Monsters
- Health bars now show the right amount on monsters with more than 255 health. Before, a big hit could make the bar look full again. For example, JalTok-Jad's bar now drops with every hit.
- When TzKal-Zuk breaks free in the Inferno, the wall of his prison now crumbles and its roof opens.
- TzTok-Jad and JalTok-Jad now spit a fireball from the head, and it bursts into flame where it lands.
- 8 monsters in the Fight Cave and the Inferno now attack with magic and ranged from a distance, and use melee only up close. For example, Jal-Zek casts its fireball and Jal-Xil shoots its arrows.
- TzKal-Zuk's attack now flies at you, or at the glyph when you hide behind it.
- When Zuk's glyph breaks, his mager and ranger now turn on you.
- 3,592 people and monsters now start on open ground. Before, they could start inside a wall, a table or another monster.
- Monsters now stay until their death animation ends, then leave. Before, a big monster such as JalTok-Jad vanished halfway through its fall, and some monsters lay on the ground for minutes.
- Zuk now calls one mager and one ranger after the glyph's first full sweep, then a new pair every 2 minutes and 20 seconds. The timer pauses at 600 health and runs again when JalTok-Jad appears. Before, a crowd of Jal-Zeks could build up.
- Jal-ImKot now digs into the ground when it cannot reach you, and comes up right next to you.
- Jal-Ak now watches your prayer. It attacks with the style you do not protect against.
- A hit from Jal-MejRah now drains your run energy and lowers your combat levels. Protect from Missiles stops it.
- Inferno and challenge monsters now keep coming for you after you move away. Before, they could stand still for the rest of the wave.
Combat
- 1,290 weapons have new attack speeds. For example, the Scythe of Vitur swings every 3 seconds instead of every 3.6.
- The Scythe of Vitur now hits large monsters more than once with each swing. The second hit deals half damage and the third a quarter.
- Salamanders now fight in three ways. Scorch hits with melee, Flare with ranged and Blaze with magic, and each attack burns one tar from your ammo slot.
- Chinchompas now explode on up to 9 targets in a multi-combat area. Your fuse decides how far away you aim best. For example, a long fuse hits best from 7 squares or more.
- Dinh's bulwark now blocks a fifth of the damage monsters deal while you hold it in Block. In Pummel, your defence adds to your strength.
- Your ranged strength now adds up every item you wear. For example, the necklace of anguish adds 5 and the Bow of Faerdhinen adds 106.
- The Eclipse atlatl throws atlatl darts and adds your strength to their damage.
- Bows and crossbows now fire only the arrows and bolts they can use. For example, the dark bow fires dragon arrows, and the magic shortbow fires amethyst arrows.
- The dark bow fires two arrows with each attack and each special attack. Seeking arrows now hit at least 3 when they hit.
- Worn items now show their options in the equipment tab. For example, the dragonfire shield, dragonfire ward and ancient wyvern shield blast your target and charge from dragonfire or fossils.
- The Ivandis flail, blisterwood flail and rod of Ivandis now trap a weakened vampyre juvenile or juvinate with their special attack.
- Craw's bow, the Webweaver bow and both chainmaces now take revenant ether. In the Wilderness they hit monsters 50% harder and more often.
- Powered staves now give Magic experience for the damage you deal. 32 staves now cast a built-in spell, including the five salamanders' Blaze.
- 10 special attacks now play their right moves and effects. For example, the dark bow fires dragon heads with dragon arrows.
- 14 new special attacks are in. For example, the ornate godswords, Morrigan's throwing axe, Dawnbringer in the Theatre of Blood and both Keris partisans in the Tombs of Amascut.
- You no longer walk up to a monster that is already in reach of your weapon.
Graphics
- Players and monsters keep their smooth shading while a spell or effect plays on them. Before, the whole body turned flat and blocky for a moment.
- The walls of Zuk's prison keep their shading when they crumble, with no black pieces or holes. Both sides of the prison now break the same way.
- The lava in the Inferno now flows and glows, right into its corners. Before, it showed flat yellow squares and black corners.
- The entrance to the Tombs of Amascut now shows its stone arch and its dark doorway. Before, a piece of the pyramid above the door was missing, and you saw the sky through it.
- In HD, your inventory, bank and worn equipment now show each item as its model, lit and textured like the world. Edges are smooth, and a soft shadow sits behind each item.
- Items with moving textures now move in your inventory and bank. For example, the lava on the fire cape and the infernal cape flows.
- A noted item keeps its shadow on the note.
- The GPU settings have a new HD icons section. You can set the shadow's strength and size, and the icons' brightness.
- The amount on a stack now shows in the game's own colours: yellow below 100K, white from 100K, green from 10M and blue from 1B. Before, it took the colour of the stack's value, the same as the outline.

Before

After
Bank
- When you type an amount larger than 2,147,483,647, such as 9999999999, the game now takes the largest amount. Before, it took nothing.
The Inferno and the Fortis Colosseum
- You can now jump into the Inferno from the rock walkway next to TzHaar-Ket-Keh. When you leave, you land back on that walkway.
- A win now gives one chat line with every reward in it: "You beat the Inferno and received 16,440 Tokkul, 1 Infernal cape."
- In TzHaar-Ket-Rak's endless challenge, a new JalTok-Jad now appears where the last one fell. Before, the new ones stacked on top of each other.
- You can now fight in the Fortis Colosseum. Enter from the lobby under the arena and face 11 waves of fighters, then Sol Heredit in wave 12.
- In the Colosseum, more fighters join a wave after 40 seconds. They come through the gate nearest to you.
- Each wave you clear adds to your Colosseum loot. Between waves, Minimus lets you start the next wave or leave with your loot. If you die, you lose it.
- Before each Colosseum wave, you pick one of three modifiers that make the rest of your run harder. All 14 modifiers are in. For example, Frailty lowers your hitpoints, Totemic raises healing totems beside hurt fighters, and Volatility makes fighters explode when they die.
- The Colosseum's fighters now use special attacks. For example, the manticore fires three orbs in a row.
- When you leave the Colosseum, your hitpoints, prayer and other levels go back to full.
- When a reward does not fit in your inventory, the same chat line now says where it went: "Your inventory is full: 1 Rune chainbody went to your bank."
Character design
- Your hair, top, legs, feet and skin can now take 218 more colours.
- The new colours come in bright, pastel, muted, dark and deep shades of 24 hues, with greys and 16 skin tones.
- Gold, silver, bronze, rune and 16 other metals catch the light, shiny colours gleam, and glowing colours stay bright in the dark.
Website
- Item pictures on the website now show the item with its black outline and no shadow behind it.
- Pictures of items with moving textures now show them as bright as in the game. For example, the fire cape's lava glows.
Chat
- Chat now shows your message the way you typed it. Before, every message started with a capital and the rest turned lowercase.
- Commands that take an amount now accept k, m and b, such as 10k, 1.5m and 10b. An amount above 2,147,483,647 becomes 2,147,483,647.
- The chat no longer shows test lines when you turn the camera, click a button or cast a spell on something.