Clamperz Wiki

A new dawn

The Varlamore expedition

Find your path through hunting grounds, ancient chambers, a cooperative mountain climb and twelve waves of solo combat.

Speak to Regulus Cento beside the Edgeville home bank. Accept the expedition invitation, then choose Travel with the expedition.

Release candidate in testing. These activities are not advertised as live until connected acceptance and deployment are complete.

First Light: your expedition journal

Meet Regulus Cento beside the Edgeville home bank and accept his invitation. The expedition caravan travels freely between Civitas illa Fortis, Cam Torum, the Hunters' Guild, Hueycoatl's base camp and the Colosseum lobby. Local guides provide the return journey.

Explore those five hubs for First Light. The remaining chapters track rumours, the Moons, a contribution-eligible mountain victory and the Colosseum. You can pursue hunting, cooperative bossing or advanced combat independently. Only full journal completion requires every chapter.

Speak to Regulus to read your objectives, claim completed chapters, choose an earned title or replace a lost untradeable journal cosmetic. Every chapter awards its own mask and title. Completing all five grants the Emissary outfit and Dawn's Champion title. Collection-log luck is not a completion requirement.

The expedition story, caravan routes and chapter rewards are custom Clamperz designs.

The caravan also visits Teomat. Bask or craft sunfire runes at the Shrine of Ralos. Follow the south-west path to the exposed altar to bless wine, then offer blessed wine with bone shards at the libation bowl north-east of the shrine. Regulus offers the return journey.

Equipment and reward goals

Names and equipment requirements below are generated from the matching server definitions. Some rewards require crafting, charging or an upgrade after acquisition.

RewardEquipment requirementsTrading
Ram maskNo equipment level requirementUntradeable
Wolf maskNo equipment level requirementUntradeable
Bird maskNo equipment level requirementUntradeable
Jaguar maskNo equipment level requirementUntradeable
Snake maskNo equipment level requirementUntradeable
Emissary hoodNo equipment level requirementUntradeable
Emissary robe topNo equipment level requirementUntradeable
Emissary robe bottomNo equipment level requirementUntradeable
Emissary sandalsNo equipment level requirementUntradeable

Moons of Peril: Beneath the Stone

Travel to Cam Torum and meet Jessamine. The introduction requires the expedition invitation and unboosted levels of 48 Slayer, 20 Hunter, 20 Fishing, 20 Runecraft and 10 Construction. Inspect the monolith inside Neypotzli, meet Eyatlalli, prepare food and a moonlight potion, then repair three ritual channels with grub paste.

Fish bream or hunt moss lizards in the dungeon; cook at the camp stove. Gather grubs, grind them with a pestle and combine the paste with water. Eyatlalli mentors your first preparation during the introduction; later cooking and potion preparation require 30 Cooking and 38 Herblore. Dungeon supplies cannot be carried out for unrelated activities.

Bring ordinary food and restoration if your preparation skills are low: a moonlight potion does not restore Prayer below 38 Herblore. Prepare one potion and keep three additional grub paste for the ritual. Regulus's Moons menu takes you between Jessamine, the monolith, the supply camp and the Lunar Chest; chamber entry unlocks after the ritual.

Pacify Blood, Blue and Eclipse in any order. Follow the active safe glyph during ordinary attacks; defence helps, while protection prayers do not block their attacks. Blood tests your positioning around blood pools and jaguars; Blue uses frozen weapons and brazier races; Eclipse uses its moving moon shield and a facing challenge against clones. Read the encounter's visual cues before committing to attacks.

Return to Eyatlalli after all three first victories, then claim the Lunar Chest. Subsequent runs record each Moon independently; a chest claim consumes only that run's earned eligibility. Rolled rewards remain available if your inventory is full. Each defeated Moon supplies its own unique roll, with protection against duplicate pieces until its set is complete.

Death keeps your equipment but risks Hardcore status. Escaping or logging out resets the current fight; earlier Moon victories remain saved until you claim the chest. You cannot earn another share from the same Moon before finishing that reward cycle.

