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I can't buy the 'Grand looting bag'. What requirements do I need other then the tokens to buy it? never mind my blood looting bag was closed so it didn't recognise it I got it thanks
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Hello @Haram! Forums and in game are different. To create an in game account you need to register an account via this link: https://spawnpk.net/landing/register.php
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Hello,
I recently joined SPK I made an account called "haram" i tried loggin in it said invalid username or password.
I reset the password in forums account setting 3 times (i thought i may have entered my password wrong but that wasn't the case)/
Is it because of the name i chose?
Thanks for the help! -
Raids System Rework Raids Core Rework All raids, including the raid core/system have been recoded entirely. Not only does this include new features (explained further below) but it also fundamentally improves the existing raids (CoX & ToB) for a smoother experience, improved visuals, and less buggy mechanics for each boss fight.
New Raids Menu Interacting with the Librarian will now provide you with a new menu, offering easier management & joining of parties. Parties can now also be set to open, which will list them on the "Join" tab for other players to see and/or join. Unlike the previous raid system, you no longer need every party member to keep the interface open for the raid to start. Party members now simply need to click the "ready" button, and as long as they remain at home or a dzone, the raid will begin when everyone's readied up. Raid Chest Spotlights Under this new raids system, rewards are now rolled upon raid completion (before the chest is opened) As a result, we now support the renown "spotlight" colors on the chest, as well as an announcement to the server that a rare was pulled (before the subsequent announcement of the item itself once the player opens their chest) Raid Afflictions You can now add up to five "affliction" tomes to your party's raid to increase the difficulty, but also unlock benefits and a new "red" reward table! Tomes can be purchased directly from the raid party menu, in exchange for bloodcore tokens. NOTE: It is required for a raid to be at least Expert+ difficulty in order to be able to add afflictions
When you add tomes to your raid, your raid will start with a random set of afflictions pulled from the following pool: Damage affliction: Damage bonus effects from pets and equipment are halved Pet affliction: Pets will be silenced for 30 seconds every minute Prayer affliction: Soulsplit disabled, other prayer effects reduced by 50% NOTE: This affliction does not pull for ToB, since curse prayers are already prohibited in that raid Decay affliction: All stats (incl. prayer/hp) decay by 1-2 every 15 seconds Piercing affliction: Reduces damage blocked by prayers from 100% to 70% NOTE: This affliction does not pull for ToA, as it has been deemed unfair in conjunction with invocations (explained further below) Recoil affliction: Take damage equal to 1/15 of damage dealt Bleed affliction: Receive damage equal to 10% of your HP every 20 seconds
Adding afflictions to your raid has the following benefits: 1 affliction grants a +5% chest rate bonus 2+ afflictions raises the above to a +10% chest rate bonus 3+ afflictions grants an extra item roll from the chest 4+ afflictions unlocks the affliction table in the chest (unique items, "red" spotlight instead of "purple") 4+ afflictions unlocks the new Luck protection system 5+ afflictions raises the above to a +15% chest rate bonus and also increases the chances of pulling a red item (affliction table)
Luck protection (for raids with 4+ afflictions) work as follows: Expert+ affliction raids guarantee a purple after 20 dry runs Master+ affliction raids guarantee a purple after 15 dry runs Grandmaster+ affliction raids guarantee a piurple after 10 dry runs You can check your luck protection counters at any time by typing the ::purples command
Affliction Rewards (CoX & ToB) Although ToA is releasing on this update with a truckload of new reward items, we've also added new rewards to CoX and ToB for the affliction (red) table As explained above, these rewards are available for raids that have 4+ afflictions CoX Affliction Rewards Twisted catalyst: Upgrades an enchanted heart into a Xerician heart When activated, you are granted 60 seconds of the following boosts: +5% PvM damage +10% PvM damage to twisted weapons (twisted bow) Dragonfire and venom/poison immunity Stamina potion effect
Xerician Blessing Boosts damage & accuracy in CoX raids by +15% Grants +5% rare chance for CoX chest
Scroll of Tenacity Unlocks the new magic and ranged variant of the Turmoil curse prayer Note: The bonuses are weaker in PvP combat, in order to maintain balance of the trade-off between the standard & curse prayer book
