This week’s update introduces Bounty Hunter ‘Wilderness-only’ PvP worlds (or ‘Bounty Worlds’). Our aim was to get something that feels as close to the original Wilderness as we can manage, and to add another thrill with the Bounty Hunter mechanic. The new worlds are limited to the Wilderness, and use the old ‘who can attack who’ levels.
Bounty Worlds are basically a mix of 3 previous PvP games. It has the best bits we can reuse from Bounty Hunter, PvP worlds, and the old Wilderness. In short, we’ve increased the chance to get your opponent’s items and we added the thrill of hunting a bounty within the Wilderness while surrounded by hundreds of potential PKers.
Here’s how it works:
You can attack anyone within the level range determined by the Wilderness level, starting with 1 just above Edgeville to 56 at the top of the map. If you kill someone who isn’t your bounty target, it is considered a ‘rogue kill’. There is no penalty for rogue kills any more. It will add 1 to your ‘rogue kills’ highscore, and you will get a drop based on the ‘drop potential’ mechanic from PvP worlds (see here for more details). We have, however, made it so that, when drop potential is converted to items, it is 3 times more likely to give you items your target was carrying, as opposed to generated items. The average size of the rewards is based on your drop potential the same as in PvP worlds.
After you have spent 30 minutes in a dangerous area on a Bounty World, the system will start looking for suitable ‘bounty targets’ for you. After 60 minutes, the chance of being assigned a target increases further. (Note: this doesn’t have to be all in one go, and isn’t reset by leaving.) Your target will always be a similar level to you. To make things even more interesting, you will also be their target! If you kill your target, it will add 1 to your ‘bounty kills’ highscore, and you will receive a generous boost to your drop: the average size of these drops is boosted by an extra hour of drop potential (just as if you’d spent an hour in a hot zone), on top of the drop you would receive normally. In addition to this, we’ve made it more likely that you’ll get items from your opponent’s actual inventory for killing your target – this also applies to rogue kills and in normal PvP worlds, but at a lower rate.
To make sure you have a chance of getting to the rewards, there are a couple of extra rules. Firstly, if your bounty target is fighting someone else in a single-way combat area, you will be able to attack your target, and their original foe will be locked out. Secondly, if you are fighting your enemy but do not inflict enough damage to count as the ‘hero’ (in the same way as drops are awarded when fighting monsters), your target will remain your target. Basically, your bounty target will remain your bounty target until one of you kills the other, or one of you leaves the Wilderness for more than ten minutes.
It isn’t all about the rewards, of course: it’s also about the thrill of trying to hunt someone down in an environment where the levels are well-matched. That’s why we brought back the old Wilderness levels, and restricted the action to the old Wilderness area. You can only fight in the Wilderness, and the only other area available is Edgeville, where you can restock and prepare for battle. You have to be in one of those areas before you can log into a Bounty World. So, head to Edgeville, switch to a Bounty World, and see if you can work your way up the Rogue/Bounty Hunter highscore tables.
Andrew
Lead Developer
In Other News…
Thirsty adventurers should head to the poll to take part in our latest vote: Guaranteed Content – Name a Pub. We have made a shortlist of your very best pub suggestions, and now we need you decide which one is your favourite. The winning idea will be added to the game in the coming months. You can find the poll under the 'Community' drop-down tab above.
Similar to the changes we made to the way PvP worlds work to prevent people from using fun weapons or low-level spells, we have updated the system to detect other ways of fighting without taking any risks. Now, if you see anyone in single-way combat who is fighting without taking any apparent damage over an extended period of time, you can jump in and teach them how fighting works.
The lilies of the valley have finished blooming, and have been removed from the game. Any you might have had lying around have been whisked away.
Leprechauns can now convert clean herbs to banknotes for you. Previously, if you'd accidentally cleaned the herb, the leprechaun wouldn't accept the herb.
The in-game skill guides now link to an appropriate page in the Game Guide if you wish to find out more information.
Bounty Worlds are basically a mix of 3 previous PvP games. It has the best bits we can reuse from Bounty Hunter, PvP worlds, and the old Wilderness. In short, we’ve increased the chance to get your opponent’s items and we added the thrill of hunting a bounty within the Wilderness while surrounded by hundreds of potential PKers.