The fights and native Moon equipment retain their distinct identities. Clamperz adapts the introductory quest, private encounter layout, account-owned armour condition and reward economy. Inspect equipment actions for condition, repair or spell-channel choices before use.

Equipment and reward goals

Names and equipment requirements below are generated from the matching server definitions. Some rewards require crafting, charging or an upgrade after acquisition.

RewardEquipment requirementsTrading
Blood moon helm50 defence, 75 strengthTradeable
Blood moon chestplate50 defence, 75 strengthTradeable
Blood moon tassets50 defence, 75 strengthTradeable
Dual macuahuitl70 attack, 75 strengthTradeable
Blue moon helm50 defence, 75 magicTradeable
Blue moon chestplate50 defence, 75 magicTradeable
Blue moon tassets50 defence, 75 magicTradeable
Blue moon spear70 attack, 75 magicTradeable
Eclipse moon helm50 defence, 75 rangedTradeable
Eclipse moon chestplate50 defence, 75 rangedTradeable
Eclipse moon tassets50 defence, 75 rangedTradeable
Eclipse atlatl75 ranged, 50 strength, 50 attackTradeable

Fortis Colosseum: twelve waves to a quiver

Enter the Colosseum lobby from the Fortis road or Regulus's caravan. Bank before entering, then speak to Minimus. This is a solo endgame challenge. Gloria and Minimus show previous results and your personal best.

Before each wave, inspect the displayed reward and choose a modifier. The modifier changes the fight itself: positioning, prayer, reinforcement behaviour and persistent hazards matter. Use the pillars and visible attack cues to separate the Fremennik warband, manticores, colossi and other enemies.

After a cleared wave, cash out the loot already earned or continue and risk it. Death, abandoning or disconnecting during combat forfeits the run loot. Disconnecting between waves cashes out earned loot. Full inventory space never causes an earned reward to reroll or disappear; Minimus holds the pending claim. Speak to him again to claim after making room.

Wave twelve belongs to Sol Heredit. Learn the alternating spear and shield patterns, grapple response, parry timing and late-fight beams. Defeating him earns Dizana's quiver. Other rewards include Sunfire fanatic armour, echo crystals, sunfire splinters, Tonalztics of ralos and the pet.

For A Champion's Resolve, cash out after clearing at least wave three, then defeat Sol and claim the final reward on another attempt. A wave-one cash-out earns loot but does not satisfy the chapter; a full victory does not replace its separate early cash-out objective. Save the victory and leave through the results panel, then claim the saved reward from Minimus.

The quiver requires 75 Ranged. Use arrows or bolts on it to store a second ammunition stack, or open its equipment action and choose Fill from equipped ammo. Compatible ammunition in your usual worn slot takes priority; the quiver supplies its stored stack when the weapon cannot use the worn ammunition. Use sunfire splinters on the quiver to charge it, up to 20,000. Your copies share ammunition and charges.

Use the quiver on a Shrine of Ralos for a permanent blessing costing 150,000 splinters in total; current charges and previously spent charges reduce the remaining price. Minimus repairs broken quivers or exchanges spare copies. These shared account balances and services are explained by the quiver's own menu.

At Teomat's Shrine of Ralos, craft sunfire runes with 33 Runecraft: one pure or daeyalt essence, fire rune and splinter per input. Output doubles at 49 and triples at 98; worn Raiments add extra runes, while daeyalt adds experience. Use 100 sunfire runes on a burnt page to make a searing page. Clamperz expedition quartermasters stock burnt pages for 5,000 coins each.

Use burnt or searing pages on a Tome of fire, then inspect its Pages or Check action. Each page buys 20 casts, up to 20,000; page types cannot mix. Paid fire spells gain 10% maximum damage against monsters (50% in PvP), and searing pages add a minimum based on 10% of the pre-tome maximum. Clamperz preserves the charged tome's existing free fire after paid pages run out. Copies share one paid account balance; removing pages refunds whole pages only.

