Eclipse Fusion & a new Wilderness frontier
Explore three new Wilderness hunting grounds and their underground routes, gather activity chests, and turn hard-earned equipment into something new. Your Collection log now brings these discoveries together with completion gifts and the Curator's Atlas.
Returning after the update? Reload the game to get the new client. On Windows, use Ctrl + F5. Your saved character, levels, bank and items carry over.
1. The Wilderness grows eastward
Cross the ditch north of Edgewatch and head east through the old Wilderness. The southern pass leads into Ashen Strand and the Ashen Mausoleum. The northern pass reaches Crimson March and the Bloodstone Warcamp, with a trail north to Rift Wastes and Riftmaw Caldera. Search these names on the world map to find your route.
- Ashen Strand / Ashen Catacombs: Ashbound knights (combat 88), Crypt stalkers (96) and The Bone Regent (220). Hunt for the Ashen signet and Gravewarden buckler.
- Crimson March / Bloodstone Ravine: Bloodstone marauders (112), Oathbreakers (120) and The Crimson Warlord (270). Their rare equipment includes Bloodstone gauntlets and the Bloodstone crest.
- Rift Wastes / Rift Barrens: Rift hunters (134), Void hounds (126) and Riftmaw (310). Look for Rift boots and the Rift talisman.
Go underground: enter Ashen Catacombs west of the Scorched Arena, Bloodstone Ravine near the Fallen Citadel, or Rift Barrens north of the Demonic Ruins. Underground routes connect the three caves, and each has a surface exit. The same nine enemy types appear across the surface and underground hunting grounds; they have Collection log pages with their drops and chances.
This is dangerous Wilderness. Other players can attack you and normal Wilderness item loss applies. Ashen Catacombs is Wilderness level 25 and single-combat; Bloodstone Ravine is level 35 and multi-combat throughout. Rift Barrens is level 45, with single-combat hunting outside Riftmaw's multi-combat court. Outdoor Wilderness levels vary with your position; Bloodstone Warcamp and Rift Wastes are multi-combat.
Move out of the bosses' glowing ground warnings before their attacks land. Normal teleports fail above Wilderness level 20, and cave passages cannot be used during combat or while frozen. Teleblock still applies. These routes are not an escape from an active fight.
2. Chests that follow your adventure
21 activity chest types connect treasure to Slayer, eligible monster and boss kills, Wilderness PvP and successful skilling. The ordinary range includes supplies for adventurers, specialist skilling chests, boss trophies and Wilderness treasure. Activity drops require at least 60 minutes played and have hourly limits; a reward is not guaranteed on every action or kill. Pick up an earned chest, then leave combat and the Wilderness before opening it.
Right-click a chest and choose Check before opening it. You can see its contents and the listed chances. The Chest discoveries page records the chest kinds you collect, while each chest's own Collection log records the contents you actually find inside.
Royal and Sovereign: the 19 ordinary activity chest types can award these rare bonus chests when opened. Royal has a crowned jewel-box design; Sovereign has an ivory-and-gold winged design. Both can be traded with other players, as can the ordinary activity chests. NPC merchants do not buy or sell them, so there is no fixed shop price.
A Royal chest contains 1–3 million coins and one equipment reward. A Sovereign chest contains 5–15 million coins and one equipment or cosmetic reward. These are the coins inside, not purchase prices. Neither special chest produces another chest.
Sovereign's reward pool now includes eight cosmetic bases used in Fusion: Dawn wings, Halo, Mimic pack, Ember aura, Frost aura, Hoard banner, Whale balloon and Top hat. Each has a 1 in 400 chance per Sovereign opening. They are rare possibilities, not guaranteed rewards.
3. Build your next item at the Eclipse Fusion Chest
Find the Eclipse Fusion Chest in Balenhaven. It offers 132 recipes spanning weapons, armour, capes, accessories and cosmetics. Browse a recipe to see the exact ingredients, coin cost, success chance, result and effects before you confirm an attempt.
- Choose a recipe. Read the result's requirements and effects; some bonuses only work in the activities named by that recipe.
- Gather the ingredients. Recipes draw on monster drops, quests, minigames, crafting, earned chests and mastery rewards. Search the Collection log for monster drops and check the recipe's source hints. Every ingredient has a gameplay acquisition route.
- Bring the exact items and coins in your backpack. Ingredients must be unnoted. Equipped gear and banked items do not count. Stand beside the chest and leave combat before starting.
- Review the chance and confirm. A successful attempt awards the displayed fused item and records it in the Eclipse Fusion collection.
Read this before fusing: a completed attempt consumes every listed ingredient and the full coin cost, even if it fails. A failed attempt gives no item or refund. Some recipes are guaranteed; others have a chance to fail. The displayed attempt counter does not increase your odds.
More ways to gather bases: permanent minigame rewards can now be traded between players, with exceptions such as standalone skill capes, quest items and temporary round supplies. Merchants do not buy or sell these permanent rewards. Aspect capes and avatar sigils can be earned again through repeat duels; imbuing consumes three actual sigils. Previously free replacement claims are no longer a source of extra items.
4. Your Collection log becomes the Curator's Atlas
Open Collection log in the Slayer tab, or type ::collection. Bosses and monsters are ordered from lower to higher combat levels. Chests & more begins with Chest discoveries, then starter, skilling, boss, Wilderness and rare treasure, followed by special collections and archives. Search by collection or item name. Names wrap in full; narrow windows show one collection at a time with a Back to logs button.
Finish a page, claim its gift
Every collection page has a one-time completion gift. Complete its required items or stated goal to claim it. Rarity, collection size and encounter requirements determine the gift tier, so harder collections can give more.
| Tier | Gift | Seals |
|---|---|---|
| Bronze | 5,000 coins, 100 mind runes and 250 feathers | 1 |
| Silver | 50,000 coins and 1 Adventurer supply chest | 3 |
| Gold | 500,000 coins and 2 Boss trophy coffers | 8 |
| Mythic | 1,500,000 coins and 4 Boss trophy coffers | 20 |
Two separate milestone tracks
- Discoveries: a gift every 50 earned entries, with a larger gift at each multiple of 100. An entry is one item from one source. Repeating the same drop from that source does not add another entry.
- Completed pages: gifts at 5, 10, 25 and 50 completed logs, then every further 50. A completed page is a whole collection, not a single new item.
Open Rewards for the Curator's Atlas. Each milestone lets you choose one Hunter, Artisan or Treasure reward. Check the exact contents first: your choice for that milestone is permanent. Archive seals from completed pages advance your visible rank, from New chronicler toward Legend of the collection; they are not a currency to spend and do not add combat bonuses.
Clear goals and progress that counts
The Quester's chest page completes at 27 earned quest points. Openings are counted separately; its random contents are bonus discoveries. One-time quest encounters use a victory goal. Optional event finds do not block permanent collection goals, and supported historical quest progress carries over without inventing drops you never found.
Buying or borrowing equipment does not fill its monster's earned log. Opening a traded chest does record the contents you receive. Collection gifts also register their chest discoveries.
Claim when you are ready: gifts do not expire. Claim with the log open, outside combat, the Wilderness and activity arenas, with no active trade or stake. Rewards go into your backpack, with bank overflow when needed. If neither has room, the gift stays available.