Here’s how it works:
You can attack anyone within the level range determined by the Wilderness level, starting with 1 just above Edgeville to 56 at the top of the map. If you kill someone who isn’t your bounty target, it is considered a ‘rogue kill’. There is no penalty for rogue kills any more. It will add 1 to your ‘rogue kills’ highscore, and you will get a drop based on the ‘drop potential’ mechanic from PvP worlds (see here for more details). We have, however, made it so that, when drop potential is converted to items, it is 3 times more likely to give you items your target was carrying, as opposed to generated items. The average size of the rewards is based on your drop potential the same as in PvP worlds.
After you have spent 30 minutes in a dangerous area on a Bounty World, the system will start looking for suitable ‘bounty targets’ for you. After 60 minutes, the chance of being assigned a target increases further. (Note: this doesn’t have to be all in one go, and isn’t reset by leaving.) Your target will always be a similar level to you. To make things even more interesting, you will also be their target! If you kill your target, it will add 1 to your ‘bounty kills’ highscore, and you will receive a generous boost to your drop: the average size of these drops is boosted by an extra hour of drop potential (just as if you’d spent an hour in a hot zone), on top of the drop you would receive normally. In addition to this, we’ve made it more likely that you’ll get items from your opponent’s actual inventory for killing your target – this also applies to rogue kills and in normal PvP worlds, but at a lower rate.
To make sure you have a chance of getting to the rewards, there are a couple of extra rules. Firstly, if your bounty target is fighting someone else in a single-way combat area, you will be able to attack your target, and their original foe will be locked out. Secondly, if you are fighting your enemy but do not inflict enough damage to count as the ‘hero’ (in the same way as drops are awarded when fighting monsters), your target will remain your target. Basically, your bounty target will remain your bounty target until one of you kills the other, or one of you leaves the Wilderness for more than ten minutes.
It isn’t all about the rewards, of course: it’s also about the thrill of trying to hunt someone down in an environment where the levels are well-matched. That’s why we brought back the old Wilderness levels, and restricted the action to the old Wilderness area. You can only fight in the Wilderness, and the only other area available is Edgeville, where you can restock and prepare for battle. You have to be in one of those areas before you can log into a Bounty World. So, head to Edgeville, switch to a Bounty World, and see if you can work your way up the Rogue/Bounty Hunter highscore tables.
Andrew
Lead Developer
In Other News…
Thirsty adventurers should head to the poll to take part in our latest vote: Guaranteed Content – Name a Pub. We have made a shortlist of your very best pub suggestions, and now we need you decide which one is your favourite. The winning idea will be added to the game in the coming months. You can find the poll under the 'Community' drop-down tab above.
Similar to the changes we made to the way PvP worlds work to prevent people from using fun weapons or low-level spells, we have updated the system to detect other ways of fighting without taking any risks. Now, if you see anyone in single-way combat who is fighting without taking any apparent damage over an extended period of time, you can jump in and teach them how fighting works.
The lilies of the valley have finished blooming, and have been removed from the game. Any you might have had lying around have been whisked away.
Leprechauns can now convert clean herbs to banknotes for you. Previously, if you'd accidentally cleaned the herb, the leprechaun wouldn't accept the herb.
The in-game skill guides now link to an appropriate page in the Game Guide if you wish to find out more information.
Knowledge base article about Bounty Worlds:
Bounty Hunting
After spending half an hour in a dangerous area on a Bounty World (which needn't be done all at once), Mandrith will begin searching for an opponent for you, which may take a few minutes, or may take up to an hour. In the meantime, you can continue doing anything you might consider doing on a PvP world (such as killing other adventurers). When you have been assigned a target, their name will appear in the top-right corner of your game window, and an arrow will direct you towards them. Beware, however, because they will also be hunting you! Your target will always have a Combat level within 5 of your own.
To see how likely you are to receive a target, there's a box in the top-right corner that will slowly turn a darker shade of red as the probability increases.
There are a number of rules you must abide by to appease Mandrith's sense of honour:
If your target is fighting someone else in a single-way combat area, you will be able to interrupt their combat to fight your target, preventing their foe from interfering. Further, if you defeat your enemy but don't do enough damage to count as the 'hero' (in the same way that drops are awarded when fighting monsters), they will remain your target. The only way for your target to change is if one of you kills the other, or by leaving the Wilderness for more than ten minutes.
