Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.
Systems Section 15 / 20
Bosses
Scripts, drops, instances, and deaths that do not wipe progress unfairly.
31% 1 live · 30 building · 16 planned
Intro & mid
Obor / BryophytaPlanned
BarrowsBuildingMound digging, private crypts, sarcophagi, base brother combat, Guthan NPC healing, stairs, Prayer drain and saved kill progress are connected. Digging uses the stock inventory wire option and waits two ticks before entry. The model retains the tunnel passage after its brother dies and separates chest opening from searching. A genuine-chest adapter saves rewards before showing the stock window, delivers inventory and ground overflow on close, and records chest count and collection credit once. Overflow equipment uses its stock 100% condition form. A full chest run is not yet playable.
Kalphite QueenPlanned
King Black DragonBuildingThe public lair now has its stock lever route, 5x5 KBD spawn, weighted melee and four-breath combat, antifire protection, poison, freeze, stat drain, death/respawn, boss drops, and the automatically insured Prince black dragon roll. Contextual rare/gem tables, saved kill count and collection credit, six achievement hooks, Commune, and paid isolated lairs with bank funding and cleanup are connected.
Giant MolePlanned
SarachnisBuildingShared public-room rotation, ranged fan-out and per-player add waves; collision-checked sprint, account-owned loot, Sraracha, collection entries and stock kill-count achievements. Direct lair teleport retained.
Grotesque GuardiansPlanned
The GauntletBuildingSolo instance maps, room discovery, the preparation timer and temporary equipment handling are connected. Preparation, crafting, Hunllef mechanics and unique reward rolls have tested encounter logic; a complete playable run remains in progress.
ZalcanoBuildingGround-plane decoding now restores the stock Prifddinas platform. Cache tests cover platform/barrier landings and workstation routes. The existing shared loop has cancellation/death/range guards, normal rock mining, preserved rotations, tephra-consuming golem rewards, private loot and a persistent Rhiannon reward choice.
Main bosses
God Wars Dungeon0/6 done · 5 building
General GraardorBuilding
Kree'arraBuilding
Commander ZilyanaBuilding
K'ril TsutsarothBuilding
NexPlanned
Ecumenical keys / killcountBuildingAll four faction counters, credited-kill updates, exit clearing and the native overlay are routed. GodWarsEntry has a tested essence/key payment decision.
ZulrahBuilding
VorkathPlanned
CerberusBuildingCerberus is spawned and combat-defined with her 5x5 footprint, stock stats, six-tick three-style ordinary attacks and projectiles, live magic-ranged-melee triples, the stock attack-counter priority model, soul prayer/damage checks with live Spectral and Elysian modifiers, three visible exact-tile lava pools with antifire protection, staged visible souls, the 130-weight main drop table with contextual shared RDT, independent head/clue/jar tertiaries, the 1/3,000 Hellpuppy roll, persisted KC varp 1525, collection-page count synchronization and count achievements, plus a continuously checked boosted-91 level gate and 690 Slayer XP for recognized assignments.
KrakenBuildingThe existing Kraken encounter now has task-gated access, 25,000-coin private visits, shared gem rewards, collection credit, a saved kill counter, and private-visit achievement thresholds. Public and private rooms reuse the same awakening and combat rules.
Alchemical HydraPlanned
Nightmare / Phosani0 / 2
The NightmarePlanned
Phosani's NightmarePlanned
Phantom MuspahPlanned
DT2 bosses0 / 4
Duke SucellusPlanned
The LeviathanPlanned
The WhispererPlanned
VardorvisPlanned
Wilderness bosses
Chaos ElementalBuildingOpt-in stub-auth development replay now has a dynamic spawn, Attack routing, world-owned casts, delayed disarms, supplied-destination relocation, owned rewards and repeat respawn. Normal-world stock policy remains gated.
ArtioBuildingRegistered provisional PvM loop: entrance/fee, shared arena combat and traps, owned rewards, KC, cleanup and repeat respawn. Production-loader/runtime tests cover one arena spawn across entry, reset, respawn and reload; pinned-cache evidence is in docs/bosses/artio-parity.md.