ToB Affliction Rewards Verzik's Pages Used to upgrade the Siren tome to Verzik's tome Slightly improved stats from Siren's tome Grants +25% damage with sanguinesti staves (PvM only) Grants +35% damage against arachnid enemies (Venenatis, Sarachnis, Vespula, Nylocas, and future bosses like Araxxor) Pages are autokept on wilderness death, siren tome drops on death
Sanguine scythe kit Upgrades Scythe of vitur to Scythe of sanguinesti Upgrades Shadowrend scythe to Scythe of bloodrend Both upgrades grants a 25% chance to deal an extra hit in PvM, and heal for 10% of the damage dealt Kit is autokept on wilderness death, standard scythe drops on death
Global Affliction Rewards These rewards are in the red (affliction) table for all raids, including ToB. They are not, however, part of any of their affliction table collection logs. Elder raid damage scroll Grants permanent +2.5% damage boost in raids Usable up to four times, for a +10% total boost
Elder raid luck scroll Grants permanent +2.5% rare chance to raid chests Usable up to four times, for a +10% total boost Mass Raids With raids now using our new party & instance system, it now technically supports raids of any party size. However, with that being said it also requires proper & flexible scaling for the boss stats/mechanics, and even the raid's rewards. For the time being, we've only granted access for hosting mass raids to our community management. The goal is to treat mass raids as a community event for now, and let each run be a "test drive" to see how things play out with 100+ players in one raid.
Other Raid Changes All boss mechanics and maps have been completely redone under the new core, which should be a lot cleaner / less buggy
Special restore potions no longer work inside of raids While we understand this may upset some of you, this was simply a longstanding oversight and should be reasonably understood as imbalanced. Especially in light of all these new features, rewards, and changes to the raids system
Raids with multiplayer parties now also support a new re-connection feature If a party member disconnects/crashes during a raid, they will be reconnected to the raid upon login. This feature will also preserve the points that the player had prior to disconnection. This feature will not work if the player left the raid session through other means besides disconnection, such as teleporting home. This feature also does not work for solo raids, as it would require some more delicate work from us to keep empty (no players inside) raid sessions conditionally alive.
Solo raids now have a unique formula for boss scaling, making solo raids slightly more viable than they were with the old raids core
Your party will now receive a +5% chest rate bonus for reaching over 35,000 points collectively for all raid types (not just ToB) In addition, player who dealt the most damage will be the MVP and receive their own additional +5% rate bonus During solo instances, you will always be the MVP if you solely reach 35,000 points
Added a new Well of Goodwill bonus that will increase raid chest rare chance by +15%
Sanguinesti staff (e) special attack damage is no longer capped in PvM combat
Your best record completion time for each raid (on each difficulty) is now tracked and displayed on the ::raids command (the old raids core was not tracking this, so it is not retroactive) ToA Release
Tombs of Amascut As mentioned a few times above, this update also includes the release of ToA! With our flagship semi-custom twist, this raid type introduces a fusion of the invocation system and our new custom affliction system.
It also introduces unique custom upgrades to the traditional gear rewards!
Invocations & Raid Level For ToA, your "raid level" is determined by: The invocations you choose for the raid Raid difficulty (+25/+50/+75/+100 for adept/expert/master/grandmaster) Raid afflictions (+20 for each affliction) Invocations can also be selected and saved as presets, which each player has 5 slots for The following invocations are currently available for TOA: Overlay Draining: All special attacks consume 100% special energy Deadly Prayers: Prayer is smited by 20% of damage taken Dehydration: Prevents drinking any potions that restore hitpoints On a diet: Prevents consuming food of any kind Overclocked [..]: Each boss has an overclock invocation, adding or buffing its mechanics Insanity: Requires all overclock invocations enabled, and increases the Warden's final phase difficulty Your party's raid level will also determine what reward tables are unlocked: ToA Boss Mechanics
Our semi-custom version of this raid involves similar but slightly altered & simplified versions of the fights. In addition, we've not included things like puzzle rooms. We prefer for a more fast-paced and straight-to-action style!
