It feels like only yesterday that Varlamore opened its doors to intrepid explorers from all over Gielinor. This time, we're here to recap on exactly what you can expect in our next Varlamore expansion: The Rising Darkness, so that you know exactly what to expect on your adventures throughout an expanded area!
In case it's not clear, the content you're seeing here has been covered in any blogs relating to "Varlamore: Part Two". We've opted for a tagline that's a little more descriptive and better reflects the content, especially the main story content, which also adds a little extra oomph to talking about it! Most importantly, 'The Rising Darkness' sounds cool, 'Part Two' sounds like turning over an exam paper and seeing a whole question you've missed with only minutes to spare...
You won't find much new information here, so if you're already caught up then carry on with your day! That said, we've got updated names for rewards, some sneak peeks at how things like Potion Storage function and even a new pet transmog!
If you're looking for a refresher or you're coming back to Old School after a long break, grab yourself a cuppa and settle in - here's everything you need to know about Varlamore's next wave of content additions, from unique skilling activities, subterfuge and shadowy organisations, and even a brand new group boss.
Of course, we can't just drop all of this new content without somewhere to put it! Fortunately for you, you'll be able to explore more of Varlamore than ever before - let's take a look at the lay of the land so you can familiarise yourself with your soon-to-be surroundings!
An updated map of Varlamore! Note that anything greyed out is a part of GentleTractor's original map so isn't included with The Rising Darkness and may not be reflected exactly in future Varlamore updates.
By now, you should be more than familiar with the Avium Savannah, Ralos' Rise and Civitas illa Fortis, so let's turn our gaze to the north! Amidst the snowy mountain peaks you'll find the Darkfrost, a modern name for an ancient peak housing an ancient beast: the Hueycoatl. East of the Darkfrost you'll notice the Proudspire, the mysterious Tower of Ascension and the sprawling Twilight Temple - all are sites of importance to the people of Varlamore, particularly the shadowy Twilight Emissaries...
Just off the Sunset Coast is the luscious and lovely Aldarin! Aldarin is perhaps most famous for its sprawling vineyards, providing the perfect grapes for the Moonrise Brewery and Winery. Due east of the Brewery is the Alchemical Society, where you'll be able to learn a thing or two about mixology in a brand new Herblore training activity. Beyond booze, the people of Aldarin love a spot of drama, particularly if it's taking place in the ampitheatre on the eastern coast! Culture aside, it doesn't get much more dramatic than a murder mystery, so be prepared to get sleuthing and explore Aldarin in a brand new 'whodunnit' Quest!
It's not all about POIs though! You'll also find a smattering of other amenities to really make these new areas feel alive: NPCs to chat to; locations for Mining, Fishing, Hunter, Smithing; shops and vendors to trade with and even a brand new portal location for your Player-Owned House!
No new location is complete without a healthy helping of lore to flesh out the world!
Naturally, more Varlamore means a continuation of the main storyline! Following on from Children of the Sun and Twilight's Promise, you'll need to dig deeper into the Twilight Emissaries and sect of Ranul in 'The Heart of Darkness' to figure out who's behind the attempts on Servius' life, who's next in the firing line, and what does it all mean?! You'll receive answers to questions old and new, a convenient excuse to explore more of the brand new areas, access to a new Slayer cave and miniboss, and the gnawing sensation of needing to know how the story concludes in a future Varlamore expansion...
To start the Heart of Darkness, you'll need to have completed Twilight's Promise and have 55 Mining, 48 Thieving, 48 Slayer & 46 Agility. You'll also need to have some combat gear handy, we'd recommend a Combat level of at least 65!
We've also got the aforementioned murder mystery that's set all of Aldarin atwitter - Death on the Isle! It's got everything: disguises, deception, deductions, fun for the whole family - to say anything more would be spoiling it, it's not much of a 'mystery' if you know everything, so go and check it out for yourself!
