A new duo boss has been added to the game: Zemouregal & Vorkath! Zemouregal has raised Vorkath from the dead and the two now besiege Fort Forinthry - face them in the arena east of the fort;
To challenge them you'll need the Fort Forinthry Town Hall built to tier 3. You can get there via the commemorative statue in the Town Hall, the featured Wars' Retreat Boss portal, a Wars' Retreat Boss portal, the Prifddinas Max Guild Combat portal, or the Bosses category of the Teleportation menu;
The encounter has a Normal and a Hard mode (Hard mode doubles their life points and makes every hit stronger) and up to 10 players can fight in one instance. The battle begins once someone walks up to Vorkath's corpse - after that nobody can join, and anyone who dies stays out until the next fight;
Vorkath fights through three phases while Zemouregal hides behind his barrier and summons undead minions to heal, shield and empower his dragon; once Vorkath has had enough he flees, and defeating Zemouregal ends the battle;
Fire the fort's ballista with the extra action button to hit every enemy at once, or ready it while Vorkath flies off so it shoots him down before his Ice Barrage lands;
Zemouregal is fully voiced. Zemouregal's Empowerment and the ballista's reload show on your buff bar, and Vorkath's power and shield and Zemouregal's barrier and souls show in the target box;
Claim your loot from Guard captain Sofia after the battle or from the statue's 'Claim loot' option. Unique drops include Vorkath's spike, Vorkath's scale (Hard mode only), Vorkath's claw (unlocks the Vorki boss pet) and the Vorkath Necromancy weapon override token (unlocks the Vorkath Guard and Vorkath Lantern cosmetics);
Undead dragonhide can be tanned into undead dragon leather and crafted into the new tier 75 undead dragonhide armour (coif, body, chaps, vambraces and boots);
Vorkath's spikes upgrade undead dragonhide armour into tier 90 Dracolich armour at level 90 Crafting, and Vorkath's scales upgrade it further into tier 92 Elite Dracolich armour. Dracolich armour degrades, can be repaired and can be augmented;
Dracolich set effect (Dracolich Remnant): every bow hit restores special attack energy for each piece worn, and with 3 or more pieces worn each bow hit can grant Dracolich Infusion, a short boost to your ranged critical strike chance;
Added Zemouregal & Vorkath to: Collection logs (completing it unlocks the title: the Walled Guardian), Reaper assignments (combat level 125 and Town Hall tier 3; a task done entirely in Hard mode gives 12,500 bonus Slayer XP), the 'Reaper Crew' and 'Final Boss' title requirements (kills and the Vorki pet) and the boss Hiscores and kill-time leaderboards;
To celebrate the release, deaths are free for the next 3 days!
Combat
Dragonfire from dragon bolts (e), the Sirenic set and gemstone dragonstone now gives XP to your combat tab choices instead of Magic and Defence, and lands together with the bolt;
Saradomin sword, Korasi's sword and god bow special hits, the Ancestor spirits aura and familiar scroll specials now follow your combat tab XP choices;
The Ring of recoil no longer shatters on its first hit after a previous ring broke, and no longer bounces damage between two players wearing one;
The Dwarf multicannon no longer gives XP for hits that can't damage the target;
Chinchompas now trigger on-hit effects such as Cinderbane gloves on their main target;
The Undead Slayer and Undead Bait perks now affect undead monsters - they were wrongly affecting demons instead;
Emerald bolts (e) no longer poison poison-immune monsters;
Crassian Leviathan
The Crassian Leviathan has been reworked to match RS3 - every attack is now fully animated at both ends of its arena;
The Crassian Leviathan now follows its RS3 rotation: Poisonous Breath, double Head Sweeps and a Tactical Retreat to the other end;
The Crassian Leviathan's poison pool now fills the middle of the arena after its first breath, and its side heads lunge harder at anyone who keeps crossing it;
The Ambassador is now fully voiced when he summons the Crassian Leviathan;
Every player in the Crassian Leviathan's arena now receives loot from the kill;
Nex
Nex is now immune to Magic for the whole fight, including during her intro after she respawns;
Nex now attacks every 4 ticks with her RS3 rotations, and her specials are no longer cut short;
Nex's phases can no longer be skipped: she holds at each threshold until her mage is defeated, and the next phase begins when you next hit her;
Nex's specials now work as in RS3: the Virus spreads and drains stats, Embrace darkness burns anyone who stays in melee range, Siphon summons healing blood reavers, Blood Sacrifice heals her unless the target gets 7 tiles away, and the Ice Prison shatters unless a teammate breaks an icicle;
In the Zaros phase Nex now cycles Soul Split, Deflect Melee and no prayer every 3 attacks;
Fumus, Umbra, Cruor and Glacies now cast their own Ancient Magicks spells with their own effects;
Nex's voice lines now play in full and match what she says;
Blood reavers no longer give Zarosian kill count;
Construction
House owners can once again expel guests - use Lock on your house's exit portal while you have visitors;
Only the house owner can now toggle building mode from the exit portal;
Fixes
Boss portals at War's Retreat and the Max Guild for bosses that aren't out yet are now marked as coming soon and can no longer be attuned (or charge you) by mistake;
Aurora and Soul dyed Elite sirenic, Elite tectonic and dyed sirenic, tectonic and malevolent bodies and legs can now be augmented, just like the other dyes;
Aurora and Soul dyed power armour can now be recharged with sirenic scales, tectonic energy or malevolent energy;
Aurora and Soul dyed Zaros godswords, Seren godbows, Staves of Sliske and Ek-ZekKils now have their special attacks;
Aurora and Soul dyed drygore weapons and ascension crossbows now degrade and repair like the other dyes;
Aurora and Soul dyed equipment is now untradeable, like every other dyed item;
Shadow-dyed tectonic robe bottoms can now be recharged, and shadow-dyed tectonic robe tops gain the correct amount of charges;
Worn dyed sirenic, tectonic and malevolent bodies and legs can now be augmented in every dye, not only while unworn;
Worn superior elite void armour and weapons can now be augmented;
The augmentation dissolver now leaves degradable equipment fully degraded (broken), like RS3, and can no longer be used on items that degrade to dust;
Dying with the Area Loot tab open no longer leaves old, unclickable items stuck in it - the tab now refreshes on its own like it should;
The Arch-Glacor's Icy Arms can now be clicked anywhere on the arm instead of one tiny hard-to-find spot - other big RS3 monsters with moving limbs are easier to click too;
Items laid out at the start of a Dungeoneering floor sit on top of the tables again instead of underneath them (items on other tables and counters are fixed too);
The desert rug merchants accept your 1,000 coins again - magic carpet rides no longer claim you can't afford them;
Examining another player no longer gets stuck in your side panel - Close always works (even after dying) and your own worn equipment shows again afterwards;
Smoke Cloud, Exsanguinate, Incite Fear and the other newer spells now get the white 'selected' outline when you click them to cast, just like the older spells;
Ancient effigies, XP lamps and other fixed XP rewards no longer get event-area XP boosts such as the 12% bonus in Harvest Hollow.