Bounty Drops
If you kill your target, you may receive more drops from their actual inventory than usual, in addition to drops generated as normal in a PvP world. You will also receive a 'free' increase to your drop potential as if you had spent an extra hour in a hot zone (click here to read about potential drop value). Because your potential drop value is increased when you get your drops, Bounty Worlds can be a very lucrative place to fight, as well as providing a greater challenge as you stalk your prey across the Wilderness.
FAQ
Which areas of RuneScape are closed in a PvP world?
The following areas have been disabled on PvP worlds:
In addition, you cannot use the Item Lending feature on PvP worlds.
How can I increase my chances of getting good drops?
While you are on a PvP world and risking at least 75,000 coins' worth of items (or 25,000 coins' worth if you are on a free world), you will slowly gain 'potential drop value' - be aware that noted items do not count towards this value. This measures the amount that you can earn from drops by killing other players. This has a maximum value, which is higher if you are in a hot zone, and can increase by spending more time in a hot zone.
Your potential drop value will increase while you are outside a safe zone, but will increase by greater increments when you are in a hot zone. Every thirty minutes you spend outside a safe zone, your limit will increase.
When you kill another player, the game will calculate the size of drop you should receive. This cannot exceed your potential drop value, and will be removed from that value. The size of each drop is decided by several factors. These include, but are not limited to:
If most or all of these conditions are in your favour, you will receive a decent drop, and the higher your potential drop value, the better the rewards will be. If the player you defeat was not risking at least 25,000 coins' worth of items, you will receive a fairly meagre drop, but your potential drop value will not be reduced.
In general, the most important factors are the value of items you are risking, the amount your opponent drops and how long you have survived (ideally in a hot zone). A good tactic is to let your drop value build up by training in a hot zone for a while (which will be especially beneficial if you have some brawling gloves), then try to get a kill or two for a better chance of some good drops. Then you can go back to training to let your potential drop value increase again.
Note that if you die, your potential drop value will increase to compensate you for your loss, but it won't get you the value of your lost items - it's not a sensible way to get good drops!
Can I lose any of my potential drop value?
The only time that your potential drop value will go down is when you win a drop by killing a player who is risking at least 25,000 coins' worth of items.
How can I find out how much I'm risking?
Your 'Items kept on death' interface (on your equipped inventory tab) has information about the total value of your items, as well as the amount you are risking. If you are risking enough to be eligible for a good drop, the value of your risked items will be coloured green. Click here to read more about the Items kept on death interface.
I can't drop this item at the moment - why?
In order to make PvP worlds fair for everyone, you are unable to drop anything worth more than 1,000 coins if you have been in combat with another player within the last 10 seconds. This is primarily to stop players from reducing the amount that they lose to below 25,000 coins' worth; with this prevention in place, players should be able to claim better rewards.
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Spoiler: Click to Toggle the Spoiler.
Bounty Hunting
After spending half an hour in a dangerous area on a Bounty World (which needn't be done all at once), Mandrith will begin searching for an opponent for you, which may take a few minutes, or may take up to an hour. In the meantime, you can continue doing anything you might consider doing on a PvP world (such as killing other adventurers). When you have been assigned a target, their name will appear in the top-right corner of your game window, and an arrow will direct you towards them. Beware, however, because they will also be hunting you! Your target will always have a Combat level within 5 of your own.
To see how likely you are to receive a target, there's a box in the top-right corner that will slowly turn a darker shade of red as the probability increases.
There are a number of rules you must abide by to appease Mandrith's sense of honour:
- You must not spend more than ten minutes in safe zones. These are cumulative, so going in and out of safe zones to protect yourself is not desirable. If you do so, you will have your target removed and will have to wait at least half an hour to be assigned a new one.
- You must not log out or swap worlds for more than ten minutes. Like spending time in a safe zone, you will have ten minutes to return before Mandrith removes your target.
- If your target does any of these, you will be assigned a new target at the earliest opportunity.
- The level difference that you can attack other adventurers over is different from ordinary PvP worlds - it is a simple sliding scale that increases the further you go into the Wilderness. You will be able to see the range that you can attack and that can attack you just under the icon indicating whether you are in a safe zone or a hot zone. You can attack your bounty target in any dangerous area, regardless of the level range restrictions that might ordinarily be in place.
If your target is fighting someone else in a single-way combat area, you will be able to interrupt their combat to fight your target, preventing their foe from interfering. Further, if you defeat your enemy but don't do enough damage to count as the 'hero' (in the same way that drops are awarded when fighting monsters), they will remain your target. The only way for your target to change is if one of you kills the other, or by leaving the Wilderness for more than ten minutes.