To start Death on the Isle, you'll need to have completed Children of the Sun and have 40 Thieving, 45 Agility and 30 Crafting. We'd recommend a Combat level of at least 50 - solving a murder mystery is sure to attract some unwanted attention after all...
Earlier in the year, you gave us your blessing to release a handful of additional, smaller quests for world-building in the same vein as The Ribbiting Tale of a Lily Pad Labour Dispute, as described in this blog. Naturally we're not going to spill the beans, but rest assured that there are a couple of other quests full of fantastic dialogue to breathe even more life into Varlamore!
We can see you're already hovering over your space bars, so let's keep things moving and talk about a brand new group boss: the Hueycoatl.
Long ago, in the days before Varlamore’s founding, the land was inhabited by a multitude of strange and powerful beings. It is said that one such being dwelled among the barren peaks of the Hailstorm Mountains. The Old Ones called this place Coatlpetl – but those who live in its shadow today call it the Darkfrost.
There, they say that the Hueycoatl - a great and terrible serpent - lies sleeping, coiled around the heart of the mountain. They say its scales are strong as rock, and that it sleeps upon a bed of gold. They say that the dwarves who first encountered this monster were rewarded with riches beyond their wildest dreams. They say that when the Hueycoatl wakes anew, it will be angry enough to tear through stone.
For centuries, these legends were thought to be nothing more than tall tales. But now, the mountain trembles – and the Hueycoatl has proven to be very, very real.
Left unchecked, the Hueycoatl’s power could cause untold devastation. Faced with this new danger, the dwarves have begrudgingly enlisted the help of adventurers like you to help them subdue the beast. Are you up to the challenge?
The Hueycoatl is a new group encounter aimed at players with 90+ Total Combat Level. We also recommend having access to protection Prayers.
Gameplay
The Hueycoatl’s powerful claws has allowed it to dig a network of tunnels all through the mountain, but you’ll face it on the surface. It’s not instanced – anyone can clamber up the mountain and join the battle. We've implemented a 20 player limit to help with performance, so if you're in a huge group then you might need to split yourselves up a little! Don’t worry, there will be solo options available for players who need them.
You’ll never be truly alone, though. To help you out, you’ll be accompanied by a band of dwarves, including a priest who will aid you during the encounter!
Parts of this colossal serpent are poking out from caves all over the mountain. Wherever it’s exposed, you can attack – which you’ll need to do if you want to reach the top of the mountain, where the final part of the battle awaits. The Hueycoatl won’t take your attacks lying down, so stay alert. When enough body parts have been damaged, the path to the peak will open.
On the summit, you’ll face the Hueycoatl head on – literally! You’ll need to contend with all the same hazards as before, but when the mighty Hueycoatl tires of your shenanigans, it’ll shield itself with its tail. You’ll need to break it to keep up the fight! Once the tail has shattered, you’ll be free to start battling again.
There's a few things during this encounter that we're keeping a surprise, but we'll leave that for you to figure out, when you face this deadly foe!.
To recap:
- Join the Dwarven Party and make your way up the Darkfrost mountain.
- Attack the parts of the Hueycoatl sticking out from the rock, while avoiding hazards. Don’t forget your protection Prayers!
- When the Hueycoatl moves, climb to the top of the mountain and attack the head.
- If the Hueycoatl uses its tail to defend itself, shatter it so you can resume the fight!
- Deal damage to the head until the Hueycoatl is defeated.
Once you’ve pacified the Hueycoatl, there’ll be a bit of downtime as it gets ready to fight again. During this downtime, you'll be able to slide down to the Dwarven encampment and resupply at the Bank if needed.
Rewards
For your efforts, you'll be in with a shot at a number of rewards. All of these are tradeable, so feel free to use them for yourself or sell them on for a quick bit of extra GP!
Tome of Earth
Up first is the Tome of Earth! Just like the Tomes of Fire and Water, the Tome of Earth provides infinite Earth runes when charged, provides a +10% damage boost to Earth spells, provides and is charged with Soiled Pages pages (which also drop from the Hueycoatl).