To add Ava's ammunition-saving effect to your quiver, use the city teleport to Draynor Village and walk north into Draynor Manor. Search the western bookcase to enter Ava's workshop; pull the inside lever to return. Speak to the existing Ava with the required device.

Clamperz guarantees a quiver for each full completion and uses its own disclosed wave economy. Death keeps equipment but still risks Hardcore status. The final arena's holy-fire boundary is a labelled Clamperz presentation adaptation.

Equipment and reward goals

Names and equipment requirements below are generated from the matching server definitions. Some rewards require crafting, charging or an upgrade after acquisition.

RewardEquipment requirementsTrading
Dizana's quiver (uncharged)75 rangedUntradeable
Sunfire splintersNo equipment level requirementTradeable
Smol hereditNo equipment level requirementUntradeable
Echo crystalNo equipment level requirementTradeable
Tonalztics of ralos (uncharged)75 rangedTradeable
Sunfire fanatic helm40 defence, 60 prayerTradeable
Sunfire fanatic cuirass40 defence, 60 prayerTradeable
Sunfire fanatic chausses40 defence, 60 prayerTradeable

Hueycoatl: climb together

Travel to the mountain base camp. Use the bank and expedition quartermaster, then speak to Taala or use the chain to join the cooperative encounter. Participation does not require completing the Moons or Colosseum.

Break the five visible body sections on the ascent, respond to the feather waves and lightning warnings, then fight at the summit. The head, shield and tails are separate encounter components. Match the prayer pillars and position carefully during the tail phase.

Rewards belong to individual eligible contributors. Join the climb and deal useful damage to qualify for unique rolls; late arrivals can earn common loot, while idle tags do not qualify. Above the Clouds requires a full contribution-eligible victory and its saved reward claim; late-arrival common loot alone does not complete it. Ironman and Group Ironman accounts participate under the same contribution rules.

Death keeps equipment but risks Hardcore status. Leaving, dying or disconnecting cannot transfer another player's reward. Saved loot is delivered when you leave a victorious arena or next log in. Rewards use your inventory, then your bank where your account mode permits; if no space is available, they wait safely. Make room and log back in to receive waiting items. An abandoned unfinished encounter can reset, so an attempt is not itself a reward.

The Dragon hunter wand, Tome of earth, soiled pages, Hueycoatl hides and huasca seeds give the mountain long-term goals. Use a needle on hides with thread carried: vambraces need one hide and 76 Crafting, the coif two hides and 76, chaps two and 77, and the body three and 78. No tanning is needed.

Use soiled pages on the Tome of earth, or choose its Pages action. Each page adds 20 casts, up to 20,000 charges; charged copies share one account balance. Removing pages refunds whole unused pages only. The base-camp Seer consumes an empty tome in exchange for 250 soiled pages, so keep a tome if you want to use it.

Clamperz uses a fixed rare-reward budget shared by eligible contribution, so adding idle accounts does not multiply unique output. Low-population scaling and the placement of attackable hitboxes on native scenery are deliberate local adaptations.

Equipment and reward goals

Names and equipment requirements below are generated from the matching server definitions. Some rewards require crafting, charging or an upgrade after acquisition.

RewardEquipment requirementsTrading
Dragon hunter wand65 magicTradeable
Tome of earth (empty)50 magicTradeable
Soiled pageNo equipment level requirementTradeable
Hueycoatl hideNo equipment level requirementTradeable
Huasca seedNo equipment level requirementTradeable
HuberteNo equipment level requirementUntradeable
Hueycoatl hide coif70 ranged, 40 defenceTradeable
Hueycoatl hide body70 ranged, 40 defenceTradeable
Hueycoatl hide chaps70 rangedTradeable
Hueycoatl hide vambraces70 rangedTradeable

Hunters' Guild and rumours

Verity and Apatura introduce the guild. Enter the burrow at 46 Hunter and speak to a rumour master: Gilman offers novice assignments; Ornus and Cervus offer adept assignments at 57; Aco and Teco offer expert assignments at 72; Wolf offers master assignments at 91 after ten completed rumours.