Bounty Drops
If you kill your target, you may receive more drops from their actual inventory than usual, in addition to drops generated as normal in a PvP world. You will also receive a 'free' increase to your drop potential as if you had spent an extra hour in a hot zone (click here to read about potential drop value). Because your potential drop value is increased when you get your drops, Bounty Worlds can be a very lucrative place to fight, as well as providing a greater challenge as you stalk your prey across the Wilderness.
FAQ
Which areas of RuneScape are closed in a PvP world?
The following areas have been disabled on PvP worlds:
- Barbarian Assault
- Castle Wars
- Duel Arena
- Fist of Guthix
- Soul Wars
- Stealing Creation
- Tears of Guthix
- Trouble Brewing
- TzHaar Fight Pit
- Falador Party Room
In addition, you cannot use the Item Lending feature on PvP worlds.
How can I increase my chances of getting good drops?
While you are on a PvP world and risking at least 75,000 coins' worth of items (or 25,000 coins' worth if you are on a free world), you will slowly gain 'potential drop value' - be aware that noted items do not count towards this value. This measures the amount that you can earn from drops by killing other players. This has a maximum value, which is higher if you are in a hot zone, and can increase by spending more time in a hot zone.
Your potential drop value will increase while you are outside a safe zone, but will increase by greater increments when you are in a hot zone. Every thirty minutes you spend outside a safe zone, your limit will increase.
When you kill another player, the game will calculate the size of drop you should receive. This cannot exceed your potential drop value, and will be removed from that value. The size of each drop is decided by several factors. These include, but are not limited to:
- The size of your potential drop value.
- Your Combat level.
- Your opponent's Combat level.
- The value of items your opponent lost.
If most or all of these conditions are in your favour, you will receive a decent drop, and the higher your potential drop value, the better the rewards will be. If the player you defeat was not risking at least 25,000 coins' worth of items, you will receive a fairly meagre drop, but your potential drop value will not be reduced.
In general, the most important factors are the value of items you are risking, the amount your opponent drops and how long you have survived (ideally in a hot zone). A good tactic is to let your drop value build up by training in a hot zone for a while (which will be especially beneficial if you have some brawling gloves), then try to get a kill or two for a better chance of some good drops. Then you can go back to training to let your potential drop value increase again.
Note that if you die, your potential drop value will increase to compensate you for your loss, but it won't get you the value of your lost items - it's not a sensible way to get good drops!
Can I lose any of my potential drop value?
The only time that your potential drop value will go down is when you win a drop by killing a player who is risking at least 25,000 coins' worth of items.
How can I find out how much I'm risking?
Your 'Items kept on death' interface (on your equipped inventory tab) has information about the total value of your items, as well as the amount you are risking. If you are risking enough to be eligible for a good drop, the value of your risked items will be coloured green. Click here to read more about the Items kept on death interface.
I can't drop this item at the moment - why?
In order to make PvP worlds fair for everyone, you are unable to drop anything worth more than 1,000 coins if you have been in combat with another player within the last 10 seconds. This is primarily to stop players from reducing the amount that they lose to below 25,000 coins' worth; with this prevention in place, players should be able to claim better rewards.
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Patch Notes
The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website).
Graphical
Quests
Miscellaneous
Graphical
- The red menaphite headgear was appearing purple rather than red at the sides.
- The graphic for unpowered orbs has been changed to more easily distinguish them from air orbs.
- A roof removal issue has been resolved around the Black Knights’ Fortress.
- Fixed an animation that was playing faster than intended.
- Fixed an animation so the player no longer holds their weapon while on the Agility course in Bandos’s throne room.
- Fixed a bug where items wouldn't be displayed on the floor in a particular location in the northern Wilderness.
- Fixed the bridges in the Gnome Stronghold to correctly appear in low detail.
- Adjusted the spacing on the Farming tool storage interface.
- Fixed a floating issue with the Explore emote.
- Julian and a few other NPCs in Lumbridge appeared to be missing arms at certain camera angles in low detail.
- Fixed a roof removal issue in Lletya.
- Fixed a render issue with the various full helms and your chathead.
- The buttons on the Grand Exchange interface have been adjusted so the clickable area is more consistent with the sizes of the various components.