Dragon Hunter Wand
The Hueycoatl is a draconic creature, meaning equipment like the Dragon Hunter Lance or Dragon Hunter Crossbow will serve you well here. Currently, Magic is missing a dragonbane option, but that all changes with the Dragon Hunter Wand!
The Hueycoatl Wand requires 65 Magic to wield and can autocast any spell from the Standard Spellbook at the usual 5-tick speed, which means Earth Spells can benefit from the new Tome!
That's not all this wonderful Wand has to offer - it's a Dragonbane Weapon, with +10% Magic Strength, +50% Dragonbane Accuracy and +20% Dragonbane Strength!
This puts the weapon in a really good spot against Draconic creatures with elemental weaknesses, and will be better than powered weapons like the Trident in this specific niche. There's still a sizeable gap between the Hueycoatl Wand and the Dragonhunter Crossbow and Lance, but this could help those unfortunate Metal Dragon Slayer tasks feel like less of a slog in the future, or let you gain some extra Magic XP while you're taking on the Hueycoatl with your pals.
Hueycoatl Hide Armour
This new set will consist of a Head, Body, Legs and Vambraces and will be an improvement over Blessed Dragonhide Armour with a total of +8 Prayer Bonus across the four pieces and an extra 9 points of Magic Defence! The set will require 40 Defence and 70 Ranged to equip, aside from the Legs and Vambraces, which will have no Defence requirement in line with other Dragonhide armour sets.
Prayer Regeneration Potion
Our final reward is the new Prayer Regeneration Potion. The effect will regenerate 1 Prayer Point every 12 ticks for 8 minutes, which should give you around 8 Prayer Points p/m, for a total of 66 points overall per dose. Let’s see what that looks like in practice:
- 99 Prayer using Protection Prayers = 4m 57s VS w/ Prayer Regen = ~7mins
- 99 Prayer using Piety, Rigour etc. = 2m 28s VS w/ Prayer Regen = ~3 mins
To create this potion you'll need a brand new herb, the seed for which will be dropped from the boss. Once you've grown the herb, you'll combine it with the new secondary, Aldarium, from Mastering Mixology to create this powerful pot, so long as you've got Level 58 Herblore!
You’ll note that the Chambers of Xeric’s Prayer Enhance is actually much better – but this potion is something you can carry with you to locations where recharging your Prayer is inconvenient, or situations where you won’t be using Prayers as much.
That's all there is to know about the Hueycoatl, we expect these worlds to be absolutely packed on release so get together with your mates and try to snipe some big drops as a squad!
On the mainland, Herblore has existed in much the same way since the druids first honed their craft. In Varlamore, however, they brew potions a little differently.
The lush island of Aldarin is the perfect locale for Varlamore’s alchemists to grow and study herbs and other Herblore ingredients. Through intense study, they’ve discovered that all herbs contain a set of basic alchemical elements, which can be mixed differently to produce beneficial effects. In their laboratory, they serve the kingdom by mixing up potions in exchange for the time and resources required to continue their studies.
However, with the influx of new visitors to Varlamore, potion orders have gone through the roof! The alchemists' reputation is at stake, and they need your help to get the orders out on time.
Gameplay
Applying your Herblore know-how to mixology is no easy feat! If you'd like to read up more on the finer details of the gameplay loop, you can check out one of our older blogs here! For now, let's give you a crash course so that you're able to get started as soon as you've got access!
This activity is significantly lower XP/hr than regular Herblore but boasts a higher XP/herb and is ultimately focused on giving you access to some fantastic Herblore rewards through an alternative training method!
Mixology doesn't use secondary ingredients, so you'll only need to stock up on herbs. You'll have to process these herbs into their basic elements, then use those simple components to brew potions and satisfy incoming orders.
Processing your herbs is as simple as it gets: take unnoted herbs out of a convenient bank chest and use them on the nearby refiner. You can let this process happen on its own, or click through herbs yourself to speed it up a little. Refining your herbs will give you Mox, Aga or Lye paste depending on the type of herb you've put in, you'll need all three of these pastes to consistently satisfy potion orders - so get refining!