Akkha Mechanics For his standard attack, akkha will switch between three different forms (indicated by his color, and overhead) Melee attack form (normal color, protects against range & melee) Range attack form (green color, protects against range & magic) Magic attack form (blue color, protects against magic & melee)
At 80% and 40% HP thresholds, he will summon clones at different arena quadrants While the clones are active, Akkha can not be dealt damage directly The amount of clones spawned is dependent on the HP threshold, party size, and the overclock invocation Clones will target players with ranged attacks, and can be attacked with any style Attacking clones based on color (white = melee / green = range / purple = magic) will reflect some damage to Akkha despite his invulnerability (unless he has reached the min-capped HP for his next phase)
At 60% HP, Akkha will fade out and party members will be required to memorize the order of the tile symbols at the center of the arena. Once four tiles are counted, the arena will begin to apply AoE damage to all quadrants except for the tiles that were indicated. This attack also occurs again at 5% HP if the Overclocked Akkha invocation is enabled
At 20% HP unstable orbs will begin to spawn and roam around the entire arena for the remainder of the fight Players who collide with them will take typeless damage The amount of orbs that spawn scales up with the raid's difficulty level (adept, expert, master, grandmaster) The Overclocked Akkha invocation will also guarantee a small number (5) of unstable orbs to be in the arena during the entire fight (the count for these do not scale by raid difficulty) Zebak Mechanics The standard attack for Zebak involves a projectile being shot to the center of the arena. Ranged attack: Boulder chunk that breaks into fragments Magic attack: Jug that breaks into red orbs With the Overclocked Zebak invocation enabled, his attacks are 1 tick faster
At 80% HP and 50% HP, zebak will shoot poison across the entire arena, forming venom splat tiles in the arena. Standing on these tiles will deliver damage very tick With the Overclock Zebak invocation his poison attack includes more tiles, and standing on them will also disable your active prayers NOTE: The water jug mechanic is not included (nor is it necessary) on our version of this fight
After the poison attack at 80% HP, Zebak will summon boulders at a random location in the arena A few seconds afterward, a shockwave attack is sent throughout the entire arena The only safe location for this attack is behind the aforementioned boulders
At 35% and 20% HP, Zebak will summon tidal waves from a random side (east or west) of the arena There will only be 2 tiles among the row of waves that will be safe When the Overclock Zebak invocation is enabled, this attack will also activate at 60% HP
Kephri Mechanics Her standard attack involves a vorkath-style meteor strike that will impact a 3x3 tile grid of its original target tile. With the Overclocked Kephri invocation enabled, her meteor attack is 1 tick faster.
At 75% HP and 50% HP, she will enter an invulnerable incubation stage and fire eggs at random locations around the arena If the eggs are not destroyed in time, they will hatch into scarabs which will deal melee damage At 75% HP her eggs hatch Small scarabs and at 50% they will hatch Large scarabs (greater HP and damage) When the Overclocked Kephri invocation is enabled, she will also incubate large scarab eggs at 25% HP (and her eggs hatch 25% faster)
When Kephri is at 25% HP or below, her standard attack will switch to a Dung meteor instead of the aforementioned fire meteor A dung meteor is sent to the tile of up to 5 players in the arena, and a few will also be sent to random tiles in the arena Once they land, they will leave a pile of shit at that tile -- which stuns players it lands on (and leaves a clipped tile for the remainder of the fight)
Ba-Ba Mechanics Ba-ba's standard main attack is simply a melee strike When the Overclocked ba-ba invocation is enabled, all her attacks are 1-tick faster At random periods (or if no players are in melee distance) she will send her Rock fall attack, sending boulders from the sky A boulder will target each player, to which players must step away from or be dealt very high damage 1-2 boulders will land at random arena spots, which will result in a rock spawning in its place
If there is already at least 1-2+ boulder in the arena, she will send her Rock throw attack instead In order to avoid damage from this attack, players must stand next to a boulder If done correctly, the boulder will take the damage instead of the player(s) When the Overclocked ba-ba invocation is enabled, her rock throw projectile travels faster (giving you less time to reach a boulder)
