OSRS: Changes to The Warden you Wished you Knew

Several changes were made in the past few months to balance and fix the bugs in the Tomb of Amascut. The changes were in an attempt to make it more rewarding to play the game, in addition to the little changes to the game’s difficulty, rather than who could play the game or not.

OSRS- Changes to The Warden you Wished you Knew

However, if you’ve never experienced the Tomb of Amascut because you lack gold, you can buy OSRS gold from Chicks Gold and not only that, but also all of the RuneScape fresh start world currency you need to enjoy your time in the game. 

Let us look at these changes and how they can affect your play, especially in the final phases of the Tombs of Amascut. 

The Wardens 

The Four paths in the Tomb of Amascut had different themes. They were Het, Apmeken, Crondis, and Scabaras. Each of these is Tumekan’s avatar, and each path is a challenge followed by a boss and a guardian to the path.

Completing these four paths opens up the lower levels, where you can fight the final boss, or in this case, bosses. These bosses are the Warden of Tumekan and Elidinis, the twin bosses. Players can claim their well-earned rewards when they successfully defeat or down the Wardens. 

The rewards can be any of the following: 

● Tumekan’s shadow 

● Masori chaps, body, or mask 

● Osmumten’s fang 

● Lightbearer 

● Tumekan’s guardian 

● Thread of Elidinis 

● Elidinis ward 

● Jewels like the Jewel of the sun, the eye of the corruptor, and scarab breach.

● Books like the wardens, Apmekan’s capture, Het’s capture, the Jackal’s torch, Scarabas’ capture, and Crondis’ capture. 

The encounter with the Wardens has three different phases of different difficulty. However, the changes to the Warden are mostly within the second and third phases, known as P2 and P3, respectively. 

Understanding these changes to the Wardens and how they would affect your gameplay will help to look at the changes made to the different phases differently. 

Changes to The Warden Second  phase 

1. The damage formula was adjusted to have a lower maximum ceiling and not to benefit from accuracy. 

2. The time for core exposure is reduced by seven cycles. 

3. Once the warden core has been ejected, the converging beam attack of the obelisk stops. 

4. The wardens’ hit points increase for well-coordinated groups with high scale. 

The changes in the Wardens phase 2 led to an increase in the time players can proceed to the wardens’ final phase. The player must complete the phase by forcing the Warden’s core to pull out. The act of causing the pull out of the Warden’s core is the number of downs needed to clear the phase successfully. The more times the core is forced out, the more downs a player gets. 

Many players have found a way to successfully clear this particular phase with just one down or a maximum of two. They use gears like the Dragon Dagger, Liquid adrenaline, or Ambrosia. These gears or supplies are sufficient because the recent changes make provision for more supplies. The supplies help players bypass the difficulty of encountering and defeating The Wardens.

With all these changes, phase two of the Warden takes longer to complete, it is no longer as difficult as before, and you have much supply to use. All of these were not available before. 

These changes help to ensure that the phase doesn’t become frustrating or get to a point where it becomes difficult to pass. 

Changes to The Warden Third Phase 

1. Damage to the wardens reduce when clearing the Skull Mechanic in Phase 3 2. The Warden’s base hit points have been slightly increased. 

3. Time taken to solve Skull Mechanics has been reduced. 

4. The Warden’s bonus on Magic Attacks has been reduced but slightly. 5. A spot you can consider a safe spot that was added unintentionally to avoid floor-slamming attacks has been taken away. 

Most of the changes to the third phase of the Warden were the Skull Mechanics. However, it will not appear as a change at all to any insanity enthusiast. 

Other changes to The Wardens include: 

1. Once the health of the Warden is at zero, the timer for the raid stops. 2. Players getting stuck in purgatory have been fixed. 

3. The core health of the Warden has been increased. 

4. When the Phantom removes floor tiles, players will no longer be forced into the difficult-to-walk terrain. 

5. Clicking through the obelisk in P1 of the wardens will no longer be possible. 6. You can now use Monster Examine on the obelisk.

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