From there, you can store up to 300 of your Mox, Aga and Lye reagents in to a hopper, which should be more than enough for you to get started. Any excess paste can be stored in the bank, so you'll be able to refine a fistful of herbs while watching a show or listening to music and have a massive stock ready for mixology.
On-screen, you'll have three Potion Orders to choose from and an indicator for whether the end result needs to be Concentrated, Crystallised or Homogenous. You're not going to need to memorise alchemical tables to participate, there are convenient Lab notes nearby that tell you exactly what goes into each potion, so you can focus on using up specific reagents if you've got an excess.
Mixing a potion is simple! Use the levers on the mixing table (which is the bottom table on the image we shared earlier) to fill up the mixing vessel. Grab the unfinished potion from the mixing vessel and either concentrate, crystallise or homogenise it at the corresponding machine to finish it off. Place your mixological masterpiece on the conveyor built to finish your order and receive points depending on how much Mox, Aga or Lye was used to make it. You'll use these points to purchase rewards, so you can always target orders that use more of the reagents you need more points for - you'll get the hang of things in no time.
There's more that you'll be able to do to accelerate your alchemical activity, but we'll let you figure those out. For now, let's take a look at what you'll be able to spend those points on!
Rewards
Click on the image above for a much higher-res look at the Rewards Shop!
For varying quantities of Mox, Aga and Lye points, you'll be able to snag a whole host of Herblore rewards!
Potion Packs (Untradeable, rewards tradeable potions)
The Alchemical Society have three varieties of Potion Packs for you to choose from: Apprentice (requires Level 60 Herblore), Adept (Requires Level 70 Herblore) and Expert (Requires Level 85 Herblore). Opening these packs will reward you with potions, the better the pack, the more potent the potion!
Keep in mind that you won't be able to receive any potions that you lack the Herblore level to create, but these should serve as a fun way of turning stacks of herbs you'll never get through into something more useable.
Aldarium & Goading Potions (Tradeable)
To keep the Herblore thematic going strong we'll be adding new potion with this update: the Potion of Goading. This pot will allow you set Aggro on any non-agressive enemies within a 9x9 of the player using it. This means not only could you re-aggro enemies but you'll be able lure enemies that normally don't pay any attention to you like Dust Devils. Any enemy that is already aggro'd against another player will not be effected, as we don't want naughty players to be stealing kills!
You'll be able to earn a new secondary called Aldarium from the Herblore activity which will act as the reagent to create the Potion of Goading by combining it with an unfinished Harralander potion. Making the potion will require Level 54 Herblore.
Aldarium is also used as a secondary ingredient to make the Prayer Regeneration potions, in conjunction with Huasca herbs that you'll farm using seeds dropped by the Hueycoatl, requiring Level 58 Herblore.
Reagents Pouch (Untradeable)
Make space for your secondaries with the latest in item-storing technology! Like the Herb Sack, this handy pouch lets you store up to 26 of all secondary ingredients, from Limpwurt Roots to Unicorn Horns. Secondary ingredients inside the bag will be used in creating potions, so no need to remove them from the pouch!
Just to note, we will likely limit being able to take this into some areas of the game as being able to craft 26 new potions inside the Inferno sounds a teeny bit broken...
Alchemist Outfit (Untradeable)
The prescribed eyewear in this stylish clothing set lets you see beyond the physical realm and into the science zone. Well, not really – but wearing them, will net you a 10% chance to save a secondary ingredient when mixing Potions.
For all you hardcore FashionScapers out there, the full set contains Goggles, Top, Legs and Gloves, but only the Goggles will be needed for the effect, the rest is pure drip.
Alchemist's Amulet (Untradeable)
Brimming with power, this imbued version of the classic Amulet can be brought with a small amount of charges on first purchase, but additonal charges can be added by using the standard Amulets of Chemistry on it. The Alchemist's Amulet increases the chance to mix 4-dose Potions to 15%. Powerful stuff!