- Removed some random glowing light near Melzar's Maze.
- Poison and disease hit splats will no longer be stretched when near a wall in the Myreque caves.
- Shades in the Stronghold of Security have had their robes adjusted to better match the dropped version.
- The back point of the enchanted hat should no longer have render issues with your neck at the front.
- A random square near the Magic Guild was blocked for no apparent reason.
- Zanik will no longer occasionally appear on top of the Oo'glog pools.
- "Your cannon has decayed" is now in red text to better warn you.
- Skeletal hellhounds should no longer drop their loot in a wall if they were next to one when they died.
- Flames no longer appear through the floor in a particular dungeon.
- Fixed a map height issue in Morytania.
- Updated a cat model to be textured.
- Improved the tooltip box for the hot air balloon controls.
- The customs officer cap from the Rocking Out quest should no longer make your hair disappear.
- Fixed the clickable area for the NPC Contact interface when talking to Chaeldar.
- Adjusted some animations in While Guthix Sleeps.
- Infinity boots no longer clip with flared trousers.
- Fixed a label issue with the runite crossbow and the Zamorak plateskirt.
- Fixed some height-mapping issues in the Forgettable Tale of a Drunken Dwarf cutscene.
- Updated an interface in Rocking Out to look better in high detail.
- Fixed various graphical issues with bandanas and eye patches.
- Stopped elite black platelegs and the bug lantern causing a stretched polygon.
- Players will no longer randomly disappear while chopping trees in low detail.
Quests
- Updated some code in the Eadgar's Ruse and Mountain Daughter quests, no visible functionality changes.
- Dondakan now has a right-click option to fire you into the rock.
- Alrena should definitely be in her house, rather than occasionally outside.
- An axe from Swan Song is now a hatchet to match other hatchets.
- The Sinclair Mansion dog: now with added barking!
- Added music to the first cutscene in the Cabin Fever quest.
- Added some atmospheric sounds to a Cabin Fever area.
- The quest complete jingle wasn't playing when completing As a First Resort.
- Fixed a label issue with a zombie in Zogre Flesh Eaters.
- Added a plank in a specific location to aid with the progress of the Mountain Daughter quest.
- If you've lost your train from Kennith's Concerns, this can now randomly be found around Witchhaven.
Miscellaneous
- The Grand Exchange interface will now flag any sell offers you've placed that are out of the trading range of that particular item.
- Peer the Seer has better checks when depositing items in your bank and now deals with noted items.
- Greenman's Ale now has the apostrophe in it and all references to it have been updated.
- Fixed several typos and grammatical errors in various chat.
- Changed a battle hatchet correctly to a battle axe.
- Updated some text to reflect the fact you can fill plant pots with soil from patches in any state, not just when they’re empty.
- Bandos’s Throne Room Agility course is now correctly on the skill guide.
- The swap/insert button in your bank will now remember your preference between logins.
- Caviar and roe ‘eat’ options have been adjusted so you don't immediately eat them. They are still edible, though.
- All highwaymen to the south-east of Falador should count toward the Falador Achievement Diary.
- The sound effects should now be correctly synchronised with the ectophial teleport animation.
- A dungeon icon has been placed back on the world map for the Keldagrim Mine.
- Runite bolts have been more consistently named.
- Sound effects for the gnome glider were missing in the ogre area.
- Snoring sound effects have been added to the NPCs in the Varrock Church.
- One of the warning beacons was asking for too many nails when repairing the ladder.
- Clockwork items from your house are now listed on the Crafting skill guide.
- Fixed an issue with the minimap run button while in the tutorial.
- The ‘locked’ sound effect plays when trying to open a compost bin that's not ready.
- Added sound effects when making a crystal key.
- Added a banker to Catherby where a bank booth was open but no banker was present.
- Removed a duplicate item in Chargurr's shop in Oo'glog.
- The track ‘Sojourn’ had at least 3 wrong notes, apparently!
- General Graardor is an ourg, so he now appropriately drops ourg bones.
- The Wise Old Man no longer mentions random events that have been removed.
- Quick chat has been added for the Evil Tree distraction and diversion.
- You can now open a chest and mithril door with the key in your inventory, rather than having to use it on the locations.
- Floor spike traps now have a bigger clickable area.
- Energy Transfer will no longer work in single-way combat on a PvP world.
- Adjusted some text on the welcome screen.