CallistoBuildingModern NPC 6609 group encounter implemented in an isolated worktree: shared combat, collision-aware knockback, traps, access fees, loot, exit, respawn and 26 escape-cave bear/spider threats. Actual two-player admission, repeated kills, private rewards and cleanup now have runtime integration coverage; shared fee contracts are extracted. Production-loader coverage removes the obsolete outdoor duplicate and resets fight ownership on spawn reload. Client parity remains unverified.
ScorpiaBuildingCave routes, shared live encounter, antidote-aware poison and account-owned rewards implemented; stock timing and client smoke remain unverified. See docs/bosses/scorpia-parity.md.
Chaos FanaticBuildingPlayable normal-magic prototype at the existing overworld spawn, with shared attack/death clocks, owned primary/rare loot, pet and respawn. Live disarm endpoint is wired; automatic specials remain pending. See docs/bosses/chaos-fanatic-parity.md.
Vet'ionBuildingTwo-form runtime, admission, hounds, rewards, exit and respawn implemented; server tests, TCP soak and cache/startup checks pass. Evidence: docs/research/vetion-parity.md.
Calvar'ionBuildingLive entrance, two-form encounter, scripted hazards, real hellhounds, owned loot, KC and respawn are wired with provisional combat tuning.
VenenatisBuildingNative group runtime, combat/session routing, shared fee admission, guarded lair exit, owned rewards and cleanup/respawn implemented with explicit profile inputs. Production-loader tests remove the obsolete outdoor spawn and verify one lair owner across admission/reset/respawn. Real-store group and connection tests pass. No production profile is installed, so normal admission remains unavailable. See docs/development/2026-09-18-venenatis-parity.md.
SpindelBuildingRuntime integration adds Web Chasm entry/exit, diary-or-boss-task eligibility, shared fee, one world-owned fight, base attacks/minions/webs, cleanup, respawn, ordinary drops, pet roll and persisted owner KC shown in the collection log. Timing remains provisional and client acceptance is unverified.
Revenant cavesPlanned
Wilderness slayer bossesPlanned
Crazy archaeologistLiveAvailable for the production playtest through Bosses → Classic → Crazy archaeologist. Includes normal attacks, explosive books, protection prayers, loot, collection log progress, kill-count achievements and respawn. Private client testing completed; further playtest feedback is welcome.
Boss setup
Ritual world boss: concept and animationBuildingOriginal Forsaken and Tribute Colossus models, an idle/slam animation study and a slam-effect preview are authored and preserved. The encounter is not yet playable.
Private, public, and group instances with clear ownershipBuildingPublic boss arenas, solo Gauntlet instance maps and party-owned Chambers regions are implemented.
Drop tables, uniques, broadcasts, and collection-log attributionBuildingKBD, Sarachnis, Cerberus, Kraken, Zulrah and Zalcano have reward hooks. Fight Caves reserves rewards; Barrows has durable chest delivery behind its unfinished tunnel route. Gauntlet and Colosseum still need live completion-to-reward integration.
Killcounts, personal-best time, and leaderboardsBuildingCollection-log NPC kill pages project canonical saved boss counters, including grouped bosses and raid-mode sources, and refresh while open. Spindel now records owner KC; ordinary collection NPC families have unique kill-credit hooks.
Phase, movement, prayer, gear, and damage checks that cannot be skippedBuildingDragonfire protection, Sarachnis webs and adds, Cerberus attack sequences, Kraken damage restrictions and Zalcano phases are implemented.
Disconnect, death, re-entry, and loot handling that cannot soft-lock a killBuildingAccount-owned ground loot survives reconnects. Public encounter reset paths, Gauntlet loadout restoration and Chambers death/disconnect handling are implemented.
Keys, kill count, quest gates, fees, and clear entry feedbackBuildingKBD levers, Cerberus passage, Kraken entrances and level checks, Zalcano entry checks and both Gauntlet entrances have routes.
Solo and group scaling, supply pressure, and reward-rate verificationBuildingZalcano has shared contribution and reward rules; Chambers has party scaling. Boss damage and reward rules have automated coverage.