Pre-pot Device (Tradeable)
This special device lets you insert doses from up to five different Potions and drink them all at once. Sounds a bit like our uni days...
You'll be able to fill the device up using potions in your inventory, or configure loadouts while at a bank - similar to how loadouts work for the Rune Pouch. You can save four different loadouts for potions, reorder them (handy for using a Saradomin Brew before a Super Restore), fill the device up or empty its current contents into the bank.
As long as you're within a Bank or next to a Bank Chest, you'll be able to drink from the pre-pot device to consume all of the potions from your current loadout at once - talk about a timesave!
Potion Storage (Account Unlock)
This final reward is one of the most-requested items in all of Herblore – a storage solution that will finally free your Bank slots from the tyranny of Potions!
Essentially, after unlocking this item, a new element of the Bank will allow you to place potions into it, without taking up standard Bank Slots. You will still be able to place potions inside the regular area of the Bank, if you want faster access to specific potions and doses.
We're still working on the finishing touches, but we've included an image showing the storage in action from an earlier working example, take a look! You'll be able to set a handful of favourites, withdraw them in any quantity you like, and even withdraw vials directly from the storage interface!
That's all the Alchemical Society have in store for the time being, but we're sure you'll find something you like amidst these hard-earned rewards!
Now let's head back to somewhere more familiar, the southern tip of the Avium Savannah, where construction on a spine-tingling Agility course has completed at last.
Initially penned as part of Varlamore's initial release, the Colossal Wyrm Agility Course is something we weren't able to deliver at the time. It's finally ready to be opened up, and Varlamore's Grand Museum needs your help!
Worm Tongue (who happens to be an anteater, just roll with it) has been appointed by the Museum to lead a preservation effort and save the remains of this majestic Colossal Wyrm from a rampant termite infestation. While Worm Tongue used to be pretty adept at catching termites (on account of being an anteater), his age is catching up to him and he needs your help to preserve this ancient landmark and supply him with snacks!
This course is reminiscent of the Shayzien Agility course, offering a Basic route for players with 50 Agility and a more Advanced route for players above 62 Agility. You'll find yourself clambering all over scaffolding on a scenic and fairly low intensity course, so get ready to sit back, relax and catch termites aplenty!
The Agility XP you're getting here will be slightly below other options in your level range due to its low intensity and long obstacle animations, but you'll be able to earn some nifty rewards here that you can't obtain anywhere else.
To earn rewards, you'll need to bring Worm Tongue every termite you can find. As you run your laps of the course, there's a chance for termites to appear on some obstacles. Clicking on any termites you see will start stacking them in your inventory so that you can keep them safe for bartering purposes!
Rewards
Obviously nobody wants to be caught walking around with a pocket full of termites because it's really hard to explain to your peers without sounding like a lunatic. Fortunately for you, they're used as a currency to trade with Worm Tongue for a number of new rewards. The simplest among these are Amylase packs and a Colossal Wyrm Agility Course teleport - both of these do exactly what they say on the tin, teleports should make it easier for you to get back to the course and the Amylase packs you obtain should make for a competitive means of obtaining Amylase crystals to sell on or use in Herblore.
Varlamore Graceful Recolour
Gather up enough termites and you can turn them in for a Graceful recolour that adds some Varlmorean flair to its base appearance. If you look closely you'll notice some regal hints of deep blues and yellows, and also that your midriff is entirely exposed! You know what they say, if you've got it then flaunt it, but perhaps don't try wearing this for any particularly challenging combat...
Squirrel Transmog
Last up is a fresh look for your Squirrel pet!
We've got a course that sees us catching termites atop the remains of an ancient Colossal Wyrm and trading them in to a very responsible anteater whose joints just aren't what they used to be - you can probably see where we're going with this...
Enter: the Bone Squirrel.
Need we say more? We didn't think so either!
With that, you're up-to-date on everything you need to know before the release of Varlamore: The Rising Darkness!
You can also discuss the Summit 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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