragon for Slayer assignments.
• Several common Slayer creatures have had their life points increased.
• The Smash ability will now turn off Akrisae's prayers for a short time.
• The home teleport spell in Dungeoneering will now be less likely to be interrupted by combat ending.
• Following player feedback, we have altered the drop rates of the rarer items from the World Wakes automatons.
• The default left-click option in a bank's side interface is now "Deposit all".
• The Tribute to Guthix event has been extended to last an additional week, and the tribute stone north of Falador will now become a permanent prayer altar and small obelisk at 100,000 rune essence. If you haven't chipped in with your essence, be sure to do so now!
• Several changes have been made to Nex. These are detailed in the patch notes.
• We've made a batch of tweaks to the early game. See the patch notes for full details.
The patch notes archive can be seen here.
The following fixes and tweaks have now been implemented. If you believe a change has not been documented, either in the patch notes or the news posts for this week’s update, please detail the change so that it may be added.
As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game.
- All custom cursors have had a minor update to give them a consistent style.
- The Sky Jump home teleport animation is now working correctly.
- The Revenge ability has had its effect time doubled and cooldown increased to 45 seconds.
- Nex will no longer drag the player more than once every 10 seconds.
- Nex will no longer drag players if they are currently stun immune.
- Ice prisons are now slightly easier to escape from.
- Nex should no longer attempt to target players in the waiting area.
- Nex's blood barrage attacks now drains fewer prayer points.
- The Virtus wand and book now work with coinshare.
- The Dagannoth king’s attack range has been returned to the values used pre-EoC.
- Double agents from Treasure Trails are now easier to kill.
- The Royal Crossbow will now degrade correctly.
- The amulet of glory and fury amulet have had their Prayer bonuses switched around to give the fury amulet more prayer points than the amulet of glory.
- An issue that was causing Nomad's Soul Blast attack in the Dominion Tower to not deal damage correctly has been fixed.
- Players can no longer receive Cres's Automatons as a co-op slayer assignment if they do not have the requirements to fight them. A login check has been added to fix players who already have these as a task and cannot access them.
Skills & Minigames:
- The Squeal of Fortune overlay now doesn't reappear if the player logs out and in again less than 15 minutes apart.
- The Squeal of Fortune multi spin function should now work consistently with purchased spins.
- The claim button on the Squeal of Fortune will now change to "Inventory full" when appropriate.
- Squeal of Fortune tickets will no longer appear for new players before the minigame is enabled.
- The "Spin" button on the Squeal of Fortune now has a yellow highlight when the Spin task is active.
- A hint arrow now consistently shows where to access the Squeal of Fortune from when the Spin task is active, in case the player has closed the spin overlay.
- The completionist cape hood will now function as a teleport to the Varrock Museum, destroying the hood on use.
- Players who have a completionist cape hood equipped and a completionist cape in their inventory can now use the "Features" option to see what requirements they still need to gain the trimmed variant of the cape.
- Reclaiming a completionist cape has been streamlined.
- The completionist cape now awards a 100 lifepoint boost, similar to the cape of legends.
- Players can once again view other players inventories at Daemonheim. However, any flowers will appear as a stack of 1337 mithril seeds.
- An issue that prevented players from using the demonflesh book cosmetic override has been fixed.
- The superior dominion medallion can no longer be equipped in the head slot under certain circumstances.
- Ninja implings no longer drop weapon poison+ potions.
- Entering a Player-owned Port with a playlist active will now unlock all of the Ports music tracks.
- Players will no longer disconnect when trying to equip battle-mage, trickster or vanguard equipment from a gravestone.
- Attempting to join a friend using the Friends List will no longer cause a disconnect under certain circumstances.
- The default quest list display when opening the Noticeboard for the first time has been altered.
- An unnecessary warning message from the emotes drop down menu on F2P worlds has been removed.
- A typo when viewing information about the platters won on the Squeal of Fortune has been fixed.
- The "Player run games of chance" rule now appears on the lobby Report Abuse screen.
- Running missions with 3 adventurers in Player-Owned Ports will no longer occasionally unlock an adventurer that the player cannot yet receive.
- The armour from Player-Owned Ports now offers the option to repair multiple parts of the superior items at the same time.
- The weapons on the floor at the beginning of Troll Warzone now glow.
- The chargebow has been increased in strength to make it comparable to the melee and mage equivalents.
- Several text changes have been made to streamline the introduction sequence.
- The interface with information about the Death Plateau quest has been updated to use the Noticeboard icon rather than the old Quest tab icon.
- When the Death Plateau task is active, the button below the task is now "Open Noticeboard" instead of "Get Directions".
- A glowing lamp has been removed from a wall near the exit of the combat section of Troll Warzone.
- The trolls at the beginning of Troll Warzone now form a more distinct line formation.
- The woman from the burning house no longer disappears as she attempts to jump onto the players' shoulders.
- Using climbing boots on Sabbot now gives some information about where to take the boots.
- The movement speed of Wandering wyrmwoods has been decreased.
- The "Kill a cow" task has been updated to make it more obvious on what steps to take to gain a weapon.
- Trying to unequip equipment with a full inventory now gives clearer feedback about why the item was not unequipped.
- The Burning House section of Troll Warzone now gives more clear feedback about how to unequip a weapon.
- Burnt meat and burnt chicken have been removed from the Make-X interface.
- The animation when the Baby troll jumps into the cannon has been smoothed out.