Each assignment identifies a creature, location and hunting method. Bring the appropriate traps and tools, hunt until you obtain its rare part, then return to the assigning master. Only your active assignment counts. Switching masters preserves their individual assignments and earned parts through logout. Gilman's Reset all stored rumours option discards all stored assignments and their part proof, so use ordinary switching to keep your work.

The assignment pool includes tracking, deadfall, pitfall, falconry, nets, box traps, birds, butterflies, moths, antelope and herbiboar. The new Varlamore habitats include embertailed jerboas, pyre foxes, tecu salamanders and sunlight or moonlight creatures. A normal attack kill does not count as a Hunter catch.

Expedition quartermasters sell the basic tools. Deadfalls need a knife and ordinary logs; net traps need a small fishing net and rope. Pitfalls need a knife, ordinary logs and a teasing stick or equipped hunter's spear to lure prey. For falconry, use the Piscatoris city teleport, walk south-east to the enclosure's northern stile, climb over and rent a falcon from Matthias for 500 coins. Keep weapon, shield and gloves slots empty, and retrieve the falcon after a catch.

Turn-ins earn tier-appropriate sacks. Leave room for up to twelve reward stacks when opening one. The Guild hunter outfit can come from every tier and improves successful catching; huntsman's kits require adept or better sacks, while Quetzin pet rolls require expert or master sacks. The guild safely holds unclaimed sacks, and masters can return stored field rewards when you make space.

After ten completed rumours, ask Pitri for your basic whistle blueprint. Carry a knife and oak logs, then choose Craft on the blueprint. Bring the whistle and quetzal feed or unnoted raw Hunter meat to Pitri to charge it. The basic, enhanced and perfected whistles hold 5, 20 and 50 charges; higher tiers need their blueprint, the previous whistle and teak or redwood logs respectively. A perfected whistle gains unlimited travel after 10,000 lifetime feed points.

Whistles travel to the Guild, Fortis, Cam Torum and the mountain camp after you have discovered each landing. Use the whistle's Signal action for the journal's whistle journey; Pitri's own Travel option does not count as using your whistle. If you lose an earned higher blueprint before crafting its whistle, Pitri can replace it with an untradeable torn copy. This recovery is a Clamperz addition.

The Hunter's Trail requires a rumour at every tier, ten completed rumours and a whistle journey. Because Wolf unlocks after ten turn-ins, a fresh account needs at least eleven in total. For that shortest route, include novice, adept and expert rumours among your first ten; missing tiers can also be completed later. Other journal chapters remain independently accessible. Clamperz supply quantities, upgrade guarantees and pet rates are local balance choices.

Equipment and reward goals

Names and equipment requirements below are generated from the matching server definitions. Some rewards require crafting, charging or an upgrade after acquisition.

RewardEquipment requirementsTrading
Guild hunter headwearNo equipment level requirementUntradeable
Guild hunter topNo equipment level requirementUntradeable
Guild hunter legsNo equipment level requirementUntradeable
Guild hunter bootsNo equipment level requirementUntradeable
Hunters' loot sack (basic)No equipment level requirementUntradeable
Hunters' loot sack (adept)No equipment level requirementUntradeable
Hunters' loot sack (expert)No equipment level requirementUntradeable
Hunters' loot sack (master)No equipment level requirementUntradeable
Basic quetzal whistleNo equipment level requirementUntradeable
Enhanced quetzal whistleNo equipment level requirementUntradeable
Perfected quetzal whistleNo equipment level requirementUntradeable
Basic quetzal whistle blueprintNo equipment level requirementUntradeable
Enhanced quetzal whistle blueprintNo equipment level requirementTradeable
Perfected quetzal whistle blueprintNo equipment level requirementTradeable
Huntsman's kitNo equipment level requirementUntradeable
Quetzal feedNo equipment level requirementTradeable
QuetzinNo equipment level requirementUntradeable