At random points in the fight, she will summon Baboons in the arena One baboon is spawned for each player in the party (up to 5) When the Overclocked ba-ba invocation is enabled, she will always spawn +2 extra baboons as well
At 66.6% and 33.3% HP, she will commence her Rolling stones special attack All players are forced / knocked back to the other end of the arena Ba-ba will begin to throw rows of rolling stones from the other side of the arena Each row has only one "cracked" boulder which can be one-hit destroyed with ranged weapons Reaching ba-ba and attacking her with melee will force her to end the special attack
Warden Mechanics On our version of ToA, Warden only has two phases (rather than three) The first phase of the fight starts with his awakening, which will always occur on the western side of the arena Warden (Phase 1) Warden starts with a full protection to melee & ranged, requiring you to primarily use magic for the beginning of this fight. His standard attacks are: Magic projectiles (electric skull projectile) Range projectiles (metal projectile) With the Overclocked Warden invocation enabled, his attacks are 1 tick faster His special attacks are: Divine projectile: Disables your prayers and sends a typed projectile (red scimitar = melee / white arrow = ranged / blue spell = magic) Imprisonment: Sends out a tile-based projectile that will stun players on impact if they don't move to a different tile
Warden's Obelisk Attacks In midst of the warden fight, the obelisk in the center of the room will also commence its own attacks simultaneously. These attacks rotate in a cycle, between three different attacks Lightning skulls: Skull projectiles shoot out of the obelisk, creating a 7x7 grid of lightning on tile impact. There is a set of safe tiles within the cardinal directions of its 2x2 inner grid (seen below in the GIF example) Windmill: Dangerous tiles rotating in a clockwise direction around the arena Converging beams: Dangerous tiles slowly converge toward the center obelisk, coming from each direction of the room Core Ejection Once you deal enough damage to Warden's "yellow bar" to charge it fully, warden will eject a core that players must attack. Your max hit is guaranteed against the core, and a multiplier of damage is sent to Warden's true HP (green bar) which is displayed during this phase Players can continue attacking the core until a timer is reached. If Warden's true HP does not reach 0 he will go back to his charge (yellow bar) phase. He will also rotate his protection prayers from Melee & Range to Melee & Magic (or vice versa) when returning to his charge phase. Once players manage to fully eliminate his true HP bar from attacking the core, the party will be sent to Warden's final phase. Warden (Final Phase) During this phase, warden will raise/slam the ground tiles of the arena, alternating between the right/left/center of the arena When the Insanity invocation is enabled, this attack is 2 ticks faster NOTE: This GIF demonstrates the attack with the Insanity invocation enabled Energy Siphons At 80/60/40/20% HP, he will create an amount of Energy siphons in the arena. Players must attack the siphon skulls with melee in order to "turn" them before the siphon timer ends The siphon skulls can be 1-tick attacked (ignores combat timers / delays)
Once the siphon timer ends, damage will be distributed between Warden and the player If you manage to turn all of the skulls, warden takes all the damage If you manage to turn some of the skulls, warden takes some of the damage & your party takes some damage too NOTE: There is a different pattern / layout for the siphons in solo parties as opposed to grouped parties
Phantom Bosses
Warden also summons phantoms during the fight: At 60% HP, Warden will summon a Zebak Phantom which will send Zebak's range/magic attacks At 40% HP, Warden will summon a Ba-Ba Phantom which will send Baba's rock fall attack (must avoid the tile) When the Insanity invocation is enabled, both of these phantoms attack 1 tick faster
Enraged Phase Once he reaches 5% HP, he will heal back up to roughly 20% HP and enter Enrage phase Tiles will begin to rip away from the arena, row by row Red lightning will start to spawn at random arena tiles, dealing damage if players are on the tile once the lightning strikes When the Insanity invocation is enabled, tiles rip faster and the red lightning strikes faster
NOTE: This GIF demonstrates the enrage phase with the Insanity invocation enabled ToA Rewards Keris Partisan (0+ Raid Level) Deals 2X damage to arachnids (Venenatis, Sarachnis, Vespula, Nylocas, and future bosses like Araxxor) and beetles (Kephri) Exchangeable for 2,500 bloodcore tokens
Elidinis' ward (0+ Raid Level) Mid-game magic offhand with decent defensive stats and magic damage bonus Exchangeable for 3,000 bloodcore tokens
Eye of the Corruptor (100+ Raid Level) Upgrades the Keris partisan to deal 5X damage against arachnids and beetles Exchangeable for 3,500 bloodcore tokens
Masori armor set (200+ Raid Level) Set effect: Increased chance of swift gloves proc in PvM by 50% Chest and chaps exchangeable for 3,000 bloodcore tokens, mask is exchangeable for 2,500
Additionally, masori pieces can be enchanted with crestbearer hide pieces for Crest Masori pieces Combines the effects of both armors, and slightly improves the stats Crest masori pieces gain additional effect of soaking +2.5% damage per piece
Osmumten's Fang (200+ Raid Level) Successful PvM hits gurantee between 15% to 85% of your true max damage Decent bridge for PvM melee gap before scythe of vitur Not to be confused with the Cursed Fang from the wilderness (this sword is essentially the PvM equivalent, without much PvP focus) Exchangeable for 5,000 bloodcore tokens
Menaphite upgrade kit (250+ Raid Level) Upgrades the elidinis ward to (or) version Improved stats Increases magic max hit cap by +1 Kit is autokept in the wild, standard elidinis ward drops on death
Masori crafting kit (300+ Raid Level) Cosmetic kit for both the ava's assembler and ava's assmebler (i) Counts as a piece of masori armor for the Masori crossbow special attack (explained further below) Exchangeable for 15,000 bloodcore tokens
Relic of Amascut (350+ Raid Level) Can be opened for a random ToA raid pet:
Akkha pet Increases damage with spears by +10% Increases karamja glove spear bonus effect by 2X in PvM combat Deal +25% damage in Akkha's lair
Zebak pet Take 15% less damage in PvM Recoil 35% of damage taken in PvM, and heals you for 1/4 of the recoil damage Deal +25% damage in Zebak's lair
Kephri pet Hits in PvM have a chance to fling dung, dealing 25-50 damage Deal +25% damage in Kephri's lair
Baba pet Hits in PvM have a 1/3 chance to deal +35% damage Deal +25% damage in Baba's lair
Warden pet Fang weapons deal +7.5% damage (+50% in PvM) Elidinis ward grants +15% magic accuracy & +7.5% damage Tumeken's shadow grants +15% magic accuracy & +7.5% damage Deal +25% damage in Warden's lair (both phases)
Tumeken's shadow (400+ Raid level) Two-handed magic weapon Exchangeable for 25,000 bloodcore tokens
Amascut Blessing (4+ Afflictions & 450+ Raid Level) Boosts damage and accuracy in ToA raids by +15% Grants +5% rare chance for ToA chest Exchangeable for 25,000 bloodcore tokens Cursed Phalanx (4+ Afflictions & 510+ Raid Level) Upgrades the Osmumten's fang to (or) version Successfull PvM hits guarantee between 35% to 90% of your true max damage Increased attack speed by +1 (+3 in PvM) Deals an additional +50% damage in PvM
Masori crossbow (4+ Afflictions & 555+ Raid Level) Special attack deals +150% damage for each piece of masori armor equipped (PvM only) As mentioned above, this includes masori assemblers (and ranged grand comp. cape if you own a masori assembler) Ultimate slayer helmet will grant inheritance for masori mask to count as well With masori armor set equipped, has a 5% chance to ignore 15% of your enemy's equipment defense Exchangeable for 65,000 bloodcore tokens
Tumeken imbue stone (4+ Afflictions & 580+ Raid Level) Use on the Tumeken's Shadow to imbue it, improving its stats and granting new bonuses Increased attack speed in PvM combat Deals 2X damage in PvM combat Ignores damage soaking defenses Imbue stone is autokept in the wilderness, standard staff drops on death Exchangeable for 75,000 bloodcore tokens
Patch Notes Now that the long awaited raids update is released, we'll shift gears to patch + CDU style updates again for the time being Albeit short & simple, here are some miscellaneous changelogs: Behallowed saradomin sword proc chance reduced from 1/3 to 1/6 This integrity / balance change was made due to the BSS's extremely high PvM DPS for its relatively low price
Loot tracker system With this new raids core update, we've added loot tracker for all three raid types The loot tracker interface has also received some minor visual improvements -
hello. i would like to talk about my old ban for rwt. i honestly did no do any rwt.but back in 2021 i was younger and did not understand english very wee or know how to properly make an appeal . when i got banned ,i changed my ip or crated new emails only beacuse i was trying to ask why i was banned or conetct the staff i understand now that this was for wrong thing to do but it was never meant to evade punishement or break rules intentionally . now im older .understand the rules much better and i am respectifully asking for a fair review of my case. i am willing to fully follow all server rules and cooperate with the staff team. thanks you for your time and understading
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